# RedM Natives — all natives

Generated 2026-10-04T00:49:14.973Z. 7628 natives. Index: https://natives.borderlinerp.com/llms.txt

# CFX::ACTIVATE_TIMECYCLE_EDITOR

- **Hash:** `0xEEB9B76A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ActivateTimecycleEditor`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ACTIVATE_TIMECYCLE_EDITOR

## Signature

```c
void ACTIVATE_TIMECYCLE_EDITOR();
```

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Activates built-in timecycle editing tool.

## Usage

### Lua

```lua
ActivateTimecycleEditor()

-- always available, by hash
Citizen.InvokeNative(0xeeb9b76a)
```

### JavaScript

```js
ActivateTimecycleEditor();

// by hash
Citizen.invokeNative('0xeeb9b76a');
```

### C#

```csharp
Function.Call((Hash)0xeeb9b76a);
```

*Sources: Cfx.re native reference.*

---

# CFX::ADD_AUDIO_SUBMIX_OUTPUT

- **Hash:** `0xAC6E290D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddAudioSubmixOutput`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_AUDIO_SUBMIX_OUTPUT

## Signature

```c
void ADD_AUDIO_SUBMIX_OUTPUT(int submixId, int outputSubmixId);
```

## Parameters

- `submixId` (`int`) — The input submix.
- `outputSubmixId` (`int`) — The output submix. Use `0` for the master game submix.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Adds an output for the specified audio submix.

## Usage

### Lua

```lua
AddAudioSubmixOutput(submixId, outputSubmixId)

-- always available, by hash
Citizen.InvokeNative(0xac6e290d, submixId, outputSubmixId)
```

### JavaScript

```js
AddAudioSubmixOutput(submixId, outputSubmixId);

// by hash
Citizen.invokeNative('0xac6e290d', submixId, outputSubmixId);
```

### C#

```csharp
Function.Call((Hash)0xac6e290d, submixId, outputSubmixId);
```

*Sources: Cfx.re native reference.*

---

# CFX::_ADD_BLIP_FOR_AREA

- **Hash:** `0x6228F159`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddBlipForArea`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **Other names:** `0xCE5D0E5E315DB238`
- **URL:** https://natives.borderlinerp.com/natives/CFX/_ADD_BLIP_FOR_AREA

## Signature

```c
Blip _ADD_BLIP_FOR_AREA(float x, float y, float z, float width, float height);
```

## Parameters

- `x` (`float`) — The X coordinate of the center of the blip.
- `y` (`float`) — The Y coordinate of the center of the blip.
- `z` (`float`) — The Z coordinate of the center of the blip.
- `width` (`float`) — The width of the blip.
- `height` (`float`) — The height of the blip.

## Returns

`Blip` — A handle to the blip.

## Description

*Source: Cfx.re native reference*

Adds a rectangular blip for the specified coordinates/area.
It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) to make the blip not rotate along with the camera.
By default, the blip will show as a *regular* blip with the specified color/sprite if it is outside of the minimap view.
(Native name is *likely* to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed)

**This is the server-side RPC native equivalent of the client native [\_ADD_BLIP_FOR_AREA](?\_0xCE5D0E5E315DB238).**

## Usage

### Lua

```lua
local retval = AddBlipForArea(x, y, z, width, height)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6228f159, x, y, z, width, height, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddBlipForArea(x, y, z, width, height);

// by hash
const retval = Citizen.invokeNative('0x6228f159', x + 0.0000001, y + 0.0000001, z + 0.0000001, width + 0.0000001, height + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6228f159, x, y, z, width, height);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::ADD_BLIP_FOR_COORD

- **Hash:** `0xC6F43D0E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddBlipForCoord`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_BLIP_FOR_COORD

## Signature

```c
Blip ADD_BLIP_FOR_COORD(float x, float y, float z);
```

## Parameters

- `x` (`float`) — The X coordinate to create the blip on.
- `y` (`float`) — The Y coordinate.
- `z` (`float`) — The Z coordinate.

## Returns

`Blip` — A blip handle.

## Description

*Source: Cfx.re native reference*

Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip.

**This is the server-side RPC native equivalent of the client native [ADD_BLIP_FOR_COORD](?\_0x5A039BB0BCA604B6).**

## Usage

### Lua

```lua
local retval = AddBlipForCoord(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc6f43d0e, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddBlipForCoord(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xc6f43d0e', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xc6f43d0e, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::ADD_BLIP_FOR_ENTITY

- **Hash:** `0x30822554`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddBlipForEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_BLIP_FOR_ENTITY

## Signature

```c
Blip ADD_BLIP_FOR_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity handle to create the blip.

## Returns

`Blip` — A blip handle.

## Description

*Source: Cfx.re native reference*

Create a blip that by default is red (enemy), you can use [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend).\
Can be used for objects, vehicles and peds.
Example of enemy:
![enemy](https://i.imgur.com/LIizV6S.png)
Example of friend:
![friend](https://i.imgur.com/XrCuvZP.png)

**This is the server-side RPC native equivalent of the client native [ADD_BLIP_FOR_ENTITY](?\_0x5CDE92C702A8FCE7).**

## Usage

### Lua

```lua
local retval = AddBlipForEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30822554, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddBlipForEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x30822554', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x30822554, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::ADD_BLIP_FOR_RADIUS

- **Hash:** `0x4626756C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddBlipForRadius`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_BLIP_FOR_RADIUS

## Signature

```c
Blip ADD_BLIP_FOR_RADIUS(float posX, float posY, float posZ, float radius);
```

## Parameters

- `posX` (`float`) — The x position of the blip (you can also send a vector3 instead of the bulk coordinates)
- `posY` (`float`) — The y position of the blip (you can also send a vector3 instead of the bulk coordinates)
- `posZ` (`float`) — The z position of the blip (you can also send a vector3 instead of the bulk coordinates)
- `radius` (`float`) — The number that defines the radius of the blip circle

## Returns

`Blip` — The blip handle that can be manipulated with every `SetBlip` natives

## Description

*Source: Cfx.re native reference*

Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use [AddBlipCoords](#\_0xC6F43D0E))
Example image:
![example](https://i.imgur.com/fDCmHVD.png)

**This is the server-side RPC native equivalent of the client native [ADD_BLIP_FOR_RADIUS](?\_0x46818D79B1F7499A).**

## Usage

### Lua

```lua
local retval = AddBlipForRadius(posX, posY, posZ, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4626756c, posX, posY, posZ, radius, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddBlipForRadius(posX, posY, posZ, radius);

// by hash
const retval = Citizen.invokeNative('0x4626756c', posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4626756c, posX, posY, posZ, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::ADD_CONVAR_CHANGE_LISTENER

- **Hash:** `0xAB7F7241`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddConvarChangeListener`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_CONVAR_CHANGE_LISTENER

## Signature

```c
int ADD_CONVAR_CHANGE_LISTENER(char* conVarFilter, func handler);
```

## Parameters

- `conVarFilter` (`char*`) — The Console Variable to listen for, this can be a pattern like "test:\*", or null for any
- `handler` (`func`) — The handler function.

## Returns

`int` — A cookie to remove the change handler.

## Description

*Source: Cfx.re native reference*

Adds a listener for Console Variable changes.

The function called expects to match the following signature:

```ts
function ConVarChangeListener(conVarName: string, reserved: any);
```

*   **conVarName**: The ConVar that changed.
*   **reserved**: Currently unused.

## Usage

### Lua

```lua
local retval = AddConvarChangeListener(conVarFilter, handler)

-- always available, by hash
local retval = Citizen.InvokeNative(0xab7f7241, conVarFilter, handler, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddConvarChangeListener(conVarFilter, handler);

// by hash
const retval = Citizen.invokeNative('0xab7f7241', conVarFilter, handler, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xab7f7241, conVarFilter, handler);
```

## Examples

*Source: Cfx.re native reference*

```js
// listen for all convar changes
AddConvarChangeListener(null, (conVarName, reserved) => {
    print(GetConvarInt(conVarName))
})

// listen to convars that start with "script:"
AddConvarChangeListener("script:*", (conVarName, reserved) => {
    print(GetConvarInt(conVarName))
})
```

## See also

- [CFX::REMOVE_CONVAR_CHANGE_LISTENER](https://natives.borderlinerp.com/natives/CFX/REMOVE_CONVAR_CHANGE_LISTENER.md)

*Sources: Cfx.re native reference.*

---

# CFX::ADD_PED_DECORATION_FROM_HASHES

- **Hash:** `0x70559AC7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddPedDecorationFromHashes`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **Other names:** `_APPLY_PED_OVERLAY`, `_SET_PED_DECORATION`
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_PED_DECORATION_FROM_HASHES

## Signature

```c
void ADD_PED_DECORATION_FROM_HASHES(Ped ped, Hash collection, Hash overlay);
```

## Parameters

- `ped` (`Ped`)
- `collection` (`Hash`)
- `overlay` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals.
collection - PedDecorationCollection filename hash
overlay - Item name hash
Example:
Entry inside "mpbeach_overlays.xml" -
<Item>
<uvPos x="0.500000" y="0.500000" />
<scale x="0.600000" y="0.500000" />
<rotation value="0.000000" />
<nameHash>FM_Hair_Fuzz</nameHash>
<txdHash>mp_hair_fuzz</txdHash>
<txtHash>mp_hair_fuzz</txtHash>
<zone>ZONE_HEAD</zone>
<type>TYPE_TATTOO</type>
<faction>FM</faction>
<garment>All</garment>
<gender>GENDER_DONTCARE</gender>
<award />
<awardLevel />
</Item>
Code:
PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))
```

**This is the server-side RPC native equivalent of the client native [ADD_PED_DECORATION_FROM_HASHES](?\_0x5F5D1665E352A839).**

## Usage

### Lua

```lua
AddPedDecorationFromHashes(ped, collection, overlay)

-- always available, by hash
Citizen.InvokeNative(0x70559ac7, ped, collection, overlay)
```

### JavaScript

```js
AddPedDecorationFromHashes(ped, collection, overlay);

// by hash
Citizen.invokeNative('0x70559ac7', ped, collection, overlay);
```

### C#

```csharp
Function.Call((Hash)0x70559ac7, ped, collection, overlay);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::ADD_STATE_BAG_CHANGE_HANDLER

- **Hash:** `0x5BA35AAF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddStateBagChangeHandler`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_STATE_BAG_CHANGE_HANDLER

## Signature

```c
int ADD_STATE_BAG_CHANGE_HANDLER(char* keyFilter, char* bagFilter, func handler);
```

## Parameters

- `keyFilter` (`char*`) — The key to check for, or null for no filter.
- `bagFilter` (`char*`) — The bag ID to check for such as `entity:65535`, or null for no filter.
- `handler` (`func`) — The handler function.

## Returns

`int` — A cookie to remove the change handler.

## Description

*Source: Cfx.re native reference*

Adds a handler for changes to a state bag.

The function called expects to match the following signature:

```ts
function StateBagChangeHandler(bagName: string, key: string, value: any, reserved: number, replicated: boolean);
```

*   **bagName**: The internal bag ID for the state bag which changed. This is usually `player:Source`, `entity:NetID`
    or `localEntity:Handle`.
*   **key**: The changed key.
*   **value**: The new value stored at key. The old value is still stored in the state bag at the time this callback executes.
*   **reserved**: Currently unused.
*   **replicated**: Whether the set is meant to be replicated.

At this time, the change handler can't opt to reject changes.

If bagName refers to an entity, use [GET_ENTITY_FROM_STATE_BAG_NAME](#\_0x4BDF1867) to get the entity handle
If bagName refers to a player, use [GET_PLAYER_FROM_STATE_BAG_NAME](#\_0xA56135E0) to get the player handle

## Usage

### Lua

```lua
local retval = AddStateBagChangeHandler(keyFilter, bagFilter, handler)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5ba35aaf, keyFilter, bagFilter, handler, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddStateBagChangeHandler(keyFilter, bagFilter, handler);

// by hash
const retval = Citizen.invokeNative('0x5ba35aaf', keyFilter, bagFilter, handler, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5ba35aaf, keyFilter, bagFilter, handler);
```

## Examples

*Source: Cfx.re native reference*

```js
AddStateBagChangeHandler("blockTasks", null, async (bagName, key, value /* boolean */) => {
    let entity = GetEntityFromStateBagName(bagName);
    // Whoops, we don't have a valid entity!
    if (entity === 0) return;
    // We don't want to freeze the entity position if the entity collision hasn't loaded yet
    while (!HasCollisionLoadedAroundEntity(entity)) {
        // The entity went out of our scope before the collision loaded
        if (!DoesEntityExist(entity)) return;
        await Delay(250);
    }
    SetEntityInvincible(entity, value)
    FreezeEntityPosition(entity, value)
    TaskSetBlockingOfNonTemporaryEvents(entity, value)
})
```

*Source: Cfx.re native reference*

```lua
AddStateBagChangeHandler("blockTasks", nil, function(bagName, key, value) 
    local entity = GetEntityFromStateBagName(bagName)
    -- Whoops, we don't have a valid entity!
    if entity == 0 then return end
    -- We don't want to freeze the entity position if the entity collision hasn't loaded yet
    while not HasCollisionLoadedAroundEntity(entity) do
        -- The entity went out of our scope before the collision loaded
        if not DoesEntityExist(entity) then return end
        Wait(250)
    end
    SetEntityInvincible(entity, value)
    FreezeEntityPosition(entity, value)
    TaskSetBlockingOfNonTemporaryEvents(entity, value)
end)
```

*Source: Cfx.re native reference*

```cs
AddStateBagChangeHandler("blockTasks", null,
    new Action<string, string, object, int, bool>
    (async (bagName, key, value, res, rep) =>
    {
        bool val = (bool)value;

        var entity = GetEntityFromStateBagName(bagName);
        //-- Whoops, we don't have a valid entity!
        if (entity == 0) return;
        //-- We don't want to freeze the entity position if the entity collision hasn't loaded yet
        while (!HasCollisionLoadedAroundEntity(entity))
        {
            //--The entity went out of our scope before the collision loaded
            if (!DoesEntityExist(entity)) return;

            await Delay(250);
        }
        SetEntityInvincible(entity, val);
        FreezeEntityPosition(entity, val);
        TaskSetBlockingOfNonTemporaryEvents(entity, val);
    }));
```

## See also

- [CFX::REMOVE_STATE_BAG_CHANGE_HANDLER](https://natives.borderlinerp.com/natives/CFX/REMOVE_STATE_BAG_CHANGE_HANDLER.md) — Removes a handler for changes to a state bag.

*Sources: Cfx.re native reference.*

---

# CFX::ADD_TEXT_ENTRY

- **Hash:** `0x32CA01C3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddTextEntry`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_TEXT_ENTRY

## Signature

```c
void ADD_TEXT_ENTRY(char* entryKey, char* entryText);
```

## Parameters

- `entryKey` (`char*`)
- `entryText` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
AddTextEntry(entryKey, entryText)

-- always available, by hash
Citizen.InvokeNative(0x32ca01c3, entryKey, entryText)
```

### JavaScript

```js
AddTextEntry(entryKey, entryText);

// by hash
Citizen.invokeNative('0x32ca01c3', entryKey, entryText);
```

### C#

```csharp
Function.Call((Hash)0x32ca01c3, entryKey, entryText);
```

*Sources: Cfx.re native reference.*

---

# CFX::ADD_TEXT_ENTRY_BY_HASH

- **Hash:** `0x289DA860`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddTextEntryByHash`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_TEXT_ENTRY_BY_HASH

## Signature

```c
void ADD_TEXT_ENTRY_BY_HASH(Hash entryKey, char* entryText);
```

## Parameters

- `entryKey` (`Hash`)
- `entryText` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
AddTextEntryByHash(entryKey, entryText)

-- always available, by hash
Citizen.InvokeNative(0x289da860, entryKey, entryText)
```

### JavaScript

```js
AddTextEntryByHash(entryKey, entryText);

// by hash
Citizen.invokeNative('0x289da860', entryKey, entryText);
```

### C#

```csharp
Function.Call((Hash)0x289da860, entryKey, entryText);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::APPLY_FORCE_TO_ENTITY

- **Hash:** `0xC1C0855A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ApplyForceToEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/APPLY_FORCE_TO_ENTITY

## Signature

```c
void APPLY_FORCE_TO_ENTITY(Entity entity, int forceType, float x, float y, float z, float offX, float offY, float offZ, int nComponent, BOOL bLocalForce, BOOL bLocalOffset, BOOL bScaleByMass, BOOL bPlayAudio, BOOL bScaleByTimeWarp);
```

## Parameters

- `entity` (`Entity`) — The entity handle
- `forceType` (`int`) — The force type
- `x` (`float`) — The x component of the force to apply
- `y` (`float`) — The y component of the force to apply
- `z` (`float`) — The z component of the force to apply
- `offX` (`float`) — Offset from center of entity (X)
- `offY` (`float`) — Offset from center of entity (Y)
- `offZ` (`float`) — Offset from center of entity (Z)
- `nComponent` (`int`) — Component of the entity to apply the force too. Only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component
- `bLocalForce` (`BOOL`) — Specifies whether the force vector passed in is in local or world coordinates. `true` means the force will get automatically transformed into world space before being applied
- `bLocalOffset` (`BOOL`) — Specifies whether the offset passed in is in local or world coordinates
- `bScaleByMass` (`BOOL`) — Specifies whether to scale the force by mass
- `bPlayAudio` (`BOOL`) — Specifies whether to play audio events related to the force being applied. The audio will depend on the entity type. Currently vehicles are the only entity types supported, and will play a suspension squeal depending on the magnitude of the force
- `bScaleByTimeWarp` (`BOOL`) — Specifies whether to scale the force by time warp. Default is `true`

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```cpp
enum eApplyForceTypes {
APPLY_TYPE_FORCE = 0,
APPLY_TYPE_IMPULSE = 1,
APPLY_TYPE_EXTERNAL_FORCE = 2,
APPLY_TYPE_EXTERNAL_IMPULSE = 3,
APPLY_TYPE_TORQUE = 4,
APPLY_TYPE_ANGULAR_IMPULSE = 5
}
```

**This is the server-side RPC native equivalent of the client native [APPLY_FORCE_TO_ENTITY](?\_0xC5F68BE9613E2D18).**

## Usage

### Lua

```lua
ApplyForceToEntity(entity, forceType, x, y, z, offX, offY, offZ, nComponent, bLocalForce, bLocalOffset, bScaleByMass, bPlayAudio, bScaleByTimeWarp)

-- always available, by hash
Citizen.InvokeNative(0xc1c0855a, entity, forceType, x, y, z, offX, offY, offZ, nComponent, bLocalForce, bLocalOffset, bScaleByMass, bPlayAudio, bScaleByTimeWarp)
```

### JavaScript

```js
ApplyForceToEntity(entity, forceType, x, y, z, offX, offY, offZ, nComponent, bLocalForce, bLocalOffset, bScaleByMass, bPlayAudio, bScaleByTimeWarp);

// by hash
Citizen.invokeNative('0xc1c0855a', entity, forceType, x + 0.0000001, y + 0.0000001, z + 0.0000001, offX + 0.0000001, offY + 0.0000001, offZ + 0.0000001, nComponent, bLocalForce, bLocalOffset, bScaleByMass, bPlayAudio, bScaleByTimeWarp);
```

### C#

```csharp
Function.Call((Hash)0xc1c0855a, entity, forceType, x, y, z, offX, offY, offZ, nComponent, bLocalForce, bLocalOffset, bScaleByMass, bPlayAudio, bScaleByTimeWarp);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::APPLY_WEATHER_CYCLES

- **Hash:** `0x3422291C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ApplyWeatherCycles`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/APPLY_WEATHER_CYCLES

## Signature

```c
BOOL APPLY_WEATHER_CYCLES(int numEntries, int msPerCycle);
```

## Parameters

- `numEntries` (`int`) — The number of cycle entries. Must be between 1 and 256
- `msPerCycle` (`int`) — The duration in milliseconds of each cycle. Must be between 1000 and 86400000 (24 hours)

## Returns

`BOOL` — Returns true if all parameters were valid, otherwise false.

## Usage

### Lua

```lua
local retval = ApplyWeatherCycles(numEntries, msPerCycle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3422291c, numEntries, msPerCycle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ApplyWeatherCycles(numEntries, msPerCycle);

// by hash
const retval = Citizen.invokeNative('0x3422291c', numEntries, msPerCycle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3422291c, numEntries, msPerCycle);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- Cycle between XMAS weather for 30 seconds (3 * 10000 milliseconds), and SMOG weather for 20 seconds (2 * 10000 milliseconds)
local success = SetWeatherCycleEntry(0, "XMAS", 3) and
                SetWeatherCycleEntry(1, "SMOG", 2) and
                ApplyWeatherCycles(2, 10000)
```

*Sources: Cfx.re native reference.*

---

# CFX::CAN_PLAYER_START_COMMERCE_SESSION

- **Hash:** `0x429461C3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CanPlayerStartCommerceSession`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CAN_PLAYER_START_COMMERCE_SESSION

## Signature

```c
BOOL CAN_PLAYER_START_COMMERCE_SESSION(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`BOOL` — True or false.

## Description

*Source: Cfx.re native reference*

> This native is deprecated and may be removed in a future version. Use the [Tebex API](https://docs.tebex.io/) instead.

Returns whether or not the specified player has enough information to start a commerce session for.

## Usage

### Lua

```lua
local retval = CanPlayerStartCommerceSession(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x429461c3, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanPlayerStartCommerceSession(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x429461c3', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x429461c3, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::CANCEL_EVENT

- **Hash:** `0xFA29D35D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CancelEvent`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CANCEL_EVENT

## Signature

```c
void CANCEL_EVENT();
```

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Cancels the currently executing event.

## Usage

### Lua

```lua
CancelEvent()

-- always available, by hash
Citizen.InvokeNative(0xfa29d35d)
```

### JavaScript

```js
CancelEvent();

// by hash
Citizen.invokeNative('0xfa29d35d');
```

### C#

```csharp
Function.Call((Hash)0xfa29d35d);
```

*Sources: Cfx.re native reference.*

---

# CFX::CLEAR_DRAW_ORIGIN

- **Hash:** `0xDD76B263`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearDrawOrigin`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_DRAW_ORIGIN

## Signature

```c
void CLEAR_DRAW_ORIGIN();
```

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Resets the screen's draw-origin which was changed by the function [`SET_DRAW_ORIGIN`](#\_0xE10198D5) back to `x=0, y=0`. See [`SET_DRAW_ORIGIN`](#\_0xE10198D5) for further information.

## Usage

### Lua

```lua
ClearDrawOrigin()

-- always available, by hash
Citizen.InvokeNative(0xdd76b263)
```

### JavaScript

```js
ClearDrawOrigin();

// by hash
Citizen.invokeNative('0xdd76b263');
```

### C#

```csharp
Function.Call((Hash)0xdd76b263);
```

## See also

- [CFX::SET_DRAW_ORIGIN](https://natives.borderlinerp.com/natives/CFX/SET_DRAW_ORIGIN.md) — Sets the on-screen drawing origin for draw-functions in world coordinates.

*Sources: Cfx.re native reference.*

---

# CFX::CLEAR_PED_PROP

- **Hash:** `0x2D23D743`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearPedProp`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_PED_PROP

## Signature

```c
void CLEAR_PED_PROP(Ped ped, int propId);
```

## Parameters

- `ped` (`Ped`) — The ped handle.
- `propId` (`int`) — The prop id you want to clear from the ped. Refer to [SET_PED_PROP_INDEX](#\_0x93376B65A266EB5F).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

CLEAR_PED_PROP

**This is the server-side RPC native equivalent of the client native [CLEAR_PED_PROP](?\_0x0943E5B8E078E76E).**

## Usage

### Lua

```lua
ClearPedProp(ped, propId)

-- always available, by hash
Citizen.InvokeNative(0x2d23d743, ped, propId)
```

### JavaScript

```js
ClearPedProp(ped, propId);

// by hash
Citizen.invokeNative('0x2d23d743', ped, propId);
```

### C#

```csharp
Function.Call((Hash)0x2d23d743, ped, propId);
```

*Sources: Cfx.re native reference.*

---

# CFX::CLEAR_PED_SECONDARY_TASK

- **Hash:** `0xA635F451`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearPedSecondaryTask`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_PED_SECONDARY_TASK

## Signature

```c
void CLEAR_PED_SECONDARY_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

CLEAR_PED_SECONDARY_TASK

**This is the server-side RPC native equivalent of the client native [CLEAR_PED_SECONDARY_TASK](?\_0x176CECF6F920D707).**

## Usage

### Lua

```lua
ClearPedSecondaryTask(ped)

-- always available, by hash
Citizen.InvokeNative(0xa635f451, ped)
```

### JavaScript

```js
ClearPedSecondaryTask(ped);

// by hash
Citizen.invokeNative('0xa635f451', ped);
```

### C#

```csharp
Function.Call((Hash)0xa635f451, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::CLEAR_PED_TASKS

- **Hash:** `0xDE3316AB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearPedTasks`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_PED_TASKS

## Signature

```c
void CLEAR_PED_TASKS(Ped ped);
```

## Parameters

- `ped` (`Ped`) — Ped id. Use PlayerPedId() for your own character.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Clear a ped's tasks. Stop animations and other tasks created by scripts.

**This is the server-side RPC native equivalent of the client native [CLEAR_PED_TASKS](?\_0xE1EF3C1216AFF2CD).**

## Usage

### Lua

```lua
ClearPedTasks(ped)

-- always available, by hash
Citizen.InvokeNative(0xde3316ab, ped)
```

### JavaScript

```js
ClearPedTasks(ped);

// by hash
Citizen.invokeNative('0xde3316ab', ped);
```

### C#

```csharp
Function.Call((Hash)0xde3316ab, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::CLEAR_PED_TASKS_IMMEDIATELY

- **Hash:** `0xBC045625`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearPedTasksImmediately`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_PED_TASKS_IMMEDIATELY

## Signature

```c
void CLEAR_PED_TASKS_IMMEDIATELY(Ped ped);
```

## Parameters

- `ped` (`Ped`) — Ped id.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Immediately stops the pedestrian from whatever it's doing. The difference between this and [CLEAR_PED_TASKS](#\_0xE1EF3C1216AFF2CD) is that this one teleports the ped but does not change the position of the ped.

**This is the server-side RPC native equivalent of the client native [CLEAR_PED_TASKS_IMMEDIATELY](?\_0xAAA34F8A7CB32098).**

## Usage

### Lua

```lua
ClearPedTasksImmediately(ped)

-- always available, by hash
Citizen.InvokeNative(0xbc045625, ped)
```

### JavaScript

```js
ClearPedTasksImmediately(ped);

// by hash
Citizen.invokeNative('0xbc045625', ped);
```

### C#

```csharp
Function.Call((Hash)0xbc045625, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::CLEAR_PLAYER_WANTED_LEVEL

- **Hash:** `0x54EA5BCC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearPlayerWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_PLAYER_WANTED_LEVEL

## Signature

```c
void CLEAR_PLAYER_WANTED_LEVEL(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false);
PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it's worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible.
```

**This is the server-side RPC native equivalent of the client native [CLEAR_PLAYER_WANTED_LEVEL](?\_0xB302540597885499).**

## Usage

### Lua

```lua
ClearPlayerWantedLevel(player)

-- always available, by hash
Citizen.InvokeNative(0x54ea5bcc, player)
```

### JavaScript

```js
ClearPlayerWantedLevel(player);

// by hash
Citizen.invokeNative('0x54ea5bcc', player);
```

### C#

```csharp
Function.Call((Hash)0x54ea5bcc, player);
```

## See also

- [CFX::GET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_WANTED_LEVEL.md) — Returns given players wanted level server-side.
- [CFX::SET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_WANTED_LEVEL.md) — SET_PLAYER_WANTED_LEVEL This is the server-side RPC native equivalent of the client native SET_PLAYER_WANTED_LEVEL.

*Sources: Cfx.re native reference.*

---

# CFX::CLONE_TIMECYCLE_MODIFIER

- **Hash:** `0x54D636B3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CloneTimecycleModifier`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLONE_TIMECYCLE_MODIFIER

## Signature

```c
int CLONE_TIMECYCLE_MODIFIER(char* sourceModifierName, char* clonedModifierName);
```

## Parameters

- `sourceModifierName` (`char*`) — The source timecycle name.
- `clonedModifierName` (`char*`) — The clone timecycle name, must be unique.

## Returns

`int` — The cloned timecycle modifier index, or -1 if failed.

## Usage

### Lua

```lua
local retval = CloneTimecycleModifier(sourceModifierName, clonedModifierName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x54d636b3, sourceModifierName, clonedModifierName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CloneTimecycleModifier(sourceModifierName, clonedModifierName);

// by hash
const retval = Citizen.invokeNative('0x54d636b3', sourceModifierName, clonedModifierName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x54d636b3, sourceModifierName, clonedModifierName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local sourceName = "underwater"
local cloneName = "my_awesome_timecycle"

local clonedIndex = CloneTimecycleModifier(sourceName, cloneName)
if clonedIndex ~= -1 then
  SetTimecycleModifier(cloneName)
end
```

## See also

- [CFX::CREATE_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/CFX/CREATE_TIMECYCLE_MODIFIER.md) — Create a clean timecycle modifier.
- [CFX::REMOVE_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/CFX/REMOVE_TIMECYCLE_MODIFIER.md)

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_AUDIO_SUBMIX

- **Hash:** `0x658D2BC8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateAudioSubmix`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_AUDIO_SUBMIX

## Signature

```c
int CREATE_AUDIO_SUBMIX(char* name);
```

## Parameters

- `name` (`char*`) — The audio submix name.

## Returns

`int` — A submix ID, or -1 if the submix could not be created.

## Description

*Source: Cfx.re native reference*

Creates an audio submix with the specified name, or gets the existing audio submix by that name.

## Usage

### Lua

```lua
local retval = CreateAudioSubmix(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x658d2bc8, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateAudioSubmix(name);

// by hash
const retval = Citizen.invokeNative('0x658d2bc8', name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x658d2bc8, name);
```

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_DUI

- **Hash:** `0x23EAF899`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateDui`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_DUI

## Signature

```c
long CREATE_DUI(char* url, int width, int height);
```

## Parameters

- `url` (`char*`) — The initial URL to load in the browser.
- `width` (`int`) — The width of the backing surface.
- `height` (`int`) — The height of the backing surface.

## Returns

`long` — A DUI object.

## Description

*Source: Cfx.re native reference*

Creates a DUI browser. This can be used to draw on a runtime texture using CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE.

## Usage

### Lua

```lua
local retval = CreateDui(url, width, height)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23eaf899, url, width, height, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateDui(url, width, height);

// by hash
const retval = Citizen.invokeNative('0x23eaf899', url, width, height, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x23eaf899, url, width, height);
```

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_OBJECT

- **Hash:** `0x2F7AA05C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateObject`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_OBJECT

## Signature

```c
Entity CREATE_OBJECT(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL netMissionEntity, BOOL doorFlag);
```

## Parameters

- `modelHash` (`Hash`) — The model to spawn.
- `x` (`float`) — Spawn coordinate X component.
- `y` (`float`) — Spawn coordinate Y component.
- `z` (`float`) — Spawn coordinate Z component, 'ground level'.
- `isNetwork` (`BOOL`) — Whether to create a network object for the object. If false, the object exists only locally.
- `netMissionEntity` (`BOOL`) — Whether to register the object as pinned to the script host in the R\* network model.
- `doorFlag` (`BOOL`) — False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode.

## Returns

`Entity` — A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created.

## Description

*Source: Cfx.re native reference*

Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model.
This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

**This is the server-side RPC native equivalent of the client native [CREATE_OBJECT](?\_0x509D5878EB39E842).**

## Usage

### Lua

```lua
local retval = CreateObject(modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2f7aa05c, modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateObject(modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag);

// by hash
const retval = Citizen.invokeNative('0x2f7aa05c', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, isNetwork, netMissionEntity, doorFlag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2f7aa05c, modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_OBJECT_NO_OFFSET

- **Hash:** `0x58040420`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateObjectNoOffset`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_OBJECT_NO_OFFSET

## Signature

```c
Entity CREATE_OBJECT_NO_OFFSET(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL netMissionEntity, BOOL doorFlag);
```

## Parameters

- `modelHash` (`Hash`) — The model to spawn.
- `x` (`float`) — Spawn coordinate X component.
- `y` (`float`) — Spawn coordinate Y component.
- `z` (`float`) — Spawn coordinate Z component.
- `isNetwork` (`BOOL`) — Whether to create a network object for the object. If false, the object exists only locally.
- `netMissionEntity` (`BOOL`) — Whether to register the object as pinned to the script host in the R\* network model.
- `doorFlag` (`BOOL`) — False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode.

## Returns

`Entity` — A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created.

## Description

*Source: Cfx.re native reference*

Creates an object (prop) with the specified model centered at the specified position.
This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

**This is the server-side RPC native equivalent of the client native [CREATE_OBJECT_NO_OFFSET](?\_0x9A294B2138ABB884).**

## Usage

### Lua

```lua
local retval = CreateObjectNoOffset(modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58040420, modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateObjectNoOffset(modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag);

// by hash
const retval = Citizen.invokeNative('0x58040420', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, isNetwork, netMissionEntity, doorFlag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58040420, modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_PED

- **Hash:** `0x389EF71`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreatePed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_PED

## Signature

```c
Entity CREATE_PED(int pedType, Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostPed);
```

## Parameters

- `pedType` (`int`) — Unused. Peds get set to CIVMALE/CIVFEMALE/etc. no matter the value specified.
- `modelHash` (`Hash`) — The model of ped to spawn.
- `x` (`float`) — Spawn coordinate X component.
- `y` (`float`) — Spawn coordinate Y component.
- `z` (`float`) — Spawn coordinate Z component.
- `heading` (`float`) — Heading to face towards, in degrees.
- `isNetwork` (`BOOL`) — Whether to create a network object for the ped. If false, the ped exists only locally.
- `bScriptHostPed` (`BOOL`) — Whether to register the ped as pinned to the script host in the R\* network model.

## Returns

`Entity` — A script handle (fwScriptGuid index) for the ped, or `0` if the ped failed to be created.

## Description

*Source: Cfx.re native reference*

Creates a ped (biped character, pedestrian, actor) with the specified model at the specified position and heading.
This ped will initially be owned by the creating script as a mission entity, and the model should be loaded already
(e.g. using REQUEST_MODEL).

**This is the server-side RPC native equivalent of the client native [CREATE_PED](?\_0xD49F9B0955C367DE).**

## Usage

### Lua

```lua
local retval = CreatePed(pedType, modelHash, x, y, z, heading, isNetwork, bScriptHostPed)

-- always available, by hash
local retval = Citizen.InvokeNative(0x389ef71, pedType, modelHash, x, y, z, heading, isNetwork, bScriptHostPed, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePed(pedType, modelHash, x, y, z, heading, isNetwork, bScriptHostPed);

// by hash
const retval = Citizen.invokeNative('0x389ef71', pedType, modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, isNetwork, bScriptHostPed, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x389ef71, pedType, modelHash, x, y, z, heading, isNetwork, bScriptHostPed);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_PED_INSIDE_VEHICLE

- **Hash:** `0x3000F092`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreatePedInsideVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_PED_INSIDE_VEHICLE

## Signature

```c
Entity CREATE_PED_INSIDE_VEHICLE(Vehicle vehicle, int pedType, Hash modelHash, int seat, BOOL isNetwork, BOOL bScriptHostPed);
```

## Parameters

- `vehicle` (`Vehicle`)
- `pedType` (`int`) — See [`CREATE_PED`](#\_0xD49F9B0955C367DE)
- `modelHash` (`Hash`)
- `seat` (`int`)
- `isNetwork` (`BOOL`)
- `bScriptHostPed` (`BOOL`)

## Returns

`Entity`

## Description

*Source: Cfx.re native reference*

CREATE_PED_INSIDE_VEHICLE

**This is the server-side RPC native equivalent of the client native [CREATE_PED_INSIDE_VEHICLE](?\_0x7DD959874C1FD534).**

## Usage

### Lua

```lua
local retval = CreatePedInsideVehicle(vehicle, pedType, modelHash, seat, isNetwork, bScriptHostPed)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3000f092, vehicle, pedType, modelHash, seat, isNetwork, bScriptHostPed, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePedInsideVehicle(vehicle, pedType, modelHash, seat, isNetwork, bScriptHostPed);

// by hash
const retval = Citizen.invokeNative('0x3000f092', vehicle, pedType, modelHash, seat, isNetwork, bScriptHostPed, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3000f092, vehicle, pedType, modelHash, seat, isNetwork, bScriptHostPed);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_TIMECYCLE_MODIFIER

- **Hash:** `0x70FA2AFA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateTimecycleModifier`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_TIMECYCLE_MODIFIER

## Signature

```c
int CREATE_TIMECYCLE_MODIFIER(char* modifierName);
```

## Parameters

- `modifierName` (`char*`) — The new timecycle name, must be unique.

## Returns

`int` — The created timecycle modifier index, or -1 if failed.

## Description

*Source: Cfx.re native reference*

Create a clean timecycle modifier. See [`SET_TIMECYCLE_MODIFIER_VAR`](#\_0x6E0A422B) to add variables.

## Usage

### Lua

```lua
local retval = CreateTimecycleModifier(modifierName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x70fa2afa, modifierName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateTimecycleModifier(modifierName);

// by hash
const retval = Citizen.invokeNative('0x70fa2afa', modifierName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x70fa2afa, modifierName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local modifierName = "my_awesome_timecycle"
local createdIndex = CreateTimecycleModifier(modifierName)

if createdIndex ~= -1 then
  SetTimecycleModifier(modifierName)
end
```

## See also

- [CFX::CLONE_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/CFX/CLONE_TIMECYCLE_MODIFIER.md)
- [CFX::REMOVE_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/CFX/REMOVE_TIMECYCLE_MODIFIER.md)

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_VEHICLE

- **Hash:** `0xDD75460A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_VEHICLE

## Signature

```c
Entity CREATE_VEHICLE(Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL netMissionEntity);
```

## Parameters

- `modelHash` (`Hash`) — The model of vehicle to spawn.
- `x` (`float`) — Spawn coordinate X component.
- `y` (`float`) — Spawn coordinate Y component.
- `z` (`float`) — Spawn coordinate Z component.
- `heading` (`float`) — Heading to face towards, in degrees.
- `isNetwork` (`BOOL`) — Whether to create a network object for the vehicle. If false, the vehicle exists only locally.
- `netMissionEntity` (`BOOL`) — Whether to register the vehicle as pinned to the script host in the R\* network model.

## Returns

`Entity` — A script handle (fwScriptGuid index) for the vehicle, or `0` if the vehicle failed to be created.

## Description

*Source: Cfx.re native reference*

Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating
script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

```
NativeDB Added Parameter 8: BOOL p7
```

**This is the server-side RPC native equivalent of the client native [CREATE_VEHICLE](?\_0xAF35D0D2583051B0).**

## Usage

### Lua

```lua
local retval = CreateVehicle(modelHash, x, y, z, heading, isNetwork, netMissionEntity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdd75460a, modelHash, x, y, z, heading, isNetwork, netMissionEntity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVehicle(modelHash, x, y, z, heading, isNetwork, netMissionEntity);

// by hash
const retval = Citizen.invokeNative('0xdd75460a', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, isNetwork, netMissionEntity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xdd75460a, modelHash, x, y, z, heading, isNetwork, netMissionEntity);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::CREATE_VEHICLE_SERVER_SETTER

- **Hash:** `0x6AE51D4B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `CreateVehicleServerSetter`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/CREATE_VEHICLE_SERVER_SETTER

## Signature

```c
Vehicle CREATE_VEHICLE_SERVER_SETTER(Hash modelHash, char* type, float x, float y, float z, float heading);
```

## Parameters

- `modelHash` (`Hash`) — The model of vehicle to spawn.
- `type` (`char*`) — The appropriate vehicle type for the model info. Can be one of `automobile`, `bike`, `boat`, `heli`, `plane`, `submarine`, `trailer`, and (potentially), `train`. This should be the same type as the `type` field in `vehicles.meta`.
- `x` (`float`) — Spawn coordinate X component.
- `y` (`float`) — Spawn coordinate Y component.
- `z` (`float`) — Spawn coordinate Z component.
- `heading` (`float`) — Heading to face towards, in degrees.

## Returns

`Vehicle` — A script handle for the vehicle, or 0 if the vehicle failed to be created.

## Description

*Source: Cfx.re native reference*

Equivalent to CREATE_VEHICLE, but it uses 'server setter' logic (like the former CREATE_AUTOMOBILE) as a workaround for
reliability concerns regarding entity creation RPC.

Unlike CREATE_AUTOMOBILE, this supports other vehicle types as well.

## Usage

### Lua

```lua
local retval = CreateVehicleServerSetter(modelHash, type, x, y, z, heading)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6ae51d4b, modelHash, type, x, y, z, heading, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVehicleServerSetter(modelHash, type, x, y, z, heading);

// by hash
const retval = Citizen.invokeNative('0x6ae51d4b', modelHash, type, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6ae51d4b, modelHash, type, x, y, z, heading);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Examples

*Source: Cfx.re native reference*

```lua
local heli = CreateVehicleServerSetter(`seasparrow`, 'heli', GetEntityCoords(GetPlayerPed(GetPlayers()[1])) + vector3(0, 0, 15), 0.0)
print(GetEntityCoords(heli)) -- should return correct coordinates
```

*Sources: Cfx.re native reference.*

---

# CFX::DELETE_ENTITY

- **Hash:** `0xFAA3D236`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DeleteEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DELETE_ENTITY

## Signature

```c
void DELETE_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to delete.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Deletes the specified entity.

**NOTE**: For trains this will only work if called on the train engine, it will not work on its carriages.

## Usage

### Lua

```lua
DeleteEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0xfaa3d236, entity)
```

### JavaScript

```js
DeleteEntity(entity);

// by hash
Citizen.invokeNative('0xfaa3d236', entity);
```

### C#

```csharp
Function.Call((Hash)0xfaa3d236, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::DELETE_FUNCTION_REFERENCE

- **Hash:** `0x1E86F206`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DeleteFunctionReference`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DELETE_FUNCTION_REFERENCE

## Signature

```c
void DELETE_FUNCTION_REFERENCE(char* referenceIdentity);
```

## Parameters

- `referenceIdentity` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteFunctionReference(referenceIdentity)

-- always available, by hash
Citizen.InvokeNative(0x1e86f206, referenceIdentity)
```

### JavaScript

```js
DeleteFunctionReference(referenceIdentity);

// by hash
Citizen.invokeNative('0x1e86f206', referenceIdentity);
```

### C#

```csharp
Function.Call((Hash)0x1e86f206, referenceIdentity);
```

## See also

- [CFX::DUPLICATE_FUNCTION_REFERENCE](https://natives.borderlinerp.com/natives/CFX/DUPLICATE_FUNCTION_REFERENCE.md)

*Sources: Cfx.re native reference.*

---

# CFX::DELETE_RESOURCE_KVP

- **Hash:** `0x7389B5DF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DeleteResourceKvp`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/DELETE_RESOURCE_KVP

## Signature

```c
void DELETE_RESOURCE_KVP(char* key);
```

## Parameters

- `key` (`char*`) — The key to delete

## Returns

`void`

## Usage

### Lua

```lua
DeleteResourceKvp(key)

-- always available, by hash
Citizen.InvokeNative(0x7389b5df, key)
```

### JavaScript

```js
DeleteResourceKvp(key);

// by hash
Citizen.invokeNative('0x7389b5df', key);
```

### C#

```csharp
Function.Call((Hash)0x7389b5df, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
DeleteResourceKvp('liberty_city')
```

## See also

- [CFX::SET_RESOURCE_KVP](https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP.md) — A setter for GET_RESOURCE_KVP_STRING.
- [CFX::FLUSH_RESOURCE_KVP](https://natives.borderlinerp.com/natives/CFX/FLUSH_RESOURCE_KVP.md) — Nonsynchronous operations will not wait for a disk/filesystem flush before returning from a write or delete call.

*Sources: Cfx.re native reference.*

---

# CFX::DELETE_RESOURCE_KVP_NO_SYNC

- **Hash:** `0x4152C90`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DeleteResourceKvpNoSync`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DELETE_RESOURCE_KVP_NO_SYNC

## Signature

```c
void DELETE_RESOURCE_KVP_NO_SYNC(char* key);
```

## Parameters

- `key` (`char*`) — The key to delete

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Nonsynchronous [DELETE_RESOURCE_KVP](#\_0x7389B5DF) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A).

## Usage

### Lua

```lua
DeleteResourceKvpNoSync(key)

-- always available, by hash
Citizen.InvokeNative(0x4152c90, key)
```

### JavaScript

```js
DeleteResourceKvpNoSync(key);

// by hash
Citizen.invokeNative('0x4152c90', key);
```

### C#

```csharp
Function.Call((Hash)0x4152c90, key);
```

## See also

- [CFX::SET_RESOURCE_KVP_NO_SYNC](https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_NO_SYNC.md) — Nonsynchronous SET_RESOURCE_KVP operation; see FLUSH_RESOURCE_KVP.

*Sources: Cfx.re native reference.*

---

# CFX::DELETE_TRAIN

- **Hash:** `0x523BA3DA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DeleteTrain`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DELETE_TRAIN

## Signature

```c
void DELETE_TRAIN(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The carriage to delete.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Deletes the specified `entity` and any carriage its attached to, or that is attached to it.

## Usage

### Lua

```lua
DeleteTrain(entity)

-- always available, by hash
Citizen.InvokeNative(0x523ba3da, entity)
```

### JavaScript

```js
DeleteTrain(entity);

// by hash
Citizen.invokeNative('0x523ba3da', entity);
```

### C#

```csharp
Function.Call((Hash)0x523ba3da, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::DESTROY_DUI

- **Hash:** `0xA085CB10`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DestroyDui`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DESTROY_DUI

## Signature

```c
void DESTROY_DUI(long duiObject);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Destroys a DUI browser.

## Usage

### Lua

```lua
DestroyDui(duiObject)

-- always available, by hash
Citizen.InvokeNative(0xa085cb10, duiObject)
```

### JavaScript

```js
DestroyDui(duiObject);

// by hash
Citizen.invokeNative('0xa085cb10', duiObject);
```

### C#

```csharp
Function.Call((Hash)0xa085cb10, duiObject);
```

*Sources: Cfx.re native reference.*

---

# CFX::DISABLE_RAW_KEY_THIS_FRAME

- **Hash:** `0x8BCF0014`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DisableRawKeyThisFrame`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/DISABLE_RAW_KEY_THIS_FRAME

## Signature

```c
BOOL DISABLE_RAW_KEY_THIS_FRAME(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of down state.

## Description

*Source: Cfx.re native reference*

Disables the specified `rawKeyIndex`, making it not trigger the regular `IS_RAW_KEY_*` natives.

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = DisableRawKeyThisFrame(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8bcf0014, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DisableRawKeyThisFrame(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x8bcf0014', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8bcf0014, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local KEY_SPACE = 32
DisableRawKeyThisFrame(KEY_SPACE)
-- This will not get triggered this frame
if IsRawKeyDown(KEY_SPACE) then
	print("unreachable :(")
end
-- this will get triggered
if IsDisabledRawKeyDown(KEY_SPACE) then
    print("Spacebar is down")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::DISABLE_WORLDHORIZON_RENDERING

- **Hash:** `0xA9C92CDC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DisableWorldhorizonRendering`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DISABLE_WORLDHORIZON_RENDERING

## Signature

```c
void DISABLE_WORLDHORIZON_RENDERING(BOOL state);
```

## Parameters

- `state` (`BOOL`) — On/Off

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Disables the game's world horizon lods rendering (see `farlods.#dd`).
Using the island hopper natives might also affect this state.

## Usage

### Lua

```lua
DisableWorldhorizonRendering(state)

-- always available, by hash
Citizen.InvokeNative(0xa9c92cdc, state)
```

### JavaScript

```js
DisableWorldhorizonRendering(state);

// by hash
Citizen.invokeNative('0xa9c92cdc', state);
```

### C#

```csharp
Function.Call((Hash)0xa9c92cdc, state);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_BOAT_SINK_WHEN_WRECKED

- **Hash:** `0x43F15989`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesBoatSinkWhenWrecked`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_BOAT_SINK_WHEN_WRECKED

## Signature

```c
bool DOES_BOAT_SINK_WHEN_WRECKED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.

## Returns

`bool` — Returns whether or not the boat sinks when wrecked.

## Usage

### Lua

```lua
local retval = DoesBoatSinkWhenWrecked(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43f15989, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesBoatSinkWhenWrecked(vehicle);

// by hash
const retval = Citizen.invokeNative('0x43f15989', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x43f15989, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_ENTITY_EXIST

- **Hash:** `0x3AC90869`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesEntityExist`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_ENTITY_EXIST

## Signature

```c
BOOL DOES_ENTITY_EXIST(Object entity);
```

## Parameters

- `entity` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityExist(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3ac90869, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityExist(entity);

// by hash
const retval = Citizen.invokeNative('0x3ac90869', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3ac90869, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_PLAYER_EXIST

- **Hash:** `0x12038599`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesPlayerExist`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_PLAYER_EXIST

## Signature

```c
BOOL DOES_PLAYER_EXIST(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`BOOL` — True if the player exists, false otherwise

## Description

*Source: Cfx.re native reference*

Returns whether or not the player exists

## Usage

### Lua

```lua
local retval = DoesPlayerExist(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12038599, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPlayerExist(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x12038599', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x12038599, playerSrc);
```

## Examples

*Source: Cfx.re native reference*

```lua
local deferralMessages = { "Isn't this just magical!", "We can defer all day!", "You'll get in eventually", "You're totally not going to sit here forever", "The Fruit Tree is a lie" }
AddEventHandler("playerConnecting", function(name, setKickReason, deferrals)
    local source = source
    deferrals.defer()

    Wait(0)

    local messageIndex = 0

    repeat
        Wait(2000)
        if messageIndex >= #deferralMessages then
            deferrals.done()
        else
            messageIndex = messageIndex + 1
        end
        deferrals.update(deferralMessages[messageIndex])
    until not DoesPlayerExist(source)
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_PLAYER_OWN_SKU

- **Hash:** `0x167ABA27`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesPlayerOwnSku`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_PLAYER_OWN_SKU

## Signature

```c
BOOL DOES_PLAYER_OWN_SKU(char* playerSrc, int skuId);
```

## Parameters

- `playerSrc` (`char*`) — The player handle
- `skuId` (`int`) — The ID of the SKU.

## Returns

`BOOL` — A boolean.

## Description

*Source: Cfx.re native reference*

> This native is deprecated and may be removed in a future version. Use [`DOES_PLAYER_OWN_SKU_EXT`](#\_0xDEF0480B) instead.

Requests whether or not the player owns the specified SKU.

## Usage

### Lua

```lua
local retval = DoesPlayerOwnSku(playerSrc, skuId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x167aba27, playerSrc, skuId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPlayerOwnSku(playerSrc, skuId);

// by hash
const retval = Citizen.invokeNative('0x167aba27', playerSrc, skuId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x167aba27, playerSrc, skuId);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_PLAYER_OWN_SKU_EXT

- **Hash:** `0xDEF0480B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesPlayerOwnSkuExt`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_PLAYER_OWN_SKU_EXT

## Signature

```c
BOOL DOES_PLAYER_OWN_SKU_EXT(char* playerSrc, int skuId);
```

## Parameters

- `playerSrc` (`char*`) — The player handle
- `skuId` (`int`) — The package ID on Tebex.

## Returns

`BOOL` — A boolean.

## Description

*Source: Cfx.re native reference*

Requests whether or not the player owns the specified package.

## Usage

### Lua

```lua
local retval = DoesPlayerOwnSkuExt(playerSrc, skuId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdef0480b, playerSrc, skuId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPlayerOwnSkuExt(playerSrc, skuId);

// by hash
const retval = Citizen.invokeNative('0xdef0480b', playerSrc, skuId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xdef0480b, playerSrc, skuId);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_TEXTURE_EXIST

- **Hash:** `0x8B25BC20`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesTextureExist`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_TEXTURE_EXIST

## Signature

```c
bool DOES_TEXTURE_EXIST(int textureId);
```

## Parameters

- `textureId` (`int`) — texture id created by `0xC5E7204F322E49EB`.

## Returns

`bool`

## Description

*Source: Cfx.re native reference*

In compare to `0x31DC8D3F216D8509` return true if texture its created when `0x31DC8D3F216D8509` return true if you put there any id in valid range

## Usage

### Lua

```lua
local retval = DoesTextureExist(textureId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8b25bc20, textureId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesTextureExist(textureId);

// by hash
const retval = Citizen.invokeNative('0x8b25bc20', textureId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8b25bc20, textureId);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOES_TIMECYCLE_MODIFIER_HAS_VAR

- **Hash:** `0xC53BB6D3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoesTimecycleModifierHasVar`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOES_TIMECYCLE_MODIFIER_HAS_VAR

## Signature

```c
BOOL DOES_TIMECYCLE_MODIFIER_HAS_VAR(char* modifierName, char* varName);
```

## Parameters

- `modifierName` (`char*`) — The name of timecycle modifier.
- `varName` (`char*`) — The name of timecycle variable.

## Returns

`BOOL` — Whether or not variable by name was found on the specified timecycle modifier.

## Usage

### Lua

```lua
local retval = DoesTimecycleModifierHasVar(modifierName, varName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc53bb6d3, modifierName, varName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesTimecycleModifierHasVar(modifierName, varName);

// by hash
const retval = Citizen.invokeNative('0xc53bb6d3', modifierName, varName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xc53bb6d3, modifierName, varName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local modifierName = "superDARK"
local varName = "postfx_noise"

if DoesTimecycleModifierHasVar(modifierName, varName) then
  local success, value1, value2 = GetTimecycleModifierVar(modifierName, varName)

  if success then
    print(string.format("[%s] removed var %s with values: %f %f", modifierName, varName, value1, value2))
    RemoveTimecycleModifierVar(modifierName, varName)
  end
else
    SetTimecycleModifierVar(modifierName, varName, 1.0, 1.0)
    print(string.format("[%s] created var %s", modifierName, varName))
end
```

*Sources: Cfx.re native reference.*

---

# CFX::DOOR_SYSTEM_GET_ACTIVE

- **Hash:** `0xF65BBA4B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoorSystemGetActive`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOOR_SYSTEM_GET_ACTIVE

## Signature

```c
object DOOR_SYSTEM_GET_ACTIVE();
```

## Returns

`object` — An object containing a list of door system entries.

## Description

*Source: Cfx.re native reference*

Returns a list of door system entries: a door system hash (see [ADD_DOOR_TO_SYSTEM](#\_0x6F8838D03D1DC226)) and its object handle.

The data returned adheres to the following layout:

```
[{doorHash1, doorHandle1}, ..., {doorHashN, doorHandleN}]
```

## Usage

### Lua

```lua
local retval = DoorSystemGetActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xf65bba4b, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = DoorSystemGetActive();

// by hash
const retval = Citizen.invokeNative('0xf65bba4b', Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0xf65bba4b);
```

*Sources: Cfx.re native reference.*

---

# CFX::DOOR_SYSTEM_GET_SIZE

- **Hash:** `0x237613B3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DoorSystemGetSize`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DOOR_SYSTEM_GET_SIZE

## Signature

```c
int DOOR_SYSTEM_GET_SIZE();
```

## Returns

`int` — The number of doors registered in the system

## Usage

### Lua

```lua
local retval = DoorSystemGetSize()

-- always available, by hash
local retval = Citizen.InvokeNative(0x237613b3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DoorSystemGetSize();

// by hash
const retval = Citizen.invokeNative('0x237613b3', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x237613b3);
```

*Sources: Cfx.re native reference.*

---

# CFX::DRAW_BOX

- **Hash:** `0xCD4D9DD5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DrawBox`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DRAW_BOX

## Signature

```c
void DRAW_BOX(float x1, float y1, float z1, float x2, float y2, float z2, int red, int green, int blue, int alpha);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DrawBox(x1, y1, z1, x2, y2, z2, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0xcd4d9dd5, x1, y1, z1, x2, y2, z2, red, green, blue, alpha)
```

### JavaScript

```js
DrawBox(x1, y1, z1, x2, y2, z2, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0xcd4d9dd5', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0xcd4d9dd5, x1, y1, z1, x2, y2, z2, red, green, blue, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::DRAW_LINE

- **Hash:** `0xB3426BCC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DrawLine`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DRAW_LINE

## Signature

```c
void DRAW_LINE(float x1, float y1, float z1, float x2, float y2, float z2, int red, int green, int blue, int alpha);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DrawLine(x1, y1, z1, x2, y2, z2, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0xb3426bcc, x1, y1, z1, x2, y2, z2, red, green, blue, alpha)
```

### JavaScript

```js
DrawLine(x1, y1, z1, x2, y2, z2, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0xb3426bcc', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0xb3426bcc, x1, y1, z1, x2, y2, z2, red, green, blue, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::DRAW_POLY

- **Hash:** `0xABD19253`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DrawPoly`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DRAW_POLY

## Signature

```c
void DRAW_POLY(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, int red, int green, int blue, int alpha);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `x3` (`float`)
- `y3` (`float`)
- `z3` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DrawPoly(x1, y1, z1, x2, y2, z2, x3, y3, z3, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0xabd19253, x1, y1, z1, x2, y2, z2, x3, y3, z3, red, green, blue, alpha)
```

### JavaScript

```js
DrawPoly(x1, y1, z1, x2, y2, z2, x3, y3, z3, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0xabd19253', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, x3 + 0.0000001, y3 + 0.0000001, z3 + 0.0000001, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0xabd19253, x1, y1, z1, x2, y2, z2, x3, y3, z3, red, green, blue, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::DROP_PLAYER

- **Hash:** `0xBA0613E1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DropPlayer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DROP_PLAYER

## Signature

```c
void DROP_PLAYER(char* playerSrc, char* reason);
```

## Parameters

- `playerSrc` (`char*`)
- `reason` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
DropPlayer(playerSrc, reason)

-- always available, by hash
Citizen.InvokeNative(0xba0613e1, playerSrc, reason)
```

### JavaScript

```js
DropPlayer(playerSrc, reason);

// by hash
Citizen.invokeNative('0xba0613e1', playerSrc, reason);
```

### C#

```csharp
Function.Call((Hash)0xba0613e1, playerSrc, reason);
```

*Sources: Cfx.re native reference.*

---

# CFX::DUPLICATE_FUNCTION_REFERENCE

- **Hash:** `0xF4E2079D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `DuplicateFunctionReference`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/DUPLICATE_FUNCTION_REFERENCE

## Signature

```c
char* DUPLICATE_FUNCTION_REFERENCE(char* referenceIdentity);
```

## Parameters

- `referenceIdentity` (`char*`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = DuplicateFunctionReference(referenceIdentity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xf4e2079d, referenceIdentity, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = DuplicateFunctionReference(referenceIdentity);

// by hash
const retval = Citizen.invokeNative('0xf4e2079d', referenceIdentity, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xf4e2079d, referenceIdentity);
```

## See also

- [CFX::DELETE_FUNCTION_REFERENCE](https://natives.borderlinerp.com/natives/CFX/DELETE_FUNCTION_REFERENCE.md)

*Sources: Cfx.re native reference.*

---

# CFX::ENABLE_ENHANCED_HOST_SUPPORT

- **Hash:** `0xF97B1C93`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EnableEnhancedHostSupport`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/ENABLE_ENHANCED_HOST_SUPPORT

## Signature

```c
void ENABLE_ENHANCED_HOST_SUPPORT(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
EnableEnhancedHostSupport(enabled)

-- always available, by hash
Citizen.InvokeNative(0xf97b1c93, enabled)
```

### JavaScript

```js
EnableEnhancedHostSupport(enabled);

// by hash
Citizen.invokeNative('0xf97b1c93', enabled);
```

### C#

```csharp
Function.Call((Hash)0xf97b1c93, enabled);
```

*Sources: Cfx.re native reference.*

---

# CFX::END_FIND_KVP

- **Hash:** `0xB3210203`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EndFindKvp`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/END_FIND_KVP

## Signature

```c
void END_FIND_KVP(int handle);
```

## Parameters

- `handle` (`int`) — The KVP find handle returned from [START_FIND_KVP](#\_0xDD379006)

## Returns

`void` — None.

## Usage

### Lua

```lua
EndFindKvp(handle)

-- always available, by hash
Citizen.InvokeNative(0xb3210203, handle)
```

### JavaScript

```js
EndFindKvp(handle);

// by hash
Citizen.invokeNative('0xb3210203', handle);
```

### C#

```csharp
Function.Call((Hash)0xb3210203, handle);
```

## See also

- [CFX::START_FIND_KVP](https://natives.borderlinerp.com/natives/CFX/START_FIND_KVP.md)

*Sources: Cfx.re native reference.*

---

# CFX::END_FIND_OBJECT

- **Hash:** `0xDEDA4E50`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EndFindObject`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/END_FIND_OBJECT

## Signature

```c
void END_FIND_OBJECT(int findHandle);
```

## Parameters

- `findHandle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EndFindObject(findHandle)

-- always available, by hash
Citizen.InvokeNative(0xdeda4e50, findHandle)
```

### JavaScript

```js
EndFindObject(findHandle);

// by hash
Citizen.invokeNative('0xdeda4e50', findHandle);
```

### C#

```csharp
Function.Call((Hash)0xdeda4e50, findHandle);
```

*Sources: Cfx.re native reference.*

---

# CFX::END_FIND_PED

- **Hash:** `0x9615C2AD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EndFindPed`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/END_FIND_PED

## Signature

```c
void END_FIND_PED(int findHandle);
```

## Parameters

- `findHandle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EndFindPed(findHandle)

-- always available, by hash
Citizen.InvokeNative(0x9615c2ad, findHandle)
```

### JavaScript

```js
EndFindPed(findHandle);

// by hash
Citizen.invokeNative('0x9615c2ad', findHandle);
```

### C#

```csharp
Function.Call((Hash)0x9615c2ad, findHandle);
```

*Sources: Cfx.re native reference.*

---

# CFX::END_FIND_PICKUP

- **Hash:** `0x3C407D53`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EndFindPickup`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/END_FIND_PICKUP

## Signature

```c
void END_FIND_PICKUP(int findHandle);
```

## Parameters

- `findHandle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EndFindPickup(findHandle)

-- always available, by hash
Citizen.InvokeNative(0x3c407d53, findHandle)
```

### JavaScript

```js
EndFindPickup(findHandle);

// by hash
Citizen.invokeNative('0x3c407d53', findHandle);
```

### C#

```csharp
Function.Call((Hash)0x3c407d53, findHandle);
```

*Sources: Cfx.re native reference.*

---

# CFX::END_FIND_VEHICLE

- **Hash:** `0x9227415A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EndFindVehicle`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/END_FIND_VEHICLE

## Signature

```c
void END_FIND_VEHICLE(int findHandle);
```

## Parameters

- `findHandle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EndFindVehicle(findHandle)

-- always available, by hash
Citizen.InvokeNative(0x9227415a, findHandle)
```

### JavaScript

```js
EndFindVehicle(findHandle);

// by hash
Citizen.invokeNative('0x9227415a', findHandle);
```

### C#

```csharp
Function.Call((Hash)0x9227415a, findHandle);
```

*Sources: Cfx.re native reference.*

---

# CFX::ENSURE_ENTITY_STATE_BAG

- **Hash:** `0x3BB78F05`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `EnsureEntityStateBag`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ENSURE_ENTITY_STATE_BAG

## Signature

```c
void ENSURE_ENTITY_STATE_BAG(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Internal function for ensuring an entity has a state bag.

## Usage

### Lua

```lua
EnsureEntityStateBag(entity)

-- always available, by hash
Citizen.InvokeNative(0x3bb78f05, entity)
```

### JavaScript

```js
EnsureEntityStateBag(entity);

// by hash
Citizen.invokeNative('0x3bb78f05', entity);
```

### C#

```csharp
Function.Call((Hash)0x3bb78f05, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::EXECUTE_COMMAND

- **Hash:** `0x561C060B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ExecuteCommand`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/EXECUTE_COMMAND

## Signature

```c
void EXECUTE_COMMAND(char* commandString);
```

## Parameters

- `commandString` (`char*`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Depending on your use case you may need to use `add_acl resource.<your_resource_name> command.<command_name> allow` to use this native in your resource.

## Usage

### Lua

```lua
ExecuteCommand(commandString)

-- always available, by hash
Citizen.InvokeNative(0x561c060b, commandString)
```

### JavaScript

```js
ExecuteCommand(commandString);

// by hash
Citizen.invokeNative('0x561c060b', commandString);
```

### C#

```csharp
Function.Call((Hash)0x561c060b, commandString);
```

## Examples

*Source: Cfx.re native reference*

```lua
Citizen.CreateThread(function()
  -- stop the server after 1 minute
  Citizen.Wait(60000)
  ExecuteCommand("quit Shortlived")
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::EXPERIMENTAL_LOAD_CLONE_CREATE

- **Hash:** `0xD2CB95A3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ExperimentalLoadCloneCreate`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/EXPERIMENTAL_LOAD_CLONE_CREATE

## Signature

```c
Entity EXPERIMENTAL_LOAD_CLONE_CREATE(char* data, int objectId, char* tree);
```

## Parameters

- `data` (`char*`)
- `objectId` (`int`)
- `tree` (`char*`)

## Returns

`Entity`

## Description

*Source: Cfx.re native reference*

This native is not implemented.

## Usage

### Lua

```lua
local retval = ExperimentalLoadCloneCreate(data, objectId, tree)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd2cb95a3, data, objectId, tree, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ExperimentalLoadCloneCreate(data, objectId, tree);

// by hash
const retval = Citizen.invokeNative('0xd2cb95a3', data, objectId, tree, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xd2cb95a3, data, objectId, tree);
```

*Sources: Cfx.re native reference.*

---

# CFX::EXPERIMENTAL_LOAD_CLONE_SYNC

- **Hash:** `0x6BC189AC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ExperimentalLoadCloneSync`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/EXPERIMENTAL_LOAD_CLONE_SYNC

## Signature

```c
void EXPERIMENTAL_LOAD_CLONE_SYNC(Entity entity, char* data);
```

## Parameters

- `entity` (`Entity`)
- `data` (`char*`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native is not implemented.

## Usage

### Lua

```lua
ExperimentalLoadCloneSync(entity, data)

-- always available, by hash
Citizen.InvokeNative(0x6bc189ac, entity, data)
```

### JavaScript

```js
ExperimentalLoadCloneSync(entity, data);

// by hash
Citizen.invokeNative('0x6bc189ac', entity, data);
```

### C#

```csharp
Function.Call((Hash)0x6bc189ac, entity, data);
```

*Sources: Cfx.re native reference.*

---

# CFX::EXPERIMENTAL_SAVE_CLONE_CREATE

- **Hash:** `0x9D65CAD2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ExperimentalSaveCloneCreate`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/EXPERIMENTAL_SAVE_CLONE_CREATE

## Signature

```c
char* EXPERIMENTAL_SAVE_CLONE_CREATE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`char*`

## Description

*Source: Cfx.re native reference*

This native is not implemented.

## Usage

### Lua

```lua
local retval = ExperimentalSaveCloneCreate(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9d65cad2, entity, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = ExperimentalSaveCloneCreate(entity);

// by hash
const retval = Citizen.invokeNative('0x9d65cad2', entity, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x9d65cad2, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::EXPERIMENTAL_SAVE_CLONE_SYNC

- **Hash:** `0x38D19210`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ExperimentalSaveCloneSync`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/EXPERIMENTAL_SAVE_CLONE_SYNC

## Signature

```c
char* EXPERIMENTAL_SAVE_CLONE_SYNC(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`char*`

## Description

*Source: Cfx.re native reference*

This native is not implemented.

## Usage

### Lua

```lua
local retval = ExperimentalSaveCloneSync(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x38d19210, entity, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = ExperimentalSaveCloneSync(entity);

// by hash
const retval = Citizen.invokeNative('0x38d19210', entity, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x38d19210, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::FIND_FIRST_OBJECT

- **Hash:** `0xFAA6CB5D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindFirstObject`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_FIRST_OBJECT

## Signature

```c
int FIND_FIRST_OBJECT(Entity* outEntity);
```

## Parameters

- `outEntity` (`Entity*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, outEntity = FindFirstObject(outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0xfaa6cb5d, Citizen.PointerValueIntInitialized(outEntity), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEntity] = FindFirstObject(outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0xfaa6cb5d', Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEntity = new OutputArgument();
int retval = Function.Call<int>((Hash)0xfaa6cb5d, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_FIRST_PED

- **Hash:** `0xFB012961`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindFirstPed`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_FIRST_PED

## Signature

```c
int FIND_FIRST_PED(Entity* outEntity);
```

## Parameters

- `outEntity` (`Entity*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, outEntity = FindFirstPed(outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0xfb012961, Citizen.PointerValueIntInitialized(outEntity), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEntity] = FindFirstPed(outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0xfb012961', Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEntity = new OutputArgument();
int retval = Function.Call<int>((Hash)0xfb012961, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_FIRST_PICKUP

- **Hash:** `0x3FF9D340`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindFirstPickup`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_FIRST_PICKUP

## Signature

```c
int FIND_FIRST_PICKUP(Entity* outEntity);
```

## Parameters

- `outEntity` (`Entity*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, outEntity = FindFirstPickup(outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x3ff9d340, Citizen.PointerValueIntInitialized(outEntity), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEntity] = FindFirstPickup(outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x3ff9d340', Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEntity = new OutputArgument();
int retval = Function.Call<int>((Hash)0x3ff9d340, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_FIRST_VEHICLE

- **Hash:** `0x15E55694`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindFirstVehicle`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_FIRST_VEHICLE

## Signature

```c
int FIND_FIRST_VEHICLE(Entity* outEntity);
```

## Parameters

- `outEntity` (`Entity*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, outEntity = FindFirstVehicle(outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x15e55694, Citizen.PointerValueIntInitialized(outEntity), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEntity] = FindFirstVehicle(outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x15e55694', Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEntity = new OutputArgument();
int retval = Function.Call<int>((Hash)0x15e55694, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_KVP

- **Hash:** `0xBD7BEBC5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindKvp`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_KVP

## Signature

```c
char* FIND_KVP(int handle);
```

## Parameters

- `handle` (`int`) — The KVP find handle returned from [START_FIND_KVP](#\_0xDD379006)

## Returns

`char*` — None.

## Usage

### Lua

```lua
local retval = FindKvp(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xbd7bebc5, handle, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = FindKvp(handle);

// by hash
const retval = Citizen.invokeNative('0xbd7bebc5', handle, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xbd7bebc5, handle);
```

*Sources: Cfx.re native reference.*

---

# CFX::FIND_NEXT_OBJECT

- **Hash:** `0x4E129DBF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindNextObject`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_NEXT_OBJECT

## Signature

```c
BOOL FIND_NEXT_OBJECT(int findHandle, Entity* outEntity);
```

## Parameters

- `findHandle` (`int`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outEntity = FindNextObject(findHandle, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x4e129dbf, findHandle, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = FindNextObject(findHandle, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x4e129dbf', findHandle, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4e129dbf, findHandle, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_NEXT_PED

- **Hash:** `0xAB09B548`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindNextPed`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_NEXT_PED

## Signature

```c
BOOL FIND_NEXT_PED(int findHandle, Entity* outEntity);
```

## Parameters

- `findHandle` (`int`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outEntity = FindNextPed(findHandle, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0xab09b548, findHandle, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = FindNextPed(findHandle, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0xab09b548', findHandle, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xab09b548, findHandle, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_NEXT_PICKUP

- **Hash:** `0x4107EF0F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindNextPickup`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_NEXT_PICKUP

## Signature

```c
BOOL FIND_NEXT_PICKUP(int findHandle, Entity* outEntity);
```

## Parameters

- `findHandle` (`int`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outEntity = FindNextPickup(findHandle, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x4107ef0f, findHandle, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = FindNextPickup(findHandle, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x4107ef0f', findHandle, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4107ef0f, findHandle, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FIND_NEXT_VEHICLE

- **Hash:** `0x8839120D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FindNextVehicle`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FIND_NEXT_VEHICLE

## Signature

```c
BOOL FIND_NEXT_VEHICLE(int findHandle, Entity* outEntity);
```

## Parameters

- `findHandle` (`int`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outEntity = FindNextVehicle(findHandle, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x8839120d, findHandle, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = FindNextVehicle(findHandle, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x8839120d', findHandle, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8839120d, findHandle, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::FLAG_SERVER_AS_PRIVATE

- **Hash:** `0x13B6855D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FlagServerAsPrivate`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/FLAG_SERVER_AS_PRIVATE

## Signature

```c
void FLAG_SERVER_AS_PRIVATE(BOOL private_);
```

## Parameters

- `private_` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
FlagServerAsPrivate(private_)

-- always available, by hash
Citizen.InvokeNative(0x13b6855d, private_)
```

### JavaScript

```js
FlagServerAsPrivate(private_);

// by hash
Citizen.invokeNative('0x13b6855d', private_);
```

### C#

```csharp
Function.Call((Hash)0x13b6855d, private_);
```

*Sources: Cfx.re native reference.*

---

# CFX::FLUSH_RESOURCE_KVP

- **Hash:** `0xE27C97A0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FlushResourceKvp`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/FLUSH_RESOURCE_KVP

## Signature

```c
void FLUSH_RESOURCE_KVP();
```

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Nonsynchronous operations will not wait for a disk/filesystem flush before returning from a write or delete call. They will be much faster than their synchronous counterparts (e.g., bulk operations), however, a system crash may lose the data to some recent operations.

This native ensures all `_NO_SYNC` operations are synchronized with the disk/filesystem.

## Usage

### Lua

```lua
FlushResourceKvp()

-- always available, by hash
Citizen.InvokeNative(0xe27c97a0)
```

### JavaScript

```js
FlushResourceKvp();

// by hash
Citizen.invokeNative('0xe27c97a0');
```

### C#

```csharp
Function.Call((Hash)0xe27c97a0);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- Bulk write many <key, value> pairs to the resource KVP.
local key = "bug_%d"
local value = "unintended_feature_%d"
for i=1,10000 do
	SetResourceKvpNoSync(key:format(i), value:format(i))
end

-- Ensure all data is synchronized to the filesystem
FlushResourceKvp()
```

## See also

- [CFX::SET_RESOURCE_KVP](https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP.md) — A setter for GET_RESOURCE_KVP_STRING.
- [CFX::DELETE_RESOURCE_KVP](https://natives.borderlinerp.com/natives/CFX/DELETE_RESOURCE_KVP.md)

*Sources: Cfx.re native reference.*

---

# CFX::FORMAT_STACK_TRACE

- **Hash:** `0xD70C3BCA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FormatStackTrace`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/FORMAT_STACK_TRACE

## Signature

```c
char* FORMAT_STACK_TRACE(object traceData);
```

## Parameters

- `traceData` (`object`)

## Returns

`char*`

## Description

*Source: Cfx.re native reference*

An internal function for converting a stack trace object to a string.

## Usage

### Lua

```lua
local retval = FormatStackTrace(traceData)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd70c3bca, traceData, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = FormatStackTrace(traceData);

// by hash
const retval = Citizen.invokeNative('0xd70c3bca', traceData, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xd70c3bca, traceData);
```

*Sources: Cfx.re native reference.*

---

# CFX::FREEZE_ENTITY_POSITION

- **Hash:** `0x65C16D57`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `FreezeEntityPosition`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/FREEZE_ENTITY_POSITION

## Signature

```c
void FREEZE_ENTITY_POSITION(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`) — The entity to freeze/unfreeze.
- `toggle` (`BOOL`) — Freeze or unfreeze entity.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B).

**This is the server-side RPC native equivalent of the client native [FREEZE_ENTITY_POSITION](?\_0x428CA6DBD1094446).**

## Usage

### Lua

```lua
FreezeEntityPosition(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x65c16d57, entity, toggle)
```

### JavaScript

```js
FreezeEntityPosition(entity, toggle);

// by hash
Citizen.invokeNative('0x65c16d57', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x65c16d57, entity, toggle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ACTIVE_PLAYERS

- **Hash:** `0xCF143FB9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetActivePlayers`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ACTIVE_PLAYERS

## Signature

```c
object GET_ACTIVE_PLAYERS();
```

## Returns

`object` — An object containing a list of player indices.

## Description

*Source: Cfx.re native reference*

Returns all player indices for 'active' physical players known to the client.
The data returned adheres to the following layout:

```
[127, 42, 13, 37]
```

## Usage

### Lua

```lua
local retval = GetActivePlayers()

-- always available, by hash
local retval = Citizen.InvokeNative(0xcf143fb9, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetActivePlayers();

// by hash
const retval = Citizen.invokeNative('0xcf143fb9', Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0xcf143fb9);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE

- **Hash:** `0x62FC38D0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetAirDragMultiplierForPlayersVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE

## Signature

```c
float GET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAirDragMultiplierForPlayersVehicle(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62fc38d0, playerSrc, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAirDragMultiplierForPlayersVehicle(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x62fc38d0', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x62fc38d0, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ALL_OBJECTS

- **Hash:** `0x6886C3FE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetAllObjects`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ALL_OBJECTS

## Signature

```c
object GET_ALL_OBJECTS();
```

## Returns

`object` — An object containing a list of object handles.

## Description

*Source: Cfx.re native reference*

Returns all object handles known to the server.
The data returned adheres to the following layout:

```
[127, 42, 13, 37]
```

## Usage

### Lua

```lua
local retval = GetAllObjects()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6886c3fe, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetAllObjects();

// by hash
const retval = Citizen.invokeNative('0x6886c3fe', Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0x6886c3fe);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ALL_PEDS

- **Hash:** `0xB8584FEF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetAllPeds`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ALL_PEDS

## Signature

```c
object GET_ALL_PEDS();
```

## Returns

`object` — An object containing a list of peds handles.

## Description

*Source: Cfx.re native reference*

Returns all peds handles known to the server.
The data returned adheres to the following layout:

```
[127, 42, 13, 37]
```

## Usage

### Lua

```lua
local retval = GetAllPeds()

-- always available, by hash
local retval = Citizen.InvokeNative(0xb8584fef, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetAllPeds();

// by hash
const retval = Citizen.invokeNative('0xb8584fef', Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0xb8584fef);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- This example prints information of every ped that has an owner.

for i, ped in ipairs(GetAllPeds()) do
    local pedOwner = NetworkGetEntityOwner(ped)
    if pedOwner > 0 then
       local playerName = GetPlayerName(pedOwner)
       local pedModel = GetEntityModel(ped)
       local pedArmour = GetPedArmour(ped)
       print("Ped : "..ped.." | Owner name : "..playerName.." | Model : "..pedModel.." | Armour : "..pedArmour)
    end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ALL_VEHICLES

- **Hash:** `0x332169F5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetAllVehicles`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ALL_VEHICLES

## Signature

```c
object GET_ALL_VEHICLES();
```

## Returns

`object` — An object containing a list of vehicle handles.

## Description

*Source: Cfx.re native reference*

Returns all vehicle handles known to the server.
The data returned adheres to the following layout:

```
[127, 42, 13, 37]
```

## Usage

### Lua

```lua
local retval = GetAllVehicles()

-- always available, by hash
local retval = Citizen.InvokeNative(0x332169f5, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetAllVehicles();

// by hash
const retval = Citizen.invokeNative('0x332169f5', Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0x332169f5);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ASPECT_RATIO

- **Hash:** `0x2CA8F641`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetAspectRatio`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ASPECT_RATIO

## Signature

```c
float GET_ASPECT_RATIO();
```

## Returns

`float`

## Description

*Source: Cfx.re native reference*

Gets the current aspect ratio

```lua
local ratio = GetAspectRatio()
print(string.format("%.2f", ratio))
```

## Usage

### Lua

```lua
local retval = GetAspectRatio()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2ca8f641, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAspectRatio();

// by hash
const retval = Citizen.invokeNative('0x2ca8f641', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2ca8f641);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CAM_MATRIX

- **Hash:** `0x8F57A89D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCamMatrix`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CAM_MATRIX

## Signature

```c
void GET_CAM_MATRIX(Cam camera, Vector3* rightVector, Vector3* forwardVector, Vector3* upVector, Vector3* position);
```

## Parameters

- `camera` (`Cam`)
- `rightVector` (`Vector3*`)
- `forwardVector` (`Vector3*`)
- `upVector` (`Vector3*`)
- `position` (`Vector3*`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Returns the world matrix of the specified camera. To turn this into a view matrix, calculate the inverse.

## Usage

### Lua

```lua
local rightVector, forwardVector, upVector, position = GetCamMatrix(camera)

-- always available, by hash
local rightVector, forwardVector, upVector, position = Citizen.InvokeNative(0x8f57a89d, camera, Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [rightVector, forwardVector, upVector, position] = GetCamMatrix(camera);

// by hash
const [rightVector, forwardVector, upVector, position] = Citizen.invokeNative('0x8f57a89d', camera, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var rightVector = new OutputArgument();
var forwardVector = new OutputArgument();
var upVector = new OutputArgument();
var position = new OutputArgument();
Function.Call((Hash)0x8f57a89d, camera, rightVector, forwardVector, upVector, position);
// rightVector.GetResult<Vector3>()
// forwardVector.GetResult<Vector3>()
// upVector.GetResult<Vector3>()
// position.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_CLIENT_CONFIG_BOOL

- **Hash:** `0xADA7DB9D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetClientConfigBool`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CLIENT_CONFIG_BOOL

## Signature

```c
BOOL GET_CLIENT_CONFIG_BOOL(int flagIndex);
```

## Parameters

- `flagIndex` (`int`) — The index of the configuration flag to get.

## Returns

`BOOL`

## Description

*Source: Cfx.re native reference*

Returns whether a specific client configuration flag is currently enabled.
You can find a list of configuration flags in [`SET_CLIENT_CONFIG_BOOL`](#\_0xD174EF7E).

## Usage

### Lua

```lua
local retval = GetClientConfigBool(flagIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xada7db9d, flagIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetClientConfigBool(flagIndex);

// by hash
const retval = Citizen.invokeNative('0xada7db9d', flagIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xada7db9d, flagIndex);
```

## See also

- [CFX::SET_CLIENT_CONFIG_BOOL](https://natives.borderlinerp.com/natives/CFX/SET_CLIENT_CONFIG_BOOL.md) — Sets the value of a client configuration flag.

*Sources: Cfx.re native reference.*

---

# CFX::GET_CONSOLE_BUFFER

- **Hash:** `0xE57429FA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetConsoleBuffer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CONSOLE_BUFFER

## Signature

```c
char* GET_CONSOLE_BUFFER();
```

## Returns

`char*` — The most recent game console output, as a string.

## Description

*Source: Cfx.re native reference*

Returns the current console output buffer.

## Usage

### Lua

```lua
local retval = GetConsoleBuffer()

-- always available, by hash
local retval = Citizen.InvokeNative(0xe57429fa, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetConsoleBuffer();

// by hash
const retval = Citizen.invokeNative('0xe57429fa', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xe57429fa);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CONVAR

- **Hash:** `0x6CCD2564`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetConvar`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CONVAR

## Signature

```c
char* GET_CONVAR(char* varName, char* default_);
```

## Parameters

- `varName` (`char*`) — The console variable to look up.
- `default_` (`char*`) — The default value to set if none is found.

## Returns

`char*` — Returns the convar value if it can be found, otherwise it returns the assigned `default`.

## Description

*Source: Cfx.re native reference*

Can be used to get a console variable of type `char*`, for example a string.

## Usage

### Lua

```lua
local retval = GetConvar(varName, default_)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6ccd2564, varName, default_, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetConvar(varName, default_);

// by hash
const retval = Citizen.invokeNative('0x6ccd2564', varName, default_, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x6ccd2564, varName, default_);
```

## Examples

*Source: Cfx.re native reference*

```lua
if GetConvar('voice_useNativeAudio', 'false') == 'true' then
    Citizen.Trace('Native Audio is enabled.')
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CONVAR_BOOL

- **Hash:** `0x7E8EBFE5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetConvarBool`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CONVAR_BOOL

## Signature

```c
BOOL GET_CONVAR_BOOL(char* varName, BOOL defaultValue);
```

## Parameters

- `varName` (`char*`) — The console variable to look up.
- `defaultValue` (`BOOL`) — The default value to set if none is found.

## Returns

`BOOL` — Returns the convar value if it can be found, otherwise it returns the assigned `default`.

## Description

*Source: Cfx.re native reference*

Can be used to get a console variable casted back to `bool`.

## Usage

### Lua

```lua
local retval = GetConvarBool(varName, defaultValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7e8ebfe5, varName, defaultValue, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetConvarBool(varName, defaultValue);

// by hash
const retval = Citizen.invokeNative('0x7e8ebfe5', varName, defaultValue, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7e8ebfe5, varName, defaultValue);
```

## Examples

*Source: Cfx.re native reference*

```lua
if GetConvarBool('dev_mode', false) then
    print("Dev Mode is eanbled, load dev mode menus")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CONVAR_FLOAT

- **Hash:** `0x9E666D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetConvarFloat`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CONVAR_FLOAT

## Signature

```c
float GET_CONVAR_FLOAT(char* varName, float defaultValue);
```

## Parameters

- `varName` (`char*`) — The console variable to get
- `defaultValue` (`float`) — The default value to set, if none are found.

## Returns

`float` — Returns the value set in varName, or `default` if none are specified

## Description

*Source: Cfx.re native reference*

This will have floating point inaccuracy.

## Usage

### Lua

```lua
local retval = GetConvarFloat(varName, defaultValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9e666d, varName, defaultValue, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetConvarFloat(varName, defaultValue);

// by hash
const retval = Citizen.invokeNative('0x9e666d', varName, defaultValue + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x9e666d, varName, defaultValue);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::GET_CONVAR_INT

- **Hash:** `0x935C0AB2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetConvarInt`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CONVAR_INT

## Signature

```c
int GET_CONVAR_INT(char* varName, int default_);
```

## Parameters

- `varName` (`char*`) — The console variable to look up.
- `default_` (`int`) — The default value to set if none is found (variable not set using [SET_CONVAR](#\_0x341B16D2), or not accessible).

## Returns

`int` — Returns the convar value if it can be found, otherwise it returns the assigned `default`.

## Description

*Source: Cfx.re native reference*

Can be used to get a console variable casted back to `int` (an integer value).

## Usage

### Lua

```lua
local retval = GetConvarInt(varName, default_)

-- always available, by hash
local retval = Citizen.InvokeNative(0x935c0ab2, varName, default_, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetConvarInt(varName, default_);

// by hash
const retval = Citizen.invokeNative('0x935c0ab2', varName, default_, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x935c0ab2, varName, default_);
```

## Examples

*Source: Cfx.re native reference*

```lua
if GetConvarInt('remainingRounds', 0) < 900 then
    Citizen.Trace("Less than 900 rounds remaining...")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CURRENT_GAME_NAME

- **Hash:** `0xACA18ECD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCurrentGameName`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CURRENT_GAME_NAME

## Signature

```c
char* GET_CURRENT_GAME_NAME();
```

## Returns

`char*` — The game name as a string, one of the following values: gta4, gta5, rdr3

## Description

*Source: Cfx.re native reference*

This native returns the currently used game's name.

## Usage

### Lua

```lua
local retval = GetCurrentGameName()

-- always available, by hash
local retval = Citizen.InvokeNative(0xaca18ecd, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetCurrentGameName();

// by hash
const retval = Citizen.invokeNative('0xaca18ecd', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xaca18ecd);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CURRENT_PED_WEAPON

- **Hash:** `0xB0237302`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCurrentPedWeapon`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CURRENT_PED_WEAPON

## Signature

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

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`Hash` — The weapon hash.

## Description

*Source: Cfx.re native reference*

Returns the hash of weapon the Ped is currently using.

## Usage

### Lua

```lua
local retval = GetCurrentPedWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xb0237302, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xb0237302', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xb0237302, ped);
```

## See also

- [CFX::SET_CURRENT_PED_WEAPON](https://natives.borderlinerp.com/natives/CFX/SET_CURRENT_PED_WEAPON.md) — SET_CURRENT_PED_WEAPON This is the server-side RPC native equivalent of the client native SET_CURRENT_PED_WEAPON.

*Sources: Cfx.re native reference.*

---

# CFX::GET_CURRENT_RESOURCE_NAME

- **Hash:** `0xE5E9EBBB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCurrentResourceName`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CURRENT_RESOURCE_NAME

## Signature

```c
char* GET_CURRENT_RESOURCE_NAME();
```

## Returns

`char*` — The name of the resource.

## Description

*Source: Cfx.re native reference*

Returns the name of the currently executing resource.

## Usage

### Lua

```lua
local retval = GetCurrentResourceName()

-- always available, by hash
local retval = Citizen.InvokeNative(0xe5e9ebbb, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetCurrentResourceName();

// by hash
const retval = Citizen.invokeNative('0xe5e9ebbb', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xe5e9ebbb);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_CURRENT_SCREEN_RESOLUTION

- **Hash:** `0x337F0116`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCurrentScreenResolution`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CURRENT_SCREEN_RESOLUTION

## Signature

```c
void GET_CURRENT_SCREEN_RESOLUTION(int* width, int* height);
```

## Parameters

- `width` (`int*`)
- `height` (`int*`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Gets the current screen resolution.

```lua
local  width, height = GetCurrentScreenResolution()
print(string.format("Current screen resolution: %dx%d", width, height))

```

## Usage

### Lua

```lua
local width, height = GetCurrentScreenResolution()

-- always available, by hash
local width, height = Citizen.InvokeNative(0x337f0116, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [width, height] = GetCurrentScreenResolution();

// by hash
const [width, height] = Citizen.invokeNative('0x337f0116', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var width = new OutputArgument();
var height = new OutputArgument();
Function.Call((Hash)0x337f0116, width, height);
// width.GetResult<int>()
// height.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_CURRENT_SERVER_ENDPOINT

- **Hash:** `0xEA11BFBA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCurrentServerEndpoint`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CURRENT_SERVER_ENDPOINT

## Signature

```c
char* GET_CURRENT_SERVER_ENDPOINT();
```

## Returns

`char*` — The peer address of the game server (e.g. `127.0.0.1:30120`), or NULL if not available.

## Description

*Source: Cfx.re native reference*

Returns the peer address of the remote game server that the user is currently connected to.

## Usage

### Lua

```lua
local retval = GetCurrentServerEndpoint()

-- always available, by hash
local retval = Citizen.InvokeNative(0xea11bfba, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetCurrentServerEndpoint();

// by hash
const retval = Citizen.invokeNative('0xea11bfba', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xea11bfba);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_DUI_HANDLE

- **Hash:** `0x1655D41D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetDuiHandle`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_DUI_HANDLE

## Signature

```c
char* GET_DUI_HANDLE(long duiObject);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.

## Returns

`char*` — The NUI window handle, for use in e.g. CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE.

## Description

*Source: Cfx.re native reference*

Returns the NUI window handle for a specified DUI browser object.

## Usage

### Lua

```lua
local retval = GetDuiHandle(duiObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1655d41d, duiObject, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetDuiHandle(duiObject);

// by hash
const retval = Citizen.invokeNative('0x1655d41d', duiObject, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x1655d41d, duiObject);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITIES_IN_RADIUS

- **Hash:** `0xDFFBA12F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntitiesInRadius`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITIES_IN_RADIUS

## Signature

```c
object GET_ENTITIES_IN_RADIUS(float x, float y, float z, float radius, int entityType, BOOL sortByDistance, object models);
```

## Parameters

- `x` (`float`) — The X coordinate.
- `y` (`float`) — The Y coordinate.
- `z` (`float`) — The Z coordinate.
- `radius` (`float`) — Max distance from coordinate to entity
- `entityType` (`int`) — Entity types see list below
- `sortByDistance` (`BOOL`) — Sort output entites by distance from nearest to farthest
- `models` (`object`) — List of allowed models its also optional

## Returns

`object` — An array containing entity handles for each entity.

## Description

*Source: Cfx.re native reference*

### Supported types

*   \[1] : Peds (including animals) and players.
*   \[2] : Vehicles.
*   \[3] : Objects (props), doors, and projectiles.

### Coordinates need to be send unpacked (x,y,z)

```lua

-- Define the allowed model hashes
local allowedModelHashes = { GetHashKey("p_crate03x"), GetHashKey("p_crate22x") }

-- Get the player's current coordinates
local playerCoords = GetEntityCoords(PlayerPedId())

-- Retrieve all entities of type Object (type 3) within a radius of 10.0 units
-- that match the allowed model hashes
-- and sort output entities by distance
local entities = GetEntitiesInRadius(playerCoords.x, playerCoords.y, playerCoords.z, 10.0, 3, true, allowedModelHashes)

-- Iterate through the list of entities and print their ids
for i = 1, #entities do
    local entity = entities[i]
    print(entity)
end

```

## Usage

### Lua

```lua
local retval = GetEntitiesInRadius(x, y, z, radius, entityType, sortByDistance, models)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdffba12f, x, y, z, radius, entityType, sortByDistance, models, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetEntitiesInRadius(x, y, z, radius, entityType, sortByDistance, models);

// by hash
const retval = Citizen.invokeNative('0xdffba12f', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, entityType, sortByDistance, models, Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0xdffba12f, x, y, z, radius, entityType, sortByDistance, models);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_ADDRESS

- **Hash:** `0x9A3144BC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityAddress`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ADDRESS

## Signature

```c
Any* GET_ENTITY_ADDRESS(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The handle of the entity to get the address of.

## Returns

`Any*` — A pointer containing the memory address of the entity.

## Description

*Source: Cfx.re native reference*

**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.

Returns the memory address of an entity.

This native is intended for singleplayer debugging, and may not be available during multiplayer.

## Usage

### Lua

```lua
local retval = GetEntityAddress(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9a3144bc, entity, Citizen.ResultAsLong())
```

### JavaScript

```js
const retval = GetEntityAddress(entity);

// by hash
const retval = Citizen.invokeNative('0x9a3144bc', entity, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
long retval = Function.Call<long>((Hash)0x9a3144bc, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_ATTACHED_TO

- **Hash:** `0xFE1589F9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityAttachedTo`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ATTACHED_TO

## Signature

```c
Entity GET_ENTITY_ATTACHED_TO(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to check.

## Returns

`Entity` — The attached entity handle. 0 returned if the entity is not attached.

## Description

*Source: Cfx.re native reference*

Gets the entity that this entity is attached to.

## Usage

### Lua

```lua
local retval = GetEntityAttachedTo(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xfe1589f9, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityAttachedTo(entity);

// by hash
const retval = Citizen.invokeNative('0xfe1589f9', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xfe1589f9, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_COLLISION_DISABLED

- **Hash:** `0xE8C0C629`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityCollisionDisabled`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_COLLISION_DISABLED

## Signature

```c
bool GET_ENTITY_COLLISION_DISABLED(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The target entity.

## Returns

`bool` — Returns whether or not entity collisions are disabled.

## Usage

### Lua

```lua
local retval = GetEntityCollisionDisabled(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe8c0c629, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEntityCollisionDisabled(entity);

// by hash
const retval = Citizen.invokeNative('0xe8c0c629', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xe8c0c629, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_COORDS

- **Hash:** `0x1647F1CB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityCoords`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_COORDS

## Signature

```c
Vector3 GET_ENTITY_COORDS(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the coordinates from.

## Returns

`Vector3` — The current entity coordinates.

## Description

*Source: Cfx.re native reference*

Gets the current coordinates for a specified entity. This native is used server side when using OneSync.

See [GET_ENTITY_COORDS](#\_0x3FEF770D40960D5A) for client side.

## Usage

### Lua

```lua
local retval = GetEntityCoords(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1647f1cb, entity, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityCoords(entity);

// by hash
const retval = Citizen.invokeNative('0x1647f1cb', entity, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1647f1cb, entity);
```

## Examples

*Source: Cfx.re native reference*

```lua
local function ShowCoordinates()
    local player = source
    local ped = GetPlayerPed(player)
    local playerCoords = GetEntityCoords(ped)

    print(playerCoords) -- vector3(...)
end

RegisterNetEvent("myCoordinates")
AddEventHandler("myCoordinates", ShowCoordinates)
```

*Source: Cfx.re native reference*

```js
onNet('myCoordinates', () => {
  const player = global.source; // use (global as any).source for Typescript
  const ped = GetPlayerPed(player);
  const [playerX, playerY, playerZ] = GetEntityCoords(ped);

  console.log(`${playerX}, ${playerY}, ${playerZ}`);
});
```

*Source: Cfx.re native reference*

```cs
using static CitizenFX.Core.Native.API;
// ...

// In class constructor
EventHandlers["myCoordinates"] += new Action<Player>(ShowCoordinates);

// Delegate method
private void ShowCoordinates([FromSource]Player player) {
    Vector3 playerCoords = GetEntityCoords(player.Character);

    // or the preferred use of C# wrapper
    Vector3 playerCoords = player.Character.Position;

    Debug.WriteLine($"{playerCoords}");
}
```

## See also

- [CFX::SET_ENTITY_COORDS](https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_COORDS.md) — Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_FROM_STATE_BAG_NAME

- **Hash:** `0x4BDF1867`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityFromStateBagName`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_FROM_STATE_BAG_NAME

## Signature

```c
Entity GET_ENTITY_FROM_STATE_BAG_NAME(char* bagName);
```

## Parameters

- `bagName` (`char*`) — An internal state bag ID from the argument to a state bag change handler.

## Returns

`Entity` — The entity handle or 0 if the state bag name did not refer to an entity, or the entity does not exist.

## Description

*Source: Cfx.re native reference*

Returns the entity handle for the specified state bag name. For use with [ADD_STATE_BAG_CHANGE_HANDLER](#\_0x5BA35AAF).

## Usage

### Lua

```lua
local retval = GetEntityFromStateBagName(bagName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4bdf1867, bagName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityFromStateBagName(bagName);

// by hash
const retval = Citizen.invokeNative('0x4bdf1867', bagName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4bdf1867, bagName);
```

## Examples

*Source: Cfx.re native reference*

```js
AddStateBagChangeHandler("blockTasks", null, async (bagName, key, value /* boolean */) => {
    let entity = GetEntityFromStateBagName(bagName);
    // Whoops, we were don't have a valid entity!
    if (entity === 0) return;
    // We don't want to freeze the entity position if the entity collision hasn't loaded yet
    while (!HasCollisionLoadedAroundEntity(entity)) {
        // The entity went out of our scope before the collision loaded
        if (!DoesEntityExist(entity)) return;
        await Delay(250);
    }
    SetEntityInvincible(entity, value)
    FreezeEntityPosition(entity, value)
    TaskSetBlockingOfNonTemporaryEvents(entity, value)
})
```

*Source: Cfx.re native reference*

```lua
AddStateBagChangeHandler("blockTasks", nil, function(bagName, key, value) 
    local entity = GetEntityFromStateBagName(bagName)
    -- Whoops, we don't have a valid entity!
    if entity == 0 then return end
    -- We don't want to freeze the entity position if the entity collision hasn't loaded yet
    while not HasCollisionLoadedAroundEntity(entity) do
        -- The entity went out of our scope before the collision loaded
        if not DoesEntityExist(entity) then return end
        Wait(250)
    end
    SetEntityInvincible(entity, value)
    FreezeEntityPosition(entity, value)
    TaskSetBlockingOfNonTemporaryEvents(entity, value)
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_HEADING

- **Hash:** `0x972CC383`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityHeading`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_HEADING

## Signature

```c
float GET_ENTITY_HEADING(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetEntityHeading(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x972cc383, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityHeading(entity);

// by hash
const retval = Citizen.invokeNative('0x972cc383', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x972cc383, entity);
```

## See also

- [CFX::SET_ENTITY_HEADING](https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_HEADING.md) — Set the heading of an entity in degrees also known as "Yaw".

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_HEALTH

- **Hash:** `0x8E3222B7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_HEALTH

## Signature

```c
int GET_ENTITY_HEALTH(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to check the health of

## Returns

`int` — If the entity is a vehicle it will return 0-1000
If the entity is a ped it will return 0-200
If the entity is an object it will return 0

## Description

*Source: Cfx.re native reference*

Only works for vehicle and peds

## Usage

### Lua

```lua
local retval = GetEntityHealth(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8e3222b7, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityHealth(entity);

// by hash
const retval = Citizen.invokeNative('0x8e3222b7', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8e3222b7, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_MAX_HEALTH

- **Hash:** `0xC7AE6AA1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityMaxHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_MAX_HEALTH

## Signature

```c
int GET_ENTITY_MAX_HEALTH(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

*Source: Cfx.re native reference*

Currently it only works with peds.

## Usage

### Lua

```lua
local retval = GetEntityMaxHealth(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc7ae6aa1, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityMaxHealth(entity);

// by hash
const retval = Citizen.invokeNative('0xc7ae6aa1', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xc7ae6aa1, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_MODEL

- **Hash:** `0xDAFCB3EC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityModel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_MODEL

## Signature

```c
Hash GET_ENTITY_MODEL(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetEntityModel(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdafcb3ec, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityModel(entity);

// by hash
const retval = Citizen.invokeNative('0xdafcb3ec', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xdafcb3ec, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_ORPHAN_MODE

- **Hash:** `0xD16EA02F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityOrphanMode`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ORPHAN_MODE

## Signature

```c
int GET_ENTITY_ORPHAN_MODE(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the orphan mode of

## Returns

`int` — Returns the entities current orphan mode, refer to enum in [SET_ENTITY_ORPHAN_MODE](#\_0x489E9162)

## Usage

### Lua

```lua
local retval = GetEntityOrphanMode(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd16ea02f, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityOrphanMode(entity);

// by hash
const retval = Citizen.invokeNative('0xd16ea02f', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xd16ea02f, entity);
```

## See also

- [CFX::SET_ENTITY_ORPHAN_MODE](https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_ORPHAN_MODE.md) — Sets what the server will do when the entity no longer has its original owner.

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_POPULATION_TYPE

- **Hash:** `0xFC30DDFF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityPopulationType`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_POPULATION_TYPE

## Signature

```c
int GET_ENTITY_POPULATION_TYPE(Entity entity);
```

## Parameters

- `entity` (`Entity`) — the entity to obtain the population type from

## Returns

`int` — Returns the population type ID, defined by the below enumeration:```cpp
enum ePopulationType
{
	POPTYPE_UNKNOWN = 0,
	POPTYPE_RANDOM_PERMANENT,
	POPTYPE_RANDOM_PARKED,
	POPTYPE_RANDOM_PATROL,
	POPTYPE_RANDOM_SCENARIO,
	POPTYPE_RANDOM_AMBIENT,
	POPTYPE_PERMANENT,
	POPTYPE_MISSION,
	POPTYPE_REPLAY,
	POPTYPE_CACHE,
	POPTYPE_TOOL
};
```

## Description

*Source: Cfx.re native reference*

This native gets an entity's population type.

## Usage

### Lua

```lua
local retval = GetEntityPopulationType(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xfc30ddff, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityPopulationType(entity);

// by hash
const retval = Citizen.invokeNative('0xfc30ddff', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xfc30ddff, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_ROTATION

- **Hash:** `0x8FF45B04`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityRotation`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ROTATION

## Signature

```c
Vector3 GET_ENTITY_ROTATION(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntityRotation(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8ff45b04, entity, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityRotation(entity);

// by hash
const retval = Citizen.invokeNative('0x8ff45b04', entity, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x8ff45b04, entity);
```

## See also

- [CFX::SET_ENTITY_ROTATION](https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_ROTATION.md) — Sets the rotation of a specified entity in the game world.

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_ROTATION_VELOCITY

- **Hash:** `0x9BF8A73F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityRotationVelocity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ROTATION_VELOCITY

## Signature

```c
Vector3 GET_ENTITY_ROTATION_VELOCITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntityRotationVelocity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9bf8a73f, entity, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityRotationVelocity(entity);

// by hash
const retval = Citizen.invokeNative('0x9bf8a73f', entity, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x9bf8a73f, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_ROUTING_BUCKET

- **Hash:** `0xED4B0486`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityRoutingBucket`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ROUTING_BUCKET

## Signature

```c
int GET_ENTITY_ROUTING_BUCKET(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the routing bucket for.

## Returns

`int` — The routing bucket ID.

## Description

*Source: Cfx.re native reference*

Gets the routing bucket for the specified entity.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

## Usage

### Lua

```lua
local retval = GetEntityRoutingBucket(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xed4b0486, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityRoutingBucket(entity);

// by hash
const retval = Citizen.invokeNative('0xed4b0486', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xed4b0486, entity);
```

## See also

- [CFX::SET_ENTITY_ROUTING_BUCKET](https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_ROUTING_BUCKET.md) — Sets the routing bucket for the specified entity.

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_SCRIPT

- **Hash:** `0xB7F70784`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityScript`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_SCRIPT

## Signature

```c
char* GET_ENTITY_SCRIPT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetEntityScript(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xb7f70784, entity, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetEntityScript(entity);

// by hash
const retval = Citizen.invokeNative('0xb7f70784', entity, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xb7f70784, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_SPEED

- **Hash:** `0x9E1E4798`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntitySpeed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_SPEED

## Signature

```c
float GET_ENTITY_SPEED(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the speed of

## Returns

`float` — The speed of the entity in meters per second

## Description

*Source: Cfx.re native reference*

Gets the current speed of the entity in meters per second.

```
To convert to MPH: speed * 2.236936
To convert to KPH: speed * 3.6
```

## Usage

### Lua

```lua
local retval = GetEntitySpeed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9e1e4798, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntitySpeed(entity);

// by hash
const retval = Citizen.invokeNative('0x9e1e4798', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x9e1e4798, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_TYPE

- **Hash:** `0xB1BD08D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityType`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_TYPE

## Signature

```c
int GET_ENTITY_TYPE(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the type of.

## Returns

`int` — The entity type returned as an integer value.

## Description

*Source: Cfx.re native reference*

Gets the entity type (as an integer), which can be one of the following defined down below:

**The following entities will return type `1`:**

*   Ped
*   Player
*   Animal (Red Dead Redemption 2)
*   Horse (Red Dead Redemption 2)

**The following entities will return type `2`:**

*   Automobile
*   Bike
*   Boat
*   Heli
*   Plane
*   Submarine
*   Trailer
*   Train
*   DraftVeh (Red Dead Redemption 2)

**The following entities will return type `3`:**

*   Object
*   Door
*   Pickup

Otherwise, a value of `0` will be returned.

## Usage

### Lua

```lua
local retval = GetEntityType(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xb1bd08d, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityType(entity);

// by hash
const retval = Citizen.invokeNative('0xb1bd08d', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xb1bd08d, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_ENTITY_VELOCITY

- **Hash:** `0xC14C9B6B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetEntityVelocity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_VELOCITY

## Signature

```c
Vector3 GET_ENTITY_VELOCITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntityVelocity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc14c9b6b, entity, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityVelocity(entity);

// by hash
const retval = Citizen.invokeNative('0xc14c9b6b', entity, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xc14c9b6b, entity);
```

## See also

- [CFX::SET_ENTITY_VELOCITY](https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_VELOCITY.md) — Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

*Sources: Cfx.re native reference.*

---

# CFX::GET_EXTERNAL_KVP_FLOAT

- **Hash:** `0x3CC98B25`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetExternalKvpFloat`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_EXTERNAL_KVP_FLOAT

## Signature

```c
float GET_EXTERNAL_KVP_FLOAT(char* resource, char* key);
```

## Parameters

- `resource` (`char*`) — The resource to fetch from.
- `key` (`char*`) — The key to fetch

## Returns

`float` — A float that contains the value stored in the Kvp or nil/null if none.

## Description

*Source: Cfx.re native reference*

A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938), but for a specified resource.

## Usage

### Lua

```lua
local retval = GetExternalKvpFloat(resource, key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3cc98b25, resource, key, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetExternalKvpFloat(resource, key);

// by hash
const retval = Citizen.invokeNative('0x3cc98b25', resource, key, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3cc98b25, resource, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpValue = GetExternalKvpFloat('drugs', 'mollis') 
if kvpValue then
	-- do something!
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_EXTERNAL_KVP_INT

- **Hash:** `0x12B8D689`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetExternalKvpInt`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_EXTERNAL_KVP_INT

## Signature

```c
int GET_EXTERNAL_KVP_INT(char* resource, char* key);
```

## Parameters

- `resource` (`char*`) — The resource to fetch from.
- `key` (`char*`) — The key to fetch

## Returns

`int` — A int that contains the value stored in the Kvp or nil/null if none.

## Description

*Source: Cfx.re native reference*

A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8), but for a specified resource.

## Usage

### Lua

```lua
local retval = GetExternalKvpInt(resource, key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12b8d689, resource, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetExternalKvpInt(resource, key);

// by hash
const retval = Citizen.invokeNative('0x12b8d689', resource, key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x12b8d689, resource, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpValue = GetExternalKvpInt('food', 'bananabread') 
if kvpValue then
	-- do something!
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_EXTERNAL_KVP_STRING

- **Hash:** `0x9080363A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetExternalKvpString`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_EXTERNAL_KVP_STRING

## Signature

```c
char* GET_EXTERNAL_KVP_STRING(char* resource, char* key);
```

## Parameters

- `resource` (`char*`) — The resource to fetch from.
- `key` (`char*`) — The key to fetch

## Returns

`char*` — A string that contains the value stored in the Kvp or nil/null if none.

## Description

*Source: Cfx.re native reference*

A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B), but for a specified resource.

## Usage

### Lua

```lua
local retval = GetExternalKvpString(resource, key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9080363a, resource, key, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetExternalKvpString(resource, key);

// by hash
const retval = Citizen.invokeNative('0x9080363a', resource, key, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x9080363a, resource, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpValue = GetExternalKvpString('food', 'codfish') 
if kvpValue then
	-- do something!
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_GAME_BUILD_NUMBER

- **Hash:** `0x804B9F7B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetGameBuildNumber`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_GAME_BUILD_NUMBER

## Signature

```c
int GET_GAME_BUILD_NUMBER();
```

## Returns

`int` — The build number, or **0** if no build number is known.

## Description

*Source: Cfx.re native reference*

Returns the internal build number of the current game being executed.

Possible values:

*   FiveM
    *   1604
    *   2060
    *   2189
    *   2372
    *   2545
    *   2612
    *   2699
    *   2802
    *   2944
    *   3095
    *   3258
    *   3323
    *   3407
    *   3570
    *   3751
    *   3788
*   RedM
    *   1311
    *   1355
    *   1436
    *   1491
*   LibertyM
    *   43
*   FXServer
    *   0

## Usage

### Lua

```lua
local retval = GetGameBuildNumber()

-- always available, by hash
local retval = Citizen.InvokeNative(0x804b9f7b, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetGameBuildNumber();

// by hash
const retval = Citizen.invokeNative('0x804b9f7b', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x804b9f7b);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_GAME_NAME

- **Hash:** `0xE8EAA18B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetGameName`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_GAME_NAME

## Signature

```c
char* GET_GAME_NAME();
```

## Returns

`char*` — The game the script environment is running in.

## Description

*Source: Cfx.re native reference*

Returns the current game being executed.

Possible values:

| Return value | Meaning                        |
| ------------ | ------------------------------ |
| `fxserver`   | Server-side code ('Duplicity') |
| `fivem`      | FiveM for GTA V                |
| `libertym`   | LibertyM for GTA IV            |
| `redm`       | RedM for Red Dead Redemption 2 |

## Usage

### Lua

```lua
local retval = GetGameName()

-- always available, by hash
local retval = Citizen.InvokeNative(0xe8eaa18b, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetGameName();

// by hash
const retval = Citizen.invokeNative('0xe8eaa18b', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xe8eaa18b);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_GAME_POOL

- **Hash:** `0x2B9D4F50`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetGamePool`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_GAME_POOL

## Signature

```c
object GET_GAME_POOL(char* poolName);
```

## Parameters

- `poolName` (`char*`) — The pool name to get a list of entities from.

## Returns

`object` — An array containing entity handles for each entity in the named pool.

## Description

*Source: Cfx.re native reference*

Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as
follows:

```json
[ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...]
```

### Supported pools

*   `CPed`: Peds (including animals) and players.
*   `CObject`: Objects (props), doors, and projectiles.
*   `CNetObject`: Networked objects
*   `CVehicle`: Vehicles.
*   `CPickup`: Pickups.

## Usage

### Lua

```lua
local retval = GetGamePool(poolName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2b9d4f50, poolName, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetGamePool(poolName);

// by hash
const retval = Citizen.invokeNative('0x2b9d4f50', poolName, Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0x2b9d4f50, poolName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local vehiclePool = GetGamePool('CVehicle') -- Get the list of vehicles (entities) from the pool
for i = 1, #vehiclePool do -- loop through each vehicle (entity)
    if GetPedInVehicleSeat(vehiclePool[i], -1) == 0 then
        DeleteEntity(vehiclePool[i]) -- Delete vehicles (entities) that don't have a driver
    end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_GAME_TIMER

- **Hash:** `0xA4EA0691`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetGameTimer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_GAME_TIMER

## Signature

```c
long GET_GAME_TIMER();
```

## Returns

`long` — The game time.

## Description

*Source: Cfx.re native reference*

Gets the current game timer in milliseconds.

## Usage

### Lua

```lua
local retval = GetGameTimer()

-- always available, by hash
local retval = Citizen.InvokeNative(0xa4ea0691, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetGameTimer();

// by hash
const retval = Citizen.invokeNative('0xa4ea0691', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xa4ea0691);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_HASH_KEY

- **Hash:** `0x98EFF6F1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetHashKey`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_HASH_KEY

## Signature

```c
Hash GET_HASH_KEY(char* model);
```

## Parameters

- `model` (`char*`)

## Returns

`Hash`

## Description

*Source: Cfx.re native reference*

This native converts the passed string to a hash.

## Usage

### Lua

```lua
local retval = GetHashKey(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98eff6f1, model, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHashKey(model);

// by hash
const retval = Citizen.invokeNative('0x98eff6f1', model, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x98eff6f1, model);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_HELI_MAIN_ROTOR_HEALTH

- **Hash:** `0xF01E2AAB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetHeliMainRotorHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_HELI_MAIN_ROTOR_HEALTH

## Signature

```c
float GET_HELI_MAIN_ROTOR_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.

## Returns

`float` — See the client-side [GET_HELI_MAIN_ROTOR_HEALTH](#\_0xE4CB7541F413D2C5) for the return value.

## Usage

### Lua

```lua
local retval = GetHeliMainRotorHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xf01e2aab, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetHeliMainRotorHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0xf01e2aab', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xf01e2aab, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_HOST_ID

- **Hash:** `0x5F70F5A3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetHostId`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_HOST_ID

## Signature

```c
char* GET_HOST_ID();
```

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetHostId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5f70f5a3, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetHostId();

// by hash
const retval = Citizen.invokeNative('0x5f70f5a3', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x5f70f5a3);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_INSTANCE_ID

- **Hash:** `0x9F1C4383`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetInstanceId`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_INSTANCE_ID

## Signature

```c
int GET_INSTANCE_ID();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetInstanceId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9f1c4383, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInstanceId();

// by hash
const retval = Citizen.invokeNative('0x9f1c4383', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9f1c4383);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_INVOKING_RESOURCE

- **Hash:** `0x4D52FE5B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetInvokingResource`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_INVOKING_RESOURCE

## Signature

```c
char* GET_INVOKING_RESOURCE();
```

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetInvokingResource()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4d52fe5b, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetInvokingResource();

// by hash
const retval = Citizen.invokeNative('0x4d52fe5b', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x4d52fe5b);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_IS_VEHICLE_ENGINE_RUNNING

- **Hash:** `0x7DC6D022`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetIsVehicleEngineRunning`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_IS_VEHICLE_ENGINE_RUNNING

## Signature

```c
BOOL GET_IS_VEHICLE_ENGINE_RUNNING(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsVehicleEngineRunning(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7dc6d022, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsVehicleEngineRunning(vehicle);

// by hash
const retval = Citizen.invokeNative('0x7dc6d022', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7dc6d022, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM

- **Hash:** `0xD7EC8760`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetIsVehiclePrimaryColourCustom`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM

## Signature

```c
BOOL GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsVehiclePrimaryColourCustom(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd7ec8760, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsVehiclePrimaryColourCustom(vehicle);

// by hash
const retval = Citizen.invokeNative('0xd7ec8760', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xd7ec8760, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM

- **Hash:** `0x288AD228`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetIsVehicleSecondaryColourCustom`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM

## Signature

```c
BOOL GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsVehicleSecondaryColourCustom(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x288ad228, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsVehicleSecondaryColourCustom(vehicle);

// by hash
const retval = Citizen.invokeNative('0x288ad228', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x288ad228, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_LANDING_GEAR_STATE

- **Hash:** `0xA6F02670`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetLandingGearState`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_LANDING_GEAR_STATE

## Signature

```c
int GET_LANDING_GEAR_STATE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to check.

## Returns

`int` — The current state of the vehicles landing gear.

## Description

*Source: Cfx.re native reference*

See the client-side [GET_LANDING_GEAR_STATE](#\_0x9B0F3DCA3DB0F4CD) native for a description of landing gear states.

## Usage

### Lua

```lua
local retval = GetLandingGearState(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa6f02670, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLandingGearState(vehicle);

// by hash
const retval = Citizen.invokeNative('0xa6f02670', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xa6f02670, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_LAST_PED_IN_VEHICLE_SEAT

- **Hash:** `0xF7C6792D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetLastPedInVehicleSeat`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_LAST_PED_IN_VEHICLE_SEAT

## Signature

```c
Entity GET_LAST_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.
- `seatIndex` (`int`) — See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).

## Returns

`Entity` — The last ped in the specified seat of the passed vehicle. Returns 0 if the specified seat was never occupied or the last ped does not exist anymore.

## Usage

### Lua

```lua
local retval = GetLastPedInVehicleSeat(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xf7c6792d, vehicle, seatIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLastPedInVehicleSeat(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0xf7c6792d', vehicle, seatIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xf7c6792d, vehicle, seatIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_MINIMAP_TYPE

- **Hash:** `0xA6FF71C9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetMinimapType`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_MINIMAP_TYPE

## Signature

```c
int GET_MINIMAP_TYPE();
```

## Returns

`int`

## Description

*Source: Cfx.re native reference*

Get the minimap type:

```
0 = Off,
1 = Regular,
2 = Expanded,
3 = Simple,
```

## Usage

### Lua

```lua
local retval = GetMinimapType()

-- always available, by hash
local retval = Citizen.InvokeNative(0xa6ff71c9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMinimapType();

// by hash
const retval = Citizen.invokeNative('0xa6ff71c9', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xa6ff71c9);
```

## See also

- [CFX::SET_MINIMAP_TYPE](https://natives.borderlinerp.com/natives/CFX/SET_MINIMAP_TYPE.md) — Possible Types:

*Sources: Cfx.re native reference.*

---

# CFX::GET_MOUNT

- **Hash:** `0xDD31EC4E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetMount`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_MOUNT

## Signature

```c
Ped GET_MOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`) — the ped id

## Returns

`Ped` — Returns the entity the `ped` is currently on, or `0` if they're not on a mount.

## Usage

### Lua

```lua
local retval = GetMount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdd31ec4e, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xdd31ec4e', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xdd31ec4e, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_NET_TYPE_FROM_ENTITY

- **Hash:** `0x23B2A641`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNetTypeFromEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NET_TYPE_FROM_ENTITY

## Signature

```c
int GET_NET_TYPE_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the specific type of.

## Returns

`int` — The specific entity type returned as an integer value or -1 if the entity is invalid.

## Description

*Source: Cfx.re native reference*

Gets the specific entity type (as an integer), which can be one of the following defined down below:

#### FiveM:

```cpp
enum eNetObjEntityType
{
    Automobile = 0,
    Bike = 1,
    Boat = 2,
    Door = 3,
    Heli = 4,
    Object = 5,
    Ped = 6,
    Pickup = 7,
    PickupPlacement = 8,
    Plane = 9,
    Submarine = 10,
    Player = 11,
    Trailer = 12,
    Train = 13
};
```

#### RedM:

```cpp
enum eNetObjEntityType
{
    Animal = 0,
    Automobile = 1,
    Bike = 2,
    Boat = 3,
    Door = 4,
    Heli = 5,
    Object = 6,
    Ped = 7,
    Pickup = 8,
    PickupPlacement = 9,
    Plane = 10,
    Submarine = 11,
    Player = 12,
    Trailer = 13,
    Train = 14,
    DraftVeh = 15,
    StatsTracker = 16,
    PropSet = 17,
    AnimScene = 18,
    GroupScenario = 19,
    Herd = 20,
    Horse = 21,
    WorldState = 22,
    WorldProjectile = 23,
    Incident = 24,
    Guardzone = 25,
    PedGroup = 26,
    CombatDirector = 27,
    PedSharedTargeting = 28,
    Persistent = 29
};
```

## Usage

### Lua

```lua
local retval = GetNetTypeFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23b2a641, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNetTypeFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x23b2a641', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x23b2a641, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_NUI_CURSOR_POSITION

- **Hash:** `0xBDBA226F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNuiCursorPosition`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NUI_CURSOR_POSITION

## Signature

```c
void GET_NUI_CURSOR_POSITION(int* x, int* y);
```

## Parameters

- `x` (`int*`)
- `y` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local x, y = GetNuiCursorPosition()

-- always available, by hash
local x, y = Citizen.InvokeNative(0xbdba226f, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [x, y] = GetNuiCursorPosition();

// by hash
const [x, y] = Citizen.invokeNative('0xbdba226f', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var x = new OutputArgument();
var y = new OutputArgument();
Function.Call((Hash)0xbdba226f, x, y);
// x.GetResult<int>()
// y.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_NUM_PLAYER_IDENTIFIERS

- **Hash:** `0xFF7F66AB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNumPlayerIdentifiers`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NUM_PLAYER_IDENTIFIERS

## Signature

```c
int GET_NUM_PLAYER_IDENTIFIERS(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumPlayerIdentifiers(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xff7f66ab, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumPlayerIdentifiers(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xff7f66ab', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xff7f66ab, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_NUM_PLAYER_INDICES

- **Hash:** `0x63D13184`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNumPlayerIndices`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NUM_PLAYER_INDICES

## Signature

```c
int GET_NUM_PLAYER_INDICES();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumPlayerIndices()

-- always available, by hash
local retval = Citizen.InvokeNative(0x63d13184, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumPlayerIndices();

// by hash
const retval = Citizen.invokeNative('0x63d13184', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x63d13184);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_NUM_PLAYER_TOKENS

- **Hash:** `0x619E4A3D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNumPlayerTokens`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NUM_PLAYER_TOKENS

## Signature

```c
int GET_NUM_PLAYER_TOKENS(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumPlayerTokens(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x619e4a3d, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumPlayerTokens(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x619e4a3d', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x619e4a3d, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_NUM_RESOURCE_METADATA

- **Hash:** `0x776E864`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNumResourceMetadata`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NUM_RESOURCE_METADATA

## Signature

```c
int GET_NUM_RESOURCE_METADATA(char* resourceName, char* metadataKey);
```

## Parameters

- `resourceName` (`char*`) — The resource name.
- `metadataKey` (`char*`) — The key to look up in the resource manifest.

## Returns

`int`

## Description

*Source: Cfx.re native reference*

Gets the amount of metadata values with the specified key existing in the specified resource's manifest.
See also: [Resource manifest](https://docs.fivem.net/docs/scripting-reference/resource-manifest/)

## Usage

### Lua

```lua
local retval = GetNumResourceMetadata(resourceName, metadataKey)

-- always available, by hash
local retval = Citizen.InvokeNative(0x776e864, resourceName, metadataKey, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumResourceMetadata(resourceName, metadataKey);

// by hash
const retval = Citizen.invokeNative('0x776e864', resourceName, metadataKey, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x776e864, resourceName, metadataKey);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_NUM_RESOURCES

- **Hash:** `0x863F27B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetNumResources`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_NUM_RESOURCES

## Signature

```c
int GET_NUM_RESOURCES();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumResources()

-- always available, by hash
local retval = Citizen.InvokeNative(0x863f27b, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumResources();

// by hash
const retval = Citizen.invokeNative('0x863f27b', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x863f27b);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PASSWORD_HASH

- **Hash:** `0x23473EA4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPasswordHash`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PASSWORD_HASH

## Signature

```c
char* GET_PASSWORD_HASH(char* password);
```

## Parameters

- `password` (`char*`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetPasswordHash(password)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23473ea4, password, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPasswordHash(password);

// by hash
const retval = Citizen.invokeNative('0x23473ea4', password, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x23473ea4, password);
```

## See also

- [CFX::VERIFY_PASSWORD_HASH](https://natives.borderlinerp.com/natives/CFX/VERIFY_PASSWORD_HASH.md)

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_ARMOUR

- **Hash:** `0x2CE311A7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedArmour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_ARMOUR

## Signature

```c
int GET_PED_ARMOUR(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedArmour(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2ce311a7, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2ce311a7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2ce311a7, ped);
```

## See also

- [CFX::SET_PED_ARMOUR](https://natives.borderlinerp.com/natives/CFX/SET_PED_ARMOUR.md) — Sets the armor of the specified ped.

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_BONE_MATRIX

- **Hash:** `0x9C5E7C9C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedBoneMatrix`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_BONE_MATRIX

## Signature

```c
void GET_PED_BONE_MATRIX(Ped ped, int boneId, Vector3* forwardVector, Vector3* rightVector, Vector3* upVector, Vector3* position);
```

## Parameters

- `ped` (`Ped`)
- `boneId` (`int`)
- `forwardVector` (`Vector3*`)
- `rightVector` (`Vector3*`)
- `upVector` (`Vector3*`)
- `position` (`Vector3*`)

## Returns

`void` — *   **forwardVector**:
*   **rightVector**:
*   **upVector**:
*   **position**:

## Description

*Source: Cfx.re native reference*

Returns the bone matrix of the specified bone id. usefull for entity attachment

## Usage

### Lua

```lua
local forwardVector, rightVector, upVector, position = GetPedBoneMatrix(ped, boneId)

-- always available, by hash
local forwardVector, rightVector, upVector, position = Citizen.InvokeNative(0x9c5e7c9c, ped, boneId, Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [forwardVector, rightVector, upVector, position] = GetPedBoneMatrix(ped, boneId);

// by hash
const [forwardVector, rightVector, upVector, position] = Citizen.invokeNative('0x9c5e7c9c', ped, boneId, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var forwardVector = new OutputArgument();
var rightVector = new OutputArgument();
var upVector = new OutputArgument();
var position = new OutputArgument();
Function.Call((Hash)0x9c5e7c9c, ped, boneId, forwardVector, rightVector, upVector, position);
// forwardVector.GetResult<Vector3>()
// rightVector.GetResult<Vector3>()
// upVector.GetResult<Vector3>()
// position.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Examples

*Source: Cfx.re native reference*

```lua
local fowardVector, rightVector, upVector, position = GetPedBoneMatrix(PlayerPedId(),boneId)
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_CAUSE_OF_DEATH

- **Hash:** `0x63458C27`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedCauseOfDeath`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_CAUSE_OF_DEATH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedCauseOfDeath(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x63458c27, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x63458c27', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x63458c27, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_DESIRED_HEADING

- **Hash:** `0xC182F76E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedDesiredHeading`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_DESIRED_HEADING

## Signature

```c
float GET_PED_DESIRED_HEADING(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`float` — Returns ped's desired heading.

## Usage

### Lua

```lua
local retval = GetPedDesiredHeading(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc182f76e, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xc182f76e', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xc182f76e, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_IN_VEHICLE_SEAT

- **Hash:** `0x388FDE9A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedInVehicleSeat`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_IN_VEHICLE_SEAT

## Signature

```c
Entity GET_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.
- `seatIndex` (`int`) — See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).

## Returns

`Entity` — The ped in the specified seat of the passed vehicle. Returns 0 if the specified seat is not occupied.

## Usage

### Lua

```lua
local retval = GetPedInVehicleSeat(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x388fde9a, vehicle, seatIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedInVehicleSeat(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0x388fde9a', vehicle, seatIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x388fde9a, vehicle, seatIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_MAX_HEALTH

- **Hash:** `0xA45B6C8D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedMaxHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_MAX_HEALTH

## Signature

```c
int GET_PED_MAX_HEALTH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedMaxHealth(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa45b6c8d, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xa45b6c8d', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xa45b6c8d, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_RELATIONSHIP_GROUP_HASH

- **Hash:** `0x354F283C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedRelationshipGroupHash`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_RELATIONSHIP_GROUP_HASH

## Signature

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

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`Hash` — The relationship group hash.

## Description

*Source: Cfx.re native reference*

Gets the current relationship group hash of a ped.

## Usage

### Lua

```lua
local retval = GetPedRelationshipGroupHash(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x354f283c, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x354f283c', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x354f283c, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_SCALE

- **Hash:** `0xA0F3B420`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedScale`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_SCALE

## Signature

```c
float GET_PED_SCALE(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`float` — Returns scale of ped set by [SET_PED_SCALE](#\_0x25ACFC650B65C538)

## Usage

### Lua

```lua
local retval = GetPedScale(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa0f3b420, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xa0f3b420', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xa0f3b420, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_SCRIPT_TASK_COMMAND

- **Hash:** `0x84FE084`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedScriptTaskCommand`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_SCRIPT_TASK_COMMAND

## Signature

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

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`Hash` — The script task command currently assigned to the ped. A value of 0x811E343C denotes no script task is assigned.

## Description

*Source: Cfx.re native reference*

Gets the script task command currently assigned to the ped.

## Usage

### Lua

```lua
local retval = GetPedScriptTaskCommand(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x84fe084, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x84fe084', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x84fe084, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_SCRIPT_TASK_STAGE

- **Hash:** `0x44B0E5E2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedScriptTaskStage`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_SCRIPT_TASK_STAGE

## Signature

```c
int GET_PED_SCRIPT_TASK_STAGE(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`int` — The stage of the ped's scripted task. A value of 3 denotes no script task is assigned.

## Description

*Source: Cfx.re native reference*

Gets the stage of the peds scripted task.

## Usage

### Lua

```lua
local retval = GetPedScriptTaskStage(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44b0e5e2, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x44b0e5e2', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x44b0e5e2, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_SOURCE_OF_DAMAGE

- **Hash:** `0x535DB43F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedSourceOfDamage`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_SOURCE_OF_DAMAGE

## Signature

```c
Entity GET_PED_SOURCE_OF_DAMAGE(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`Entity` — The entity id. Returns 0 if the ped has not been damaged recently.

## Description

*Source: Cfx.re native reference*

Get the last entity that damaged the ped. This native is used server side when using OneSync.

## Usage

### Lua

```lua
local retval = GetPedSourceOfDamage(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x535db43f, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x535db43f', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x535db43f, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_SOURCE_OF_DEATH

- **Hash:** `0x84ADF9EB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedSourceOfDeath`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_SOURCE_OF_DEATH

## Signature

```c
Entity GET_PED_SOURCE_OF_DEATH(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`Entity` — The entity id. Returns 0 if the ped has no killer.

## Description

*Source: Cfx.re native reference*

Get the entity that killed the ped. This native is used server side when using OneSync.

## Usage

### Lua

```lua
local retval = GetPedSourceOfDeath(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x84adf9eb, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x84adf9eb', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x84adf9eb, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_SPECIFIC_TASK_TYPE

- **Hash:** `0x7F4563D3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedSpecificTaskType`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_SPECIFIC_TASK_TYPE

## Signature

```c
int GET_PED_SPECIFIC_TASK_TYPE(Ped ped, int index);
```

## Parameters

- `ped` (`Ped`) — The target ped.
- `index` (`int`) — A zero-based index with a maximum value of 7.

## Returns

`int` — The type of the specific task.
1604: A value of 530 denotes no script task is assigned or an invalid input was given.
2060+: A value of 531 denotes no script task is assigned or an invalid input was given.

## Description

*Source: Cfx.re native reference*

Gets the type of a ped's specific task given an index of the CPedTaskSpecificDataNode nodes.
A ped will typically have a task at index 0, if a ped has multiple tasks at once they will be in the order 0, 1, 2, etc.

## Usage

### Lua

```lua
local retval = GetPedSpecificTaskType(ped, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7f4563d3, ped, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedSpecificTaskType(ped, index);

// by hash
const retval = Citizen.invokeNative('0x7f4563d3', ped, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7f4563d3, ped, index);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_STEALTH_MOVEMENT

- **Hash:** `0x40321B83`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedStealthMovement`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_STEALTH_MOVEMENT

## Signature

```c
bool GET_PED_STEALTH_MOVEMENT(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`bool` — Whether or not the ped is stealthy.

## Usage

### Lua

```lua
local retval = GetPedStealthMovement(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40321b83, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x40321b83', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x40321b83, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_WETNESS

- **Hash:** `0xF402C171`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedWetness`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_WETNESS

## Signature

```c
float GET_PED_WETNESS(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`float` — Returns current ped wetness level

## Usage

### Lua

```lua
local retval = GetPedWetness(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xf402c171, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xf402c171', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xf402c171, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PED_WETNESS_HEIGHT

- **Hash:** `0x2545ADE0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPedWetnessHeight`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PED_WETNESS_HEIGHT

## Signature

```c
float GET_PED_WETNESS_HEIGHT(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped

## Returns

`float` — Returns current ped wetness height level

## Usage

### Lua

```lua
local retval = GetPedWetnessHeight(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2545ade0, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2545ade0', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2545ade0, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_CAMERA_ROTATION

- **Hash:** `0x433C765D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerCameraRotation`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_CAMERA_ROTATION

## Signature

```c
Vector3 GET_PLAYER_CAMERA_ROTATION(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle.

## Returns

`Vector3` — The player's camera rotation. Values are in radians.

## Description

*Source: Cfx.re native reference*

Gets the current camera rotation for a specified player. This native is used server side when using OneSync.

## Usage

### Lua

```lua
local retval = GetPlayerCameraRotation(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x433c765d, playerSrc, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPlayerCameraRotation(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x433c765d', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x433c765d, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_ENDPOINT

- **Hash:** `0xFEE404F9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerEndpoint`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_ENDPOINT

## Signature

```c
char* GET_PLAYER_ENDPOINT(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetPlayerEndpoint(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xfee404f9, playerSrc, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerEndpoint(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xfee404f9', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xfee404f9, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_FAKE_WANTED_LEVEL

- **Hash:** `0x98D244`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerFakeWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_FAKE_WANTED_LEVEL

## Signature

```c
int GET_PLAYER_FAKE_WANTED_LEVEL(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The target player

## Returns

`int` — The fake wanted level

## Description

*Source: Cfx.re native reference*

Gets the current fake wanted level for a specified player. This native is used server side when using OneSync.

## Usage

### Lua

```lua
local retval = GetPlayerFakeWantedLevel(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98d244, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerFakeWantedLevel(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x98d244', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x98d244, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_FOCUS_POS

- **Hash:** `0x586F80FF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerFocusPos`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_FOCUS_POS

## Signature

```c
Vector3 GET_PLAYER_FOCUS_POS(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player to get the focus position of

## Returns

`Vector3` — Returns a `Vector3` containing the focus position of the player.

## Description

*Source: Cfx.re native reference*

Gets the focus position (i.e. the position of the active camera in the game world) of a player.

## Usage

### Lua

```lua
local retval = GetPlayerFocusPos(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x586f80ff, playerSrc, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPlayerFocusPos(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x586f80ff', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x586f80ff, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_FROM_INDEX

- **Hash:** `0xC8A9CE08`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerFromIndex`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_FROM_INDEX

## Signature

```c
char* GET_PLAYER_FROM_INDEX(int index);
```

## Parameters

- `index` (`int`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetPlayerFromIndex(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc8a9ce08, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerFromIndex(index);

// by hash
const retval = Citizen.invokeNative('0xc8a9ce08', index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xc8a9ce08, index);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_FROM_SERVER_ID

- **Hash:** `0x344EA166`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerFromServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_FROM_SERVER_ID

## Signature

```c
Player GET_PLAYER_FROM_SERVER_ID(int serverId);
```

## Parameters

- `serverId` (`int`) — The player's server ID.

## Returns

`Player` — A valid Player ID if one is found, `-1` if not.

## Description

*Source: Cfx.re native reference*

Gets a local client's Player ID from its server ID counterpart, assuming the passed `serverId` exists on the client.

If no matching client is found, or an invalid value is passed over as the `serverId` native's parameter, the native result will be `-1`.

It's worth noting that this native method can only retrieve information about clients that are culled to the connected client.

## Usage

### Lua

```lua
local retval = GetPlayerFromServerId(serverId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x344ea166, serverId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerFromServerId(serverId);

// by hash
const retval = Citizen.invokeNative('0x344ea166', serverId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x344ea166, serverId);
```

## Examples

*Source: Cfx.re native reference*

```lua
--We will assume the serverId is '4' in this scenario and that it's a valid serverId.

-- Passing invalid Player IDs such as 'nil' or IDs that don't exist will result in playerId being -1.

local playerId = GetPlayerFromServerId(serverId);

-- If the resulting playerId is not invalid (not equal to -1)
if playerId ~= -1 then
    -- Do our stuff on this player.
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_FROM_STATE_BAG_NAME

- **Hash:** `0xA56135E0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerFromStateBagName`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_FROM_STATE_BAG_NAME

## Signature

```c
int GET_PLAYER_FROM_STATE_BAG_NAME(char* bagName);
```

## Parameters

- `bagName` (`char*`) — An internal state bag ID from the argument to a state bag change handler.

## Returns

`int` — The player handle or 0 if the state bag name did not refer to a player, or the player does not exist.

## Description

*Source: Cfx.re native reference*

On the server this will return the players source, on the client it will return the player handle.

## Usage

### Lua

```lua
local retval = GetPlayerFromStateBagName(bagName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa56135e0, bagName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerFromStateBagName(bagName);

// by hash
const retval = Citizen.invokeNative('0xa56135e0', bagName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xa56135e0, bagName);
```

## Examples

*Source: Cfx.re native reference*

```js
AddStateBagChangeHandler("isDead", null, async (bagName, key, value /* boolean */) => {
    const ply = GetPlayerFromStateBagName(bagName);
    // The player doesn't exist!
    if (ply === 0) return;
    console.log(`Player: ${GetPlayerName(ply)} ${value ? 'died!' : 'is alive!'`)
})
```

*Source: Cfx.re native reference*

```lua
AddStateBagChangeHandler("isDead", nil, function(bagName, key, value) 
    local ply = GetPlayerFromStateBagName(bagName)
    -- The player doesn't exist!
    if ply == 0 then return end
    print("Player: " .. GetPlayerName(ply) .. value and 'died!' or 'is alive!')
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_GUID

- **Hash:** `0xE52D9680`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerGuid`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_GUID

## Signature

```c
char* GET_PLAYER_GUID(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetPlayerGuid(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe52d9680, playerSrc, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerGuid(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xe52d9680', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xe52d9680, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_IDENTIFIER

- **Hash:** `0x7302DBCF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerIdentifier`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_IDENTIFIER

## Signature

```c
char* GET_PLAYER_IDENTIFIER(char* playerSrc, int identiferIndex);
```

## Parameters

- `playerSrc` (`char*`)
- `identiferIndex` (`int`)

## Returns

`char*` — Returns the identifier at the specific index, if out of bounds returns `null`

## Description

*Source: Cfx.re native reference*

To get the number of identifiers, use [GET_NUM_PLAYER_IDENTIFIERS](#\_0xFF7F66AB)

To get a specific type of identifier, use [GET_PLAYER_IDENTIFIER_BY_TYPE](#\_0xA61C8FC6)

## Usage

### Lua

```lua
local retval = GetPlayerIdentifier(playerSrc, identiferIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7302dbcf, playerSrc, identiferIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerIdentifier(playerSrc, identiferIndex);

// by hash
const retval = Citizen.invokeNative('0x7302dbcf', playerSrc, identiferIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x7302dbcf, playerSrc, identiferIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_IDENTIFIER_BY_TYPE

- **Hash:** `0xA61C8FC6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerIdentifierByType`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_IDENTIFIER_BY_TYPE

## Signature

```c
char* GET_PLAYER_IDENTIFIER_BY_TYPE(char* playerSrc, char* identifierType);
```

## Parameters

- `playerSrc` (`char*`) — The player to get the identifier for
- `identifierType` (`char*`) — The string to match in an identifier, this can be `"license"` for example.

## Returns

`char*` — The identifier that matches the string provided

## Description

*Source: Cfx.re native reference*

Get an identifier from a player by the type of the identifier.
Known [Identifiers](https://docs.fivem.net/docs/scripting-reference/runtimes/lua/functions/GetPlayerIdentifiers/#identifier-types)

## Usage

### Lua

```lua
local retval = GetPlayerIdentifierByType(playerSrc, identifierType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa61c8fc6, playerSrc, identifierType, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerIdentifierByType(playerSrc, identifierType);

// by hash
const retval = Citizen.invokeNative('0xa61c8fc6', playerSrc, identifierType, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xa61c8fc6, playerSrc, identifierType);
```

## Examples

*Source: Cfx.re native reference*

```lua
local playerLicenses = {}

AddEventHandler('playerJoining', function()
    playerLicenses[source] = GetPlayerIdentifierByType(source, 'license')
end)
```

*Source: Cfx.re native reference*

```js
let playerLicenses = {};

on('playerJoining', () => {
    playerLicenses[source] = GetPlayerIdentifierByType(source, 'license');
});
```

*Source: Cfx.re native reference*

```cs
using System.Collections.Generic;
using static CitizenFX.Core.Native.API;
// ...

// In class
private Dictionary<int, string> PlayerLicenses = new Dictionary<int, string>();

// In class constructor
EventHandlers["playerJoining"] += new Action<Player>(SetLicense);

// Delegate method
private void SetLicense([FromSource]Player player) {
    PlayerLicenses.Add(player.Handle, GetPlayerIdentifierByType(player.Handle, "license"));
}
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_INVINCIBLE

- **Hash:** `0x680C90EE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerInvincible`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_INVINCIBLE

## Signature

```c
BOOL GET_PLAYER_INVINCIBLE(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`BOOL` — A boolean to tell if the player is invincible.

## Usage

### Lua

```lua
local retval = GetPlayerInvincible(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x680c90ee, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerInvincible(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x680c90ee', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x680c90ee, playerSrc);
```

## See also

- [CFX::SET_PLAYER_INVINCIBLE](https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_INVINCIBLE.md) — Make the player impervious to all forms of damage.

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_LAST_MSG

- **Hash:** `0x427E8E6A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerLastMsg`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_LAST_MSG

## Signature

```c
int GET_PLAYER_LAST_MSG(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPlayerLastMsg(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x427e8e6a, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerLastMsg(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x427e8e6a', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x427e8e6a, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_MAX_ARMOUR

- **Hash:** `0x2A50657`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerMaxArmour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_MAX_ARMOUR

## Signature

```c
int GET_PLAYER_MAX_ARMOUR(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPlayerMaxArmour(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2a50657, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerMaxArmour(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x2a50657', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2a50657, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_MAX_HEALTH

- **Hash:** `0x8154E470`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerMaxHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_MAX_HEALTH

## Signature

```c
int GET_PLAYER_MAX_HEALTH(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPlayerMaxHealth(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8154e470, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerMaxHealth(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x8154e470', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8154e470, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_NAME

- **Hash:** `0x406B4B20`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerName`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_NAME

## Signature

```c
char* GET_PLAYER_NAME(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetPlayerName(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x406b4b20, playerSrc, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerName(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x406b4b20', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x406b4b20, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_PED

- **Hash:** `0x6E31E993`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_PED

## Signature

```c
Entity GET_PLAYER_PED(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player source, passed as a string.

## Returns

`Entity` — Returns a valid Ped Entity ID if the passed `playerSrc` is valid, `0` if not.

## Description

*Source: Cfx.re native reference*

Used to get the player's Ped Entity ID when a valid `playerSrc` is passed.

## Usage

### Lua

```lua
local retval = GetPlayerPed(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6e31e993, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerPed(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x6e31e993', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6e31e993, playerSrc);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- Let's assume source is a valid ID
local pedId = GetPlayerPed(source);

-- If pedId is valid (not equal to 0)
if pedId ~= 0 then
    -- Do something with this ped!
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_PEER_STATISTICS

- **Hash:** `0x9A928294`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerPeerStatistics`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_PEER_STATISTICS

## Signature

```c
int GET_PLAYER_PEER_STATISTICS(char* playerSrc, int peerStatistic);
```

## Parameters

- `playerSrc` (`char*`) — The player to get the stats of
- `peerStatistic` (`int`) — The statistic to get, this will error if its out of range

## Returns

`int` — See `ENetStatisticType` for what this will return.

## Description

*Source: Cfx.re native reference*

```cpp
const int ENET_PACKET_LOSS_SCALE = 65536;

enum PeerStatistics
{
	// PacketLoss will only update once every 10 seconds, use PacketLossEpoch if you want the time
	// since the last time the packet loss was updated.

	// the amount of packet loss the player has, needs to be scaled with PACKET_LOSS_SCALE
	PacketLoss = 0,
	// The variance in the packet loss
	PacketLossVariance = 1,
	// The time since the last packet update in ms, relative to the peers connection time
	PacketLossEpoch = 2,
	// The mean amount of time it takes for a packet to get to the client (ping)
	RoundTripTime = 3,
	// The variance in the round trip time
	RoundTripTimeVariance = 4,
	// Despite their name, these are only updated once every 5 seconds, you can get the last time this was updated with PacketThrottleEpoch
	// The last recorded round trip time of a packet
	LastRoundTripTime = 5,
	// The last round trip time variance
	LastRoundTripTimeVariance = 6,
	// The time since the last packet throttle update, relative to the peers connection time
	PacketThrottleEpoch = 7,
};
```

These statistics only update once every 10 seconds.

## Usage

### Lua

```lua
local retval = GetPlayerPeerStatistics(playerSrc, peerStatistic)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9a928294, playerSrc, peerStatistic, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerPeerStatistics(playerSrc, peerStatistic);

// by hash
const retval = Citizen.invokeNative('0x9a928294', playerSrc, peerStatistic, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9a928294, playerSrc, peerStatistic);
```

## Examples

*Source: Cfx.re native reference*

```js

setInterval(() => {
	const ENET_PACKET_LOSS_SCALE = 65536;

	const PLAYER_SERVER_ID = 1;

	const packetLoss = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 0 /* PacketLoss */);
	const packetLossVariance = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 1 /* PacketLossVariance */);
	const packetLossEpoch = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 2 /* PacketLossEpoch */)
	const rtt = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 3 /* RoundTripTime */);
	const rttVariance = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 4 /* RoundTripTimeVariance */);
	const lastRtt = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 5 /* LastRoundTripTime */);
	const lastRttVariance = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 6 /* LastRoundTripTimeVariance */);
	const packetThrottleEpoch = GetPlayerPeerStatistics(PLAYER_SERVER_ID, 7 /* PacketThrottleEpoch */);

	console.log(`packetLoss: ${packetLoss}`);
	console.log(`packetLossVariance: ${packetLossVariance}`);
	console.log(`packetLossEpch: ${packetLossEpoch}`);

	console.log(`packetLossScaled: ${packetLoss / ENET_PACKET_LOSS_SCALE}`);
	console.log(`packetLossVarianceScaled: ${packetLossVariance / ENET_PACKET_LOSS_SCALE}`);

	console.log(`rtt: ${rtt}`);
	console.log(`rttVariance: ${rttVariance}`);

	console.log(`lastRtt: ${lastRtt}`);
	console.log(`lastRttVariance: ${lastRttVariance}`);
	console.log(`packetThrottleEpoch: ${packetThrottleEpoch}`);
}, 10000)
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_PING

- **Hash:** `0xFF1290D4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerPing`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_PING

## Signature

```c
int GET_PLAYER_PING(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`)

## Returns

`int` — Returns the mean amount of time a packet takes to get to the client

## Description

*Source: Cfx.re native reference*

See [GET_PLAYER_PEER_STATISTICS](#\_0x9A928294) if you want more detailed information, like packet loss, and packet/rtt variance

## Usage

### Lua

```lua
local retval = GetPlayerPing(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xff1290d4, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerPing(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xff1290d4', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xff1290d4, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_ROUTING_BUCKET

- **Hash:** `0x52441C34`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerRoutingBucket`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_ROUTING_BUCKET

## Signature

```c
int GET_PLAYER_ROUTING_BUCKET(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player to get the routing bucket for.

## Returns

`int` — The routing bucket ID.

## Description

*Source: Cfx.re native reference*

Gets the routing bucket for the specified player.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

## Usage

### Lua

```lua
local retval = GetPlayerRoutingBucket(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52441c34, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerRoutingBucket(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x52441c34', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x52441c34, playerSrc);
```

## See also

- [CFX::SET_PLAYER_ROUTING_BUCKET](https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_ROUTING_BUCKET.md) — Sets the routing bucket for the specified player.

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_SERVER_ID

- **Hash:** `0x4D97BCC7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_SERVER_ID

## Signature

```c
int GET_PLAYER_SERVER_ID(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPlayerServerId(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4d97bcc7, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerServerId(player);

// by hash
const retval = Citizen.invokeNative('0x4d97bcc7', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4d97bcc7, player);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_TEAM

- **Hash:** `0x9873E404`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerTeam`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_TEAM

## Signature

```c
int GET_PLAYER_TEAM(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPlayerTeam(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9873e404, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerTeam(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x9873e404', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9873e404, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_TIME_IN_PURSUIT

- **Hash:** `0x7ADE63E1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerTimeInPursuit`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_TIME_IN_PURSUIT

## Signature

```c
int GET_PLAYER_TIME_IN_PURSUIT(char* playerSrc, BOOL lastPursuit);
```

## Parameters

- `playerSrc` (`char*`) — The target player
- `lastPursuit` (`BOOL`) — False = CurrentPursuit, True = LastPursuit

## Returns

`int` — Returns -1, if the player is not wanted or wasn't in pursuit before, depending on the lastPursuit parameter
Returns 0, if lastPursuit == False and the player has a wanted level, but the pursuit has not started yet
Otherwise, will return the milliseconds of the pursuit.

## Description

*Source: Cfx.re native reference*

```
Gets the amount of time player has spent evading the cops.
Counter starts and increments only when cops are chasing the player.
If the player is evading, the timer will pause.
```

## Usage

### Lua

```lua
local retval = GetPlayerTimeInPursuit(playerSrc, lastPursuit)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7ade63e1, playerSrc, lastPursuit, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerTimeInPursuit(playerSrc, lastPursuit);

// by hash
const retval = Citizen.invokeNative('0x7ade63e1', playerSrc, lastPursuit, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7ade63e1, playerSrc, lastPursuit);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_TIME_ONLINE

- **Hash:** `0x67D2E605`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerTimeOnline`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_TIME_ONLINE

## Signature

```c
int GET_PLAYER_TIME_ONLINE(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — A player.

## Returns

`int` — The current time online in seconds.

## Description

*Source: Cfx.re native reference*

Gets the current time online for a specified player.

## Usage

### Lua

```lua
local retval = GetPlayerTimeOnline(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x67d2e605, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerTimeOnline(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x67d2e605', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x67d2e605, playerSrc);
```

## Examples

*Source: Cfx.re native reference*

```lua
local function ShowTimeOnline()
    local player = source
    local secondsTotalOnline = GetPlayerTimeOnline(player)

    print(("Time online : %f H %f min %f"):format(
        (secondsTotalOnline / 3600),
        ((secondsTotalOnline / 60) % 60),
        (secondsTotalOnline % 60)
    ))
end

RegisterNetEvent("myTimeOnline", ShowTimeOnline)
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_TOKEN

- **Hash:** `0x54C06897`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerToken`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_TOKEN

## Signature

```c
char* GET_PLAYER_TOKEN(char* playerSrc, int index);
```

## Parameters

- `playerSrc` (`char*`) — A player.
- `index` (`int`) — Index between 0 and GET_NUM_PLAYER_TOKENS.

## Returns

`char*` — A token value.

## Description

*Source: Cfx.re native reference*

Gets a player's token. Tokens can be used to enhance banning logic, however are specific to a server.

## Usage

### Lua

```lua
local retval = GetPlayerToken(playerSrc, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x54c06897, playerSrc, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerToken(playerSrc, index);

// by hash
const retval = Citizen.invokeNative('0x54c06897', playerSrc, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x54c06897, playerSrc, index);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_WANTED_CENTRE_POSITION

- **Hash:** `0x821F2D2C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerWantedCentrePosition`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_WANTED_CENTRE_POSITION

## Signature

```c
Vector3 GET_PLAYER_WANTED_CENTRE_POSITION(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The target player

## Returns

`Vector3` — The player's position known by police. Vector zero if the player has no wanted level.

## Description

*Source: Cfx.re native reference*

Gets the current known coordinates for the specified player from cops perspective. This native is used server side when using OneSync.

## Usage

### Lua

```lua
local retval = GetPlayerWantedCentrePosition(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x821f2d2c, playerSrc, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPlayerWantedCentrePosition(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x821f2d2c', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x821f2d2c, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_PLAYER_WANTED_LEVEL

- **Hash:** `0xBDCDD163`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_WANTED_LEVEL

## Signature

```c
int GET_PLAYER_WANTED_LEVEL(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The target player

## Returns

`int` — The wanted level

## Description

*Source: Cfx.re native reference*

```
Returns given players wanted level server-side.
```

## Usage

### Lua

```lua
local retval = GetPlayerWantedLevel(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xbdcdd163, playerSrc, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerWantedLevel(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xbdcdd163', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xbdcdd163, playerSrc);
```

## See also

- [CFX::CLEAR_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/CLEAR_PLAYER_WANTED_LEVEL.md) — This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false); This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.
- [CFX::SET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_WANTED_LEVEL.md) — SET_PLAYER_WANTED_LEVEL This is the server-side RPC native equivalent of the client native SET_PLAYER_WANTED_LEVEL.

*Sources: Cfx.re native reference.*

---

# CFX::GET_REGISTERED_COMMANDS

- **Hash:** `0xD4BEF069`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetRegisteredCommands`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_REGISTERED_COMMANDS

## Signature

```c
object GET_REGISTERED_COMMANDS();
```

## Returns

`object` — An object containing registered commands.

## Description

*Source: Cfx.re native reference*

Returns all commands that are registered in the command system.
The data returned adheres to the following layout:

```
[
{
"name": "cmdlist",
"resource": "resource",
"arity" = -1,
},
{
"name": "command1"
"resource": "resource_2",
"arity" = -1,
}
]
```

## Usage

### Lua

```lua
local retval = GetRegisteredCommands()

-- always available, by hash
local retval = Citizen.InvokeNative(0xd4bef069, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetRegisteredCommands();

// by hash
const retval = Citizen.invokeNative('0xd4bef069', Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0xd4bef069);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_BY_FIND_INDEX

- **Hash:** `0x387246B7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceByFindIndex`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_BY_FIND_INDEX

## Signature

```c
char* GET_RESOURCE_BY_FIND_INDEX(int findIndex);
```

## Parameters

- `findIndex` (`int`) — The index of the resource (starting at 0)

## Returns

`char*` — The resource name as a `string`

## Usage

### Lua

```lua
local retval = GetResourceByFindIndex(findIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x387246b7, findIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetResourceByFindIndex(findIndex);

// by hash
const retval = Citizen.invokeNative('0x387246b7', findIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x387246b7, findIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local resourceList = {}
for i = 0, GetNumResources(), 1 do
  local resource_name = GetResourceByFindIndex(i)
  if resource_name and GetResourceState(resource_name) == "started" then
    table.insert(resourceList, resource_name)
  end
end
print(table.unpack(resourceList))
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_COMMANDS

- **Hash:** `0x97628584`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceCommands`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_COMMANDS

## Signature

```c
object GET_RESOURCE_COMMANDS(char* resource);
```

## Parameters

- `resource` (`char*`)

## Returns

`object` — An object containing registered commands.

## Description

*Source: Cfx.re native reference*

Returns all commands registered by the specified resource.
The data returned adheres to the following layout:

```
[
{
"name": "cmdlist",
"resource": "example_resource",
"arity" = -1,
},
{
"name": "command1"
"resource": "example_resource2",
"arity" = -1,
}
]
```

## Usage

### Lua

```lua
local retval = GetResourceCommands(resource)

-- always available, by hash
local retval = Citizen.InvokeNative(0x97628584, resource, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetResourceCommands(resource);

// by hash
const retval = Citizen.invokeNative('0x97628584', resource, Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0x97628584, resource);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_KVP_FLOAT

- **Hash:** `0x35BDCEEA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceKvpFloat`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_KVP_FLOAT

## Signature

```c
float GET_RESOURCE_KVP_FLOAT(char* key);
```

## Parameters

- `key` (`char*`) — The key to fetch

## Returns

`float` — The floating-point value stored under the specified key, or 0.0 if not found.

## Description

*Source: Cfx.re native reference*

A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938).

## Usage

### Lua

```lua
local retval = GetResourceKvpFloat(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x35bdceea, key, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetResourceKvpFloat(key);

// by hash
const retval = Citizen.invokeNative('0x35bdceea', key, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x35bdceea, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpValue = GetResourceKvpFloat('mollis')
if kvpValue ~= 0.0 then
	-- do something!
end
```

## See also

- [CFX::SET_RESOURCE_KVP_FLOAT](https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_FLOAT.md) — A setter for GET_RESOURCE_KVP_FLOAT.

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_KVP_INT

- **Hash:** `0x557B586A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceKvpInt`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_KVP_INT

## Signature

```c
int GET_RESOURCE_KVP_INT(char* key);
```

## Parameters

- `key` (`char*`) — The key to fetch

## Returns

`int` — The integer value stored under the specified key, or 0 if not found.

## Description

*Source: Cfx.re native reference*

A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8).

## Usage

### Lua

```lua
local retval = GetResourceKvpInt(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x557b586a, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetResourceKvpInt(key);

// by hash
const retval = Citizen.invokeNative('0x557b586a', key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x557b586a, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpValue = GetResourceKvpInt('bananabread') 
if kvpValue ~= 0 then
	-- do something!
end
```

## See also

- [CFX::SET_RESOURCE_KVP_INT](https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_INT.md) — A setter for GET_RESOURCE_KVP_INT.

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_KVP_STRING

- **Hash:** `0x5240DA5A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceKvpString`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_KVP_STRING

## Signature

```c
char* GET_RESOURCE_KVP_STRING(char* key);
```

## Parameters

- `key` (`char*`) — The key to fetch

## Returns

`char*` — The string value stored under the specified key, or nil/null if not found.

## Description

*Source: Cfx.re native reference*

A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B).

## Usage

### Lua

```lua
local retval = GetResourceKvpString(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5240da5a, key, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetResourceKvpString(key);

// by hash
const retval = Citizen.invokeNative('0x5240da5a', key, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x5240da5a, key);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpValue = GetResourceKvpString('codfish') 
if kvpValue then
	-- do something!
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_METADATA

- **Hash:** `0x964BAB1D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceMetadata`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_METADATA

## Signature

```c
char* GET_RESOURCE_METADATA(char* resourceName, char* metadataKey, int index);
```

## Parameters

- `resourceName` (`char*`) — The resource name.
- `metadataKey` (`char*`) — The key in the resource manifest.
- `index` (`int`) — The value index, in a range from \[0..GET_NUM_RESOURCE_METDATA-1].

## Returns

`char*`

## Description

*Source: Cfx.re native reference*

Gets the metadata value at a specified key/index from a resource's manifest.
See also: [Resource manifest](https://docs.fivem.net/docs/scripting-reference/resource-manifest/)

## Usage

### Lua

```lua
local retval = GetResourceMetadata(resourceName, metadataKey, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x964bab1d, resourceName, metadataKey, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetResourceMetadata(resourceName, metadataKey, index);

// by hash
const retval = Citizen.invokeNative('0x964bab1d', resourceName, metadataKey, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x964bab1d, resourceName, metadataKey, index);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_PATH

- **Hash:** `0x61DCF017`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourcePath`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_PATH

## Signature

```c
char* GET_RESOURCE_PATH(char* resourceName);
```

## Parameters

- `resourceName` (`char*`) — The name of the resource.

## Returns

`char*` — The resource directory name, possibly without trailing slash.

## Description

*Source: Cfx.re native reference*

Returns the physical on-disk path of the specified resource.

## Usage

### Lua

```lua
local retval = GetResourcePath(resourceName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61dcf017, resourceName, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetResourcePath(resourceName);

// by hash
const retval = Citizen.invokeNative('0x61dcf017', resourceName, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x61dcf017, resourceName);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_RESOURCE_STATE

- **Hash:** `0x4039B485`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetResourceState`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_STATE

## Signature

```c
char* GET_RESOURCE_STATE(char* resourceName);
```

## Parameters

- `resourceName` (`char*`) — The name of the resource.

## Returns

`char*` — The resource state. One of `"missing", "started", "starting", "stopped", "stopping", "uninitialized" or "unknown"`.

## Description

*Source: Cfx.re native reference*

Returns the current state of the specified resource.

## Usage

### Lua

```lua
local retval = GetResourceState(resourceName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4039b485, resourceName, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetResourceState(resourceName);

// by hash
const retval = Citizen.invokeNative('0x4039b485', resourceName, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x4039b485, resourceName);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_SEAT_PED_IS_USING

- **Hash:** `0x57B78C17`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetSeatPedIsUsing`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_SEAT_PED_IS_USING

## Signature

```c
int GET_SEAT_PED_IS_USING(Ped ped);
```

## Parameters

- `ped` (`Ped`) — the ped id

## Returns

`int` — Returns the seat index for specified `ped`, if the ped is not sitting in a vehicle it will return -3.

## Usage

### Lua

```lua
local retval = GetSeatPedIsUsing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57b78c17, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x57b78c17', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57b78c17, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_SELECTED_PED_WEAPON

- **Hash:** `0xD240123E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetSelectedPedWeapon`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_SELECTED_PED_WEAPON

## Signature

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

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`Hash` — The weapon hash.

## Description

*Source: Cfx.re native reference*

An alias of [GET_CURRENT_PED_WEAPON](#\_0xB0237302).

Note, the client-side [GET_SELECTED_PED_WEAPON](#\_0x0A6DB4965674D243) native returns the weapon selected via the HUD (weapon wheel). This data is not available to FXServer.

## Usage

### Lua

```lua
local retval = GetSelectedPedWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd240123e, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xd240123e', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xd240123e, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL

- **Hash:** `0x4301E10C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetShapeTestResultIncludingMaterial`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL

## Signature

```c
int GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL(int shapeTestHandle, BOOL* hit, Vector3* endCoords, Vector3* surfaceNormal, Hash* materialHash, Entity* entityHit);
```

## Parameters

- `shapeTestHandle` (`int`) — A shape test handle.
- `hit` (`BOOL*`) — Whether or not the shape test hit any collisions.
- `endCoords` (`Vector3*`) — The resulting coordinates where the shape test hit a collision.
- `surfaceNormal` (`Vector3*`) — The surface normal of the hit position.
- `materialHash` (`Hash*`) — hash of the hit material or surface type, see materialFX.dat
- `entityHit` (`Entity*`) — Any dynamic entity hit by the shape test.

## Returns

`int` — `0` if the handle is invalid, `1` if the shape test is still pending, or `2` if the shape test has completed, and the handle should be invalidated.

## Description

*Source: Cfx.re native reference*

Returns the result of a shape test, also returning the material of any touched surface.

When used with an asynchronous shape test, this native should be looped until returning 0 or 2, after which the handle is invalidated.

Unless the return value is 2, the other return values are undefined.

## Usage

### Lua

```lua
local retval, hit, endCoords, surfaceNormal, materialHash, entityHit = GetShapeTestResultIncludingMaterial(shapeTestHandle)

-- always available, by hash
local retval, hit, endCoords, surfaceNormal, materialHash, entityHit = Citizen.InvokeNative(0x4301e10c, shapeTestHandle, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, hit, endCoords, surfaceNormal, materialHash, entityHit] = GetShapeTestResultIncludingMaterial(shapeTestHandle);

// by hash
const [retval, hit, endCoords, surfaceNormal, materialHash, entityHit] = Citizen.invokeNative('0x4301e10c', shapeTestHandle, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var hit = new OutputArgument();
var endCoords = new OutputArgument();
var surfaceNormal = new OutputArgument();
var materialHash = new OutputArgument();
var entityHit = new OutputArgument();
int retval = Function.Call<int>((Hash)0x4301e10c, shapeTestHandle, hit, endCoords, surfaceNormal, materialHash, entityHit);
// hit.GetResult<bool>()
// endCoords.GetResult<Vector3>()
// surfaceNormal.GetResult<Vector3>()
// materialHash.GetResult<int>()
// entityHit.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_STATE_BAG_KEYS

- **Hash:** `0x78D864C7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetStateBagKeys`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_STATE_BAG_KEYS

## Signature

```c
object GET_STATE_BAG_KEYS(char* bagName);
```

## Parameters

- `bagName` (`char*`) — The name of the bag.

## Returns

`object` — Returns an array containing all keys for which the state bag has associated values.

## Usage

### Lua

```lua
local retval = GetStateBagKeys(bagName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x78d864c7, bagName, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetStateBagKeys(bagName);

// by hash
const retval = Citizen.invokeNative('0x78d864c7', bagName, Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0x78d864c7, bagName);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_STATE_BAG_VALUE

- **Hash:** `0x637F4C75`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetStateBagValue`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_STATE_BAG_VALUE

## Signature

```c
object GET_STATE_BAG_VALUE(char* bagName, char* key);
```

## Parameters

- `bagName` (`char*`)
- `key` (`char*`)

## Returns

`object` — Value.

## Description

*Source: Cfx.re native reference*

Returns the value of a state bag key.

## Usage

### Lua

```lua
local retval = GetStateBagValue(bagName, key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x637f4c75, bagName, key, Citizen.ResultAsObject2(msgpack.unpack))
```

### JavaScript

```js
const retval = GetStateBagValue(bagName, key);

// by hash
const retval = Citizen.invokeNative('0x637f4c75', bagName, key, Citizen.returnResultAnyway(), Citizen.resultAsObject2());
```

### C#

```csharp
Function.Call((Hash)0x637f4c75, bagName, key);
```

## See also

- [CFX::SET_STATE_BAG_VALUE](https://natives.borderlinerp.com/natives/CFX/SET_STATE_BAG_VALUE.md) — Internal function for setting a state bag value.

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_COUNT

- **Hash:** `0xFE2A1D4D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierCount`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_COUNT

## Signature

```c
int GET_TIMECYCLE_MODIFIER_COUNT();
```

## Returns

`int` — Returns the amount of timecycle modifiers loaded.

## Usage

### Lua

```lua
local retval = GetTimecycleModifierCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0xfe2a1d4d, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimecycleModifierCount();

// by hash
const retval = Citizen.invokeNative('0xfe2a1d4d', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xfe2a1d4d);
```

## Examples

*Source: Cfx.re native reference*

```lua
local count = GetTimecycleModifierCount()
print("we have  " .. count .. "timecycle modifiers loaded")
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_INDEX_BY_NAME

- **Hash:** `0x5F4CD0E2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierIndexByName`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_INDEX_BY_NAME

## Signature

```c
int GET_TIMECYCLE_MODIFIER_INDEX_BY_NAME(char* modifierName);
```

## Parameters

- `modifierName` (`char*`) — The timecycle modifier name.

## Returns

`int` — The timecycle modifier index.

## Usage

### Lua

```lua
local retval = GetTimecycleModifierIndexByName(modifierName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5f4cd0e2, modifierName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimecycleModifierIndexByName(modifierName);

// by hash
const retval = Citizen.invokeNative('0x5f4cd0e2', modifierName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5f4cd0e2, modifierName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local modifierIndex = GetTimecycleModifierIndexByName("underwater")
local currentIndex = GetTimecycleModifierIndex()

if currentIndex ~= -1 and currentIndex == modifierIndex then
  print("we're actually using 'underwater' timecycle!")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_NAME_BY_INDEX

- **Hash:** `0x28CB8608`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierNameByIndex`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_NAME_BY_INDEX

## Signature

```c
char* GET_TIMECYCLE_MODIFIER_NAME_BY_INDEX(int modifierIndex);
```

## Parameters

- `modifierIndex` (`int`) — The timecycle modifier index.

## Returns

`char*` — The timecycle modifier name.

## Usage

### Lua

```lua
local retval = GetTimecycleModifierNameByIndex(modifierIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x28cb8608, modifierIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetTimecycleModifierNameByIndex(modifierIndex);

// by hash
const retval = Citizen.invokeNative('0x28cb8608', modifierIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x28cb8608, modifierIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local modifierIndex = GetTimecycleModifierIndex()

if modifierIndex ~= -1 then
  local modifierName = GetTimecycleModifierNameByIndex(modifierIndex)
  print("current timecycle name is " .. modifierName)
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_STRENGTH

- **Hash:** `0xBE54124A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierStrength`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_STRENGTH

## Signature

```c
float GET_TIMECYCLE_MODIFIER_STRENGTH();
```

## Returns

`float` — Returns current timecycle modifier strength.

## Description

*Source: Cfx.re native reference*

A getter for [SET_TIMECYCLE_MODIFIER_STRENGTH](#\_0x82E7FFCD5B2326B3).

## Usage

### Lua

```lua
local retval = GetTimecycleModifierStrength()

-- always available, by hash
local retval = Citizen.InvokeNative(0xbe54124a, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetTimecycleModifierStrength();

// by hash
const retval = Citizen.invokeNative('0xbe54124a', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xbe54124a);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_VAR

- **Hash:** `0xA7109E12`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierVar`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_VAR

## Signature

```c
BOOL GET_TIMECYCLE_MODIFIER_VAR(char* modifierName, char* varName, float* value1, float* value2);
```

## Parameters

- `modifierName` (`char*`) — The name of timecycle modifier.
- `varName` (`char*`) — The name of timecycle variable.
- `value1` (`float*`)
- `value2` (`float*`)

## Returns

`BOOL` — Whether or not variable by name was found on the specified timecycle modifier.

## Usage

### Lua

```lua
local retval, value1, value2 = GetTimecycleModifierVar(modifierName, varName)

-- always available, by hash
local retval, value1, value2 = Citizen.InvokeNative(0xa7109e12, modifierName, varName, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, value1, value2] = GetTimecycleModifierVar(modifierName, varName);

// by hash
const [retval, value1, value2] = Citizen.invokeNative('0xa7109e12', modifierName, varName, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var value1 = new OutputArgument();
var value2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xa7109e12, modifierName, varName, value1, value2);
// value1.GetResult<float>()
// value2.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Examples

*Source: Cfx.re native reference*

```lua
local modifierName = "superDARK"
local varName = "postfx_noise"

if DoesTimecycleModifierHasVar(modifierName, varName) then
  local success, value1, value2 = GetTimecycleModifierVar(modifierName, varName)

  if success then
    print(string.format("[%s] removed var %s with values: %f %f", modifierName, varName, value1, value2))
    RemoveTimecycleModifierVar(modifierName, varName)
  end
else
    SetTimecycleModifierVar(modifierName, varName, 1.0, 1.0)
    print(string.format("[%s] created var %s", modifierName, varName))
end
```

## See also

- [CFX::REMOVE_TIMECYCLE_MODIFIER_VAR](https://natives.borderlinerp.com/natives/CFX/REMOVE_TIMECYCLE_MODIFIER_VAR.md)
- [CFX::SET_TIMECYCLE_MODIFIER_VAR](https://natives.borderlinerp.com/natives/CFX/SET_TIMECYCLE_MODIFIER_VAR.md)

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_VAR_COUNT

- **Hash:** `0x60FB60FE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierVarCount`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_VAR_COUNT

## Signature

```c
int GET_TIMECYCLE_MODIFIER_VAR_COUNT(char* modifierName);
```

## Parameters

- `modifierName` (`char*`) — The timecycle modifier name.

## Returns

`int` — The amount of variables used on a specified timecycle modifier.

## Usage

### Lua

```lua
local retval = GetTimecycleModifierVarCount(modifierName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x60fb60fe, modifierName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimecycleModifierVarCount(modifierName);

// by hash
const retval = Citizen.invokeNative('0x60fb60fe', modifierName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x60fb60fe, modifierName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local varCount = GetTimecycleModifierVarCount("underwater")

if varCount ~= 0 then
  for index = 0, varCount - 1 do
    local varName = GetTimecycleModifierVarNameByIndex(index)

    print(string.format("[%d] %s", index, varName))
  end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_MODIFIER_VAR_NAME_BY_INDEX

- **Hash:** `0xE874AB1D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleModifierVarNameByIndex`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_VAR_NAME_BY_INDEX

## Signature

```c
char* GET_TIMECYCLE_MODIFIER_VAR_NAME_BY_INDEX(char* modifierName, int modifierVarIndex);
```

## Parameters

- `modifierName` (`char*`) — The name of timecycle modifier.
- `modifierVarIndex` (`int`) — The index of a variable on the specified timecycle modifier.

## Returns

`char*` — The name of a variable by index.

## Usage

### Lua

```lua
local retval = GetTimecycleModifierVarNameByIndex(modifierName, modifierVarIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe874ab1d, modifierName, modifierVarIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetTimecycleModifierVarNameByIndex(modifierName, modifierVarIndex);

// by hash
const retval = Citizen.invokeNative('0xe874ab1d', modifierName, modifierVarIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xe874ab1d, modifierName, modifierVarIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local varCount = GetTimecycleModifierVarCount("underwater")

if varCount ~= 0 then
  for index = 0, varCount - 1 do
    local varName = GetTimecycleModifierVarNameByIndex(index)

    print(string.format("[%d] %s", index, varName))
  end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_VAR_COUNT

- **Hash:** `0x838B34D8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleVarCount`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_VAR_COUNT

## Signature

```c
int GET_TIMECYCLE_VAR_COUNT();
```

## Returns

`int` — The amount of available variables for timecycle modifiers.

## Description

*Source: Cfx.re native reference*

Returns the amount of variables available to be applied on timecycle modifiers.

## Usage

### Lua

```lua
local retval = GetTimecycleVarCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0x838b34d8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimecycleVarCount();

// by hash
const retval = Citizen.invokeNative('0x838b34d8', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x838b34d8);
```

## Examples

*Source: Cfx.re native reference*

```lua
local varCount = GetTimecycleVarCount()

if varCount ~= 0 then
  for index = 0, varCount - 1 do
    local varName = GetTimecycleVarNameByIndex(index)
    local varDefault = GetTimecycleVarDefaultValueByIndex(index)

    print(string.format("[%d] %s (%f)", index, varName, varDefault))
  end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_VAR_DEFAULT_VALUE_BY_INDEX

- **Hash:** `0x3B90238`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleVarDefaultValueByIndex`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_VAR_DEFAULT_VALUE_BY_INDEX

## Signature

```c
float GET_TIMECYCLE_VAR_DEFAULT_VALUE_BY_INDEX(int varIndex);
```

## Parameters

- `varIndex` (`int`) — The index of variable.

## Returns

`float` — The default value of a timecycle variable.

## Description

*Source: Cfx.re native reference*

See [GET_TIMECYCLE_VAR_COUNT](#\_0x838B34D8).

## Usage

### Lua

```lua
local retval = GetTimecycleVarDefaultValueByIndex(varIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3b90238, varIndex, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetTimecycleVarDefaultValueByIndex(varIndex);

// by hash
const retval = Citizen.invokeNative('0x3b90238', varIndex, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3b90238, varIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local varCount = GetTimecycleVarCount()

if varCount ~= 0 then
  for index = 0, varCount - 1 do
    local varName = GetTimecycleVarNameByIndex(index)
    local varDefault = GetTimecycleVarDefaultValueByIndex(index)

    print(string.format("[%d] %s (%f)", index, varName, varDefault))
  end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TIMECYCLE_VAR_NAME_BY_INDEX

- **Hash:** `0xC6C55AAF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTimecycleVarNameByIndex`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_VAR_NAME_BY_INDEX

## Signature

```c
char* GET_TIMECYCLE_VAR_NAME_BY_INDEX(int varIndex);
```

## Parameters

- `varIndex` (`int`) — The index of variable.

## Returns

`char*` — The name of a timecycle variable.

## Description

*Source: Cfx.re native reference*

See [GET_TIMECYCLE_VAR_COUNT](#\_0x838B34D8).

## Usage

### Lua

```lua
local retval = GetTimecycleVarNameByIndex(varIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc6c55aaf, varIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetTimecycleVarNameByIndex(varIndex);

// by hash
const retval = Citizen.invokeNative('0xc6c55aaf', varIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xc6c55aaf, varIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local varCount = GetTimecycleVarCount()

if varCount ~= 0 then
  for index = 0, varCount - 1 do
    local varName = GetTimecycleVarNameByIndex(index)
    local varDefault = GetTimecycleVarDefaultValueByIndex(index)

    print(string.format("[%d] %s (%f)", index, varName, varDefault))
  end
end
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TRAIN_CARRIAGE_ENGINE

- **Hash:** `0x95070FA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTrainCarriageEngine`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TRAIN_CARRIAGE_ENGINE

## Signature

```c
int GET_TRAIN_CARRIAGE_ENGINE(Vehicle train);
```

## Parameters

- `train` (`Vehicle`) — The entity handle.

## Returns

`int` — The train engine carriage.

## Usage

### Lua

```lua
local retval = GetTrainCarriageEngine(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x95070fa, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainCarriageEngine(train);

// by hash
const retval = Citizen.invokeNative('0x95070fa', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x95070fa, train);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_TRAIN_CARRIAGE_INDEX

- **Hash:** `0x4B8285CF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetTrainCarriageIndex`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_TRAIN_CARRIAGE_INDEX

## Signature

```c
int GET_TRAIN_CARRIAGE_INDEX(Vehicle train);
```

## Parameters

- `train` (`Vehicle`) — The entity handle.

## Returns

`int` — The carriage index. -1 returned if invalid result.

## Usage

### Lua

```lua
local retval = GetTrainCarriageIndex(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4b8285cf, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainCarriageIndex(train);

// by hash
const retval = Citizen.invokeNative('0x4b8285cf', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4b8285cf, train);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_BODY_HEALTH

- **Hash:** `0x2B2FCC28`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleBodyHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_BODY_HEALTH

## Signature

```c
float GET_VEHICLE_BODY_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetVehicleBodyHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2b2fcc28, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleBodyHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0x2b2fcc28', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2b2fcc28, vehicle);
```

## See also

- [CFX::SET_VEHICLE_BODY_HEALTH](https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_BODY_HEALTH.md) — p2 often set to 1000.0 in the decompiled scripts.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_COLOURS

- **Hash:** `0x40D82D88`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleColours`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_COLOURS

## Signature

```c
void GET_VEHICLE_COLOURS(Vehicle vehicle, int* colorPrimary, int* colorSecondary);
```

## Parameters

- `vehicle` (`Vehicle`)
- `colorPrimary` (`int*`)
- `colorSecondary` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local colorPrimary, colorSecondary = GetVehicleColours(vehicle)

-- always available, by hash
local colorPrimary, colorSecondary = Citizen.InvokeNative(0x40d82d88, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [colorPrimary, colorSecondary] = GetVehicleColours(vehicle);

// by hash
const [colorPrimary, colorSecondary] = Citizen.invokeNative('0x40d82d88', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var colorPrimary = new OutputArgument();
var colorSecondary = new OutputArgument();
Function.Call((Hash)0x40d82d88, vehicle, colorPrimary, colorSecondary);
// colorPrimary.GetResult<int>()
// colorSecondary.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [CFX::SET_VEHICLE_COLOURS](https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_COLOURS.md) — colorPrimary & colorSecondary are the paint indexes for the vehicle.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_CUSTOM_PRIMARY_COLOUR

- **Hash:** `0x1C2B9FEF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleCustomPrimaryColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_CUSTOM_PRIMARY_COLOUR

## Signature

```c
void GET_VEHICLE_CUSTOM_PRIMARY_COLOUR(Vehicle vehicle, int* r, int* g, int* b);
```

## Parameters

- `vehicle` (`Vehicle`)
- `r` (`int*`)
- `g` (`int*`)
- `b` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local r, g, b = GetVehicleCustomPrimaryColour(vehicle)

-- always available, by hash
local r, g, b = Citizen.InvokeNative(0x1c2b9fef, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [r, g, b] = GetVehicleCustomPrimaryColour(vehicle);

// by hash
const [r, g, b] = Citizen.invokeNative('0x1c2b9fef', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var r = new OutputArgument();
var g = new OutputArgument();
var b = new OutputArgument();
Function.Call((Hash)0x1c2b9fef, vehicle, r, g, b);
// r.GetResult<int>()
// g.GetResult<int>()
// b.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [CFX::SET_VEHICLE_CUSTOM_PRIMARY_COLOUR](https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_CUSTOM_PRIMARY_COLOUR.md) — p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) This is the server-side RPC native equivalent of the client native SET_VEHICLE_CUSTOM_PRIMARY_COLOUR.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_CUSTOM_SECONDARY_COLOUR

- **Hash:** `0x3FF247A2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleCustomSecondaryColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_CUSTOM_SECONDARY_COLOUR

## Signature

```c
void GET_VEHICLE_CUSTOM_SECONDARY_COLOUR(Vehicle vehicle, int* r, int* g, int* b);
```

## Parameters

- `vehicle` (`Vehicle`)
- `r` (`int*`)
- `g` (`int*`)
- `b` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local r, g, b = GetVehicleCustomSecondaryColour(vehicle)

-- always available, by hash
local r, g, b = Citizen.InvokeNative(0x3ff247a2, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [r, g, b] = GetVehicleCustomSecondaryColour(vehicle);

// by hash
const [r, g, b] = Citizen.invokeNative('0x3ff247a2', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var r = new OutputArgument();
var g = new OutputArgument();
var b = new OutputArgument();
Function.Call((Hash)0x3ff247a2, vehicle, r, g, b);
// r.GetResult<int>()
// g.GetResult<int>()
// b.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [CFX::SET_VEHICLE_CUSTOM_SECONDARY_COLOUR](https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_CUSTOM_SECONDARY_COLOUR.md) — p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) This is the server-side RPC native equivalent of the client native SET_VEHICLE_CUSTOM_SECONDARY_COLOUR.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_DASHBOARD_COLOUR

- **Hash:** `0xA0DBD08D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleDashboardColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_DASHBOARD_COLOUR

## Signature

```c
void GET_VEHICLE_DASHBOARD_COLOUR(Vehicle vehicle, int* color);
```

## Parameters

- `vehicle` (`Vehicle`)
- `color` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local color = GetVehicleDashboardColour(vehicle, color)

-- always available, by hash
local color = Citizen.InvokeNative(0xa0dbd08d, vehicle, Citizen.PointerValueIntInitialized(color))
```

### JavaScript

```js
const color = GetVehicleDashboardColour(vehicle, color);

// by hash
const color = Citizen.invokeNative('0xa0dbd08d', vehicle, Citizen.pointerValueIntInitialized(color));
```

### C#

```csharp
var color = new OutputArgument();
Function.Call((Hash)0xa0dbd08d, vehicle, color);
// color.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_DIRT_LEVEL

- **Hash:** `0xFD15C065`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleDirtLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_DIRT_LEVEL

## Signature

```c
float GET_VEHICLE_DIRT_LEVEL(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetVehicleDirtLevel(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xfd15c065, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleDirtLevel(vehicle);

// by hash
const retval = Citizen.invokeNative('0xfd15c065', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xfd15c065, vehicle);
```

## See also

- [CFX::SET_VEHICLE_DIRT_LEVEL](https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_DIRT_LEVEL.md) — Sets the dirt level of the passed vehicle.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_DOOR_LOCK_STATUS

- **Hash:** `0xD72CEF2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleDoorLockStatus`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_DOOR_LOCK_STATUS

## Signature

```c
int GET_VEHICLE_DOOR_LOCK_STATUS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — A vehicle handle.

## Returns

`int` — The door lock status for the specified vehicle.

## Description

*Source: Cfx.re native reference*

```lua
enum_VehicleLockStatus = {
    None = 0,
    Locked = 2,
    LockedForPlayer = 3,
    StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key.
    CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1
    CanBeBrokenIntoPersist = 8, -- Can be broken into persist
    CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key).
}
```

It should be [noted](https://forum.cfx.re/t/4863241) that while the [client-side command](#\_0x25BC98A59C2EA962) and its
setter distinguish between states 0 (unset) and 1 (unlocked), the game will synchronize both as state 0, so the server-side
command will return only '0' if unlocked.

## Usage

### Lua

```lua
local retval = GetVehicleDoorLockStatus(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd72cef2, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleDoorLockStatus(vehicle);

// by hash
const retval = Citizen.invokeNative('0xd72cef2', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xd72cef2, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_DOOR_STATUS

- **Hash:** `0x6E35C49C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleDoorStatus`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_DOOR_STATUS

## Signature

```c
int GET_VEHICLE_DOOR_STATUS(Vehicle vehicle, int doorIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.
- `doorIndex` (`int`) — Index of door to check (0-6).

## Returns

`int` — A number from 0 to 7.

## Description

*Source: Cfx.re native reference*

Returns the open position of the specified door on the target vehicle.

## Usage

### Lua

```lua
local retval = GetVehicleDoorStatus(vehicle, doorIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6e35c49c, vehicle, doorIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleDoorStatus(vehicle, doorIndex);

// by hash
const retval = Citizen.invokeNative('0x6e35c49c', vehicle, doorIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6e35c49c, vehicle, doorIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER

- **Hash:** `0x1DC50247`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleDoorsLockedForPlayer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER

## Signature

```c
int GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Description

*Source: Cfx.re native reference*

Currently it only works when set to "all players".

## Usage

### Lua

```lua
local retval = GetVehicleDoorsLockedForPlayer(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1dc50247, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleDoorsLockedForPlayer(vehicle);

// by hash
const retval = Citizen.invokeNative('0x1dc50247', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1dc50247, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_ENGINE_HEALTH

- **Hash:** `0x8880038A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleEngineHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_ENGINE_HEALTH

## Signature

```c
float GET_VEHICLE_ENGINE_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetVehicleEngineHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8880038a, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleEngineHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0x8880038a', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8880038a, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_EXTRA_COLOURS

- **Hash:** `0x80E4659B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleExtraColours`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_EXTRA_COLOURS

## Signature

```c
void GET_VEHICLE_EXTRA_COLOURS(Vehicle vehicle, int* pearlescentColor, int* wheelColor);
```

## Parameters

- `vehicle` (`Vehicle`)
- `pearlescentColor` (`int*`)
- `wheelColor` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)

-- always available, by hash
local pearlescentColor, wheelColor = Citizen.InvokeNative(0x80e4659b, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [pearlescentColor, wheelColor] = GetVehicleExtraColours(vehicle);

// by hash
const [pearlescentColor, wheelColor] = Citizen.invokeNative('0x80e4659b', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var pearlescentColor = new OutputArgument();
var wheelColor = new OutputArgument();
Function.Call((Hash)0x80e4659b, vehicle, pearlescentColor, wheelColor);
// pearlescentColor.GetResult<int>()
// wheelColor.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_FLIGHT_NOZZLE_POSITION

- **Hash:** `0xAD40AD55`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleFlightNozzlePosition`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_FLIGHT_NOZZLE_POSITION

## Signature

```c
float GET_VEHICLE_FLIGHT_NOZZLE_POSITION(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to check.

## Returns

`float` — The flight nozzel position between 0.0 (flying normally) and 1.0 (VTOL mode)

## Description

*Source: Cfx.re native reference*

Gets the flight nozzel position for the specified vehicle. See the client-side [\_GET_VEHICLE_FLIGHT_NOZZLE_POSITION](#\_0xDA62027C8BDB326E) native for usage examples.

## Usage

### Lua

```lua
local retval = GetVehicleFlightNozzlePosition(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xad40ad55, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleFlightNozzlePosition(vehicle);

// by hash
const retval = Citizen.invokeNative('0xad40ad55', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xad40ad55, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_HAS_FLAG

- **Hash:** `0xD85C9F57`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleHasFlag`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_HAS_FLAG

## Signature

```c
bool GET_VEHICLE_HAS_FLAG(Vehicle vehicle, int flagIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to obtain flags for.
- `flagIndex` (`int`) — Flag index.

## Returns

`bool` — A boolean for whether the flag is set.### Example```lua
local vehicleFlags = {
    FLAG_SMALL_WORKER = 0,
    FLAG_BIG = 1,
    FLAG_NO_BOOT = 2,
    FLAG_ONLY_DURING_OFFICE_HOURS = 3
    -- This is just a example, see fivem-docs to see all flags.
}

local function getAllVehicleFlags(vehicle)
    local flags = {}
    for i = 0, 256 do
        if GetVehicleHasFlag(vehicle, i) then
            flags[#flags+1] = i
        end
    end
    return flags
end

local flagsVehicle = GetVehiclePedIsIn(PlayerPedId(), false)
print(getAllVehicleFlags)
``````javascript
const VEHICLE_FLAGS = {
    FLAG_SMALL_WORKER: 0,
    FLAG_BIG: 1,
    FLAG_NO_BOOT: 2,
    FLAG_ONLY_DURING_OFFICE_HOURS: 3
    // This is just a example, see fivem-docs to see all flags.
};

function getAllVehicleFlags(mVehicle = GetVehiclePedIsIn(PlayerPedId(), false)) {
    const flags = [];
    for (let i = 0; i < 204; i++) {
        if (GetVehicleHasFlag(mVehicle, i)) {
            flags.push(i);
        }
    }
    return flags;
}

let flagsVehicle = GetVehiclePedIsIn(PlayerPedId(), false);
console.log(getAllVehicleFlags);
```

## Description

*Source: Cfx.re native reference*

**Note**: Flags are not the same based on your `gamebuild`. Please see [here](https://docs.fivem.net/docs/game-references/vehicle-references/vehicle-flags) to see a complete list of all vehicle flags.

Get vehicle.meta flag by index. Useful examples include `FLAG_LAW_ENFORCEMENT` (31), `FLAG_RICH_CAR` (36), `FLAG_IS_ELECTRIC` (43), `FLAG_IS_OFFROAD_VEHICLE` (48).

## Usage

### Lua

```lua
local retval = GetVehicleHasFlag(vehicle, flagIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd85c9f57, vehicle, flagIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetVehicleHasFlag(vehicle, flagIndex);

// by hash
const retval = Citizen.invokeNative('0xd85c9f57', vehicle, flagIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xd85c9f57, vehicle, flagIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_HEADLIGHTS_COLOUR

- **Hash:** `0xD7147656`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleHeadlightsColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_HEADLIGHTS_COLOUR

## Signature

```c
int GET_VEHICLE_HEADLIGHTS_COLOUR(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleHeadlightsColour(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd7147656, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleHeadlightsColour(vehicle);

// by hash
const retval = Citizen.invokeNative('0xd7147656', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xd7147656, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_HOMING_LOCKON_STATE

- **Hash:** `0xFBDE9FD8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleHomingLockonState`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_HOMING_LOCKON_STATE

## Signature

```c
int GET_VEHICLE_HOMING_LOCKON_STATE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to check.

## Returns

`int` — The lock on state.

## Description

*Source: Cfx.re native reference*

Gets the lock on state for the specified vehicle. See the client-side [GET_VEHICLE_HOMING_LOCKON_STATE](#\_0xE6B0E8CFC3633BF0) native for a description of lock on states.

## Usage

### Lua

```lua
local retval = GetVehicleHomingLockonState(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xfbde9fd8, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleHomingLockonState(vehicle);

// by hash
const retval = Citizen.invokeNative('0xfbde9fd8', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xfbde9fd8, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_INTERIOR_COLOUR

- **Hash:** `0xCCFF3B6E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleInteriorColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_INTERIOR_COLOUR

## Signature

```c
void GET_VEHICLE_INTERIOR_COLOUR(Vehicle vehicle, int* color);
```

## Parameters

- `vehicle` (`Vehicle`)
- `color` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local color = GetVehicleInteriorColour(vehicle, color)

-- always available, by hash
local color = Citizen.InvokeNative(0xccff3b6e, vehicle, Citizen.PointerValueIntInitialized(color))
```

### JavaScript

```js
const color = GetVehicleInteriorColour(vehicle, color);

// by hash
const color = Citizen.invokeNative('0xccff3b6e', vehicle, Citizen.pointerValueIntInitialized(color));
```

### C#

```csharp
var color = new OutputArgument();
Function.Call((Hash)0xccff3b6e, vehicle, color);
// color.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_LIGHTS_STATE

- **Hash:** `0x7C278621`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleLightsState`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_LIGHTS_STATE

## Signature

```c
BOOL GET_VEHICLE_LIGHTS_STATE(Vehicle vehicle, BOOL* lightsOn, BOOL* highbeamsOn);
```

## Parameters

- `vehicle` (`Vehicle`)
- `lightsOn` (`BOOL*`)
- `highbeamsOn` (`BOOL*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, lightsOn, highbeamsOn = GetVehicleLightsState(vehicle)

-- always available, by hash
local retval, lightsOn, highbeamsOn = Citizen.InvokeNative(0x7c278621, vehicle, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, lightsOn, highbeamsOn] = GetVehicleLightsState(vehicle);

// by hash
const [retval, lightsOn, highbeamsOn] = Citizen.invokeNative('0x7c278621', vehicle, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt() /* BOOL* */, Citizen.returnResultAnyway());
```

### C#

```csharp
var lightsOn = new OutputArgument();
var highbeamsOn = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7c278621, vehicle, lightsOn, highbeamsOn);
// lightsOn.GetResult<bool>()
// highbeamsOn.GetResult<bool>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_LIVERY

- **Hash:** `0xEC82A51D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleLivery`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_LIVERY

## Signature

```c
int GET_VEHICLE_LIVERY(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleLivery(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xec82a51d, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleLivery(vehicle);

// by hash
const retval = Citizen.invokeNative('0xec82a51d', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xec82a51d, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_LOCK_ON_TARGET

- **Hash:** `0x4A557117`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleLockOnTarget`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_LOCK_ON_TARGET

## Signature

```c
Vehicle GET_VEHICLE_LOCK_ON_TARGET(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to check.

## Returns

`Vehicle` — The vehicle that is locked on. 0 returned if no vehicle is locked on.

## Description

*Source: Cfx.re native reference*

Gets the vehicle that is locked on to for the specified vehicle.

## Usage

### Lua

```lua
local retval = GetVehicleLockOnTarget(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4a557117, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleLockOnTarget(vehicle);

// by hash
const retval = Citizen.invokeNative('0x4a557117', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4a557117, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_NEON_COLOUR

- **Hash:** `0xD9319DCB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleNeonColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_NEON_COLOUR

## Signature

```c
void GET_VEHICLE_NEON_COLOUR(Vehicle vehicle, int* red, int* green, int* blue);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to check.
- `red` (`int*`) — Pointer to an integer where the red component of the neon color will be stored.
- `green` (`int*`) — Pointer to an integer where the green component of the neon color will be stored.
- `blue` (`int*`) — Pointer to an integer where the blue component of the neon color will be stored.

## Returns

`void` — None. The neon color values are retrieved and stored in the `red`, `green`, and `blue` pointers. Make sure to store the returned values in variables for further use.

## Description

*Source: Cfx.re native reference*

Getter to check the neon colour of a vehicle. This native is the server side getter of [GET_VEHICLE_NEON_LIGHTS_COLOUR](#\_0x7619EEE8C886757F).

## Usage

### Lua

```lua
local red, green, blue = GetVehicleNeonColour(vehicle)

-- always available, by hash
local red, green, blue = Citizen.InvokeNative(0xd9319dcb, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [red, green, blue] = GetVehicleNeonColour(vehicle);

// by hash
const [red, green, blue] = Citizen.invokeNative('0xd9319dcb', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var red = new OutputArgument();
var green = new OutputArgument();
var blue = new OutputArgument();
Function.Call((Hash)0xd9319dcb, vehicle, red, green, blue);
// red.GetResult<int>()
// green.GetResult<int>()
// blue.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Examples

*Source: Cfx.re native reference*

```lua
local vehicle = GetVehiclePedIsIn(GetPlayerPed(1), false) -- 1 is the source here
local red, green, blue = GetVehicleNeonColour(vehicle)
print(red, green, blue)
```

*Source: Cfx.re native reference*

```js
const vehicle = GetVehiclePedIsIn(GetPlayerPed(1), false); // 1 is the source here
const [red, green, blue] = GetVehicleNeonColour(vehicle);
console.log(red, green, blue);
```

*Source: Cfx.re native reference*

```cs
using static CitizenFX.Core.Native.API;

int vehicle = GetVehiclePedIsIn(GetPlayerPed(1), false); // 1 is the source here
int red, green, blue;
GetVehicleNeonColour(vehicle, out red, out green, out blue);
Debug.WriteLine($"{red}, {green}, {blue}");
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_NEON_ENABLED

- **Hash:** `0x684BDBF2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleNeonEnabled`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_NEON_ENABLED

## Signature

```c
BOOL GET_VEHICLE_NEON_ENABLED(Vehicle vehicle, int neonIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to check.
- `neonIndex` (`int`) — A value from the neonIndex enum representing the neon light to check.

## Returns

`BOOL` — Returns `true` if the specified neon light is enabled, `false` otherwise.

## Description

*Source: Cfx.re native reference*

Getter to check if one of the neon lights of a vehicle is enabled. This native is the server side getter of [IS_VEHICLE_NEON_LIGHT_ENABLED](#\_0x8C4B92553E4766A5).

```cpp
enum neonIndex
{
    NEON_BACK = 0,   // Back neon
    NEON_RIGHT = 1,  // Right neon
    NEON_LEFT = 2,   // Left neon
    NEON_FRONT = 3   // Front neon
};
```

## Usage

### Lua

```lua
local retval = GetVehicleNeonEnabled(vehicle, neonIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x684bdbf2, vehicle, neonIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetVehicleNeonEnabled(vehicle, neonIndex);

// by hash
const retval = Citizen.invokeNative('0x684bdbf2', vehicle, neonIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x684bdbf2, vehicle, neonIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local vehicle = GetVehiclePedIsIn(GetPlayerPed(1), false) -- 1 is the source here
local isRightNeonOn = GetVehicleNeonEnabled(vehicle, 1)
print(isRightNeonOn)
```

*Source: Cfx.re native reference*

```js
const vehicle = GetVehiclePedIsIn(GetPlayerPed(1), false); // 1 is the source here
const isRightNeonOn = GetVehicleNeonEnabled(vehicle, 1);
console.log(isRightNeonOn);
```

*Source: Cfx.re native reference*

```cs
using static CitizenFX.Core.Native.API;

int vehicle = GetVehiclePedIsIn(GetPlayerPed(1), false); // 1 is the source here
bool isRightNeonOn = GetVehicleNeonEnabled(vehicle, 1);
Debug.WriteLine($"{isRightNeonOn}");
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_NUMBER_PLATE_TEXT

- **Hash:** `0xE8522D58`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleNumberPlateText`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_NUMBER_PLATE_TEXT

## Signature

```c
char* GET_VEHICLE_NUMBER_PLATE_TEXT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`char*`

## Usage

### Lua

```lua
local retval = GetVehicleNumberPlateText(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe8522d58, vehicle, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetVehicleNumberPlateText(vehicle);

// by hash
const retval = Citizen.invokeNative('0xe8522d58', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xe8522d58, vehicle);
```

## See also

- [CFX::SET_VEHICLE_NUMBER_PLATE_TEXT](https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_NUMBER_PLATE_TEXT.md) — SET_VEHICLE_NUMBER_PLATE_TEXT This is the server-side RPC native equivalent of the client native SET_VEHICLE_NUMBER_PLATE_TEXT.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX

- **Hash:** `0x499747B6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleNumberPlateTextIndex`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX

## Signature

```c
int GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleNumberPlateTextIndex(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x499747b6, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleNumberPlateTextIndex(vehicle);

// by hash
const retval = Citizen.invokeNative('0x499747b6', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x499747b6, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_PED_IS_IN

- **Hash:** `0xAFE92319`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehiclePedIsIn`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_PED_IS_IN

## Signature

```c
Vehicle GET_VEHICLE_PED_IS_IN(Ped ped, BOOL lastVehicle);
```

## Parameters

- `ped` (`Ped`) — The target ped
- `lastVehicle` (`BOOL`) — False = CurrentVehicle, True = LastVehicle

## Returns

`Vehicle` — The vehicle id. Returns 0 if the ped is/was not in a vehicle.

## Description

*Source: Cfx.re native reference*

Gets the vehicle the specified Ped is/was in depending on bool value. This native is used server side when using OneSync.

## Usage

### Lua

```lua
local retval = GetVehiclePedIsIn(ped, lastVehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xafe92319, ped, lastVehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehiclePedIsIn(ped, lastVehicle);

// by hash
const retval = Citizen.invokeNative('0xafe92319', ped, lastVehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xafe92319, ped, lastVehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_PETROL_TANK_HEALTH

- **Hash:** `0xE41595CE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehiclePetrolTankHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_PETROL_TANK_HEALTH

## Signature

```c
float GET_VEHICLE_PETROL_TANK_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetVehiclePetrolTankHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe41595ce, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehiclePetrolTankHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0xe41595ce', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xe41595ce, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_RADIO_STATION_INDEX

- **Hash:** `0x57037960`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleRadioStationIndex`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_RADIO_STATION_INDEX

## Signature

```c
int GET_VEHICLE_RADIO_STATION_INDEX(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleRadioStationIndex(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57037960, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleRadioStationIndex(vehicle);

// by hash
const retval = Citizen.invokeNative('0x57037960', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57037960, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_ROOF_LIVERY

- **Hash:** `0x872CF42`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleRoofLivery`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_ROOF_LIVERY

## Signature

```c
int GET_VEHICLE_ROOF_LIVERY(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleRoofLivery(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x872cf42, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleRoofLivery(vehicle);

// by hash
const retval = Citizen.invokeNative('0x872cf42', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x872cf42, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_TOTAL_REPAIRS

- **Hash:** `0x9963D5F9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleTotalRepairs`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_TOTAL_REPAIRS

## Signature

```c
int GET_VEHICLE_TOTAL_REPAIRS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int` — Returns the total amount of repairs. Each repair will increase the count to make it possible to detect client repairs.
The value has a range from 0 to 15. Next value after 15 is 0.

## Usage

### Lua

```lua
local retval = GetVehicleTotalRepairs(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9963d5f9, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleTotalRepairs(vehicle);

// by hash
const retval = Citizen.invokeNative('0x9963d5f9', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9963d5f9, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_TYPE

- **Hash:** `0xA273060E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleType`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_TYPE

## Signature

```c
char* GET_VEHICLE_TYPE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle's entity handle.

## Returns

`char*` — If the entity is a vehicle, the vehicle type. If it is not a vehicle, the return value will be null.

## Description

*Source: Cfx.re native reference*

Returns the type of the passed vehicle.

For client scripts, reference the more detailed [GET_VEHICLE_TYPE_RAW](#\_0xDE73BC10) native.

### Vehicle types

*   automobile
*   bike
*   boat
*   heli
*   plane
*   submarine
*   trailer
*   train

## Usage

### Lua

```lua
local retval = GetVehicleType(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa273060e, vehicle, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetVehicleType(vehicle);

// by hash
const retval = Citizen.invokeNative('0xa273060e', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xa273060e, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_TYPE_RAW

- **Hash:** `0xDE73BC10`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleTypeRaw`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_TYPE_RAW

## Signature

```c
int GET_VEHICLE_TYPE_RAW(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle's entity handle.

## Returns

`int` — Returns the vehicles model type

## Description

*Source: Cfx.re native reference*

Returns the model type of the vehicle as defined by:

```cpp
enum VehicleType
{
	VEHICLE_TYPE_NONE = -1,
	VEHICLE_TYPE_CAR = 0,
	VEHICLE_TYPE_PLANE = 1,
	VEHICLE_TYPE_TRAILER = 2,
	VEHICLE_TYPE_QUADBIKE = 3,
	VEHICLE_TYPE_DRAFT = 4,
	VEHICLE_TYPE_SUBMARINECAR = 5,
	VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE = 6,
	VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE = 7,
	VEHICLE_TYPE_HELI = 8,
	VEHICLE_TYPE_BLIMP = 9,
	VEHICLE_TYPE_AUTOGYRO = 10,
	VEHICLE_TYPE_BIKE = 11,
	VEHICLE_TYPE_BICYCLE = 12,
	VEHICLE_TYPE_BOAT = 13,
	VEHICLE_TYPE_TRAIN = 14,
	VEHICLE_TYPE_SUBMARINE = 15,
};
```

## Usage

### Lua

```lua
local retval = GetVehicleTypeRaw(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xde73bc10, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleTypeRaw(vehicle);

// by hash
const retval = Citizen.invokeNative('0xde73bc10', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xde73bc10, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_TYRE_SMOKE_COLOR

- **Hash:** `0x75280015`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleTyreSmokeColor`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_TYRE_SMOKE_COLOR

## Signature

```c
void GET_VEHICLE_TYRE_SMOKE_COLOR(Vehicle vehicle, int* r, int* g, int* b);
```

## Parameters

- `vehicle` (`Vehicle`)
- `r` (`int*`)
- `g` (`int*`)
- `b` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local r, g, b = GetVehicleTyreSmokeColor(vehicle)

-- always available, by hash
local r, g, b = Citizen.InvokeNative(0x75280015, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [r, g, b] = GetVehicleTyreSmokeColor(vehicle);

// by hash
const [r, g, b] = Citizen.invokeNative('0x75280015', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var r = new OutputArgument();
var g = new OutputArgument();
var b = new OutputArgument();
Function.Call((Hash)0x75280015, vehicle, r, g, b);
// r.GetResult<int>()
// g.GetResult<int>()
// b.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_WHEEL_TYPE

- **Hash:** `0xDA58D7AE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleWheelType`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_WHEEL_TYPE

## Signature

```c
int GET_VEHICLE_WHEEL_TYPE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleWheelType(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xda58d7ae, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleWheelType(vehicle);

// by hash
const retval = Citizen.invokeNative('0xda58d7ae', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xda58d7ae, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VEHICLE_WINDOW_TINT

- **Hash:** `0x13D53892`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVehicleWindowTint`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_WINDOW_TINT

## Signature

```c
int GET_VEHICLE_WINDOW_TINT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleWindowTint(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13d53892, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleWindowTint(vehicle);

// by hash
const retval = Citizen.invokeNative('0x13d53892', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13d53892, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::GET_VISUAL_SETTING_FLOAT

- **Hash:** `0x15346B4D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetVisualSettingFloat`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_VISUAL_SETTING_FLOAT

## Signature

```c
float GET_VISUAL_SETTING_FLOAT(char* name);
```

## Parameters

- `name` (`char*`) — The name of the value to get, such as `pedLight.color.red`.

## Returns

`float` — Returns the floating point value of the specified visual setting on success.

## Description

*Source: Cfx.re native reference*

A getter for [SET_VISUAL_SETTING_FLOAT](#\_0xD1D31681).

## Usage

### Lua

```lua
local retval = GetVisualSettingFloat(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x15346b4d, name, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVisualSettingFloat(name);

// by hash
const retval = Citizen.invokeNative('0x15346b4d', name, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x15346b4d, name);
```

## See also

- [CFX::SET_VISUAL_SETTING_FLOAT](https://natives.borderlinerp.com/natives/CFX/SET_VISUAL_SETTING_FLOAT.md) — Overrides a floating point value from visualsettings.dat temporarily.

*Sources: Cfx.re native reference.*

---

# CFX::GET_WORLD_COORD_FROM_SCREEN_COORD

- **Hash:** `0xC81D0659`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetWorldCoordFromScreenCoord`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_WORLD_COORD_FROM_SCREEN_COORD

## Signature

```c
void GET_WORLD_COORD_FROM_SCREEN_COORD(float screenX, float screenY, Vector3* worldVector, Vector3* normalVector);
```

## Parameters

- `screenX` (`float`) — A screen horizontal axis coordinate (0.0 - 1.0).
- `screenY` (`float`) — A screen vertical axis coordinate (0.0 - 1.0).
- `worldVector` (`Vector3*`) — The world coord vector pointer.
- `normalVector` (`Vector3*`) — The screen normal vector pointer.

## Returns

`void` — A Vector3 representing the world coordinates relative to the specified screen coordinates and a screen plane normal Vector3 (normalised).

## Description

*Source: Cfx.re native reference*

Converts a screen coordinate into its relative world coordinate.

## Usage

### Lua

```lua
local worldVector, normalVector = GetWorldCoordFromScreenCoord(screenX, screenY)

-- always available, by hash
local worldVector, normalVector = Citizen.InvokeNative(0xc81d0659, screenX, screenY, Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [worldVector, normalVector] = GetWorldCoordFromScreenCoord(screenX, screenY);

// by hash
const [worldVector, normalVector] = Citizen.invokeNative('0xc81d0659', screenX + 0.0000001, screenY + 0.0000001, Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var worldVector = new OutputArgument();
var normalVector = new OutputArgument();
Function.Call((Hash)0xc81d0659, screenX, screenY, worldVector, normalVector);
// worldVector.GetResult<Vector3>()
// normalVector.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Examples

*Source: Cfx.re native reference*

```lua
CreateThread(function()
  while true do
    local screenX = GetDisabledControlNormal(0, 239)
    local screenY = GetDisabledControlNormal(0, 240)

    local world, normal = GetWorldCoordFromScreenCoord(screenX, screenY)

    local depth = 10

    local target = world + normal * depth

    DrawSphere(target.x, target.y, target.z, 0.5, 255, 0, 0, 0.5)

    Wait(0)
  end
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::GIVE_WEAPON_COMPONENT_TO_PED

- **Hash:** `0x3E1E286D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GiveWeaponComponentToPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GIVE_WEAPON_COMPONENT_TO_PED

## Signature

```c
void GIVE_WEAPON_COMPONENT_TO_PED(Ped ped, Hash weaponHash, Hash componentHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `componentHash` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

GIVE_WEAPON_COMPONENT_TO_PED

**This is the server-side RPC native equivalent of the client native [GIVE_WEAPON_COMPONENT_TO_PED](?\_0xD966D51AA5B28BB9).**

## Usage

### Lua

```lua
GiveWeaponComponentToPed(ped, weaponHash, componentHash)

-- always available, by hash
Citizen.InvokeNative(0x3e1e286d, ped, weaponHash, componentHash)
```

### JavaScript

```js
GiveWeaponComponentToPed(ped, weaponHash, componentHash);

// by hash
Citizen.invokeNative('0x3e1e286d', ped, weaponHash, componentHash);
```

### C#

```csharp
Function.Call((Hash)0x3e1e286d, ped, weaponHash, componentHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::GIVE_WEAPON_TO_PED

- **Hash:** `0xC4D88A85`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GiveWeaponToPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GIVE_WEAPON_TO_PED

## Signature

```c
void GIVE_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL isHidden, BOOL bForceInHand);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoCount` (`int`)
- `isHidden` (`BOOL`)
- `bForceInHand` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

GIVE_WEAPON_TO_PED

**This is the server-side RPC native equivalent of the client native [GIVE_WEAPON_TO_PED](?\_0xBF0FD6E56C964FCB).**

## Usage

### Lua

```lua
GiveWeaponToPed(ped, weaponHash, ammoCount, isHidden, bForceInHand)

-- always available, by hash
Citizen.InvokeNative(0xc4d88a85, ped, weaponHash, ammoCount, isHidden, bForceInHand)
```

### JavaScript

```js
GiveWeaponToPed(ped, weaponHash, ammoCount, isHidden, bForceInHand);

// by hash
Citizen.invokeNative('0xc4d88a85', ped, weaponHash, ammoCount, isHidden, bForceInHand);
```

### C#

```csharp
Function.Call((Hash)0xc4d88a85, ped, weaponHash, ammoCount, isHidden, bForceInHand);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::HAS_ENTITY_BEEN_MARKED_AS_NO_LONGER_NEEDED

- **Hash:** `0x9C9A3BE0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `HasEntityBeenMarkedAsNoLongerNeeded`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/HAS_ENTITY_BEEN_MARKED_AS_NO_LONGER_NEEDED

## Signature

```c
BOOL HAS_ENTITY_BEEN_MARKED_AS_NO_LONGER_NEEDED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenMarkedAsNoLongerNeeded(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9c9a3be0, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenMarkedAsNoLongerNeeded(vehicle);

// by hash
const retval = Citizen.invokeNative('0x9c9a3be0', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9c9a3be0, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::HAS_VEHICLE_BEEN_DAMAGED_BY_BULLETS

- **Hash:** `0xB8AF3137`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `HasVehicleBeenDamagedByBullets`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/HAS_VEHICLE_BEEN_DAMAGED_BY_BULLETS

## Signature

```c
BOOL HAS_VEHICLE_BEEN_DAMAGED_BY_BULLETS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.

## Returns

`BOOL` — Returns whether or not the target vehicle has been damaged by bullets.

## Usage

### Lua

```lua
local retval = HasVehicleBeenDamagedByBullets(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xb8af3137, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasVehicleBeenDamagedByBullets(vehicle);

// by hash
const retval = Citizen.invokeNative('0xb8af3137', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xb8af3137, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::HAS_VEHICLE_BEEN_OWNED_BY_PLAYER

- **Hash:** `0xE4E83A5B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `HasVehicleBeenOwnedByPlayer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/HAS_VEHICLE_BEEN_OWNED_BY_PLAYER

## Signature

```c
BOOL HAS_VEHICLE_BEEN_OWNED_BY_PLAYER(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasVehicleBeenOwnedByPlayer(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe4e83a5b, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasVehicleBeenOwnedByPlayer(vehicle);

// by hash
const retval = Citizen.invokeNative('0xe4e83a5b', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xe4e83a5b, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_ACE_ALLOWED

- **Hash:** `0x7EBB9929`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsAceAllowed`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_ACE_ALLOWED

## Signature

```c
BOOL IS_ACE_ALLOWED(char* object);
```

## Parameters

- `object` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAceAllowed(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7ebb9929, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAceAllowed(object);

// by hash
const retval = Citizen.invokeNative('0x7ebb9929', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7ebb9929, object);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_BOAT_ANCHORED_AND_FROZEN

- **Hash:** `0xD5C39EE6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsBoatAnchoredAndFrozen`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_BOAT_ANCHORED_AND_FROZEN

## Signature

```c
bool IS_BOAT_ANCHORED_AND_FROZEN(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.

## Returns

`bool` — Returns whether or not the boat is anchored and frozen.

## Usage

### Lua

```lua
local retval = IsBoatAnchoredAndFrozen(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd5c39ee6, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBoatAnchoredAndFrozen(vehicle);

// by hash
const retval = Citizen.invokeNative('0xd5c39ee6', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xd5c39ee6, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_BOAT_WRECKED

- **Hash:** `0x9049DB44`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsBoatWrecked`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_BOAT_WRECKED

## Signature

```c
bool IS_BOAT_WRECKED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.

## Returns

`bool` — Returns whether or not the boat is wrecked.

## Usage

### Lua

```lua
local retval = IsBoatWrecked(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9049db44, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBoatWrecked(vehicle);

// by hash
const retval = Citizen.invokeNative('0x9049db44', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9049db44, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_DISABLED_RAW_KEY_DOWN

- **Hash:** `0x36366EC3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsDisabledRawKeyDown`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_DISABLED_RAW_KEY_DOWN

## Signature

```c
BOOL IS_DISABLED_RAW_KEY_DOWN(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of down state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` is pressed down, even if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014).

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsDisabledRawKeyDown(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36366ec3, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledRawKeyDown(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x36366ec3', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x36366ec3, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsDisabledRawKeyDown(32) then -- KEY_SPACE
    print("Spacebar is down")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_DISABLED_RAW_KEY_PRESSED

- **Hash:** `0x1F7CBBAA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsDisabledRawKeyPressed`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_DISABLED_RAW_KEY_PRESSED

## Signature

```c
BOOL IS_DISABLED_RAW_KEY_PRESSED(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of pressed state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` is pressed, even if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014).

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsDisabledRawKeyPressed(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1f7cbbaa, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledRawKeyPressed(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x1f7cbbaa', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1f7cbbaa, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsDisabledRawKeyPressed(32) then -- KEY_SPACE
    print("Spacebar pressed")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_DISABLED_RAW_KEY_RELEASED

- **Hash:** `0x72B66C09`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsDisabledRawKeyReleased`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_DISABLED_RAW_KEY_RELEASED

## Signature

```c
BOOL IS_DISABLED_RAW_KEY_RELEASED(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of released state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` was released, even if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014).

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsDisabledRawKeyReleased(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x72b66c09, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledRawKeyReleased(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x72b66c09', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x72b66c09, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsDisabledRawKeyReleased(32) then -- KEY_SPACE
    print("Spacebar released")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_DISABLED_RAW_KEY_UP

- **Hash:** `0x2C033875`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsDisabledRawKeyUp`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_DISABLED_RAW_KEY_UP

## Signature

```c
BOOL IS_DISABLED_RAW_KEY_UP(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of up state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` is up, even if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014).

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsDisabledRawKeyUp(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2c033875, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledRawKeyUp(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x2c033875', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2c033875, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsDisabledRawKeyUp(32) then -- KEY_SPACE
    print("Spacebar is up")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_DUI_AVAILABLE

- **Hash:** `0x7AAC3B4C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsDuiAvailable`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_DUI_AVAILABLE

## Signature

```c
BOOL IS_DUI_AVAILABLE(long duiObject);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.

## Returns

`BOOL` — A boolean indicating TRUE if the browser is created.

## Description

*Source: Cfx.re native reference*

Returns whether or not a browser is created for a specified DUI browser object.

## Usage

### Lua

```lua
local retval = IsDuiAvailable(duiObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7aac3b4c, duiObject, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDuiAvailable(duiObject);

// by hash
const retval = Citizen.invokeNative('0x7aac3b4c', duiObject, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7aac3b4c, duiObject);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_DUPLICITY_VERSION

- **Hash:** `0xCF24C52E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsDuplicityVersion`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_DUPLICITY_VERSION

## Signature

```c
BOOL IS_DUPLICITY_VERSION();
```

## Returns

`BOOL` — A boolean value.

## Description

*Source: Cfx.re native reference*

Gets whether or not this is the CitizenFX server.

## Usage

### Lua

```lua
local retval = IsDuplicityVersion()

-- always available, by hash
local retval = Citizen.InvokeNative(0xcf24c52e, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDuplicityVersion();

// by hash
const retval = Citizen.invokeNative('0xcf24c52e', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xcf24c52e);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_ENTITY_VISIBLE

- **Hash:** `0x120B4ED5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsEntityVisible`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_ENTITY_VISIBLE

## Signature

```c
BOOL IS_ENTITY_VISIBLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL` — Returns `true` if the entity is visible, `false` otherwise.

## Description

*Source: Cfx.re native reference*

This native checks if the given entity is visible.

## Usage

### Lua

```lua
local retval = IsEntityVisible(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x120b4ed5, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityVisible(entity);

// by hash
const retval = Citizen.invokeNative('0x120b4ed5', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x120b4ed5, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_FLASH_LIGHT_ON

- **Hash:** `0x76876154`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsFlashLightOn`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_FLASH_LIGHT_ON

## Signature

```c
bool IS_FLASH_LIGHT_ON(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`bool` — Whether or not the ped's flash light is on.

## Usage

### Lua

```lua
local retval = IsFlashLightOn(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76876154, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x76876154', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x76876154, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_NUI_FOCUS_KEEPING_INPUT

- **Hash:** `0x39C9DC92`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsNuiFocusKeepingInput`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_NUI_FOCUS_KEEPING_INPUT

## Signature

```c
BOOL IS_NUI_FOCUS_KEEPING_INPUT();
```

## Returns

`BOOL` — True or false.

## Description

*Source: Cfx.re native reference*

Checks if keyboard input is enabled during NUI focus using `SET_NUI_FOCUS_KEEP_INPUT`.

## Usage

### Lua

```lua
local retval = IsNuiFocusKeepingInput()

-- always available, by hash
local retval = Citizen.InvokeNative(0x39c9dc92, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsNuiFocusKeepingInput();

// by hash
const retval = Citizen.invokeNative('0x39c9dc92', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x39c9dc92);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_NUI_FOCUSED

- **Hash:** `0x98545E6D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsNuiFocused`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_NUI_FOCUSED

## Signature

```c
BOOL IS_NUI_FOCUSED();
```

## Returns

`BOOL` — True or false.

## Description

*Source: Cfx.re native reference*

Returns the current NUI focus state previously set with `SET_NUI_FOCUS`.

## Usage

### Lua

```lua
local retval = IsNuiFocused()

-- always available, by hash
local retval = Citizen.InvokeNative(0x98545e6d, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsNuiFocused();

// by hash
const retval = Citizen.invokeNative('0x98545e6d', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x98545e6d);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_A_PLAYER

- **Hash:** `0x404794CA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedAPlayer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_A_PLAYER

## Signature

```c
BOOL IS_PED_A_PLAYER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL` — Returns `true` if the ped is a player, `false` otherwise.

## Description

*Source: Cfx.re native reference*

This native checks if the given ped is a player.

## Usage

### Lua

```lua
local retval = IsPedAPlayer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x404794ca, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x404794ca', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x404794ca, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_HANDCUFFED

- **Hash:** `0x25865633`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedHandcuffed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_HANDCUFFED

## Signature

```c
bool IS_PED_HANDCUFFED(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`bool` — Whether or not the ped is handcuffed.

## Usage

### Lua

```lua
local retval = IsPedHandcuffed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x25865633, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x25865633', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25865633, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_IN_ANY_VEHICLE

- **Hash:** `0x3B0171EE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedInAnyVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_IN_ANY_VEHICLE

## Signature

```c
BOOL IS_PED_IN_ANY_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`) — the ped id

## Returns

`BOOL` — Returns `true` if the specified `ped` is in any vehicle

## Usage

### Lua

```lua
local retval = IsPedInAnyVehicle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3b0171ee, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3b0171ee', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3b0171ee, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_IN_VEHICLE

- **Hash:** `0x7DA6BC83`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedInVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_IN_VEHICLE

## Signature

```c
BOOL IS_PED_IN_VEHICLE(Ped ped, Vehicle vehicle);
```

## Parameters

- `ped` (`Ped`) — the ped id
- `vehicle` (`Vehicle`) — the vehicle id

## Returns

`BOOL` — Returns `true` if the specified `ped` is in the specified `vehicle`

## Usage

### Lua

```lua
local retval = IsPedInVehicle(ped, vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7da6bc83, ped, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInVehicle(ped, vehicle);

// by hash
const retval = Citizen.invokeNative('0x7da6bc83', ped, vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7da6bc83, ped, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_ON_MOUNT

- **Hash:** `0x43103006`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedOnMount`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_ON_MOUNT

## Signature

```c
BOOL IS_PED_ON_MOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`) — the ped id

## Returns

`BOOL` — Returns `true` if the specified `ped` is on a mount.

## Usage

### Lua

```lua
local retval = IsPedOnMount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43103006, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x43103006', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x43103006, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_RAGDOLL

- **Hash:** `0xC833BBE1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedRagdoll`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_RAGDOLL

## Signature

```c
bool IS_PED_RAGDOLL(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`bool` — Whether or not the ped is ragdolling.

## Usage

### Lua

```lua
local retval = IsPedRagdoll(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc833bbe1, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xc833bbe1', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xc833bbe1, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_STRAFING

- **Hash:** `0xEFEED13C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedStrafing`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_STRAFING

## Signature

```c
bool IS_PED_STRAFING(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`bool` — Whether or not the ped is strafing.

## Usage

### Lua

```lua
local retval = IsPedStrafing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xefeed13c, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xefeed13c', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xefeed13c, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PED_USING_ACTION_MODE

- **Hash:** `0x5AE7EDA2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPedUsingActionMode`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PED_USING_ACTION_MODE

## Signature

```c
bool IS_PED_USING_ACTION_MODE(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The target ped.

## Returns

`bool` — Whether or not the ped is using action mode.

## Usage

### Lua

```lua
local retval = IsPedUsingActionMode(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5ae7eda2, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5ae7eda2', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5ae7eda2, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PLAYER_ACE_ALLOWED

- **Hash:** `0xDEDAE23D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerAceAllowed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_ACE_ALLOWED

## Signature

```c
BOOL IS_PLAYER_ACE_ALLOWED(char* playerSrc, char* object);
```

## Parameters

- `playerSrc` (`char*`)
- `object` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerAceAllowed(playerSrc, object)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdedae23d, playerSrc, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerAceAllowed(playerSrc, object);

// by hash
const retval = Citizen.invokeNative('0xdedae23d', playerSrc, object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xdedae23d, playerSrc, object);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PLAYER_COMMERCE_INFO_LOADED

- **Hash:** `0xBEFE93F4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerCommerceInfoLoaded`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_COMMERCE_INFO_LOADED

## Signature

```c
BOOL IS_PLAYER_COMMERCE_INFO_LOADED(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`BOOL` — A boolean.

## Description

*Source: Cfx.re native reference*

> This native is deprecated and may be removed in a future version. Use [`IS_PLAYER_COMMERCE_INFO_LOADED_EXT`](#\_0x1D14F4FE) instead.

Requests whether or not the commerce data for the specified player has loaded.

## Usage

### Lua

```lua
local retval = IsPlayerCommerceInfoLoaded(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xbefe93f4, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerCommerceInfoLoaded(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xbefe93f4', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xbefe93f4, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PLAYER_COMMERCE_INFO_LOADED_EXT

- **Hash:** `0x1D14F4FE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerCommerceInfoLoadedExt`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_COMMERCE_INFO_LOADED_EXT

## Signature

```c
BOOL IS_PLAYER_COMMERCE_INFO_LOADED_EXT(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`BOOL` — A boolean.

## Description

*Source: Cfx.re native reference*

Requests whether or not the commerce data for the specified player has loaded from Tebex.

## Usage

### Lua

```lua
local retval = IsPlayerCommerceInfoLoadedExt(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1d14f4fe, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerCommerceInfoLoadedExt(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x1d14f4fe', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1d14f4fe, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PLAYER_EVADING_WANTED_LEVEL

- **Hash:** `0x89A3881A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerEvadingWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_EVADING_WANTED_LEVEL

## Signature

```c
BOOL IS_PLAYER_EVADING_WANTED_LEVEL(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The target player

## Returns

`BOOL` — boolean value, depending if the player is evading his wanted level or not.

## Description

*Source: Cfx.re native reference*

```
This will return true if the player is evading wanted level, meaning that the wanted level stars are blink.
Otherwise will return false.

If the player is not wanted, it simply returns false.
```

## Usage

### Lua

```lua
local retval = IsPlayerEvadingWantedLevel(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89a3881a, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerEvadingWantedLevel(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x89a3881a', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x89a3881a, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PLAYER_IN_FREE_CAM_MODE

- **Hash:** `0x1F14F2AC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerInFreeCamMode`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_IN_FREE_CAM_MODE

## Signature

```c
bool IS_PLAYER_IN_FREE_CAM_MODE(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player to get the free camera mode status of

## Returns

`bool` — Returns if the player is in free camera mode.

## Usage

### Lua

```lua
local retval = IsPlayerInFreeCamMode(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1f14f2ac, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerInFreeCamMode(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x1f14f2ac', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1f14f2ac, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PLAYER_USING_SUPER_JUMP

- **Hash:** `0xC7D2C20C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerUsingSuperJump`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_USING_SUPER_JUMP

## Signature

```c
BOOL IS_PLAYER_USING_SUPER_JUMP(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`BOOL` — A boolean.

## Usage

### Lua

```lua
local retval = IsPlayerUsingSuperJump(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xc7d2c20c, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerUsingSuperJump(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xc7d2c20c', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xc7d2c20c, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_PRINCIPAL_ACE_ALLOWED

- **Hash:** `0x37CF52CE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPrincipalAceAllowed`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PRINCIPAL_ACE_ALLOWED

## Signature

```c
BOOL IS_PRINCIPAL_ACE_ALLOWED(char* principal, char* object);
```

## Parameters

- `principal` (`char*`)
- `object` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPrincipalAceAllowed(principal, object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37cf52ce, principal, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPrincipalAceAllowed(principal, object);

// by hash
const retval = Citizen.invokeNative('0x37cf52ce', principal, object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x37cf52ce, principal, object);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_RAW_KEY_DOWN

- **Hash:** `0xD95A7387`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsRawKeyDown`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_RAW_KEY_DOWN

## Signature

```c
BOOL IS_RAW_KEY_DOWN(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of down state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` is pressed down on the keyboard.

This will not be triggered if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014)

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsRawKeyDown(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd95a7387, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRawKeyDown(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0xd95a7387', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xd95a7387, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsRawKeyDown(32) then -- KEY_SPACE
    print("Spacebar is down")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_RAW_KEY_PRESSED

- **Hash:** `0x69F7C29E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsRawKeyPressed`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_RAW_KEY_PRESSED

## Signature

```c
BOOL IS_RAW_KEY_PRESSED(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of pressed state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` is pressed on the keyboard.

This will not be triggered if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014)

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsRawKeyPressed(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x69f7c29e, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRawKeyPressed(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x69f7c29e', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x69f7c29e, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsRawKeyPressed(32) then -- KEY_SPACE
    print("Spacebar pressed")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_RAW_KEY_RELEASED

- **Hash:** `0xEAA50861`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsRawKeyReleased`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_RAW_KEY_RELEASED

## Signature

```c
BOOL IS_RAW_KEY_RELEASED(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of released state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` was just released on the keyboard.

This will not be triggered if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014)

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsRawKeyReleased(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xeaa50861, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRawKeyReleased(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0xeaa50861', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xeaa50861, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsRawKeyReleased(32) then -- KEY_SPACE
    print("Spacebar released")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_RAW_KEY_UP

- **Hash:** `0x36F4E505`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsRawKeyUp`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_RAW_KEY_UP

## Signature

```c
BOOL IS_RAW_KEY_UP(int rawKeyIndex);
```

## Parameters

- `rawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`BOOL` — Returns bool value of up state.

## Description

*Source: Cfx.re native reference*

Gets if the specified `rawKeyIndex` is up  on the keyboard.

This will not be triggered if the key is disabled with [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014)

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
local retval = IsRawKeyUp(rawKeyIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36f4e505, rawKeyIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRawKeyUp(rawKeyIndex);

// by hash
const retval = Citizen.invokeNative('0x36f4e505', rawKeyIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x36f4e505, rawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
if IsRawKeyUp(32) then -- KEY_SPACE
    print("Spacebar is up")
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_VEHICLE_EXTRA_TURNED_ON

- **Hash:** `0x42098B5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsVehicleExtraTurnedOn`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_VEHICLE_EXTRA_TURNED_ON

## Signature

```c
BOOL IS_VEHICLE_EXTRA_TURNED_ON(Vehicle vehicle, int extraId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `extraId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleExtraTurnedOn(vehicle, extraId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42098b5, vehicle, extraId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleExtraTurnedOn(vehicle, extraId);

// by hash
const retval = Citizen.invokeNative('0x42098b5', vehicle, extraId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x42098b5, vehicle, extraId);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_VEHICLE_SIREN_ON

- **Hash:** `0x25EB5873`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsVehicleSirenOn`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_VEHICLE_SIREN_ON

## Signature

```c
BOOL IS_VEHICLE_SIREN_ON(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleSirenOn(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x25eb5873, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleSirenOn(vehicle);

// by hash
const retval = Citizen.invokeNative('0x25eb5873', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25eb5873, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_VEHICLE_TYRE_BURST

- **Hash:** `0x48C80210`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsVehicleTyreBurst`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_VEHICLE_TYRE_BURST

## Signature

```c
BOOL IS_VEHICLE_TYRE_BURST(Vehicle vehicle, int wheelID, BOOL completely);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wheelID` (`int`)
- `completely` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleTyreBurst(vehicle, wheelID, completely)

-- always available, by hash
local retval = Citizen.InvokeNative(0x48c80210, vehicle, wheelID, completely, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleTyreBurst(vehicle, wheelID, completely);

// by hash
const retval = Citizen.invokeNative('0x48c80210', vehicle, wheelID, completely, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x48c80210, vehicle, wheelID, completely);
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_VEHICLE_WHEEL_BROKEN_OFF

- **Hash:** `0xCF1BC668`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsVehicleWheelBrokenOff`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_VEHICLE_WHEEL_BROKEN_OFF

## Signature

```c
BOOL IS_VEHICLE_WHEEL_BROKEN_OFF(Vehicle vehicle, int wheelIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle handle.
- `wheelIndex` (`int`) — The wheel index.

## Returns

`BOOL`

## Description

*Source: Cfx.re native reference*

Getter for [BREAK_OFF_VEHICLE_WHEEL](?\_0xA274CADB).

## Usage

### Lua

```lua
local retval = IsVehicleWheelBrokenOff(vehicle, wheelIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xcf1bc668, vehicle, wheelIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleWheelBrokenOff(vehicle, wheelIndex);

// by hash
const retval = Citizen.invokeNative('0xcf1bc668', vehicle, wheelIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xcf1bc668, vehicle, wheelIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua
local vehicle = GetVehiclePedIsIn(PlayerPedId())

if DoesEntityExist(vehicle) then
  local isWheelBroken = IsVehicleWheelBrokenOff(vehicle, 1)
  print("Is wheel 1 broken? ", isWheelBroken)
end
```

*Sources: Cfx.re native reference.*

---

# CFX::IS_VEHICLE_WINDOW_INTACT

- **Hash:** `0xAC4EF23D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsVehicleWindowIntact`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_VEHICLE_WINDOW_INTACT

## Signature

```c
BOOL IS_VEHICLE_WINDOW_INTACT(Vehicle vehicle, int windowIndex);
```

## Parameters

- `vehicle` (`Vehicle`) — The target vehicle.
- `windowIndex` (`int`) — The window index.

## Returns

`BOOL`

## Description

*Source: Cfx.re native reference*

See the client-side [IS_VEHICLE_WINDOW_INTACT](#\_0x46E571A0E20D01F1) for a window indexes list.

## Usage

### Lua

```lua
local retval = IsVehicleWindowIntact(vehicle, windowIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xac4ef23d, vehicle, windowIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleWindowIntact(vehicle, windowIndex);

// by hash
const retval = Citizen.invokeNative('0xac4ef23d', vehicle, windowIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xac4ef23d, vehicle, windowIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::LOAD_PLAYER_COMMERCE_DATA

- **Hash:** `0xA8F63EAB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `LoadPlayerCommerceData`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/LOAD_PLAYER_COMMERCE_DATA

## Signature

```c
void LOAD_PLAYER_COMMERCE_DATA(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`void`

## Description

*Source: Cfx.re native reference*

> This native is deprecated and may be removed in a future version. Use [`LOAD_PLAYER_COMMERCE_DATA_EXT`](#\_0x7995539E) instead.

Requests the commerce data for the specified player, including the owned SKUs. Use `IS_PLAYER_COMMERCE_INFO_LOADED` to check if it has loaded.

## Usage

### Lua

```lua
LoadPlayerCommerceData(playerSrc)

-- always available, by hash
Citizen.InvokeNative(0xa8f63eab, playerSrc)
```

### JavaScript

```js
LoadPlayerCommerceData(playerSrc);

// by hash
Citizen.invokeNative('0xa8f63eab', playerSrc);
```

### C#

```csharp
Function.Call((Hash)0xa8f63eab, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::LOAD_PLAYER_COMMERCE_DATA_EXT

- **Hash:** `0x7995539E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `LoadPlayerCommerceDataExt`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/LOAD_PLAYER_COMMERCE_DATA_EXT

## Signature

```c
void LOAD_PLAYER_COMMERCE_DATA_EXT(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Requests the commerce data from Tebex for the specified player, including the owned SKUs.

Use [`IS_PLAYER_COMMERCE_INFO_LOADED_EXT`](#\_0x1D14F4FE) to check if it has loaded.

This will not automatically update whenever a client purchases a package, if you want to fetch new purchases you will need to call this native again.

This native will temporarily cache the players commerce data for 10 seconds, a call to this native after 10 seconds will re-fetch the players commerce data.

## Usage

### Lua

```lua
LoadPlayerCommerceDataExt(playerSrc)

-- always available, by hash
Citizen.InvokeNative(0x7995539e, playerSrc)
```

### JavaScript

```js
LoadPlayerCommerceDataExt(playerSrc);

// by hash
Citizen.invokeNative('0x7995539e', playerSrc);
```

### C#

```csharp
Function.Call((Hash)0x7995539e, playerSrc);
```

## Examples

*Source: Cfx.re native reference*

```lua
RegisterNetEvent("doesOwnPackage", function(packageIdSku)
	-- source isn't valid across waits, so we localize it
	local source = source

	-- input isn't right
	if type(packageIdSku) ~= "number" then
		return
	end

	-- The native will cache the results
	LoadPlayerCommerceDataExt(source)
	-- Wait for the players data to load
	while not IsPlayerCommerceInfoLoadedExt(source) do
		Wait(0)
	end

	-- Tell the client if they own the package or not
	TriggerClientEvent("doesOwnPackage", source, DoesPlayerOwnSkuExt(source, packageIdSku))
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::LOAD_RESOURCE_FILE

- **Hash:** `0x76A9EE1F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `LoadResourceFile`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/LOAD_RESOURCE_FILE

## Signature

```c
char* LOAD_RESOURCE_FILE(char* resourceName, char* fileName);
```

## Parameters

- `resourceName` (`char*`) — The resource name.
- `fileName` (`char*`) — The file in the resource.

## Returns

`char*` — The file contents

## Description

*Source: Cfx.re native reference*

Reads the contents of a text file in a specified resource.
If executed on the client, this file has to be included in `files` in the resource manifest.
Example: `local data = LoadResourceFile("devtools", "data.json")`

## Usage

### Lua

```lua
local retval = LoadResourceFile(resourceName, fileName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76a9ee1f, resourceName, fileName, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = LoadResourceFile(resourceName, fileName);

// by hash
const retval = Citizen.invokeNative('0x76a9ee1f', resourceName, fileName, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x76a9ee1f, resourceName, fileName);
```

## See also

- [CFX::SAVE_RESOURCE_FILE](https://natives.borderlinerp.com/natives/CFX/SAVE_RESOURCE_FILE.md) — Writes the specified data to a file in the specified resource.

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_ADD_VOICE_CHANNEL_LISTEN

- **Hash:** `0xC79F44BF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleAddVoiceChannelListen`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_ADD_VOICE_CHANNEL_LISTEN

## Signature

```c
void MUMBLE_ADD_VOICE_CHANNEL_LISTEN(int channel);
```

## Parameters

- `channel` (`int`) — A game voice channel ID.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Starts listening to the specified channel, when available.

## Usage

### Lua

```lua
MumbleAddVoiceChannelListen(channel)

-- always available, by hash
Citizen.InvokeNative(0xc79f44bf, channel)
```

### JavaScript

```js
MumbleAddVoiceChannelListen(channel);

// by hash
Citizen.invokeNative('0xc79f44bf', channel);
```

### C#

```csharp
Function.Call((Hash)0xc79f44bf, channel);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_ADD_VOICE_TARGET_CHANNEL

- **Hash:** `0x4D386C9E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleAddVoiceTargetChannel`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_ADD_VOICE_TARGET_CHANNEL

## Signature

```c
void MUMBLE_ADD_VOICE_TARGET_CHANNEL(int targetId, int channel);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).
- `channel` (`int`) — A game voice channel ID.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Adds the specified channel to the target list for the specified Mumble voice target ID.

## Usage

### Lua

```lua
MumbleAddVoiceTargetChannel(targetId, channel)

-- always available, by hash
Citizen.InvokeNative(0x4d386c9e, targetId, channel)
```

### JavaScript

```js
MumbleAddVoiceTargetChannel(targetId, channel);

// by hash
Citizen.invokeNative('0x4d386c9e', targetId, channel);
```

### C#

```csharp
Function.Call((Hash)0x4d386c9e, targetId, channel);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_ADD_VOICE_TARGET_PLAYER

- **Hash:** `0x32C5355A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleAddVoiceTargetPlayer`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_ADD_VOICE_TARGET_PLAYER

## Signature

```c
void MUMBLE_ADD_VOICE_TARGET_PLAYER(int targetId, Player player);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).
- `player` (`Player`) — A game player index.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Adds the specified player to the target list for the specified Mumble voice target ID.

## Usage

### Lua

```lua
MumbleAddVoiceTargetPlayer(targetId, player)

-- always available, by hash
Citizen.InvokeNative(0x32c5355a, targetId, player)
```

### JavaScript

```js
MumbleAddVoiceTargetPlayer(targetId, player);

// by hash
Citizen.invokeNative('0x32c5355a', targetId, player);
```

### C#

```csharp
Function.Call((Hash)0x32c5355a, targetId, player);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID

- **Hash:** `0x25F2B65F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleAddVoiceTargetPlayerByServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID

## Signature

```c
void MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID(int targetId, int serverId);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).
- `serverId` (`int`) — The player's server id.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Adds the specified player to the target list for the specified Mumble voice target ID.

## Usage

### Lua

```lua
MumbleAddVoiceTargetPlayerByServerId(targetId, serverId)

-- always available, by hash
Citizen.InvokeNative(0x25f2b65f, targetId, serverId)
```

### JavaScript

```js
MumbleAddVoiceTargetPlayerByServerId(targetId, serverId);

// by hash
Citizen.invokeNative('0x25f2b65f', targetId, serverId);
```

### C#

```csharp
Function.Call((Hash)0x25f2b65f, targetId, serverId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_CLEAR_VOICE_CHANNEL

- **Hash:** `0xBF847807`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleClearVoiceChannel`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_CLEAR_VOICE_CHANNEL

## Signature

```c
void MUMBLE_CLEAR_VOICE_CHANNEL();
```

## Returns

`void`

## Usage

### Lua

```lua
MumbleClearVoiceChannel()

-- always available, by hash
Citizen.InvokeNative(0xbf847807)
```

### JavaScript

```js
MumbleClearVoiceChannel();

// by hash
Citizen.invokeNative('0xbf847807');
```

### C#

```csharp
Function.Call((Hash)0xbf847807);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_CLEAR_VOICE_TARGET

- **Hash:** `0x8555DCBA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleClearVoiceTarget`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_CLEAR_VOICE_TARGET

## Signature

```c
void MUMBLE_CLEAR_VOICE_TARGET(int targetId);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Clears the target list for the specified Mumble voice target ID.

## Usage

### Lua

```lua
MumbleClearVoiceTarget(targetId)

-- always available, by hash
Citizen.InvokeNative(0x8555dcba, targetId)
```

### JavaScript

```js
MumbleClearVoiceTarget(targetId);

// by hash
Citizen.invokeNative('0x8555dcba', targetId);
```

### C#

```csharp
Function.Call((Hash)0x8555dcba, targetId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_CLEAR_VOICE_TARGET_CHANNELS

- **Hash:** `0x5EA72E76`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleClearVoiceTargetChannels`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_CLEAR_VOICE_TARGET_CHANNELS

## Signature

```c
void MUMBLE_CLEAR_VOICE_TARGET_CHANNELS(int targetId);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Clears channels from the target list for the specified Mumble voice target ID.

## Usage

### Lua

```lua
MumbleClearVoiceTargetChannels(targetId)

-- always available, by hash
Citizen.InvokeNative(0x5ea72e76, targetId)
```

### JavaScript

```js
MumbleClearVoiceTargetChannels(targetId);

// by hash
Citizen.invokeNative('0x5ea72e76', targetId);
```

### C#

```csharp
Function.Call((Hash)0x5ea72e76, targetId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_CLEAR_VOICE_TARGET_PLAYERS

- **Hash:** `0x912E21DA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleClearVoiceTargetPlayers`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_CLEAR_VOICE_TARGET_PLAYERS

## Signature

```c
void MUMBLE_CLEAR_VOICE_TARGET_PLAYERS(int targetId);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Clears players from the target list for the specified Mumble voice target ID.

## Usage

### Lua

```lua
MumbleClearVoiceTargetPlayers(targetId)

-- always available, by hash
Citizen.InvokeNative(0x912e21da, targetId)
```

### JavaScript

```js
MumbleClearVoiceTargetPlayers(targetId);

// by hash
Citizen.invokeNative('0x912e21da', targetId);
```

### C#

```csharp
Function.Call((Hash)0x912e21da, targetId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_CREATE_CHANNEL

- **Hash:** `0x262663C5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleCreateChannel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_CREATE_CHANNEL

## Signature

```c
void MUMBLE_CREATE_CHANNEL(int id);
```

## Parameters

- `id` (`int`) — ID of the channel.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Create a permanent voice channel.

## Usage

### Lua

```lua
MumbleCreateChannel(id)

-- always available, by hash
Citizen.InvokeNative(0x262663c5, id)
```

### JavaScript

```js
MumbleCreateChannel(id);

// by hash
Citizen.invokeNative('0x262663c5', id);
```

### C#

```csharp
Function.Call((Hash)0x262663c5, id);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_DOES_CHANNEL_EXIST

- **Hash:** `0xCC8CA25`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleDoesChannelExist`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_DOES_CHANNEL_EXIST

## Signature

```c
BOOL MUMBLE_DOES_CHANNEL_EXIST(int channel);
```

## Parameters

- `channel` (`int`) — A game voice channel ID.

## Returns

`BOOL` — True if the specific channel exists. False otherwise.

## Description

*Source: Cfx.re native reference*

Check whether specified channel exists on the Mumble server.

## Usage

### Lua

```lua
local retval = MumbleDoesChannelExist(channel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xcc8ca25, channel, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MumbleDoesChannelExist(channel);

// by hash
const retval = Citizen.invokeNative('0xcc8ca25', channel, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xcc8ca25, channel);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_GET_TALKER_PROXIMITY

- **Hash:** `0x84E02A32`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleGetTalkerProximity`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_GET_TALKER_PROXIMITY

## Signature

```c
float MUMBLE_GET_TALKER_PROXIMITY();
```

## Returns

`float` — Talker proximity value.

## Usage

### Lua

```lua
local retval = MumbleGetTalkerProximity()

-- always available, by hash
local retval = Citizen.InvokeNative(0x84e02a32, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = MumbleGetTalkerProximity();

// by hash
const retval = Citizen.invokeNative('0x84e02a32', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x84e02a32);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_GET_VOICE_CHANNEL_FROM_SERVER_ID

- **Hash:** `0x221C09F1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleGetVoiceChannelFromServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_GET_VOICE_CHANNEL_FROM_SERVER_ID

## Signature

```c
int MUMBLE_GET_VOICE_CHANNEL_FROM_SERVER_ID(int serverId);
```

## Parameters

- `serverId` (`int`) — The player's server id.

## Returns

`int` — Int representing the identifier of the voice channel.

## Description

*Source: Cfx.re native reference*

Returns the mumble voice channel from a player's server id.

## Usage

### Lua

```lua
local retval = MumbleGetVoiceChannelFromServerId(serverId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x221c09f1, serverId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MumbleGetVoiceChannelFromServerId(serverId);

// by hash
const retval = Citizen.invokeNative('0x221c09f1', serverId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x221c09f1, serverId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_IS_ACTIVE

- **Hash:** `0xE820BC10`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleIsActive`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_IS_ACTIVE

## Signature

```c
BOOL MUMBLE_IS_ACTIVE();
```

## Returns

`BOOL` — True if the player has enabled voice chat.

## Usage

### Lua

```lua
local retval = MumbleIsActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xe820bc10, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MumbleIsActive();

// by hash
const retval = Citizen.invokeNative('0xe820bc10', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xe820bc10);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_IS_CONNECTED

- **Hash:** `0xB816370A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleIsConnected`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_IS_CONNECTED

## Signature

```c
BOOL MUMBLE_IS_CONNECTED();
```

## Returns

`BOOL` — True if the player is connected to a mumble server.

## Description

*Source: Cfx.re native reference*

This native will return true if the user succesfully connected to the voice server.
If the user disabled the voice-chat setting it will return false.

## Usage

### Lua

```lua
local retval = MumbleIsConnected()

-- always available, by hash
local retval = Citizen.InvokeNative(0xb816370a, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MumbleIsConnected();

// by hash
const retval = Citizen.invokeNative('0xb816370a', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xb816370a);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_IS_PLAYER_MUTED

- **Hash:** `0x1D5D50C2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleIsPlayerMuted`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_IS_PLAYER_MUTED

## Signature

```c
BOOL MUMBLE_IS_PLAYER_MUTED(int playerSrc);
```

## Parameters

- `playerSrc` (`int`) — The player to get the mute state for

## Returns

`BOOL` — Whether or not the player is muted

## Description

*Source: Cfx.re native reference*

Checks if the player is currently muted

## Usage

### Lua

```lua
local retval = MumbleIsPlayerMuted(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1d5d50c2, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MumbleIsPlayerMuted(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x1d5d50c2', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1d5d50c2, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_IS_PLAYER_TALKING

- **Hash:** `0x33EEF97F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleIsPlayerTalking`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_IS_PLAYER_TALKING

## Signature

```c
BOOL MUMBLE_IS_PLAYER_TALKING(Player player);
```

## Parameters

- `player` (`Player`) — The target player.

## Returns

`BOOL` — Whether or not the player is talking.

## Usage

### Lua

```lua
local retval = MumbleIsPlayerTalking(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x33eef97f, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MumbleIsPlayerTalking(player);

// by hash
const retval = Citizen.invokeNative('0x33eef97f', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x33eef97f, player);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_REMOVE_VOICE_CHANNEL_LISTEN

- **Hash:** `0x231523B7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleRemoveVoiceChannelListen`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_REMOVE_VOICE_CHANNEL_LISTEN

## Signature

```c
void MUMBLE_REMOVE_VOICE_CHANNEL_LISTEN(int channel);
```

## Parameters

- `channel` (`int`) — A game voice channel ID.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Stops listening to the specified channel.

## Usage

### Lua

```lua
MumbleRemoveVoiceChannelListen(channel)

-- always available, by hash
Citizen.InvokeNative(0x231523b7, channel)
```

### JavaScript

```js
MumbleRemoveVoiceChannelListen(channel);

// by hash
Citizen.invokeNative('0x231523b7', channel);
```

### C#

```csharp
Function.Call((Hash)0x231523b7, channel);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_REMOVE_VOICE_TARGET_CHANNEL

- **Hash:** `0x268DB867`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleRemoveVoiceTargetChannel`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_REMOVE_VOICE_TARGET_CHANNEL

## Signature

```c
void MUMBLE_REMOVE_VOICE_TARGET_CHANNEL(int targetId, int channel);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).
- `channel` (`int`) — The game voice channel ID to remove from the target.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Removes the specified voice channel from the user's voice targets.

Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_CHANNEL](#\_0x4D386C9E)

## Usage

### Lua

```lua
MumbleRemoveVoiceTargetChannel(targetId, channel)

-- always available, by hash
Citizen.InvokeNative(0x268db867, targetId, channel)
```

### JavaScript

```js
MumbleRemoveVoiceTargetChannel(targetId, channel);

// by hash
Citizen.invokeNative('0x268db867', targetId, channel);
```

### C#

```csharp
Function.Call((Hash)0x268db867, targetId, channel);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_REMOVE_VOICE_TARGET_PLAYER

- **Hash:** `0x88CD646F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleRemoveVoiceTargetPlayer`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_REMOVE_VOICE_TARGET_PLAYER

## Signature

```c
void MUMBLE_REMOVE_VOICE_TARGET_PLAYER(int targetId, Player player);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).
- `player` (`Player`) — The player index to remove from the target.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Removes the specified player from the user's voice targets.

Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER](#\_0x32C5355A)

## Usage

### Lua

```lua
MumbleRemoveVoiceTargetPlayer(targetId, player)

-- always available, by hash
Citizen.InvokeNative(0x88cd646f, targetId, player)
```

### JavaScript

```js
MumbleRemoveVoiceTargetPlayer(targetId, player);

// by hash
Citizen.invokeNative('0x88cd646f', targetId, player);
```

### C#

```csharp
Function.Call((Hash)0x88cd646f, targetId, player);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_REMOVE_VOICE_TARGET_PLAYER_BY_SERVER_ID

- **Hash:** `0x930BD34B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleRemoveVoiceTargetPlayerByServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_REMOVE_VOICE_TARGET_PLAYER_BY_SERVER_ID

## Signature

```c
void MUMBLE_REMOVE_VOICE_TARGET_PLAYER_BY_SERVER_ID(int targetId, int serverId);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive).
- `serverId` (`int`) — The player's server id to remove from the target.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Removes the specified player from the user's voice targets.

Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID](#\_0x25F2B65F)

## Usage

### Lua

```lua
MumbleRemoveVoiceTargetPlayerByServerId(targetId, serverId)

-- always available, by hash
Citizen.InvokeNative(0x930bd34b, targetId, serverId)
```

### JavaScript

```js
MumbleRemoveVoiceTargetPlayerByServerId(targetId, serverId);

// by hash
Citizen.invokeNative('0x930bd34b', targetId, serverId);
```

### C#

```csharp
Function.Call((Hash)0x930bd34b, targetId, serverId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_ACTIVE

- **Hash:** `0xD932A3F3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetActive`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_ACTIVE

## Signature

```c
void MUMBLE_SET_ACTIVE(BOOL state);
```

## Parameters

- `state` (`BOOL`) — Voice chat state.

## Returns

`void`

## Usage

### Lua

```lua
MumbleSetActive(state)

-- always available, by hash
Citizen.InvokeNative(0xd932a3f3, state)
```

### JavaScript

```js
MumbleSetActive(state);

// by hash
Citizen.invokeNative('0xd932a3f3', state);
```

### C#

```csharp
Function.Call((Hash)0xd932a3f3, state);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_AUDIO_INPUT_DISTANCE

- **Hash:** `0x1B1052E2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetAudioInputDistance`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_AUDIO_INPUT_DISTANCE

## Signature

```c
void MUMBLE_SET_AUDIO_INPUT_DISTANCE(float distance);
```

## Parameters

- `distance` (`float`) — The input distance.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the current input distance. The player will be able to talk to other players within this distance.

## Usage

### Lua

```lua
MumbleSetAudioInputDistance(distance)

-- always available, by hash
Citizen.InvokeNative(0x1b1052e2, distance)
```

### JavaScript

```js
MumbleSetAudioInputDistance(distance);

// by hash
Citizen.invokeNative('0x1b1052e2', distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1b1052e2, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_AUDIO_INPUT_INTENT

- **Hash:** `0x6383526B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetAudioInputIntent`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_AUDIO_INPUT_INTENT

## Signature

```c
void MUMBLE_SET_AUDIO_INPUT_INTENT(Hash intentHash);
```

## Parameters

- `intentHash` (`Hash`) — The intent hash.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Use this native to disable noise suppression and high pass filters.

The possible intents for this are as follows (backticks are used to represent hashes):

| Index | Description |
|-|-|
| \`speech\` | Default intent |
| \`music\` | Disable noise suppression and high pass filter |

## Usage

### Lua

```lua
MumbleSetAudioInputIntent(intentHash)

-- always available, by hash
Citizen.InvokeNative(0x6383526b, intentHash)
```

### JavaScript

```js
MumbleSetAudioInputIntent(intentHash);

// by hash
Citizen.invokeNative('0x6383526b', intentHash);
```

### C#

```csharp
Function.Call((Hash)0x6383526b, intentHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Examples

*Source: Cfx.re native reference*

```lua
-- disable noise suppression and high pass filter
MumbleSetAudioInputIntent(`music`)

-- set the default intent (enable noise suppression and high pass filter)
MumbleSetAudioInputIntent(`speech`)
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_AUDIO_OUTPUT_DISTANCE

- **Hash:** `0x74C597D9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetAudioOutputDistance`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_AUDIO_OUTPUT_DISTANCE

## Signature

```c
void MUMBLE_SET_AUDIO_OUTPUT_DISTANCE(float distance);
```

## Parameters

- `distance` (`float`) — The output distance.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the current output distance. The player will be able to hear other players talking within this distance.

## Usage

### Lua

```lua
MumbleSetAudioOutputDistance(distance)

-- always available, by hash
Citizen.InvokeNative(0x74c597d9, distance)
```

### JavaScript

```js
MumbleSetAudioOutputDistance(distance);

// by hash
Citizen.invokeNative('0x74c597d9', distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x74c597d9, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_PLAYER_MUTED

- **Hash:** `0xCC6C2EB1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetPlayerMuted`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_PLAYER_MUTED

## Signature

```c
void MUMBLE_SET_PLAYER_MUTED(int playerSrc, bool toggle);
```

## Parameters

- `playerSrc` (`int`) — The player to set the mute state of
- `toggle` (`bool`) — Whether to mute or unmute the player

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Mutes or unmutes the specified player

## Usage

### Lua

```lua
MumbleSetPlayerMuted(playerSrc, toggle)

-- always available, by hash
Citizen.InvokeNative(0xcc6c2eb1, playerSrc, toggle)
```

### JavaScript

```js
MumbleSetPlayerMuted(playerSrc, toggle);

// by hash
Citizen.invokeNative('0xcc6c2eb1', playerSrc, toggle);
```

### C#

```csharp
Function.Call((Hash)0xcc6c2eb1, playerSrc, toggle);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_SERVER_ADDRESS

- **Hash:** `0xE6EB2CD8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetServerAddress`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_SERVER_ADDRESS

## Signature

```c
void MUMBLE_SET_SERVER_ADDRESS(char* address, int port);
```

## Parameters

- `address` (`char*`) — The address of the mumble server.
- `port` (`int`) — The port of the mumble server.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Changes the Mumble server address to connect to, and reconnects to the new address.

Setting the address to an empty string and the port to -1 will reset to the built in FXServer Mumble Implementation.

## Usage

### Lua

```lua
MumbleSetServerAddress(address, port)

-- always available, by hash
Citizen.InvokeNative(0xe6eb2cd8, address, port)
```

### JavaScript

```js
MumbleSetServerAddress(address, port);

// by hash
Citizen.invokeNative('0xe6eb2cd8', address, port);
```

### C#

```csharp
Function.Call((Hash)0xe6eb2cd8, address, port);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_SUBMIX_FOR_SERVER_ID

- **Hash:** `0xFE3A3054`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetSubmixForServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_SUBMIX_FOR_SERVER_ID

## Signature

```c
void MUMBLE_SET_SUBMIX_FOR_SERVER_ID(int serverId, int submixId);
```

## Parameters

- `serverId` (`int`) — The player's server ID.
- `submixId` (`int`) — The submix ID.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the audio submix ID for a specified player using Mumble 'Native Audio' functionality.

## Usage

### Lua

```lua
MumbleSetSubmixForServerId(serverId, submixId)

-- always available, by hash
Citizen.InvokeNative(0xfe3a3054, serverId, submixId)
```

### JavaScript

```js
MumbleSetSubmixForServerId(serverId, submixId);

// by hash
Citizen.invokeNative('0xfe3a3054', serverId, submixId);
```

### C#

```csharp
Function.Call((Hash)0xfe3a3054, serverId, submixId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_TALKER_PROXIMITY

- **Hash:** `0x74E927B0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetTalkerProximity`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_TALKER_PROXIMITY

## Signature

```c
void MUMBLE_SET_TALKER_PROXIMITY(float value);
```

## Parameters

- `value` (`float`) — Proximity value.

## Returns

`void`

## Usage

### Lua

```lua
MumbleSetTalkerProximity(value)

-- always available, by hash
Citizen.InvokeNative(0x74e927b0, value)
```

### JavaScript

```js
MumbleSetTalkerProximity(value);

// by hash
Citizen.invokeNative('0x74e927b0', value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x74e927b0, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_VOICE_CHANNEL

- **Hash:** `0x8737EEE8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetVoiceChannel`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_VOICE_CHANNEL

## Signature

```c
void MUMBLE_SET_VOICE_CHANNEL(int channel);
```

## Parameters

- `channel` (`int`) — A game voice channel ID.

## Returns

`void`

## Usage

### Lua

```lua
MumbleSetVoiceChannel(channel)

-- always available, by hash
Citizen.InvokeNative(0x8737eee8, channel)
```

### JavaScript

```js
MumbleSetVoiceChannel(channel);

// by hash
Citizen.invokeNative('0x8737eee8', channel);
```

### C#

```csharp
Function.Call((Hash)0x8737eee8, channel);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_VOICE_TARGET

- **Hash:** `0x960A4A95`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetVoiceTarget`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_VOICE_TARGET

## Signature

```c
void MUMBLE_SET_VOICE_TARGET(int targetId);
```

## Parameters

- `targetId` (`int`) — A Mumble voice target ID, ranging from 1..30 (inclusive). 0 disables voice targets, and 31 is server loopback.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the current Mumble voice target ID to broadcast voice to.

## Usage

### Lua

```lua
MumbleSetVoiceTarget(targetId)

-- always available, by hash
Citizen.InvokeNative(0x960a4a95, targetId)
```

### JavaScript

```js
MumbleSetVoiceTarget(targetId);

// by hash
Citizen.invokeNative('0x960a4a95', targetId);
```

### C#

```csharp
Function.Call((Hash)0x960a4a95, targetId);
```

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_VOLUME_OVERRIDE

- **Hash:** `0x61C309E3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetVolumeOverride`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_VOLUME_OVERRIDE

## Signature

```c
void MUMBLE_SET_VOLUME_OVERRIDE(Player player, float volume);
```

## Parameters

- `player` (`Player`) — A game player index.
- `volume` (`float`) — The volume, ranging from 0.0 to 1.0 (or above).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Overrides the output volume for a particular player on Mumble. This will also bypass 3D audio and distance calculations. -1.0 to reset the override.

Set to -1.0 to reset the Volume override.

## Usage

### Lua

```lua
MumbleSetVolumeOverride(player, volume)

-- always available, by hash
Citizen.InvokeNative(0x61c309e3, player, volume)
```

### JavaScript

```js
MumbleSetVolumeOverride(player, volume);

// by hash
Citizen.invokeNative('0x61c309e3', player, volume + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x61c309e3, player, volume);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::MUMBLE_SET_VOLUME_OVERRIDE_BY_SERVER_ID

- **Hash:** `0xCE8E25B4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `MumbleSetVolumeOverrideByServerId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/MUMBLE_SET_VOLUME_OVERRIDE_BY_SERVER_ID

## Signature

```c
void MUMBLE_SET_VOLUME_OVERRIDE_BY_SERVER_ID(int serverId, float volume);
```

## Parameters

- `serverId` (`int`) — The player's server id.
- `volume` (`float`) — The volume, ranging from 0.0 to 1.0 (or above).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Overrides the output volume for a particular player with the specified server id and player name on Mumble. This will also bypass 3D audio and distance calculations. -1.0 to reset the override.

## Usage

### Lua

```lua
MumbleSetVolumeOverrideByServerId(serverId, volume)

-- always available, by hash
Citizen.InvokeNative(0xce8e25b4, serverId, volume)
```

### JavaScript

```js
MumbleSetVolumeOverrideByServerId(serverId, volume);

// by hash
Citizen.invokeNative('0xce8e25b4', serverId, volume + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xce8e25b4, serverId, volume);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID

- **Hash:** `0x1E2E3177`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkDoesEntityExistWithNetworkId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID

## Signature

```c
BOOL NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`) — The network id to check

## Returns

`BOOL` — Returns `true` if both the network id exist, and the network id has a game object.

## Usage

### Lua

```lua
local retval = NetworkDoesEntityExistWithNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1e2e3177, netId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDoesEntityExistWithNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0x1e2e3177', netId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1e2e3177, netId);
```

*Sources: Cfx.re native reference.*

---

# CFX::NETWORK_GET_ENTITY_FROM_NETWORK_ID

- **Hash:** `0x5B912C3F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkGetEntityFromNetworkId`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_GET_ENTITY_FROM_NETWORK_ID

## Signature

```c
Entity NETWORK_GET_ENTITY_FROM_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = NetworkGetEntityFromNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5b912c3f, netId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetEntityFromNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0x5b912c3f', netId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5b912c3f, netId);
```

*Sources: Cfx.re native reference.*

---

# CFX::NETWORK_GET_ENTITY_OWNER

- **Hash:** `0x526FEE31`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkGetEntityOwner`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_GET_ENTITY_OWNER

## Signature

```c
int NETWORK_GET_ENTITY_OWNER(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the owner for.

## Returns

`int` — On the server, the server ID of the entity owner. On the client, returns the player/slot ID of the entity owner.

## Description

*Source: Cfx.re native reference*

Returns the owner ID of the specified entity.

## Usage

### Lua

```lua
local retval = NetworkGetEntityOwner(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x526fee31, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetEntityOwner(entity);

// by hash
const retval = Citizen.invokeNative('0x526fee31', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x526fee31, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::NETWORK_GET_FIRST_ENTITY_OWNER

- **Hash:** `0x1E546224`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkGetFirstEntityOwner`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_GET_FIRST_ENTITY_OWNER

## Signature

```c
int NETWORK_GET_FIRST_ENTITY_OWNER(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity to get the first owner for.

## Returns

`int` — The server ID of the first entity owner.

## Description

*Source: Cfx.re native reference*

Returns the first owner ID of the specified entity.

## Usage

### Lua

```lua
local retval = NetworkGetFirstEntityOwner(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1e546224, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetFirstEntityOwner(entity);

// by hash
const retval = Citizen.invokeNative('0x1e546224', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1e546224, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::NETWORK_GET_NETWORK_ID_FROM_ENTITY

- **Hash:** `0x9E35DAB6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkGetNetworkIdFromEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_GET_NETWORK_ID_FROM_ENTITY

## Signature

```c
int NETWORK_GET_NETWORK_ID_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNetworkIdFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9e35dab6, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNetworkIdFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x9e35dab6', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9e35dab6, entity);
```

*Sources: Cfx.re native reference.*

---

# CFX::NETWORK_GET_VOICE_PROXIMITY_OVERRIDE_FOR_PLAYER

- **Hash:** `0xFFEEF513`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `NetworkGetVoiceProximityOverrideForPlayer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/NETWORK_GET_VOICE_PROXIMITY_OVERRIDE_FOR_PLAYER

## Signature

```c
Vector3 NETWORK_GET_VOICE_PROXIMITY_OVERRIDE_FOR_PLAYER(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The player handle

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = NetworkGetVoiceProximityOverrideForPlayer(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0xffeef513, playerSrc, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = NetworkGetVoiceProximityOverrideForPlayer(playerSrc);

// by hash
const retval = Citizen.invokeNative('0xffeef513', playerSrc, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xffeef513, playerSrc);
```

*Sources: Cfx.re native reference.*

---

# CFX::PERFORM_HTTP_REQUEST_INTERNAL

- **Hash:** `0x8E8CC653`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `PerformHttpRequestInternal`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/PERFORM_HTTP_REQUEST_INTERNAL

## Signature

```c
int PERFORM_HTTP_REQUEST_INTERNAL(char* requestData, int requestDataLength);
```

## Parameters

- `requestData` (`char*`)
- `requestDataLength` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = PerformHttpRequestInternal(requestData, requestDataLength)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8e8cc653, requestData, requestDataLength, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PerformHttpRequestInternal(requestData, requestDataLength);

// by hash
const retval = Citizen.invokeNative('0x8e8cc653', requestData, requestDataLength, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8e8cc653, requestData, requestDataLength);
```

*Sources: Cfx.re native reference.*

---

# CFX::PERFORM_HTTP_REQUEST_INTERNAL_EX

- **Hash:** `0x6B171E87`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `PerformHttpRequestInternalEx`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/PERFORM_HTTP_REQUEST_INTERNAL_EX

## Signature

```c
int PERFORM_HTTP_REQUEST_INTERNAL_EX(object requestData);
```

## Parameters

- `requestData` (`object`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = PerformHttpRequestInternalEx(requestData)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6b171e87, requestData, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PerformHttpRequestInternalEx(requestData);

// by hash
const retval = Citizen.invokeNative('0x6b171e87', requestData, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6b171e87, requestData);
```

*Sources: Cfx.re native reference.*

---

# CFX::PRINT_STRUCTURED_TRACE

- **Hash:** `0x90892DED`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `PrintStructuredTrace`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/PRINT_STRUCTURED_TRACE

## Signature

```c
void PRINT_STRUCTURED_TRACE(char* jsonString);
```

## Parameters

- `jsonString` (`char*`) — JSON data to submit as `payload` in the `script_structured_trace` event.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Prints 'structured trace' data to the server `file descriptor 3` channel. This is not generally useful outside of
server monitoring utilities.

## Usage

### Lua

```lua
PrintStructuredTrace(jsonString)

-- always available, by hash
Citizen.InvokeNative(0x90892ded, jsonString)
```

### JavaScript

```js
PrintStructuredTrace(jsonString);

// by hash
Citizen.invokeNative('0x90892ded', jsonString);
```

### C#

```csharp
Function.Call((Hash)0x90892ded, jsonString);
```

*Sources: Cfx.re native reference.*

---

# CFX::PROFILER_ENTER_SCOPE

- **Hash:** `0xC795A4A9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ProfilerEnterScope`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/PROFILER_ENTER_SCOPE

## Signature

```c
void PROFILER_ENTER_SCOPE(char* scopeName);
```

## Parameters

- `scopeName` (`char*`) — Scope name.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Scope entry for profiler.

## Usage

### Lua

```lua
ProfilerEnterScope(scopeName)

-- always available, by hash
Citizen.InvokeNative(0xc795a4a9, scopeName)
```

### JavaScript

```js
ProfilerEnterScope(scopeName);

// by hash
Citizen.invokeNative('0xc795a4a9', scopeName);
```

### C#

```csharp
Function.Call((Hash)0xc795a4a9, scopeName);
```

*Sources: Cfx.re native reference.*

---

# CFX::PROFILER_EXIT_SCOPE

- **Hash:** `0xB39CA35C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ProfilerExitScope`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/PROFILER_EXIT_SCOPE

## Signature

```c
void PROFILER_EXIT_SCOPE();
```

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Scope exit for profiler.

## Usage

### Lua

```lua
ProfilerExitScope()

-- always available, by hash
Citizen.InvokeNative(0xb39ca35c)
```

### JavaScript

```js
ProfilerExitScope();

// by hash
Citizen.invokeNative('0xb39ca35c');
```

### C#

```csharp
Function.Call((Hash)0xb39ca35c);
```

*Sources: Cfx.re native reference.*

---

# CFX::PROFILER_IS_RECORDING

- **Hash:** `0xF8B7D7BB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ProfilerIsRecording`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/PROFILER_IS_RECORDING

## Signature

```c
BOOL PROFILER_IS_RECORDING();
```

## Returns

`BOOL` — True or false.

## Description

*Source: Cfx.re native reference*

Returns true if the profiler is active.

## Usage

### Lua

```lua
local retval = ProfilerIsRecording()

-- always available, by hash
local retval = Citizen.InvokeNative(0xf8b7d7bb, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ProfilerIsRecording();

// by hash
const retval = Citizen.invokeNative('0xf8b7d7bb', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xf8b7d7bb);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_COMMAND

- **Hash:** `0x5FA79B0F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterCommand`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_COMMAND

## Signature

```c
void REGISTER_COMMAND(char* commandName, func handler, BOOL restricted);
```

## Parameters

- `commandName` (`char*`) — The command you want to register.
- `handler` (`func`) — A handler function that gets called whenever the command is executed.
- `restricted` (`BOOL`) — If this is a server command and you set this to true, then players will need the command.yourCommandName ace permission to execute this command.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a `/`.

Commands registered using this function can also be executed by resources, using the [`ExecuteCommand` native](#\_0x561C060B).

The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script).

**Example result**:

![](https://i.imgur.com/TaCnG09.png)

## Usage

### Lua

```lua
RegisterCommand(commandName, handler, restricted)

-- always available, by hash
Citizen.InvokeNative(0x5fa79b0f, commandName, handler, restricted)
```

### JavaScript

```js
RegisterCommand(commandName, handler, restricted);

// by hash
Citizen.invokeNative('0x5fa79b0f', commandName, handler, restricted);
```

### C#

```csharp
Function.Call((Hash)0x5fa79b0f, commandName, handler, restricted);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- (server side script)
-- Registers a command named 'ping'.
RegisterCommand("ping", function(source, args, rawCommand)
    -- If the source is > 0, then that means it must be a player.
    if (source > 0) then
    
        -- result (using the default GTA:O chat theme) https://i.imgur.com/TaCnG09.png
        TriggerClientEvent("chat:addMessage", -1, {
            args = {
                GetPlayerName(source),
                "PONG!"
            },
            color = { 5, 255, 255 }
        })
    
    -- If it's not a player, then it must be RCON, a resource, or the server console directly.
    else
        print("This command was executed by the server console, RCON client, or a resource.")
    end
end, false --[[this command is not restricted, everyone can use this.]])
```

*Source: Cfx.re native reference*

```cs
RegisterCommand("ping", new Action<int, List<object>, string>((source, args, rawCommand) =>
{
    if (source > 0) // it's a player.
    {
        // Create a message object.
        dynamic messageObject = new ExpandoObject();
        // Set the message object args (message author, message content)
        messageObject.args = new string[] { GetPlayerName(source.ToString()), "PONG!" };
        // Set the message color (r, g, b)
        messageObject.color = new int[] { 5, 255, 255 };

        // Trigger the client event with the message object on all clients.
        TriggerClientEvent("chat:addMessage", messageObject);
    }
    // It's not a player, so it's the server console, a RCON client, or a resource.
    else
    {
        Debug.WriteLine("This command was executed by the server console, RCON client, or a resource.");
    }
}), false /*This command is also not restricted, anyone can use it.*/ );
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_CONSOLE_LISTENER

- **Hash:** `0x281B5448`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterConsoleListener`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_CONSOLE_LISTENER

## Signature

```c
void REGISTER_CONSOLE_LISTENER(func listener);
```

## Parameters

- `listener` (`func`) — A function of `(channel: string, message: string) => void`. The message might contain `\n`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Registers a listener for console output messages.

## Usage

### Lua

```lua
RegisterConsoleListener(listener)

-- always available, by hash
Citizen.InvokeNative(0x281b5448, listener)
```

### JavaScript

```js
RegisterConsoleListener(listener);

// by hash
Citizen.invokeNative('0x281b5448', listener);
```

### C#

```csharp
Function.Call((Hash)0x281b5448, listener);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_FONT_FILE

- **Hash:** `0x1B3A363`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterFontFile`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_FONT_FILE

## Signature

```c
void REGISTER_FONT_FILE(char* fileName);
```

## Parameters

- `fileName` (`char*`) — The name of the .gfx file, without extension.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Registers a specified .gfx file as GFx font library.
The .gfx file has to be registered with the streamer already.

## Usage

### Lua

```lua
RegisterFontFile(fileName)

-- always available, by hash
Citizen.InvokeNative(0x1b3a363, fileName)
```

### JavaScript

```js
RegisterFontFile(fileName);

// by hash
Citizen.invokeNative('0x1b3a363', fileName);
```

### C#

```csharp
Function.Call((Hash)0x1b3a363, fileName);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_FONT_ID

- **Hash:** `0xACF6D8EE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterFontId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_FONT_ID

## Signature

```c
int REGISTER_FONT_ID(char* fontName);
```

## Parameters

- `fontName` (`char*`) — The name of the font in the GFx font library.

## Returns

`int` — An index to use with [SET_TEXT_FONT](#\_0x66E0276CC5F6B9DA) and similar natives.

## Description

*Source: Cfx.re native reference*

Registers a specified font name for use with text draw commands.

## Usage

### Lua

```lua
local retval = RegisterFontId(fontName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xacf6d8ee, fontName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RegisterFontId(fontName);

// by hash
const retval = Citizen.invokeNative('0xacf6d8ee', fontName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xacf6d8ee, fontName);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_KEY_MAPPING

- **Hash:** `0xD7664FD1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterKeyMapping`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_KEY_MAPPING

## Signature

```c
void REGISTER_KEY_MAPPING(char* commandString, char* description, char* defaultMapper, char* defaultParameter);
```

## Parameters

- `commandString` (`char*`) — The command to execute, and the identifier of the binding.
- `description` (`char*`) — A description for in the settings menu.
- `defaultMapper` (`char*`) — The [mapper ID](https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/) to use for the default binding, e.g. `keyboard`.
- `defaultParameter` (`char*`) — The [IO parameter ID](https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/) to use for the default binding, e.g. `f3`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Registers a key mapping for the current resource.

See the related [cookbook post](https://cookbook.fivem.net/2020/01/06/using-the-new-console-key-bindings/) for more information.

Below you can find some examples on how to create these keybindings as well as the alternate keybinding syntax, which is preceded by `~!` to indicate that it's an alternate key.

## Usage

### Lua

```lua
RegisterKeyMapping(commandString, description, defaultMapper, defaultParameter)

-- always available, by hash
Citizen.InvokeNative(0xd7664fd1, commandString, description, defaultMapper, defaultParameter)
```

### JavaScript

```js
RegisterKeyMapping(commandString, description, defaultMapper, defaultParameter);

// by hash
Citizen.invokeNative('0xd7664fd1', commandString, description, defaultMapper, defaultParameter);
```

### C#

```csharp
Function.Call((Hash)0xd7664fd1, commandString, description, defaultMapper, defaultParameter);
```

## Examples

*Source: Cfx.re native reference*

```lua
local handsUp = false
CreateThread(function()
    while true do
        Wait(0)
        if handsUp then
            TaskHandsUp(PlayerPedId(), 250, PlayerPedId(), -1, true)
        end
    end
end)
RegisterCommand('+handsup', function()
    handsUp = true
end, false)
RegisterCommand('-handsup', function()
    handsUp = false
end, false)

RegisterKeyMapping('+handsup', 'Hands Up', 'keyboard', 'i')

-- Alternate keybinding syntax
RegisterKeyMapping('~!+handsup', 'Hands Up - Alternate Key', 'keyboard', 'o')
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_NUI_CALLBACK

- **Hash:** `0xC59B980C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterNuiCallback`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_NUI_CALLBACK

## Signature

```c
void REGISTER_NUI_CALLBACK(char* callbackType, func callback);
```

## Parameters

- `callbackType` (`char*`)
- `callback` (`func`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterNuiCallback(callbackType, callback)

-- always available, by hash
Citizen.InvokeNative(0xc59b980c, callbackType, callback)
```

### JavaScript

```js
RegisterNuiCallback(callbackType, callback);

// by hash
Citizen.invokeNative('0xc59b980c', callbackType, callback);
```

### C#

```csharp
Function.Call((Hash)0xc59b980c, callbackType, callback);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_NUI_CALLBACK_TYPE

- **Hash:** `0xCD03CDA9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterNuiCallbackType`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_NUI_CALLBACK_TYPE

## Signature

```c
void REGISTER_NUI_CALLBACK_TYPE(char* callbackType);
```

## Parameters

- `callbackType` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterNuiCallbackType(callbackType)

-- always available, by hash
Citizen.InvokeNative(0xcd03cda9, callbackType)
```

### JavaScript

```js
RegisterNuiCallbackType(callbackType);

// by hash
Citizen.invokeNative('0xcd03cda9', callbackType);
```

### C#

```csharp
Function.Call((Hash)0xcd03cda9, callbackType);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_RAW_KEYMAP

- **Hash:** `0x49C1F6DC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterRawKeymap`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_RAW_KEYMAP

## Signature

```c
void REGISTER_RAW_KEYMAP(char* keymapName, func onKeyDown, func onKeyUp, int rawKeyIndex, BOOL canBeDisabled);
```

## Parameters

- `keymapName` (`char*`) — A **unique** name that the keymap will be bound to, duplicates will result in the keymap not being registered.
- `onKeyDown` (`func`) — The function to run when the key is being pressed, or `nil`.
- `onKeyUp` (`func`) — The function to run when the key is no longer being pressed, or `nil`.
- `rawKeyIndex` (`int`) — The virtual key to bind this keymap to, see a list [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)
- `canBeDisabled` (`BOOL`) — If calls to [DISABLE_RAW_KEY_THIS_FRAME](#\_0x8BCF0014) will disable this keymap, if a keymap was disabled when the key was pressed down it will still call `onKeyUp` on release.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Registers a keymap that will be triggered whenever `rawKeyIndex` is pressed or released.

`onKeyUp` and `onKeyDown` will not provide any arguments.

```ts
function onStateChange();
```

## Usage

### Lua

```lua
RegisterRawKeymap(keymapName, onKeyDown, onKeyUp, rawKeyIndex, canBeDisabled)

-- always available, by hash
Citizen.InvokeNative(0x49c1f6dc, keymapName, onKeyDown, onKeyUp, rawKeyIndex, canBeDisabled)
```

### JavaScript

```js
RegisterRawKeymap(keymapName, onKeyDown, onKeyUp, rawKeyIndex, canBeDisabled);

// by hash
Citizen.invokeNative('0x49c1f6dc', keymapName, onKeyDown, onKeyUp, rawKeyIndex, canBeDisabled);
```

### C#

```csharp
Function.Call((Hash)0x49c1f6dc, keymapName, onKeyDown, onKeyUp, rawKeyIndex, canBeDisabled);
```

## Examples

*Source: Cfx.re native reference*

```lua
function on_key_up()
	print("key no longer pressed")
end

function on_key_down()
	print("key is pressed")
end

local KEY_E = 69
local canBeDisabled = false

RegisterRawKeymap("our_keymap", on_key_up, on_key_down, KEY_E, canBeDisabled)
```

## See also

- [CFX::REMAP_RAW_KEYMAP](https://natives.borderlinerp.com/natives/CFX/REMAP_RAW_KEYMAP.md) — Remaps the keymap bound to keymapName to newRawKeyIndex Virtual key codes can be found here

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_RAW_NUI_CALLBACK

- **Hash:** `0xA8AE9C2F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterRawNuiCallback`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_RAW_NUI_CALLBACK

## Signature

```c
void REGISTER_RAW_NUI_CALLBACK(char* callbackType, func callback);
```

## Parameters

- `callbackType` (`char*`)
- `callback` (`func`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterRawNuiCallback(callbackType, callback)

-- always available, by hash
Citizen.InvokeNative(0xa8ae9c2f, callbackType, callback)
```

### JavaScript

```js
RegisterRawNuiCallback(callbackType, callback);

// by hash
Citizen.invokeNative('0xa8ae9c2f', callbackType, callback);
```

### C#

```csharp
Function.Call((Hash)0xa8ae9c2f, callbackType, callback);
```

## See also

- [CFX::UNREGISTER_RAW_NUI_CALLBACK](https://natives.borderlinerp.com/natives/CFX/UNREGISTER_RAW_NUI_CALLBACK.md) — Will unregister and cleanup a registered NUI callback handler.

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_RESOURCE_AS_EVENT_HANDLER

- **Hash:** `0xD233A168`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterResourceAsEventHandler`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_RESOURCE_AS_EVENT_HANDLER

## Signature

```c
void REGISTER_RESOURCE_AS_EVENT_HANDLER(char* eventName);
```

## Parameters

- `eventName` (`char*`) — An event name, or "\*" to disable HLL event filtering for this resource.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

An internal function which allows the current resource's HLL script runtimes to receive state for the specified event.

## Usage

### Lua

```lua
RegisterResourceAsEventHandler(eventName)

-- always available, by hash
Citizen.InvokeNative(0xd233a168, eventName)
```

### JavaScript

```js
RegisterResourceAsEventHandler(eventName);

// by hash
Citizen.invokeNative('0xd233a168', eventName);
```

### C#

```csharp
Function.Call((Hash)0xd233a168, eventName);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_RESOURCE_ASSET

- **Hash:** `0x9862B266`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterResourceAsset`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_RESOURCE_ASSET

## Signature

```c
char* REGISTER_RESOURCE_ASSET(char* resourceName, char* fileName);
```

## Parameters

- `resourceName` (`char*`) — The resource to add the asset to.
- `fileName` (`char*`) — A file name in the resource.

## Returns

`char*` — A cache string to pass to `REGISTER_STREAMING_FILE_FROM_CACHE` on the client.

## Description

*Source: Cfx.re native reference*

**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.

Registers a cached resource asset with the resource system, similar to the automatic scanning of the `stream/` folder.

## Usage

### Lua

```lua
local retval = RegisterResourceAsset(resourceName, fileName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9862b266, resourceName, fileName, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = RegisterResourceAsset(resourceName, fileName);

// by hash
const retval = Citizen.invokeNative('0x9862b266', resourceName, fileName, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x9862b266, resourceName, fileName);
```

*Sources: Cfx.re native reference.*

---

# CFX::REGISTER_RESOURCE_BUILD_TASK_FACTORY

- **Hash:** `0x285B43CA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RegisterResourceBuildTaskFactory`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REGISTER_RESOURCE_BUILD_TASK_FACTORY

## Signature

```c
void REGISTER_RESOURCE_BUILD_TASK_FACTORY(char* factoryId, func factoryFn);
```

## Parameters

- `factoryId` (`char*`) — The identifier for the build task.
- `factoryFn` (`func`) — The factory function.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Registers a build task factory for resources.
The function should return an object (msgpack map) with the following fields:

```
{
// returns whether the specific resource should be built
shouldBuild = func(resourceName: string): bool,

// asynchronously start building the specific resource.
// call cb when completed
build = func(resourceName: string, cb: func(success: bool, status: string): void): void
}
```

## Usage

### Lua

```lua
RegisterResourceBuildTaskFactory(factoryId, factoryFn)

-- always available, by hash
Citizen.InvokeNative(0x285b43ca, factoryId, factoryFn)
```

### JavaScript

```js
RegisterResourceBuildTaskFactory(factoryId, factoryFn);

// by hash
Citizen.invokeNative('0x285b43ca', factoryId, factoryFn);
```

### C#

```csharp
Function.Call((Hash)0x285b43ca, factoryId, factoryFn);
```

*Sources: Cfx.re native reference.*

---

# CFX::REMAP_RAW_KEYMAP

- **Hash:** `0x6E38C1B9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemapRawKeymap`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMAP_RAW_KEYMAP

## Signature

```c
void REMAP_RAW_KEYMAP(char* keymapName, int newRawKeyIndex);
```

## Parameters

- `keymapName` (`char*`) — the name given to the keymap in [REGISTER_RAW_KEYMAP](#\_0x49C1F6DC)
- `newRawKeyIndex` (`int`) — Index of raw key from keyboard.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Remaps the keymap bound to `keymapName` to `newRawKeyIndex`

Virtual key codes can be found [here](https://learn.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes)

## Usage

### Lua

```lua
RemapRawKeymap(keymapName, newRawKeyIndex)

-- always available, by hash
Citizen.InvokeNative(0x6e38c1b9, keymapName, newRawKeyIndex)
```

### JavaScript

```js
RemapRawKeymap(keymapName, newRawKeyIndex);

// by hash
Citizen.invokeNative('0x6e38c1b9', keymapName, newRawKeyIndex);
```

### C#

```csharp
Function.Call((Hash)0x6e38c1b9, keymapName, newRawKeyIndex);
```

## Examples

*Source: Cfx.re native reference*

```lua

function on_key_up()
	print("key no longer pressed")
end

function on_key_down()
	print("key is pressed")
end

local KEY_SPACE = 32
local canBeDisabled = false

local KEY_E = 69

RegisterRawKeymap("our_keymap", on_key_up, on_key_down, KEY_SPACE, canBeDisabled)

RemapRawKeymap("our_keymap", KEY_E)
```

## See also

- [CFX::REGISTER_RAW_KEYMAP](https://natives.borderlinerp.com/natives/CFX/REGISTER_RAW_KEYMAP.md) — Registers a keymap that will be triggered whenever rawKeyIndex is pressed or released.

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_ALL_PED_WEAPONS

- **Hash:** `0xA44CE817`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveAllPedWeapons`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_ALL_PED_WEAPONS

## Signature

```c
void REMOVE_ALL_PED_WEAPONS(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`) — The ped entity
- `p1` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Parameter `p1` does not seem to be used or referenced in game binaries.\
**Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request.

**This is the server-side RPC native equivalent of the client native [REMOVE_ALL_PED_WEAPONS](?\_0xF25DF915FA38C5F3).**

## Usage

### Lua

```lua
RemoveAllPedWeapons(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xa44ce817, ped, p1)
```

### JavaScript

```js
RemoveAllPedWeapons(ped, p1);

// by hash
Citizen.invokeNative('0xa44ce817', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xa44ce817, ped, p1);
```

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_BLIP

- **Hash:** `0xD8C3C1CD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveBlip`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_BLIP

## Signature

```c
void REMOVE_BLIP(Blip* blip);
```

## Parameters

- `blip` (`Blip*`) — Blip handle to remove.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Removes the blip from your map.
**Note:** This function only works on the script that created the blip, if you wish to remove blips created by other scripts, see [`SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT`](#\_0xB98236CAAECEF897).

**This is the server-side RPC native equivalent of the client native [REMOVE_BLIP](?\_0x86A652570E5F25DD).**

## Usage

### Lua

```lua
local blip = RemoveBlip(blip)

-- always available, by hash
local blip = Citizen.InvokeNative(0xd8c3c1cd, Citizen.PointerValueIntInitialized(blip))
```

### JavaScript

```js
const blip = RemoveBlip(blip);

// by hash
const blip = Citizen.invokeNative('0xd8c3c1cd', Citizen.pointerValueIntInitialized(blip));
```

### C#

```csharp
var blip = new OutputArgument();
Function.Call((Hash)0xd8c3c1cd, blip);
// blip.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_CONVAR_CHANGE_LISTENER

- **Hash:** `0xEAC49841`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveConvarChangeListener`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_CONVAR_CHANGE_LISTENER

## Signature

```c
void REMOVE_CONVAR_CHANGE_LISTENER(int cookie);
```

## Parameters

- `cookie` (`int`) — The cookie returned from [ADD_CONVAR_CHANGE_LISTENER](#\_0xAB7F7241)

## Returns

`void`

## Usage

### Lua

```lua
RemoveConvarChangeListener(cookie)

-- always available, by hash
Citizen.InvokeNative(0xeac49841, cookie)
```

### JavaScript

```js
RemoveConvarChangeListener(cookie);

// by hash
Citizen.invokeNative('0xeac49841', cookie);
```

### C#

```csharp
Function.Call((Hash)0xeac49841, cookie);
```

## See also

- [CFX::ADD_CONVAR_CHANGE_LISTENER](https://natives.borderlinerp.com/natives/CFX/ADD_CONVAR_CHANGE_LISTENER.md) — Adds a listener for Console Variable changes.

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_STATE_BAG_CHANGE_HANDLER

- **Hash:** `0xD36BE661`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveStateBagChangeHandler`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_STATE_BAG_CHANGE_HANDLER

## Signature

```c
void REMOVE_STATE_BAG_CHANGE_HANDLER(int cookie);
```

## Parameters

- `cookie` (`int`) — The cookie.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.

Removes a handler for changes to a state bag.

## Usage

### Lua

```lua
RemoveStateBagChangeHandler(cookie)

-- always available, by hash
Citizen.InvokeNative(0xd36be661, cookie)
```

### JavaScript

```js
RemoveStateBagChangeHandler(cookie);

// by hash
Citizen.invokeNative('0xd36be661', cookie);
```

### C#

```csharp
Function.Call((Hash)0xd36be661, cookie);
```

## See also

- [CFX::ADD_STATE_BAG_CHANGE_HANDLER](https://natives.borderlinerp.com/natives/CFX/ADD_STATE_BAG_CHANGE_HANDLER.md) — Adds a handler for changes to a state bag.

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_TEXTURE

- **Hash:** `0x1582C7F2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveTexture`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_TEXTURE

## Signature

```c
void REMOVE_TEXTURE(int textureId);
```

## Parameters

- `textureId` (`int`) — texture id created by `0xC5E7204F322E49EB`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Removes the specified texture and remove it from the ped.
Unlike `0x6BEFAA907B076859` which only marks the texture as "can be reused" (and keeps it until will be reused), this function deletes it right away. Can fix some sync issues. `DOES_TEXTURE_EXIST` can be use to wait until fully unloaded by game

```lua
RemoveTexture(textureId)
while DoesTextureExist(textureId) do 
    Wait(0)
end
```

## Usage

### Lua

```lua
RemoveTexture(textureId)

-- always available, by hash
Citizen.InvokeNative(0x1582c7f2, textureId)
```

### JavaScript

```js
RemoveTexture(textureId);

// by hash
Citizen.invokeNative('0x1582c7f2', textureId);
```

### C#

```csharp
Function.Call((Hash)0x1582c7f2, textureId);
```

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_TIMECYCLE_MODIFIER

- **Hash:** `0x36DF8612`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveTimecycleModifier`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_TIMECYCLE_MODIFIER

## Signature

```c
void REMOVE_TIMECYCLE_MODIFIER(char* modifierName);
```

## Parameters

- `modifierName` (`char*`) — The timecycle modifier name.

## Returns

`void`

## Usage

### Lua

```lua
RemoveTimecycleModifier(modifierName)

-- always available, by hash
Citizen.InvokeNative(0x36df8612, modifierName)
```

### JavaScript

```js
RemoveTimecycleModifier(modifierName);

// by hash
Citizen.invokeNative('0x36df8612', modifierName);
```

### C#

```csharp
Function.Call((Hash)0x36df8612, modifierName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local modifierName = "my_awesome_timecycle"
RemoveTimecycleModifier(modifierName)
```

## See also

- [CFX::CLONE_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/CFX/CLONE_TIMECYCLE_MODIFIER.md)
- [CFX::CREATE_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/CFX/CREATE_TIMECYCLE_MODIFIER.md) — Create a clean timecycle modifier.

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_TIMECYCLE_MODIFIER_VAR

- **Hash:** `0x5A5E0D05`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveTimecycleModifierVar`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_TIMECYCLE_MODIFIER_VAR

## Signature

```c
void REMOVE_TIMECYCLE_MODIFIER_VAR(char* modifierName, char* varName);
```

## Parameters

- `modifierName` (`char*`) — The name of timecycle modifier.
- `varName` (`char*`) — The name of timecycle variable.

## Returns

`void`

## Usage

### Lua

```lua
RemoveTimecycleModifierVar(modifierName, varName)

-- always available, by hash
Citizen.InvokeNative(0x5a5e0d05, modifierName, varName)
```

### JavaScript

```js
RemoveTimecycleModifierVar(modifierName, varName);

// by hash
Citizen.invokeNative('0x5a5e0d05', modifierName, varName);
```

### C#

```csharp
Function.Call((Hash)0x5a5e0d05, modifierName, varName);
```

## Examples

*Source: Cfx.re native reference*

```lua
local modifierName = "superDARK"
local varName = "postfx_noise"

if DoesTimecycleModifierHasVar(modifierName, varName) then
  local success, value1, value2 = GetTimecycleModifierVar(modifierName, varName)

  if success then
    print(string.format("[%s] removed var %s with values: %f %f", modifierName, varName, value1, value2))
    RemoveTimecycleModifierVar(modifierName, varName)
  end
else
    SetTimecycleModifierVar(modifierName, varName, 1.0, 1.0)
    print(string.format("[%s] created var %s", modifierName, varName))
end
```

## See also

- [CFX::GET_TIMECYCLE_MODIFIER_VAR](https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_VAR.md)
- [CFX::SET_TIMECYCLE_MODIFIER_VAR](https://natives.borderlinerp.com/natives/CFX/SET_TIMECYCLE_MODIFIER_VAR.md)

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_WEAPON_COMPONENT_FROM_PED

- **Hash:** `0x412AA00D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveWeaponComponentFromPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_WEAPON_COMPONENT_FROM_PED

## Signature

```c
void REMOVE_WEAPON_COMPONENT_FROM_PED(Ped ped, Hash weaponHash, Hash componentHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `componentHash` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

REMOVE_WEAPON_COMPONENT_FROM_PED

**This is the server-side RPC native equivalent of the client native [REMOVE_WEAPON_COMPONENT_FROM_PED](?\_0x1E8BE90C74FB4C09).**

## Usage

### Lua

```lua
RemoveWeaponComponentFromPed(ped, weaponHash, componentHash)

-- always available, by hash
Citizen.InvokeNative(0x412aa00d, ped, weaponHash, componentHash)
```

### JavaScript

```js
RemoveWeaponComponentFromPed(ped, weaponHash, componentHash);

// by hash
Citizen.invokeNative('0x412aa00d', ped, weaponHash, componentHash);
```

### C#

```csharp
Function.Call((Hash)0x412aa00d, ped, weaponHash, componentHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::REMOVE_WEAPON_FROM_PED

- **Hash:** `0x9C37F220`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveWeaponFromPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_WEAPON_FROM_PED

## Signature

```c
void REMOVE_WEAPON_FROM_PED(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
This native removes a specified weapon from your selected ped.
Weapon Hashes: pastebin.com/0wwDZgkF
Example:
C#:
Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA);
C++:
WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA);
The code above removes the knife from the player.
```

**This is the server-side RPC native equivalent of the client native [REMOVE_WEAPON_FROM_PED](?\_0x4899CB088EDF59B8).**

## Usage

### Lua

```lua
RemoveWeaponFromPed(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x9c37f220, ped, weaponHash)
```

### JavaScript

```js
RemoveWeaponFromPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0x9c37f220', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x9c37f220, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::REQUEST_PLAYER_COMMERCE_SESSION

- **Hash:** `0x96F93CCE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RequestPlayerCommerceSession`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REQUEST_PLAYER_COMMERCE_SESSION

## Signature

```c
void REQUEST_PLAYER_COMMERCE_SESSION(char* playerSrc, int skuId);
```

## Parameters

- `playerSrc` (`char*`) — The player handle
- `skuId` (`int`) — The ID of the SKU.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

> This native is deprecated and may be removed in a future version. Use the [Tebex API](https://docs.tebex.io/) instead.

Requests the specified player to buy the passed SKU. This'll pop up a prompt on the client, which upon acceptance
will open the browser prompting further purchase details.

## Usage

### Lua

```lua
RequestPlayerCommerceSession(playerSrc, skuId)

-- always available, by hash
Citizen.InvokeNative(0x96f93cce, playerSrc, skuId)
```

### JavaScript

```js
RequestPlayerCommerceSession(playerSrc, skuId);

// by hash
Citizen.invokeNative('0x96f93cce', playerSrc, skuId);
```

### C#

```csharp
Function.Call((Hash)0x96f93cce, playerSrc, skuId);
```

*Sources: Cfx.re native reference.*

---

# CFX::REQUEST_RESOURCE_FILE_SET

- **Hash:** `0xE7490533`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RequestResourceFileSet`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/REQUEST_RESOURCE_FILE_SET

## Signature

```c
BOOL REQUEST_RESOURCE_FILE_SET(char* setName);
```

## Parameters

- `setName` (`char*`) — The name of the file set as specified in `fxmanifest.lua`.

## Returns

`BOOL` — `TRUE` if the set is mounted, `FALSE` if the request is still pending.

## Description

*Source: Cfx.re native reference*

Requests a resource file set with the specified name to be downloaded and mounted on top of the current resource.

Resource file sets are specified in `fxmanifest.lua` with the following syntax:

```lua
file_set 'addon_ui' {
    'ui/addon/index.html',
    'ui/addon/**.js',
}
```

This command will trigger a script error if the request failed.

## Usage

### Lua

```lua
local retval = RequestResourceFileSet(setName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xe7490533, setName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestResourceFileSet(setName);

// by hash
const retval = Citizen.invokeNative('0xe7490533', setName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xe7490533, setName);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- fxmanifest.lua
file_set 'dummies' {
    'dummy/**.txt',
    'potato.txt',
}

-- main script
local function PrintTest()
    local tests = { 'potato.txt', 'dummy/1.txt', 'dummy/b/2.txt' }

    for _, v in ipairs(tests) do
        local data = LoadResourceFile(GetCurrentResourceName(), v)
        print(v, data)
    end
end

RegisterCommand('fileset', function()
    PrintTest()

    while not RequestResourceFileSet('dummies') do
        Wait(100)
    end

    PrintTest()
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::SAVE_RESOURCE_FILE

- **Hash:** `0xA09E7E7B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SaveResourceFile`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SAVE_RESOURCE_FILE

## Signature

```c
BOOL SAVE_RESOURCE_FILE(char* resourceName, char* fileName, char* data, int dataLength);
```

## Parameters

- `resourceName` (`char*`) — The name of the resource.
- `fileName` (`char*`) — The name of the file.
- `data` (`char*`) — The data to write to the file.
- `dataLength` (`int`) — The length of the written data.

## Returns

`BOOL` — A value indicating if the write succeeded.

## Description

*Source: Cfx.re native reference*

Writes the specified data to a file in the specified resource.
Using a length of `-1` will automatically detect the length assuming the data is a C string.

## Usage

### Lua

```lua
local retval = SaveResourceFile(resourceName, fileName, data, dataLength)

-- always available, by hash
local retval = Citizen.InvokeNative(0xa09e7e7b, resourceName, fileName, data, dataLength, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SaveResourceFile(resourceName, fileName, data, dataLength);

// by hash
const retval = Citizen.invokeNative('0xa09e7e7b', resourceName, fileName, data, dataLength, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xa09e7e7b, resourceName, fileName, data, dataLength);
```

## See also

- [CFX::LOAD_RESOURCE_FILE](https://natives.borderlinerp.com/natives/CFX/LOAD_RESOURCE_FILE.md) — Reads the contents of a text file in a specified resource.

*Sources: Cfx.re native reference.*

---

# CFX::SCAN_RESOURCE_ROOT

- **Hash:** `0x636F097F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ScanResourceRoot`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SCAN_RESOURCE_ROOT

## Signature

```c
void SCAN_RESOURCE_ROOT(char* rootPath, func callback);
```

## Parameters

- `rootPath` (`char*`) — The resource directory to scan.
- `callback` (`func`) — A callback that will receive an object with results.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Scans the resources in the specified resource root. This function is only available in the 'monitor mode' process and is
not available for user resources.

## Usage

### Lua

```lua
ScanResourceRoot(rootPath, callback)

-- always available, by hash
Citizen.InvokeNative(0x636f097f, rootPath, callback)
```

### JavaScript

```js
ScanResourceRoot(rootPath, callback);

// by hash
Citizen.invokeNative('0x636f097f', rootPath, callback);
```

### C#

```csharp
Function.Call((Hash)0x636f097f, rootPath, callback);
```

*Sources: Cfx.re native reference.*

---

# CFX::SCHEDULE_RESOURCE_TICK

- **Hash:** `0xB88A73AD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ScheduleResourceTick`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SCHEDULE_RESOURCE_TICK

## Signature

```c
void SCHEDULE_RESOURCE_TICK(char* resourceName);
```

## Parameters

- `resourceName` (`char*`) — The resource to tick.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Schedules the specified resource to run a tick as soon as possible, bypassing the server's fixed tick rate.

## Usage

### Lua

```lua
ScheduleResourceTick(resourceName)

-- always available, by hash
Citizen.InvokeNative(0xb88a73ad, resourceName)
```

### JavaScript

```js
ScheduleResourceTick(resourceName);

// by hash
Citizen.invokeNative('0xb88a73ad', resourceName);
```

### C#

```csharp
Function.Call((Hash)0xb88a73ad, resourceName);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_DUI_MESSAGE

- **Hash:** `0xCD380DA9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendDuiMessage`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_DUI_MESSAGE

## Signature

```c
void SEND_DUI_MESSAGE(long duiObject, char* jsonString);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.
- `jsonString` (`char*`) — The message, encoded as JSON.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sends a message to the specific DUI root page. This is similar to SEND_NUI_MESSAGE.

## Usage

### Lua

```lua
SendDuiMessage(duiObject, jsonString)

-- always available, by hash
Citizen.InvokeNative(0xcd380da9, duiObject, jsonString)
```

### JavaScript

```js
SendDuiMessage(duiObject, jsonString);

// by hash
Citizen.invokeNative('0xcd380da9', duiObject, jsonString);
```

### C#

```csharp
Function.Call((Hash)0xcd380da9, duiObject, jsonString);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_DUI_MOUSE_DOWN

- **Hash:** `0x5D01F191`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendDuiMouseDown`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_DUI_MOUSE_DOWN

## Signature

```c
void SEND_DUI_MOUSE_DOWN(long duiObject, char* button);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.
- `button` (`char*`) — Either `'left'`, `'middle'` or `'right'`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Injects a 'mouse down' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE.

## Usage

### Lua

```lua
SendDuiMouseDown(duiObject, button)

-- always available, by hash
Citizen.InvokeNative(0x5d01f191, duiObject, button)
```

### JavaScript

```js
SendDuiMouseDown(duiObject, button);

// by hash
Citizen.invokeNative('0x5d01f191', duiObject, button);
```

### C#

```csharp
Function.Call((Hash)0x5d01f191, duiObject, button);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_DUI_MOUSE_MOVE

- **Hash:** `0xD9D7A0AA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendDuiMouseMove`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_DUI_MOUSE_MOVE

## Signature

```c
void SEND_DUI_MOUSE_MOVE(long duiObject, int x, int y);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.
- `x` (`int`) — The mouse X position.
- `y` (`int`) — The mouse Y position.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Injects a 'mouse move' event for a DUI object. Coordinates are in browser space.

## Usage

### Lua

```lua
SendDuiMouseMove(duiObject, x, y)

-- always available, by hash
Citizen.InvokeNative(0xd9d7a0aa, duiObject, x, y)
```

### JavaScript

```js
SendDuiMouseMove(duiObject, x, y);

// by hash
Citizen.invokeNative('0xd9d7a0aa', duiObject, x, y);
```

### C#

```csharp
Function.Call((Hash)0xd9d7a0aa, duiObject, x, y);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_DUI_MOUSE_UP

- **Hash:** `0x1D735B93`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendDuiMouseUp`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_DUI_MOUSE_UP

## Signature

```c
void SEND_DUI_MOUSE_UP(long duiObject, char* button);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.
- `button` (`char*`) — Either `'left'`, `'middle'` or `'right'`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Injects a 'mouse up' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE.

## Usage

### Lua

```lua
SendDuiMouseUp(duiObject, button)

-- always available, by hash
Citizen.InvokeNative(0x1d735b93, duiObject, button)
```

### JavaScript

```js
SendDuiMouseUp(duiObject, button);

// by hash
Citizen.invokeNative('0x1d735b93', duiObject, button);
```

### C#

```csharp
Function.Call((Hash)0x1d735b93, duiObject, button);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_DUI_MOUSE_WHEEL

- **Hash:** `0x2D62133A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendDuiMouseWheel`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_DUI_MOUSE_WHEEL

## Signature

```c
void SEND_DUI_MOUSE_WHEEL(long duiObject, int deltaY, int deltaX);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.
- `deltaY` (`int`) — The wheel Y delta.
- `deltaX` (`int`) — The wheel X delta.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Injects a 'mouse wheel' event for a DUI object.

## Usage

### Lua

```lua
SendDuiMouseWheel(duiObject, deltaY, deltaX)

-- always available, by hash
Citizen.InvokeNative(0x2d62133a, duiObject, deltaY, deltaX)
```

### JavaScript

```js
SendDuiMouseWheel(duiObject, deltaY, deltaX);

// by hash
Citizen.invokeNative('0x2d62133a', duiObject, deltaY, deltaX);
```

### C#

```csharp
Function.Call((Hash)0x2d62133a, duiObject, deltaY, deltaX);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_LOADING_SCREEN_MESSAGE

- **Hash:** `0x8BBE6CC0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendLoadingScreenMessage`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_LOADING_SCREEN_MESSAGE

## Signature

```c
BOOL SEND_LOADING_SCREEN_MESSAGE(char* jsonString);
```

## Parameters

- `jsonString` (`char*`) — The JSON-encoded message.

## Returns

`BOOL` — A success value.

## Description

*Source: Cfx.re native reference*

Sends a message to the `loadingScreen` NUI frame, which contains the HTML page referenced in `loadscreen` resources.

## Usage

### Lua

```lua
local retval = SendLoadingScreenMessage(jsonString)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8bbe6cc0, jsonString, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SendLoadingScreenMessage(jsonString);

// by hash
const retval = Citizen.invokeNative('0x8bbe6cc0', jsonString, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8bbe6cc0, jsonString);
```

*Sources: Cfx.re native reference.*

---

# CFX::SEND_NUI_MESSAGE

- **Hash:** `0x78608ACB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SendNuiMessage`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SEND_NUI_MESSAGE

## Signature

```c
BOOL SEND_NUI_MESSAGE(char* jsonString);
```

## Parameters

- `jsonString` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SendNuiMessage(jsonString)

-- always available, by hash
local retval = Citizen.InvokeNative(0x78608acb, jsonString, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SendNuiMessage(jsonString);

// by hash
const retval = Citizen.invokeNative('0x78608acb', jsonString, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x78608acb, jsonString);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_AUDIO_SUBMIX_EFFECT_PARAM_FLOAT

- **Hash:** `0x9A209B3C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetAudioSubmixEffectParamFloat`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_AUDIO_SUBMIX_EFFECT_PARAM_FLOAT

## Signature

```c
void SET_AUDIO_SUBMIX_EFFECT_PARAM_FLOAT(int submixId, int effectSlot, int paramIndex, float paramValue);
```

## Parameters

- `submixId` (`int`) — The submix.
- `effectSlot` (`int`) — The effect slot for the submix. It is expected that the effect is set in this slot beforehand.
- `paramIndex` (`int`) — The parameter index for the effect.
- `paramValue` (`float`) — The parameter value to set.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets a floating-point parameter for a submix effect.

## Usage

### Lua

```lua
SetAudioSubmixEffectParamFloat(submixId, effectSlot, paramIndex, paramValue)

-- always available, by hash
Citizen.InvokeNative(0x9a209b3c, submixId, effectSlot, paramIndex, paramValue)
```

### JavaScript

```js
SetAudioSubmixEffectParamFloat(submixId, effectSlot, paramIndex, paramValue);

// by hash
Citizen.invokeNative('0x9a209b3c', submixId, effectSlot, paramIndex, paramValue + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9a209b3c, submixId, effectSlot, paramIndex, paramValue);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_AUDIO_SUBMIX_EFFECT_PARAM_INT

- **Hash:** `0x77FAE2B8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetAudioSubmixEffectParamInt`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_AUDIO_SUBMIX_EFFECT_PARAM_INT

## Signature

```c
void SET_AUDIO_SUBMIX_EFFECT_PARAM_INT(int submixId, int effectSlot, int paramIndex, int paramValue);
```

## Parameters

- `submixId` (`int`) — The submix.
- `effectSlot` (`int`) — The effect slot for the submix. It is expected that the effect is set in this slot beforehand.
- `paramIndex` (`int`) — The parameter index for the effect.
- `paramValue` (`int`) — The parameter value to set.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets an integer parameter for a submix effect.

## Usage

### Lua

```lua
SetAudioSubmixEffectParamInt(submixId, effectSlot, paramIndex, paramValue)

-- always available, by hash
Citizen.InvokeNative(0x77fae2b8, submixId, effectSlot, paramIndex, paramValue)
```

### JavaScript

```js
SetAudioSubmixEffectParamInt(submixId, effectSlot, paramIndex, paramValue);

// by hash
Citizen.invokeNative('0x77fae2b8', submixId, effectSlot, paramIndex, paramValue);
```

### C#

```csharp
Function.Call((Hash)0x77fae2b8, submixId, effectSlot, paramIndex, paramValue);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_AUDIO_SUBMIX_EFFECT_RADIO_FX

- **Hash:** `0xAAA94D53`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetAudioSubmixEffectRadioFx`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_AUDIO_SUBMIX_EFFECT_RADIO_FX

## Signature

```c
void SET_AUDIO_SUBMIX_EFFECT_RADIO_FX(int submixId, int effectSlot);
```

## Parameters

- `submixId` (`int`) — The submix.
- `effectSlot` (`int`) — The effect slot for the submix.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Assigns a RadioFX effect to a submix effect slot.

The parameter values for this effect are as follows (backticks are used to represent hashes):

| Index | Type | Description |
|-|-|-|
| \`enabled\` | int | Enables or disables RadioFX on this DSP. |
| \`default\` | int | Sets default parameters for the RadioFX DSP and enables it. |
| \`freq_low\` | float |  |
| \`freq_hi\` | float |  |
| \`fudge\` | float |  |
| \`rm_mod_freq\` | float |  |
| \`rm_mix\` | float |  |
| \`o_freq_lo\` | float |  |
| \`o_freq_hi\` | float |  |

## Usage

### Lua

```lua
SetAudioSubmixEffectRadioFx(submixId, effectSlot)

-- always available, by hash
Citizen.InvokeNative(0xaaa94d53, submixId, effectSlot)
```

### JavaScript

```js
SetAudioSubmixEffectRadioFx(submixId, effectSlot);

// by hash
Citizen.invokeNative('0xaaa94d53', submixId, effectSlot);
```

### C#

```csharp
Function.Call((Hash)0xaaa94d53, submixId, effectSlot);
```

## Examples

*Source: Cfx.re native reference*

```lua
-- we want to change the master output
local submix = 0

-- add a RadioFX effect to slot 0
SetAudioSubmixEffectRadioFx(submix, 0)

-- set the default values
SetAudioSubmixEffectParamInt(submix, 0, `default`, 1)
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_AUDIO_SUBMIX_OUTPUT_VOLUMES

- **Hash:** `0x825DC0D1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetAudioSubmixOutputVolumes`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_AUDIO_SUBMIX_OUTPUT_VOLUMES

## Signature

```c
void SET_AUDIO_SUBMIX_OUTPUT_VOLUMES(int submixId, int outputSlot, float frontLeftVolume, float frontRightVolume, float rearLeftVolume, float rearRightVolume, float channel5Volume, float channel6Volume);
```

## Parameters

- `submixId` (`int`) — The submix.
- `outputSlot` (`int`) — The output slot index.
- `frontLeftVolume` (`float`) — The volume for the front left channel.
- `frontRightVolume` (`float`) — The volume for the front right channel.
- `rearLeftVolume` (`float`) — The volume for the rear left channel.
- `rearRightVolume` (`float`) — The volume for the rear right channel.
- `channel5Volume` (`float`) — The volume for channel 5.
- `channel6Volume` (`float`) — The volume for channel 6.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the volumes for the sound channels in a submix effect.
Values can be between 0.0 and 1.0.
Channel 5 and channel 6 are not used in voice chat but are believed to be center and LFE channels.
Output slot starts at 0 for the first ADD_AUDIO_SUBMIX_OUTPUT call then incremented by 1 on each subsequent call.

## Usage

### Lua

```lua
SetAudioSubmixOutputVolumes(submixId, outputSlot, frontLeftVolume, frontRightVolume, rearLeftVolume, rearRightVolume, channel5Volume, channel6Volume)

-- always available, by hash
Citizen.InvokeNative(0x825dc0d1, submixId, outputSlot, frontLeftVolume, frontRightVolume, rearLeftVolume, rearRightVolume, channel5Volume, channel6Volume)
```

### JavaScript

```js
SetAudioSubmixOutputVolumes(submixId, outputSlot, frontLeftVolume, frontRightVolume, rearLeftVolume, rearRightVolume, channel5Volume, channel6Volume);

// by hash
Citizen.invokeNative('0x825dc0d1', submixId, outputSlot, frontLeftVolume + 0.0000001, frontRightVolume + 0.0000001, rearLeftVolume + 0.0000001, rearRightVolume + 0.0000001, channel5Volume + 0.0000001, channel6Volume + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x825dc0d1, submixId, outputSlot, frontLeftVolume, frontRightVolume, rearLeftVolume, rearRightVolume, channel5Volume, channel6Volume);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_BACKFACECULLING

- **Hash:** `0xC44C2F44`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetBackfaceculling`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_BACKFACECULLING

## Signature

```c
void SET_BACKFACECULLING(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBackfaceculling(toggle)

-- always available, by hash
Citizen.InvokeNative(0xc44c2f44, toggle)
```

### JavaScript

```js
SetBackfaceculling(toggle);

// by hash
Citizen.invokeNative('0xc44c2f44', toggle);
```

### C#

```csharp
Function.Call((Hash)0xc44c2f44, toggle);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_BLIP_SPRITE

- **Hash:** `0x8DBBB0B9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetBlipSprite`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_BLIP_SPRITE

## Signature

```c
void SET_BLIP_SPRITE(Blip blip, int spriteId);
```

## Parameters

- `blip` (`Blip`) — The blip to change.
- `spriteId` (`int`) — The sprite ID to set.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the displayed sprite for a specific blip.
There's a [list of sprites](https://docs.fivem.net/docs/game-references/blips/) on the FiveM documentation site.

**This is the server-side RPC native equivalent of the client native [SET_BLIP_SPRITE](?\_0xDF735600A4696DAF).**

## Usage

### Lua

```lua
SetBlipSprite(blip, spriteId)

-- always available, by hash
Citizen.InvokeNative(0x8dbbb0b9, blip, spriteId)
```

### JavaScript

```js
SetBlipSprite(blip, spriteId);

// by hash
Citizen.invokeNative('0x8dbbb0b9', blip, spriteId);
```

### C#

```csharp
Function.Call((Hash)0x8dbbb0b9, blip, spriteId);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_CLIENT_CONFIG_BOOL

- **Hash:** `0xD174EF7E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetClientConfigBool`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_CLIENT_CONFIG_BOOL

## Signature

```c
void SET_CLIENT_CONFIG_BOOL(int flagIndex, BOOL enabled);
```

## Parameters

- `flagIndex` (`int`) — The index of the configuration flag to set.
- `enabled` (`BOOL`) — Whether to enable or disable the flag.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```cpp
enum ClientConfigFlag
{
    WeaponsNoAutoReload = 0,
	UIVisibleWhenDead = 1,
	DisableDeathAudioScene = 2,
	DisableRemoteAttachments = 3
}
```

Sets the value of a client configuration flag.
This native allows enabling or disabling specific one-time client-side features.

## Usage

### Lua

```lua
SetClientConfigBool(flagIndex, enabled)

-- always available, by hash
Citizen.InvokeNative(0xd174ef7e, flagIndex, enabled)
```

### JavaScript

```js
SetClientConfigBool(flagIndex, enabled);

// by hash
Citizen.invokeNative('0xd174ef7e', flagIndex, enabled);
```

### C#

```csharp
Function.Call((Hash)0xd174ef7e, flagIndex, enabled);
```

## See also

- [CFX::GET_CLIENT_CONFIG_BOOL](https://natives.borderlinerp.com/natives/CFX/GET_CLIENT_CONFIG_BOOL.md) — Returns whether a specific client configuration flag is currently enabled.

*Sources: Cfx.re native reference.*

---

# CFX::SET_CONVAR

- **Hash:** `0x341B16D2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetConvar`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_CONVAR

## Signature

```c
void SET_CONVAR(char* varName, char* value);
```

## Parameters

- `varName` (`char*`)
- `value` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetConvar(varName, value)

-- always available, by hash
Citizen.InvokeNative(0x341b16d2, varName, value)
```

### JavaScript

```js
SetConvar(varName, value);

// by hash
Citizen.invokeNative('0x341b16d2', varName, value);
```

### C#

```csharp
Function.Call((Hash)0x341b16d2, varName, value);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_CONVAR_REPLICATED

- **Hash:** `0xF292858C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetConvarReplicated`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_CONVAR_REPLICATED

## Signature

```c
void SET_CONVAR_REPLICATED(char* varName, char* value);
```

## Parameters

- `varName` (`char*`) — The console variable name.
- `value` (`char*`) — The value to set for the given console variable.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Used to replicate a server variable onto clients.

## Usage

### Lua

```lua
SetConvarReplicated(varName, value)

-- always available, by hash
Citizen.InvokeNative(0xf292858c, varName, value)
```

### JavaScript

```js
SetConvarReplicated(varName, value);

// by hash
Citizen.invokeNative('0xf292858c', varName, value);
```

### C#

```csharp
Function.Call((Hash)0xf292858c, varName, value);
```

## Examples

*Source: Cfx.re native reference*

```lua
SetConvarReplicated('voice_useNativeAudio', 'true')
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_CONVAR_SERVER_INFO

- **Hash:** `0x9338D547`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetConvarServerInfo`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_CONVAR_SERVER_INFO

## Signature

```c
void SET_CONVAR_SERVER_INFO(char* varName, char* value);
```

## Parameters

- `varName` (`char*`)
- `value` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetConvarServerInfo(varName, value)

-- always available, by hash
Citizen.InvokeNative(0x9338d547, varName, value)
```

### JavaScript

```js
SetConvarServerInfo(varName, value);

// by hash
Citizen.invokeNative('0x9338d547', varName, value);
```

### C#

```csharp
Function.Call((Hash)0x9338d547, varName, value);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_CURRENT_PED_WEAPON

- **Hash:** `0xB8278882`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetCurrentPedWeapon`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_CURRENT_PED_WEAPON

## Signature

```c
void SET_CURRENT_PED_WEAPON(Ped ped, Hash weaponHash, BOOL bForceInHand);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `bForceInHand` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_CURRENT_PED_WEAPON

**This is the server-side RPC native equivalent of the client native [SET_CURRENT_PED_WEAPON](?\_0xADF692B254977C0C).**

## Usage

### Lua

```lua
SetCurrentPedWeapon(ped, weaponHash, bForceInHand)

-- always available, by hash
Citizen.InvokeNative(0xb8278882, ped, weaponHash, bForceInHand)
```

### JavaScript

```js
SetCurrentPedWeapon(ped, weaponHash, bForceInHand);

// by hash
Citizen.invokeNative('0xb8278882', ped, weaponHash, bForceInHand);
```

### C#

```csharp
Function.Call((Hash)0xb8278882, ped, weaponHash, bForceInHand);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [CFX::GET_CURRENT_PED_WEAPON](https://natives.borderlinerp.com/natives/CFX/GET_CURRENT_PED_WEAPON.md) — Returns the hash of weapon the Ped is currently using.

*Sources: Cfx.re native reference.*

---

# CFX::SET_CURSOR_LOCATION

- **Hash:** `0x8A7A8DAC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetCursorLocation`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_CURSOR_LOCATION

## Signature

```c
BOOL SET_CURSOR_LOCATION(float x, float y);
```

## Parameters

- `x` (`float`) — X position.
- `y` (`float`) — Y position.

## Returns

`BOOL` — A boolean.

## Usage

### Lua

```lua
local retval = SetCursorLocation(x, y)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8a7a8dac, x, y, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetCursorLocation(x, y);

// by hash
const retval = Citizen.invokeNative('0x8a7a8dac', x + 0.0000001, y + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8a7a8dac, x, y);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_DISCORD_APP_ID

- **Hash:** `0x6A02254D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDiscordAppId`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DISCORD_APP_ID

## Signature

```c
void SET_DISCORD_APP_ID(char* appId);
```

## Parameters

- `appId` (`char*`) — A valid Discord API App Id, can be generated at https://discordapp.com/developers/applications/

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native sets the app id for the discord rich presence implementation.

## Usage

### Lua

```lua
SetDiscordAppId(appId)

-- always available, by hash
Citizen.InvokeNative(0x6a02254d, appId)
```

### JavaScript

```js
SetDiscordAppId(appId);

// by hash
Citizen.invokeNative('0x6a02254d', appId);
```

### C#

```csharp
Function.Call((Hash)0x6a02254d, appId);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_DISCORD_RICH_PRESENCE_ACTION

- **Hash:** `0xCBBC3FAC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDiscordRichPresenceAction`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DISCORD_RICH_PRESENCE_ACTION

## Signature

```c
void SET_DISCORD_RICH_PRESENCE_ACTION(int index, char* label, char* url);
```

## Parameters

- `index` (`int`) — The button index, either 0 or 1.
- `label` (`char*`) — The text to display on the button.
- `url` (`char*`) — The URL to open when clicking the button. This has to start with `fivem://connect/` or `https://`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets a clickable button to be displayed in a player's Discord rich presence.

## Usage

### Lua

```lua
SetDiscordRichPresenceAction(index, label, url)

-- always available, by hash
Citizen.InvokeNative(0xcbbc3fac, index, label, url)
```

### JavaScript

```js
SetDiscordRichPresenceAction(index, label, url);

// by hash
Citizen.invokeNative('0xcbbc3fac', index, label, url);
```

### C#

```csharp
Function.Call((Hash)0xcbbc3fac, index, label, url);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_DISCORD_RICH_PRESENCE_ASSET

- **Hash:** `0x53DFD530`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDiscordRichPresenceAsset`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DISCORD_RICH_PRESENCE_ASSET

## Signature

```c
void SET_DISCORD_RICH_PRESENCE_ASSET(char* assetName);
```

## Parameters

- `assetName` (`char*`) — The name of a valid asset registered on Discordapp's developer dashboard. note that the asset has to be registered under the same discord API application set using the SET_DISCORD_APP_ID native.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native sets the image asset for the discord rich presence implementation.

## Usage

### Lua

```lua
SetDiscordRichPresenceAsset(assetName)

-- always available, by hash
Citizen.InvokeNative(0x53dfd530, assetName)
```

### JavaScript

```js
SetDiscordRichPresenceAsset(assetName);

// by hash
Citizen.invokeNative('0x53dfd530', assetName);
```

### C#

```csharp
Function.Call((Hash)0x53dfd530, assetName);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_DISCORD_RICH_PRESENCE_ASSET_SMALL

- **Hash:** `0xF61D04C4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDiscordRichPresenceAssetSmall`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DISCORD_RICH_PRESENCE_ASSET_SMALL

## Signature

```c
void SET_DISCORD_RICH_PRESENCE_ASSET_SMALL(char* assetName);
```

## Parameters

- `assetName` (`char*`) — The name of a valid asset registered on Discordapp's developer dashboard. Note that the asset has to be registered under the same discord API application set using the SET_DISCORD_APP_ID native.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native sets the small image asset for the discord rich presence implementation.

## Usage

### Lua

```lua
SetDiscordRichPresenceAssetSmall(assetName)

-- always available, by hash
Citizen.InvokeNative(0xf61d04c4, assetName)
```

### JavaScript

```js
SetDiscordRichPresenceAssetSmall(assetName);

// by hash
Citizen.invokeNative('0xf61d04c4', assetName);
```

### C#

```csharp
Function.Call((Hash)0xf61d04c4, assetName);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_DISCORD_RICH_PRESENCE_ASSET_SMALL_TEXT

- **Hash:** `0x35E62B6A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDiscordRichPresenceAssetSmallText`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DISCORD_RICH_PRESENCE_ASSET_SMALL_TEXT

## Signature

```c
void SET_DISCORD_RICH_PRESENCE_ASSET_SMALL_TEXT(char* text);
```

## Parameters

- `text` (`char*`) — Text to be displayed when hovering over small image asset. Note that you must also set a valid small image asset using the SET_DISCORD_RICH_PRESENCE_ASSET_SMALL native.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native sets the hover text of the small image asset for the discord rich presence implementation.

## Usage

### Lua

```lua
SetDiscordRichPresenceAssetSmallText(text)

-- always available, by hash
Citizen.InvokeNative(0x35e62b6a, text)
```

### JavaScript

```js
SetDiscordRichPresenceAssetSmallText(text);

// by hash
Citizen.invokeNative('0x35e62b6a', text);
```

### C#

```csharp
Function.Call((Hash)0x35e62b6a, text);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_DISCORD_RICH_PRESENCE_ASSET_TEXT

- **Hash:** `0xB029D2FA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDiscordRichPresenceAssetText`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DISCORD_RICH_PRESENCE_ASSET_TEXT

## Signature

```c
void SET_DISCORD_RICH_PRESENCE_ASSET_TEXT(char* text);
```

## Parameters

- `text` (`char*`) — Text to be displayed when hovering over image asset. Note that you must also set a valid image asset using the SET_DISCORD_RICH_PRESENCE_ASSET native.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native sets the hover text of the image asset for the discord rich presence implementation.

## Usage

### Lua

```lua
SetDiscordRichPresenceAssetText(text)

-- always available, by hash
Citizen.InvokeNative(0xb029d2fa, text)
```

### JavaScript

```js
SetDiscordRichPresenceAssetText(text);

// by hash
Citizen.invokeNative('0xb029d2fa', text);
```

### C#

```csharp
Function.Call((Hash)0xb029d2fa, text);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_DRAW_ORIGIN

- **Hash:** `0xE10198D5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDrawOrigin`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DRAW_ORIGIN

## Signature

```c
void SET_DRAW_ORIGIN(float x, float y, float z, BOOL is2d);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `is2d` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the on-screen drawing origin for draw-functions in world coordinates.

The effect can be reset by calling [`CLEAR_DRAW_ORIGIN`](#\_0xDD76B263) and is limited to 32 different origins each frame.

## Usage

### Lua

```lua
SetDrawOrigin(x, y, z, is2d)

-- always available, by hash
Citizen.InvokeNative(0xe10198d5, x, y, z, is2d)
```

### JavaScript

```js
SetDrawOrigin(x, y, z, is2d);

// by hash
Citizen.invokeNative('0xe10198d5', x + 0.0000001, y + 0.0000001, z + 0.0000001, is2d);
```

### C#

```csharp
Function.Call((Hash)0xe10198d5, x, y, z, is2d);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::CLEAR_DRAW_ORIGIN](https://natives.borderlinerp.com/natives/CFX/CLEAR_DRAW_ORIGIN.md) — Resets the screen's draw-origin which was changed by the function SET_DRAW_ORIGIN back to x=0, y=0.

*Sources: Cfx.re native reference.*

---

# CFX::SET_DUI_URL

- **Hash:** `0xF761D9F3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetDuiUrl`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_DUI_URL

## Signature

```c
void SET_DUI_URL(long duiObject, char* url);
```

## Parameters

- `duiObject` (`long`) — The DUI browser handle.
- `url` (`char*`) — The new URL.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Navigates the specified DUI browser to a different URL.

## Usage

### Lua

```lua
SetDuiUrl(duiObject, url)

-- always available, by hash
Citizen.InvokeNative(0xf761d9f3, duiObject, url)
```

### JavaScript

```js
SetDuiUrl(duiObject, url);

// by hash
Citizen.invokeNative('0xf761d9f3', duiObject, url);
```

### C#

```csharp
Function.Call((Hash)0xf761d9f3, duiObject, url);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_COORDS

- **Hash:** `0xDF70B41B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityCoords`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_COORDS

## Signature

```c
void SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea);
```

## Parameters

- `entity` (`Entity`) — The entity to change coordinates for.
- `xPos` (`float`) — The X coordinate.
- `yPos` (`float`) — The Y coordinate.
- `zPos` (`float`) — The Z coordinate, ground level.
- `alive` (`BOOL`) — Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
- `deadFlag` (`BOOL`) — Whether to disable physics for dead peds, too, and not just living peds.
- `ragdollFlag` (`BOOL`) — A special flag used for ragdolling peds.
- `clearArea` (`BOOL`) — Whether to clear any entities in the target area.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.

**This is the server-side RPC native equivalent of the client native [SET_ENTITY_COORDS](?\_0x06843DA7060A026B).**

## Usage

### Lua

```lua
SetEntityCoords(entity, xPos, yPos, zPos, alive, deadFlag, ragdollFlag, clearArea)

-- always available, by hash
Citizen.InvokeNative(0xdf70b41b, entity, xPos, yPos, zPos, alive, deadFlag, ragdollFlag, clearArea)
```

### JavaScript

```js
SetEntityCoords(entity, xPos, yPos, zPos, alive, deadFlag, ragdollFlag, clearArea);

// by hash
Citizen.invokeNative('0xdf70b41b', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, alive, deadFlag, ragdollFlag, clearArea);
```

### C#

```csharp
Function.Call((Hash)0xdf70b41b, entity, xPos, yPos, zPos, alive, deadFlag, ragdollFlag, clearArea);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_ENTITY_COORDS](https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_COORDS.md) — Gets the current coordinates for a specified entity.

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_DISTANCE_CULLING_RADIUS

- **Hash:** `0xD3A183A3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityDistanceCullingRadius`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_DISTANCE_CULLING_RADIUS

## Signature

```c
void SET_ENTITY_DISTANCE_CULLING_RADIUS(Entity entity, float radius);
```

## Parameters

- `entity` (`Entity`) — The entity handle to override the distance culling radius.
- `radius` (`float`) — The new distance culling radius.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

It overrides the default distance culling radius of an entity. Set to `0.0` to reset.
If you want to interact with an entity outside of your players' scopes set the radius to a huge number.

**WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4)

## Usage

### Lua

```lua
SetEntityDistanceCullingRadius(entity, radius)

-- always available, by hash
Citizen.InvokeNative(0xd3a183a3, entity, radius)
```

### JavaScript

```js
SetEntityDistanceCullingRadius(entity, radius);

// by hash
Citizen.invokeNative('0xd3a183a3', entity, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xd3a183a3, entity, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_HEADING

- **Hash:** `0xE0FF064D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityHeading`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_HEADING

## Signature

```c
void SET_ENTITY_HEADING(Entity entity, float heading);
```

## Parameters

- `entity` (`Entity`) — The entity to set the heading for.
- `heading` (`float`) — The heading in degrees.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Set the heading of an entity in degrees also known as "Yaw".

**This is the server-side RPC native equivalent of the client native [SET_ENTITY_HEADING](?\_0x8E2530AA8ADA980E).**

## Usage

### Lua

```lua
SetEntityHeading(entity, heading)

-- always available, by hash
Citizen.InvokeNative(0xe0ff064d, entity, heading)
```

### JavaScript

```js
SetEntityHeading(entity, heading);

// by hash
Citizen.invokeNative('0xe0ff064d', entity, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xe0ff064d, entity, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_ENTITY_HEADING](https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_HEADING.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_IGNORE_REQUEST_CONTROL_FILTER

- **Hash:** `0x9F7F8D36`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityIgnoreRequestControlFilter`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_IGNORE_REQUEST_CONTROL_FILTER

## Signature

```c
void SET_ENTITY_IGNORE_REQUEST_CONTROL_FILTER(Entity entity, bool ignore);
```

## Parameters

- `entity` (`Entity`) — The entity handle to ignore the request control filter.
- `ignore` (`bool`) — Define if the entity ignores the request control filter policy.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

It allows to flag an entity to ignore the request control filter policy.

## Usage

### Lua

```lua
SetEntityIgnoreRequestControlFilter(entity, ignore)

-- always available, by hash
Citizen.InvokeNative(0x9f7f8d36, entity, ignore)
```

### JavaScript

```js
SetEntityIgnoreRequestControlFilter(entity, ignore);

// by hash
Citizen.invokeNative('0x9f7f8d36', entity, ignore);
```

### C#

```csharp
Function.Call((Hash)0x9f7f8d36, entity, ignore);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_ORPHAN_MODE

- **Hash:** `0x489E9162`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityOrphanMode`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_ORPHAN_MODE

## Signature

```c
void SET_ENTITY_ORPHAN_MODE(Entity entity, int orphanMode);
```

## Parameters

- `entity` (`Entity`) — The entity to set the orphan mode of
- `orphanMode` (`int`) — The mode that the server should use for determining if an entity should be removed.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```cpp
enum EntityOrphanMode {
    // Default, this will delete the entity when it isn't relevant to any players
    // NOTE: this *doesn't* mean when they're no longer in scope
    DeleteWhenNotRelevant = 0,
    // The entity will be deleted whenever its original owner disconnects
    // NOTE: if this is set when the entities original owner has already left it will be
    // marked for deletion (similar to just calling DELETE_ENTITY)
    DeleteOnOwnerDisconnect = 1,
    // The entity will never be deleted by the server when it does relevancy checks
    // you should only use this on entities that need to be relatively persistent
    KeepEntity = 2
}
```

Sets what the server will do when the entity no longer has its original owner. By default the server will cleanup entities that it considers "no longer relevant".

When used on trains, this native will recursively call onto all attached carriages.

**NOTE**: When used with `KeepEntity` (2) this native only guarantees that the ***server*** will not delete the entity, client requests to delete the entity will still work perfectly fine.

## Usage

### Lua

```lua
SetEntityOrphanMode(entity, orphanMode)

-- always available, by hash
Citizen.InvokeNative(0x489e9162, entity, orphanMode)
```

### JavaScript

```js
SetEntityOrphanMode(entity, orphanMode);

// by hash
Citizen.invokeNative('0x489e9162', entity, orphanMode);
```

### C#

```csharp
Function.Call((Hash)0x489e9162, entity, orphanMode);
```

## See also

- [CFX::GET_ENTITY_ORPHAN_MODE](https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ORPHAN_MODE.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_ROTATION

- **Hash:** `0xA345EFE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityRotation`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_ROTATION

## Signature

```c
void SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL bDeadCheck);
```

## Parameters

- `entity` (`Entity`) — The entity to rotate.
- `pitch` (`float`) — The pitch (X-axis) rotation in degrees.
- `roll` (`float`) — The roll (Y-axis) rotation in degrees.
- `yaw` (`float`) — The yaw (Z-axis) rotation in degrees.
- `rotationOrder` (`int`) — Specifies the order in which yaw, pitch, and roll are applied, see [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9) for the available rotation orders.
- `bDeadCheck` (`BOOL`) — Usually set to `true`. Determines whether to check if the entity is dead before applying the rotation.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the rotation of a specified entity in the game world.

```
NativeDB Introduced: v323
```

**This is the server-side RPC native equivalent of the client native [SET_ENTITY_ROTATION](?\_0x8524A8B0171D5E07).**

## Usage

### Lua

```lua
SetEntityRotation(entity, pitch, roll, yaw, rotationOrder, bDeadCheck)

-- always available, by hash
Citizen.InvokeNative(0xa345efe, entity, pitch, roll, yaw, rotationOrder, bDeadCheck)
```

### JavaScript

```js
SetEntityRotation(entity, pitch, roll, yaw, rotationOrder, bDeadCheck);

// by hash
Citizen.invokeNative('0xa345efe', entity, pitch + 0.0000001, roll + 0.0000001, yaw + 0.0000001, rotationOrder, bDeadCheck);
```

### C#

```csharp
Function.Call((Hash)0xa345efe, entity, pitch, roll, yaw, rotationOrder, bDeadCheck);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_ENTITY_ROTATION](https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ROTATION.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_ROUTING_BUCKET

- **Hash:** `0x635E5289`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityRoutingBucket`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_ROUTING_BUCKET

## Signature

```c
void SET_ENTITY_ROUTING_BUCKET(Entity entity, int bucket);
```

## Parameters

- `entity` (`Entity`) — The entity to set the routing bucket for.
- `bucket` (`int`) — The bucket ID.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the routing bucket for the specified entity.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

## Usage

### Lua

```lua
SetEntityRoutingBucket(entity, bucket)

-- always available, by hash
Citizen.InvokeNative(0x635e5289, entity, bucket)
```

### JavaScript

```js
SetEntityRoutingBucket(entity, bucket);

// by hash
Citizen.invokeNative('0x635e5289', entity, bucket);
```

### C#

```csharp
Function.Call((Hash)0x635e5289, entity, bucket);
```

## See also

- [CFX::GET_ENTITY_ROUTING_BUCKET](https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_ROUTING_BUCKET.md) — Gets the routing bucket for the specified entity.

*Sources: Cfx.re native reference.*

---

# CFX::SET_ENTITY_VELOCITY

- **Hash:** `0xFF5A1988`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityVelocity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_VELOCITY

## Signature

```c
void SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.
```

**This is the server-side RPC native equivalent of the client native [SET_ENTITY_VELOCITY](?\_0x1C99BB7B6E96D16F).**

## Usage

### Lua

```lua
SetEntityVelocity(entity, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xff5a1988, entity, x, y, z)
```

### JavaScript

```js
SetEntityVelocity(entity, x, y, z);

// by hash
Citizen.invokeNative('0xff5a1988', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xff5a1988, entity, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_ENTITY_VELOCITY](https://natives.borderlinerp.com/natives/CFX/GET_ENTITY_VELOCITY.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_GAME_TYPE

- **Hash:** `0xF90B7469`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetGameType`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_GAME_TYPE

## Signature

```c
void SET_GAME_TYPE(char* gametypeName);
```

## Parameters

- `gametypeName` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameType(gametypeName)

-- always available, by hash
Citizen.InvokeNative(0xf90b7469, gametypeName)
```

### JavaScript

```js
SetGameType(gametypeName);

// by hash
Citizen.invokeNative('0xf90b7469', gametypeName);
```

### C#

```csharp
Function.Call((Hash)0xf90b7469, gametypeName);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_HTTP_HANDLER

- **Hash:** `0xF5C6330C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetHttpHandler`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_HTTP_HANDLER

## Signature

```c
void SET_HTTP_HANDLER(func handler);
```

## Parameters

- `handler` (`func`) — The handler function.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the handler for HTTP requests made to the executing resource.

Example request URL: `http://localhost:30120/http-test/ping` - this request will be sent to the `http-test` resource with the `/ping` path.

The handler function assumes the following signature:

```ts
function HttpHandler(
  request: {
    address: string;
    headers: Record<string, string>;
    method: string;
    path: string;
    setDataHandler(handler: (data: string) => void): void;
    setDataHandler(handler: (data: ArrayBuffer) => void, binary: 'binary'): void;
    setCancelHandler(handler: () => void): void;
  },
  response: {
    writeHead(code: number, headers?: Record<string, string | string[]>): void;
    write(data: string): void;
    send(data?: string): void;
  }
): void;
```

*   **request**: The request object.
    *   **address**: The IP address of the request sender.
    *   **path**: The path to where the request was sent.
    *   **headers**: The headers sent with the request.
    *   **method**: The request method.
    *   **setDataHandler**: Sets the handler for when a data body is passed with the request. Additionally you can pass the `'binary'` argument to receive a `BufferArray` in JavaScript or `System.Byte[]` in C# (has no effect in Lua).
    *   **setCancelHandler**: Sets the handler for when the request is cancelled.
*   **response**: An object to control the response.
    *   **writeHead**: Sets the status code & headers of the response. Can be only called once and won't work if called after running other response functions.
    *   **write**: Writes to the response body without sending it. Can be called multiple times.
    *   **send**: Writes to the response body and then sends it along with the status code & headers, finishing the request.

## Usage

### Lua

```lua
SetHttpHandler(handler)

-- always available, by hash
Citizen.InvokeNative(0xf5c6330c, handler)
```

### JavaScript

```js
SetHttpHandler(handler);

// by hash
Citizen.invokeNative('0xf5c6330c', handler);
```

### C#

```csharp
Function.Call((Hash)0xf5c6330c, handler);
```

## Examples

*Source: Cfx.re native reference*

```lua
SetHttpHandler(function(request, response)
  if request.method == 'GET' and request.path == '/ping' then -- if a GET request was sent to the `/ping` path
      response.writeHead(200, { ['Content-Type'] = 'text/plain' }) -- set the response status code to `200 OK` and the body content type to plain text
      response.send('pong') -- respond to the request with `pong`
  else -- otherwise
      response.writeHead(404) -- set the response status code to `404 Not Found`
      response.send() -- respond to the request with no data
  end
end)
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_IGNORE_VEHICLE_OWNERSHIP_FOR_STOWING

- **Hash:** `0x85A10FFD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetIgnoreVehicleOwnershipForStowing`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_IGNORE_VEHICLE_OWNERSHIP_FOR_STOWING

## Signature

```c
void SET_IGNORE_VEHICLE_OWNERSHIP_FOR_STOWING(BOOL ignore);
```

## Parameters

- `ignore` (`BOOL`) — true to let the local player stow carriables on any hunting wagon, false to use the default behaviour.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets whether or not ownership checks should be performed while trying to stow a carriable on a hunting wagon.

## Usage

### Lua

```lua
SetIgnoreVehicleOwnershipForStowing(ignore)

-- always available, by hash
Citizen.InvokeNative(0x85a10ffd, ignore)
```

### JavaScript

```js
SetIgnoreVehicleOwnershipForStowing(ignore);

// by hash
Citizen.invokeNative('0x85a10ffd', ignore);
```

### C#

```csharp
Function.Call((Hash)0x85a10ffd, ignore);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_KEY_MAPPING_HIDE_RESOURCES

- **Hash:** `0xCB0241B5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetKeyMappingHideResources`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_KEY_MAPPING_HIDE_RESOURCES

## Signature

```c
void SET_KEY_MAPPING_HIDE_RESOURCES(bool hide);
```

## Parameters

- `hide` (`bool`) — `true` will disable the display of resource names, and `false` will enable it.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Toggles the visibility of resource names in the FiveM key mapping page.

## Usage

### Lua

```lua
SetKeyMappingHideResources(hide)

-- always available, by hash
Citizen.InvokeNative(0xcb0241b5, hide)
```

### JavaScript

```js
SetKeyMappingHideResources(hide);

// by hash
Citizen.invokeNative('0xcb0241b5', hide);
```

### C#

```csharp
Function.Call((Hash)0xcb0241b5, hide);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_MANUAL_SHUTDOWN_LOADING_SCREEN_NUI

- **Hash:** `0x1722C938`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetManualShutdownLoadingScreenNui`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_MANUAL_SHUTDOWN_LOADING_SCREEN_NUI

## Signature

```c
void SET_MANUAL_SHUTDOWN_LOADING_SCREEN_NUI(BOOL manualShutdown);
```

## Parameters

- `manualShutdown` (`BOOL`) — TRUE to manually shut down the loading screen NUI.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

**Note**: This native is deprecated and doesn't work anymore. Use [loadscreen_manual_shutdown](https://docs.fivem.net/docs/scripting-reference/resource-manifest/#loadscreen_manual_shutdown) in the fxmanifest.lua instead.

## Usage

### Lua

```lua
SetManualShutdownLoadingScreenNui(manualShutdown)

-- always available, by hash
Citizen.InvokeNative(0x1722c938, manualShutdown)
```

### JavaScript

```js
SetManualShutdownLoadingScreenNui(manualShutdown);

// by hash
Citizen.invokeNative('0x1722c938', manualShutdown);
```

### C#

```csharp
Function.Call((Hash)0x1722c938, manualShutdown);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_MAP_NAME

- **Hash:** `0xB7BA82DC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetMapName`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_MAP_NAME

## Signature

```c
void SET_MAP_NAME(char* mapName);
```

## Parameters

- `mapName` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetMapName(mapName)

-- always available, by hash
Citizen.InvokeNative(0xb7ba82dc, mapName)
```

### JavaScript

```js
SetMapName(mapName);

// by hash
Citizen.invokeNative('0xb7ba82dc', mapName);
```

### C#

```csharp
Function.Call((Hash)0xb7ba82dc, mapName);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_MINIMAP_TYPE

- **Hash:** `0x5FB53015`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetMinimapType`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_MINIMAP_TYPE

## Signature

```c
void SET_MINIMAP_TYPE(int type);
```

## Parameters

- `type` (`int`) — Type to set the minimap to.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Possible Types:

```
0 = Off,
1 = Regular,
2 = Expanded,
3 = Simple,
```

## Usage

### Lua

```lua
SetMinimapType(type)

-- always available, by hash
Citizen.InvokeNative(0x5fb53015, type)
```

### JavaScript

```js
SetMinimapType(type);

// by hash
Citizen.invokeNative('0x5fb53015', type);
```

### C#

```csharp
Function.Call((Hash)0x5fb53015, type);
```

## See also

- [CFX::GET_MINIMAP_TYPE](https://natives.borderlinerp.com/natives/CFX/GET_MINIMAP_TYPE.md) — Get the minimap type:

*Sources: Cfx.re native reference.*

---

# CFX::SET_NUI_FOCUS

- **Hash:** `0x5B98AE30`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetNuiFocus`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_NUI_FOCUS

## Signature

```c
void SET_NUI_FOCUS(BOOL hasFocus, BOOL hasCursor);
```

## Parameters

- `hasFocus` (`BOOL`)
- `hasCursor` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNuiFocus(hasFocus, hasCursor)

-- always available, by hash
Citizen.InvokeNative(0x5b98ae30, hasFocus, hasCursor)
```

### JavaScript

```js
SetNuiFocus(hasFocus, hasCursor);

// by hash
Citizen.invokeNative('0x5b98ae30', hasFocus, hasCursor);
```

### C#

```csharp
Function.Call((Hash)0x5b98ae30, hasFocus, hasCursor);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_NUI_FOCUS_KEEP_INPUT

- **Hash:** `0x3FF5E5F8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetNuiFocusKeepInput`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_NUI_FOCUS_KEEP_INPUT

## Signature

```c
void SET_NUI_FOCUS_KEEP_INPUT(BOOL keepInput);
```

## Parameters

- `keepInput` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNuiFocusKeepInput(keepInput)

-- always available, by hash
Citizen.InvokeNative(0x3ff5e5f8, keepInput)
```

### JavaScript

```js
SetNuiFocusKeepInput(keepInput);

// by hash
Citizen.invokeNative('0x3ff5e5f8', keepInput);
```

### C#

```csharp
Function.Call((Hash)0x3ff5e5f8, keepInput);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_NUI_ZINDEX

- **Hash:** `0x3734AAFF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetNuiZindex`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_NUI_ZINDEX

## Signature

```c
void SET_NUI_ZINDEX(int zIndex);
```

## Parameters

- `zIndex` (`int`) — New z-index value.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Set the z-index of the NUI resource.

## Usage

### Lua

```lua
SetNuiZindex(zIndex)

-- always available, by hash
Citizen.InvokeNative(0x3734aaff, zIndex)
```

### JavaScript

```js
SetNuiZindex(zIndex);

// by hash
Citizen.invokeNative('0x3734aaff', zIndex);
```

### C#

```csharp
Function.Call((Hash)0x3734aaff, zIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_AMMO

- **Hash:** `0xBF90DF1A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedAmmo`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_AMMO

## Signature

```c
void SET_PED_AMMO(Ped ped, Hash weaponHash, int ammo);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammo` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
NativeDB Added Parameter 4: BOOL p3
```

**This is the server-side RPC native equivalent of the client native [SET_PED_AMMO](?\_0x14E56BC5B5DB6A19).**

## Usage

### Lua

```lua
SetPedAmmo(ped, weaponHash, ammo)

-- always available, by hash
Citizen.InvokeNative(0xbf90df1a, ped, weaponHash, ammo)
```

### JavaScript

```js
SetPedAmmo(ped, weaponHash, ammo);

// by hash
Citizen.invokeNative('0xbf90df1a', ped, weaponHash, ammo);
```

### C#

```csharp
Function.Call((Hash)0xbf90df1a, ped, weaponHash, ammo);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_ARMOUR

- **Hash:** `0x4E3A0CC4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedArmour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_ARMOUR

## Signature

```c
void SET_PED_ARMOUR(Ped ped, int amount);
```

## Parameters

- `ped` (`Ped`)
- `amount` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Sets the armor of the specified ped.
ped: The Ped to set the armor of.
amount: A value between 0 and 100 indicating the value to set the Ped's armor to.
```

**This is the server-side RPC native equivalent of the client native [SET_PED_ARMOUR](?\_0xCEA04D83135264CC).**

## Usage

### Lua

```lua
SetPedArmour(ped, amount)

-- always available, by hash
Citizen.InvokeNative(0x4e3a0cc4, ped, amount)
```

### JavaScript

```js
SetPedArmour(ped, amount);

// by hash
Citizen.invokeNative('0x4e3a0cc4', ped, amount);
```

### C#

```csharp
Function.Call((Hash)0x4e3a0cc4, ped, amount);
```

## See also

- [CFX::GET_PED_ARMOUR](https://natives.borderlinerp.com/natives/CFX/GET_PED_ARMOUR.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_CAN_RAGDOLL

- **Hash:** `0xCF1384C4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedCanRagdoll`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_CAN_RAGDOLL

## Signature

```c
void SET_PED_CAN_RAGDOLL(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_PED_CAN_RAGDOLL

**This is the server-side RPC native equivalent of the client native [SET_PED_CAN_RAGDOLL](?\_0xB128377056A54E2A).**

## Usage

### Lua

```lua
SetPedCanRagdoll(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xcf1384c4, ped, toggle)
```

### JavaScript

```js
SetPedCanRagdoll(ped, toggle);

// by hash
Citizen.invokeNative('0xcf1384c4', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xcf1384c4, ped, toggle);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_COMPONENT_VARIATION

- **Hash:** `0xD4F7B05C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedComponentVariation`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_COMPONENT_VARIATION

## Signature

```c
void SET_PED_COMPONENT_VARIATION(Ped ped, int componentId, int drawableId, int textureId, int paletteId);
```

## Parameters

- `ped` (`Ped`) — The ped handle.
- `componentId` (`int`) — The component that you want to set.
- `drawableId` (`int`) — The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842).
- `textureId` (`int`) — The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD).
- `paletteId` (`int`) — 0 to 3.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model.

### MP Freemode list of components

**0**: Face
**1**: Mask
**2**: Hair
**3**: Torso
**4**: Leg
**5**: Parachute / bag
**6**: Shoes
**7**: Accessory
**8**: Undershirt
**9**: Kevlar
**10**: Badge
**11**: Torso 2
List of Component IDs

```cpp
// Components
enum ePedVarComp
{
PV_COMP_INVALID = 0xFFFFFFFF,
PV_COMP_HEAD = 0, // "HEAD"
PV_COMP_BERD = 1, // "BEARD"
PV_COMP_HAIR = 2, // "HAIR"
PV_COMP_UPPR = 3, // "UPPER"
PV_COMP_LOWR = 4, // "LOWER"
PV_COMP_HAND = 5, // "HAND"
PV_COMP_FEET = 6, // "FEET"
PV_COMP_TEEF = 7, // "TEETH"
PV_COMP_ACCS = 8, // "ACCESSORIES"
PV_COMP_TASK = 9, // "TASK"
PV_COMP_DECL = 10, // "DECL"
PV_COMP_JBIB = 11, // "JBIB"
PV_COMP_MAX = 12,
};
```

**This is the server-side RPC native equivalent of the client native [SET_PED_COMPONENT_VARIATION](?\_0x262B14F48D29DE80).**

## Usage

### Lua

```lua
SetPedComponentVariation(ped, componentId, drawableId, textureId, paletteId)

-- always available, by hash
Citizen.InvokeNative(0xd4f7b05c, ped, componentId, drawableId, textureId, paletteId)
```

### JavaScript

```js
SetPedComponentVariation(ped, componentId, drawableId, textureId, paletteId);

// by hash
Citizen.invokeNative('0xd4f7b05c', ped, componentId, drawableId, textureId, paletteId);
```

### C#

```csharp
Function.Call((Hash)0xd4f7b05c, ped, componentId, drawableId, textureId, paletteId);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_CONFIG_FLAG

- **Hash:** `0x9CFBE10D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedConfigFlag`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_CONFIG_FLAG

## Signature

```c
void SET_PED_CONFIG_FLAG(Ped ped, int flagId, BOOL value);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```cpp
// Potential names and hash collisions included as comments
enum ePedConfigFlags {
CPED_CONFIG_FLAG_CreatedByFactory = 0,
CPED_CONFIG_FLAG_CanBeShotInVehicle = 1,
CPED_CONFIG_FLAG_NoCriticalHits = 2,
CPED_CONFIG_FLAG_DrownsInWater = 3,
CPED_CONFIG_FLAG_DrownsInSinkingVehicle = 4,
CPED_CONFIG_FLAG_DiesInstantlyWhenSwimming = 5,
CPED_CONFIG_FLAG_HasBulletProofVest = 6,
CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7,
CPED_CONFIG_FLAG_NeverFallOffSkis = 8,
CPED_CONFIG_FLAG_NeverEverTargetThisPed = 9,
CPED_CONFIG_FLAG_ThisPedIsATargetPriority = 10,
CPED_CONFIG_FLAG_TargettableWithNoLos = 11,
CPED_CONFIG_FLAG_DoesntListenToPlayerGroupCommands = 12,
CPED_CONFIG_FLAG_NeverLeavesGroup = 13,
CPED_CONFIG_FLAG_DoesntDropWeaponsWhenDead = 14,
CPED_CONFIG_FLAG_SetDelayedWeaponAsCurrent = 15,
CPED_CONFIG_FLAG_KeepTasksAfterCleanUp = 16,
CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17,
CPED_CONFIG_FLAG_HasAScriptBrain = 18,
CPED_CONFIG_FLAG_WaitingForScriptBrainToLoad = 19,
CPED_CONFIG_FLAG_AllowMedicsToReviveMe = 20,
CPED_CONFIG_FLAG_MoneyHasBeenGivenByScript = 21,
CPED_CONFIG_FLAG_NotAllowedToCrouch = 22,
CPED_CONFIG_FLAG_DeathPickupsPersist = 23,
CPED_CONFIG_FLAG_IgnoreSeenMelee = 24,
CPED_CONFIG_FLAG_ForceDieIfInjured = 25,
CPED_CONFIG_FLAG_DontDragMeOutCar = 26,
CPED_CONFIG_FLAG_StayInCarOnJack = 27,
CPED_CONFIG_FLAG_ForceDieInCar = 28,
CPED_CONFIG_FLAG_GetOutUndriveableVehicle = 29,
CPED_CONFIG_FLAG_WillRemainOnBoatAfterMissionEnds = 30,
CPED_CONFIG_FLAG_DontStoreAsPersistent = 31,
CPED_CONFIG_FLAG_WillFlyThroughWindscreen = 32,
CPED_CONFIG_FLAG_DieWhenRagdoll = 33,
CPED_CONFIG_FLAG_HasHelmet = 34,
CPED_CONFIG_FLAG_UseHelmet = 35,
CPED_CONFIG_FLAG_DontTakeOffHelmet = 36,
CPED_CONFIG_FLAG_HideInCutscene = 37,
CPED_CONFIG_FLAG_PedIsEnemyToPlayer = 38,
CPED_CONFIG_FLAG_DisableEvasiveDives = 39,
CPED_CONFIG_FLAG_PedGeneratesDeadBodyEvents = 40,
CPED_CONFIG_FLAG_DontAttackPlayerWithoutWantedLevel = 41,
CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42,
CPED_CONFIG_FLAG_DisablePlayerLockon = 43,
CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44,
CPED_CONFIG_FLAG_AllowLockonToFriendlyPlayers = 45,
_0xDB115BFA = 46,
CPED_CONFIG_FLAG_PedBeingDeleted = 47,
CPED_CONFIG_FLAG_BlockWeaponSwitching = 48,
CPED_CONFIG_FLAG_BlockGroupPedAimedAtResponse = 49,
CPED_CONFIG_FLAG_WillFollowLeaderAnyMeans = 50,
CPED_CONFIG_FLAG_BlippedByScript = 51,
CPED_CONFIG_FLAG_DrawRadarVisualField = 52,
CPED_CONFIG_FLAG_StopWeaponFiringOnImpact = 53,
CPED_CONFIG_FLAG_DissableAutoFallOffTests = 54,
CPED_CONFIG_FLAG_SteerAroundDeadBodies = 55,
CPED_CONFIG_FLAG_ConstrainToNavMesh = 56,
CPED_CONFIG_FLAG_SyncingAnimatedProps = 57,
CPED_CONFIG_FLAG_IsFiring = 58,
CPED_CONFIG_FLAG_WasFiring = 59,
CPED_CONFIG_FLAG_IsStanding = 60,
CPED_CONFIG_FLAG_WasStanding = 61,
CPED_CONFIG_FLAG_InVehicle = 62,
CPED_CONFIG_FLAG_OnMount = 63,
CPED_CONFIG_FLAG_AttachedToVehicle = 64,
CPED_CONFIG_FLAG_IsSwimming = 65,
CPED_CONFIG_FLAG_WasSwimming = 66,
CPED_CONFIG_FLAG_IsSkiing = 67,
CPED_CONFIG_FLAG_IsSitting = 68,
CPED_CONFIG_FLAG_KilledByStealth = 69,
CPED_CONFIG_FLAG_KilledByTakedown = 70,
CPED_CONFIG_FLAG_Knockedout = 71,
CPED_CONFIG_FLAG_ClearRadarBlipOnDeath = 72,
CPED_CONFIG_FLAG_JustGotOffTrain = 73,
CPED_CONFIG_FLAG_JustGotOnTrain = 74,
CPED_CONFIG_FLAG_UsingCoverPoint = 75,
CPED_CONFIG_FLAG_IsInTheAir = 76,
CPED_CONFIG_FLAG_KnockedUpIntoAir = 77,
CPED_CONFIG_FLAG_IsAimingGun = 78,
CPED_CONFIG_FLAG_HasJustLeftCar = 79,
CPED_CONFIG_FLAG_TargetWhenInjuredAllowed = 80,
CPED_CONFIG_FLAG_CurrLeftFootCollNM = 81,
CPED_CONFIG_FLAG_PrevLeftFootCollNM = 82,
CPED_CONFIG_FLAG_CurrRightFootCollNM = 83,
CPED_CONFIG_FLAG_PrevRightFootCollNM = 84,
CPED_CONFIG_FLAG_HasBeenBumpedInCar = 85,
CPED_CONFIG_FLAG_InWaterTaskQuitToClimbLadder = 86,
CPED_CONFIG_FLAG_NMTwoHandedWeaponBothHandsConstrained = 87,
CPED_CONFIG_FLAG_CreatedBloodPoolTimer = 88,
CPED_CONFIG_FLAG_DontActivateRagdollFromAnyPedImpact = 89,
CPED_CONFIG_FLAG_GroupPedFailedToEnterCover = 90,
CPED_CONFIG_FLAG_AlreadyChattedOnPhone = 91,
CPED_CONFIG_FLAG_AlreadyReactedToPedOnRoof = 92,
CPED_CONFIG_FLAG_ForcePedLoadCover = 93,
CPED_CONFIG_FLAG_BlockCoweringInCover = 94,
CPED_CONFIG_FLAG_BlockPeekingInCover = 95,
CPED_CONFIG_FLAG_JustLeftCarNotCheckedForDoors = 96,
CPED_CONFIG_FLAG_VaultFromCover = 97,
CPED_CONFIG_FLAG_AutoConversationLookAts = 98,
CPED_CONFIG_FLAG_UsingCrouchedPedCapsule = 99,
CPED_CONFIG_FLAG_HasDeadPedBeenReported = 100,
CPED_CONFIG_FLAG_ForcedAim = 101,
CPED_CONFIG_FLAG_SteersAroundPeds = 102,
CPED_CONFIG_FLAG_SteersAroundObjects = 103,
CPED_CONFIG_FLAG_OpenDoorArmIK = 104,
CPED_CONFIG_FLAG_ForceReload = 105,
CPED_CONFIG_FLAG_DontActivateRagdollFromVehicleImpact = 106,
CPED_CONFIG_FLAG_DontActivateRagdollFromBulletImpact = 107,
CPED_CONFIG_FLAG_DontActivateRagdollFromExplosions = 108,
CPED_CONFIG_FLAG_DontActivateRagdollFromFire = 109,
CPED_CONFIG_FLAG_DontActivateRagdollFromElectrocution = 110,
CPED_CONFIG_FLAG_IsBeingDraggedToSafety = 111,
CPED_CONFIG_FLAG_HasBeenDraggedToSafety = 112,
CPED_CONFIG_FLAG_KeepWeaponHolsteredUnlessFired = 113,
CPED_CONFIG_FLAG_ForceScriptControlledKnockout = 114,
CPED_CONFIG_FLAG_FallOutOfVehicleWhenKilled = 115,
CPED_CONFIG_FLAG_GetOutBurningVehicle = 116,
CPED_CONFIG_FLAG_BumpedByPlayer = 117,
CPED_CONFIG_FLAG_RunFromFiresAndExplosions = 118,
CPED_CONFIG_FLAG_TreatAsPlayerDuringTargeting = 119,
CPED_CONFIG_FLAG_IsHandCuffed = 120,
CPED_CONFIG_FLAG_IsAnkleCuffed = 121,
CPED_CONFIG_FLAG_DisableMelee = 122,
CPED_CONFIG_FLAG_DisableUnarmedDrivebys = 123,
CPED_CONFIG_FLAG_JustGetsPulledOutWhenElectrocuted = 124,
CPED_CONFIG_FLAG_UNUSED_REPLACE_ME = 125,
CPED_CONFIG_FLAG_WillNotHotwireLawEnforcementVehicle = 126,
CPED_CONFIG_FLAG_WillCommandeerRatherThanJack = 127,
CPED_CONFIG_FLAG_CanBeAgitated = 128,
CPED_CONFIG_FLAG_ForcePedToFaceLeftInCover = 129,
CPED_CONFIG_FLAG_ForcePedToFaceRightInCover = 130,
CPED_CONFIG_FLAG_BlockPedFromTurningInCover = 131,
CPED_CONFIG_FLAG_KeepRelationshipGroupAfterCleanUp = 132,
CPED_CONFIG_FLAG_ForcePedToBeDragged = 133,
CPED_CONFIG_FLAG_PreventPedFromReactingToBeingJacked = 134,
CPED_CONFIG_FLAG_IsScuba = 135,
CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136,
CPED_CONFIG_FLAG_RemoveDeadExtraFarAway = 137,
CPED_CONFIG_FLAG_RidingTrain = 138,
CPED_CONFIG_FLAG_ArrestResult = 139,
CPED_CONFIG_FLAG_CanAttackFriendly = 140,
CPED_CONFIG_FLAG_WillJackAnyPlayer = 141,
CPED_CONFIG_FLAG_BumpedByPlayerVehicle = 142,
CPED_CONFIG_FLAG_DodgedPlayerVehicle = 143,
CPED_CONFIG_FLAG_WillJackWantedPlayersRatherThanStealCar = 144,
CPED_CONFIG_FLAG_NoCopWantedAggro = 145,
CPED_CONFIG_FLAG_DisableLadderClimbing = 146,
CPED_CONFIG_FLAG_StairsDetected = 147,
CPED_CONFIG_FLAG_SlopeDetected = 148,
CPED_CONFIG_FLAG_HelmetHasBeenShot = 149,
CPED_CONFIG_FLAG_CowerInsteadOfFlee = 150,
CPED_CONFIG_FLAG_CanActivateRagdollWhenVehicleUpsideDown = 151,
CPED_CONFIG_FLAG_AlwaysRespondToCriesForHelp = 152,
CPED_CONFIG_FLAG_DisableBloodPoolCreation = 153,
CPED_CONFIG_FLAG_ShouldFixIfNoCollision = 154,
CPED_CONFIG_FLAG_CanPerformArrest = 155,
CPED_CONFIG_FLAG_CanPerformUncuff = 156,
CPED_CONFIG_FLAG_CanBeArrested = 157,
CPED_CONFIG_FLAG_MoverConstrictedByOpposingCollisions = 158,
CPED_CONFIG_FLAG_PlayerPreferFrontSeatMP = 159,
CPED_CONFIG_FLAG_DontActivateRagdollFromImpactObject = 160,
CPED_CONFIG_FLAG_DontActivateRagdollFromMelee = 161,
CPED_CONFIG_FLAG_DontActivateRagdollFromWaterJet = 162,
CPED_CONFIG_FLAG_DontActivateRagdollFromDrowning = 163,
CPED_CONFIG_FLAG_DontActivateRagdollFromFalling = 164,
CPED_CONFIG_FLAG_DontActivateRagdollFromRubberBullet = 165,
CPED_CONFIG_FLAG_IsInjured = 166,
CPED_CONFIG_FLAG_DontEnterVehiclesInPlayersGroup = 167,
CPED_CONFIG_FLAG_SwimmingTasksRunning = 168,
CPED_CONFIG_FLAG_PreventAllMeleeTaunts = 169,
CPED_CONFIG_FLAG_ForceDirectEntry = 170,
CPED_CONFIG_FLAG_AlwaysSeeApproachingVehicles = 171,
CPED_CONFIG_FLAG_CanDiveAwayFromApproachingVehicles = 172,
CPED_CONFIG_FLAG_AllowPlayerToInterruptVehicleEntryExit = 173,
CPED_CONFIG_FLAG_OnlyAttackLawIfPlayerIsWanted = 174,
CPED_CONFIG_FLAG_PlayerInContactWithKinematicPed = 175,
CPED_CONFIG_FLAG_PlayerInContactWithSomethingOtherThanKinematicPed = 176,
CPED_CONFIG_FLAG_PedsJackingMeDontGetIn = 177,
CPED_CONFIG_FLAG_AdditionalRappellingPed = 178,
CPED_CONFIG_FLAG_PedIgnoresAnimInterruptEvents = 179,
CPED_CONFIG_FLAG_IsInCustody = 180,
CPED_CONFIG_FLAG_ForceStandardBumpReactionThresholds = 181,
CPED_CONFIG_FLAG_LawWillOnlyAttackIfPlayerIsWanted = 182,
CPED_CONFIG_FLAG_IsAgitated = 183,
CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184,
CPED_CONFIG_FLAG_UseKinematicModeWhenStationary = 185,
CPED_CONFIG_FLAG_EnableWeaponBlocking = 186,
CPED_CONFIG_FLAG_HasHurtStarted = 187,
CPED_CONFIG_FLAG_DisableHurt = 188,
CPED_CONFIG_FLAG_PlayerIsWeird = 189,
CPED_CONFIG_FLAG_PedHadPhoneConversation = 190,
CPED_CONFIG_FLAG_BeganCrossingRoad = 191,
CPED_CONFIG_FLAG_WarpIntoLeadersVehicle = 192,
CPED_CONFIG_FLAG_DoNothingWhenOnFootByDefault = 193,
CPED_CONFIG_FLAG_UsingScenario = 194,
CPED_CONFIG_FLAG_VisibleOnScreen = 195,
CPED_CONFIG_FLAG_DontCollideWithKinematic = 196,
CPED_CONFIG_FLAG_ActivateOnSwitchFromLowPhysicsLod = 197,
CPED_CONFIG_FLAG_DontActivateRagdollOnPedCollisionWhenDead = 198,
CPED_CONFIG_FLAG_DontActivateRagdollOnVehicleCollisionWhenDead = 199,
CPED_CONFIG_FLAG_HasBeenInArmedCombat = 200,
CPED_CONFIG_FLAG_UseDiminishingAmmoRate = 201,
CPED_CONFIG_FLAG_Avoidance_Ignore_All = 202,
CPED_CONFIG_FLAG_Avoidance_Ignored_by_All = 203,
CPED_CONFIG_FLAG_Avoidance_Ignore_Group1 = 204,
CPED_CONFIG_FLAG_Avoidance_Member_of_Group1 = 205,
CPED_CONFIG_FLAG_ForcedToUseSpecificGroupSeatIndex = 206,
CPED_CONFIG_FLAG_LowPhysicsLodMayPlaceOnNavMesh = 207,
CPED_CONFIG_FLAG_DisableExplosionReactions = 208,
CPED_CONFIG_FLAG_DodgedPlayer = 209,
CPED_CONFIG_FLAG_WaitingForPlayerControlInterrupt = 210,
CPED_CONFIG_FLAG_ForcedToStayInCover = 211,
CPED_CONFIG_FLAG_GeneratesSoundEvents = 212,
CPED_CONFIG_FLAG_ListensToSoundEvents = 213,
CPED_CONFIG_FLAG_AllowToBeTargetedInAVehicle = 214,
CPED_CONFIG_FLAG_WaitForDirectEntryPointToBeFreeWhenExiting = 215,
CPED_CONFIG_FLAG_OnlyRequireOnePressToExitVehicle = 216,
CPED_CONFIG_FLAG_ForceExitToSkyDive = 217,
CPED_CONFIG_FLAG_SteersAroundVehicles = 218,
CPED_CONFIG_FLAG_AllowPedInVehiclesOverrideTaskFlags = 219,
CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220,
CPED_CONFIG_FLAG_DisableExitToSkyDive = 221,
CPED_CONFIG_FLAG_ScriptHasDisabledCollision = 222,
CPED_CONFIG_FLAG_UseAmbientModelScaling = 223,
CPED_CONFIG_FLAG_DontWatchFirstOnNextHurryAway = 224,
CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225,
CPED_CONFIG_FLAG_DisablePedAvoidance = 226,
CPED_CONFIG_FLAG_ForceRagdollUponDeath = 227,
CPED_CONFIG_FLAG_CanLosePropsOnDamage = 228,
CPED_CONFIG_FLAG_DisablePanicInVehicle = 229,
CPED_CONFIG_FLAG_AllowedToDetachTrailer = 230,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromFront = 231,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromBack = 232,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromLeft = 233,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromRight = 234,
CPED_CONFIG_FLAG_AllowBlockDeadPedRagdollActivation = 235,
CPED_CONFIG_FLAG_IsHoldingProp = 236,
CPED_CONFIG_FLAG_BlocksPathingWhenDead = 237,
CPED_CONFIG_FLAG_ForcePlayNormalScenarioExitOnNextScriptCommand = 238,
CPED_CONFIG_FLAG_ForcePlayImmediateScenarioExitOnNextScriptCommand = 239,
CPED_CONFIG_FLAG_ForceSkinCharacterCloth = 240,
CPED_CONFIG_FLAG_LeaveEngineOnWhenExitingVehicles = 241,
CPED_CONFIG_FLAG_PhoneDisableTextingAnimations = 242,
CPED_CONFIG_FLAG_PhoneDisableTalkingAnimations = 243,
CPED_CONFIG_FLAG_PhoneDisableCameraAnimations = 244,
CPED_CONFIG_FLAG_DisableBlindFiringInShotReactions = 245,
CPED_CONFIG_FLAG_AllowNearbyCoverUsage = 246,
CPED_CONFIG_FLAG_InStrafeTransition = 247,
CPED_CONFIG_FLAG_CanPlayInCarIdles = 248,
CPED_CONFIG_FLAG_CanAttackNonWantedPlayerAsLaw = 249,
CPED_CONFIG_FLAG_WillTakeDamageWhenVehicleCrashes = 250,
CPED_CONFIG_FLAG_AICanDrivePlayerAsRearPassenger = 251,
CPED_CONFIG_FLAG_PlayerCanJackFriendlyPlayers = 252,
CPED_CONFIG_FLAG_OnStairs = 253,
CPED_CONFIG_FLAG_SimulatingAiming = 254,
CPED_CONFIG_FLAG_AIDriverAllowFriendlyPassengerSeatEntry = 255,
CPED_CONFIG_FLAG_ParentCarIsBeingRemoved = 256,
CPED_CONFIG_FLAG_AllowMissionPedToUseInjuredMovement = 257,
CPED_CONFIG_FLAG_CanLoseHelmetOnDamage = 258,
CPED_CONFIG_FLAG_NeverDoScenarioExitProbeChecks = 259,
CPED_CONFIG_FLAG_SuppressLowLODRagdollSwitchWhenCorpseSettles = 260,
CPED_CONFIG_FLAG_PreventUsingLowerPrioritySeats = 261,
CPED_CONFIG_FLAG_JustLeftVehicleNeedsReset = 262,
CPED_CONFIG_FLAG_TeleportIfCantReachPlayer = 263,
CPED_CONFIG_FLAG_PedsInVehiclePositionNeedsReset = 264,
CPED_CONFIG_FLAG_PedsFullyInSeat = 265,
CPED_CONFIG_FLAG_AllowPlayerLockOnIfFriendly = 266,
CPED_CONFIG_FLAG_UseCameraHeadingForDesiredDirectionLockOnTest = 267,
CPED_CONFIG_FLAG_TeleportToLeaderVehicle = 268,
CPED_CONFIG_FLAG_Avoidance_Ignore_WeirdPedBuffer = 269,
CPED_CONFIG_FLAG_OnStairSlope = 270,
CPED_CONFIG_FLAG_HasPlayedNMGetup = 271,
CPED_CONFIG_FLAG_DontBlipCop = 272,
CPED_CONFIG_FLAG_SpawnedAtExtendedRangeScenario = 273,
CPED_CONFIG_FLAG_WalkAlongsideLeaderWhenClose = 274,
CPED_CONFIG_FLAG_KillWhenTrapped = 275,
CPED_CONFIG_FLAG_EdgeDetected = 276,
CPED_CONFIG_FLAG_AlwaysWakeUpPhysicsOfIntersectedPeds = 277,
CPED_CONFIG_FLAG_EquippedAmbientLoadOutWeapon = 278,
CPED_CONFIG_FLAG_AvoidTearGas = 279,
CPED_CONFIG_FLAG_StoppedSpeechUponFreezing = 280,
CPED_CONFIG_FLAG_DisableGoToWritheWhenInjured = 281,
CPED_CONFIG_FLAG_OnlyUseForcedSeatWhenEnteringHeliInGroup = 282,
CPED_CONFIG_FLAG_ThrownFromVehicleDueToExhaustion = 283,
CPED_CONFIG_FLAG_UpdateEnclosedSearchRegion = 284,
CPED_CONFIG_FLAG_DisableWeirdPedEvents = 285,
CPED_CONFIG_FLAG_ShouldChargeNow = 286,
CPED_CONFIG_FLAG_RagdollingOnBoat = 287,
CPED_CONFIG_FLAG_HasBrandishedWeapon = 288,
CPED_CONFIG_FLAG_AllowMinorReactionsAsMissionPed = 289,
CPED_CONFIG_FLAG_BlockDeadBodyShockingEventsWhenDead = 290,
CPED_CONFIG_FLAG_PedHasBeenSeen = 291,
CPED_CONFIG_FLAG_PedIsInReusePool = 292,
CPED_CONFIG_FLAG_PedWasReused = 293,
CPED_CONFIG_FLAG_DisableShockingEvents = 294,
CPED_CONFIG_FLAG_MovedUsingLowLodPhysicsSinceLastActive = 295,
CPED_CONFIG_FLAG_NeverReactToPedOnRoof = 296,
CPED_CONFIG_FLAG_ForcePlayFleeScenarioExitOnNextScriptCommand = 297,
CPED_CONFIG_FLAG_JustBumpedIntoVehicle = 298,
CPED_CONFIG_FLAG_DisableShockingDrivingOnPavementEvents = 299,
CPED_CONFIG_FLAG_ShouldThrowSmokeNow = 300,
CPED_CONFIG_FLAG_DisablePedConstraints = 301,
CPED_CONFIG_FLAG_ForceInitialPeekInCover = 302,
CPED_CONFIG_FLAG_CreatedByDispatch = 303,
CPED_CONFIG_FLAG_PointGunLeftHandSupporting = 304,
CPED_CONFIG_FLAG_DisableJumpingFromVehiclesAfterLeader = 305,
CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerPedImpact = 306,
CPED_CONFIG_FLAG_DontActivateRagdollFromAiRagdollImpact = 307,
CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerRagdollImpact = 308,
CPED_CONFIG_FLAG_DisableQuadrupedSpring = 309,
CPED_CONFIG_FLAG_IsInCluster = 310,
CPED_CONFIG_FLAG_ShoutToGroupOnPlayerMelee = 311,
CPED_CONFIG_FLAG_IgnoredByAutoOpenDoors = 312,
CPED_CONFIG_FLAG_PreferInjuredGetup = 313,
CPED_CONFIG_FLAG_ForceIgnoreMeleeActiveCombatant = 314,
CPED_CONFIG_FLAG_CheckLoSForSoundEvents = 315,
CPED_CONFIG_FLAG_JackedAbandonedCar = 316,
CPED_CONFIG_FLAG_CanSayFollowedByPlayerAudio = 317,
CPED_CONFIG_FLAG_ActivateRagdollFromMinorPlayerContact = 318,
CPED_CONFIG_FLAG_HasPortablePickupAttached = 319,
CPED_CONFIG_FLAG_ForcePoseCharacterCloth = 320,
CPED_CONFIG_FLAG_HasClothCollisionBounds = 321,
CPED_CONFIG_FLAG_HasHighHeels = 322,
CPED_CONFIG_FLAG_TreatAsAmbientPedForDriverLockOn = 323,
CPED_CONFIG_FLAG_DontBehaveLikeLaw = 324,
CPED_CONFIG_FLAG_SpawnedAtScenario = 325,
CPED_CONFIG_FLAG_DisablePoliceInvestigatingBody = 326,
CPED_CONFIG_FLAG_DisableWritheShootFromGround = 327,
CPED_CONFIG_FLAG_LowerPriorityOfWarpSeats = 328,
CPED_CONFIG_FLAG_DisableTalkTo = 329,
CPED_CONFIG_FLAG_DontBlip = 330,
CPED_CONFIG_FLAG_IsSwitchingWeapon = 331,
CPED_CONFIG_FLAG_IgnoreLegIkRestrictions = 332,
CPED_CONFIG_FLAG_ScriptForceNoTimesliceIntelligenceUpdate = 333,
CPED_CONFIG_FLAG_JackedOutOfMyVehicle = 334,
CPED_CONFIG_FLAG_WentIntoCombatAfterBeingJacked = 335,
CPED_CONFIG_FLAG_DontActivateRagdollForVehicleGrab = 336,
CPED_CONFIG_FLAG_ForcePackageCharacterCloth = 337,
CPED_CONFIG_FLAG_DontRemoveWithValidOrder = 338,
CPED_CONFIG_FLAG_AllowTaskDoNothingTimeslicing = 339,
CPED_CONFIG_FLAG_ForcedToStayInCoverDueToPlayerSwitch = 340,
CPED_CONFIG_FLAG_ForceProneCharacterCloth = 341,
CPED_CONFIG_FLAG_NotAllowedToJackAnyPlayers = 342,
CPED_CONFIG_FLAG_InToStrafeTransition = 343,
CPED_CONFIG_FLAG_KilledByStandardMelee = 344,
CPED_CONFIG_FLAG_AlwaysLeaveTrainUponArrival = 345,
CPED_CONFIG_FLAG_ForcePlayDirectedNormalScenarioExitOnNextScriptCommand = 346,
CPED_CONFIG_FLAG_OnlyWritheFromWeaponDamage = 347,
CPED_CONFIG_FLAG_UseSloMoBloodVfx = 348,
CPED_CONFIG_FLAG_EquipJetpack = 349,
CPED_CONFIG_FLAG_PreventDraggedOutOfCarThreatResponse = 350,
CPED_CONFIG_FLAG_ScriptHasCompletelyDisabledCollision = 351,
CPED_CONFIG_FLAG_NeverDoScenarioNavChecks = 352,
CPED_CONFIG_FLAG_ForceSynchronousScenarioExitChecking = 353,
CPED_CONFIG_FLAG_ThrowingGrenadeWhileAiming = 354,
CPED_CONFIG_FLAG_HeadbobToRadioEnabled = 355,
CPED_CONFIG_FLAG_ForceDeepSurfaceCheck = 356,
CPED_CONFIG_FLAG_DisableDeepSurfaceAnims = 357,
CPED_CONFIG_FLAG_DontBlipNotSynced = 358,
CPED_CONFIG_FLAG_IsDuckingInVehicle = 359,
CPED_CONFIG_FLAG_PreventAutoShuffleToTurretSeat = 360,
CPED_CONFIG_FLAG_DisableEventInteriorStatusCheck = 361,
CPED_CONFIG_FLAG_HasReserveParachute = 362,
CPED_CONFIG_FLAG_UseReserveParachute = 363,
CPED_CONFIG_FLAG_TreatDislikeAsHateWhenInCombat = 364,
CPED_CONFIG_FLAG_OnlyUpdateTargetWantedIfSeen = 365,
CPED_CONFIG_FLAG_AllowAutoShuffleToDriversSeat = 366,
CPED_CONFIG_FLAG_DontActivateRagdollFromSmokeGrenade = 367,
CPED_CONFIG_FLAG_LinkMBRToOwnerOnChain = 368,
CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayer = 369,
CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayerVehicle = 370,
CPED_CONFIG_FLAG_InFPSUnholsterTransition = 371,
CPED_CONFIG_FLAG_PreventReactingToSilencedCloneBullets = 372,
CPED_CONFIG_FLAG_DisableInjuredCryForHelpEvents = 373,
CPED_CONFIG_FLAG_NeverLeaveTrain = 374,
CPED_CONFIG_FLAG_DontDropJetpackOnDeath = 375,
CPED_CONFIG_FLAG_UseFPSUnholsterTransitionDuringCombatRoll = 376,
CPED_CONFIG_FLAG_ExitingFPSCombatRoll = 377,
CPED_CONFIG_FLAG_ScriptHasControlOfPlayer = 378,
CPED_CONFIG_FLAG_PlayFPSIdleFidgetsForProjectile = 379,
CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInBikes = 380,
CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInAircraft = 381,
CPED_CONFIG_FLAG_WasPlayingFPSGetup = 382,
CPED_CONFIG_FLAG_WasPlayingFPSMeleeActionResult = 383,
CPED_CONFIG_FLAG_PreferNoPriorityRemoval = 384,
CPED_CONFIG_FLAG_FPSFidgetsAbortedOnFire = 385,
CPED_CONFIG_FLAG_ForceFPSIKWithUpperBodyAnim = 386,
CPED_CONFIG_FLAG_SwitchingCharactersInFirstPerson = 387,
CPED_CONFIG_FLAG_IsClimbingLadder = 388,
CPED_CONFIG_FLAG_HasBareFeet = 389,
CPED_CONFIG_FLAG_UNUSED_REPLACE_ME_2 = 390,
CPED_CONFIG_FLAG_GoOnWithoutVehicleIfItIsUnableToGetBackToRoad = 391,
CPED_CONFIG_FLAG_BlockDroppingHealthSnacksOnDeath = 392,
CPED_CONFIG_FLAG_ResetLastVehicleOnVehicleExit = 393,
CPED_CONFIG_FLAG_ForceThreatResponseToNonFriendToFriendMeleeActions = 394,
CPED_CONFIG_FLAG_DontRespondToRandomPedsDamage = 395,
CPED_CONFIG_FLAG_AllowContinuousThreatResponseWantedLevelUpdates = 396,
CPED_CONFIG_FLAG_KeepTargetLossResponseOnCleanup = 397,
CPED_CONFIG_FLAG_PlayersDontDragMeOutOfCar = 398,
CPED_CONFIG_FLAG_BroadcastRepondedToThreatWhenGoingToPointShooting = 399,
CPED_CONFIG_FLAG_IgnorePedTypeForIsFriendlyWith = 400,
CPED_CONFIG_FLAG_TreatNonFriendlyAsHateWhenInCombat = 401,
CPED_CONFIG_FLAG_DontLeaveVehicleIfLeaderNotInVehicle = 402,
CPED_CONFIG_FLAG_ChangeFromPermanentToAmbientPopTypeOnMigration = 403,
CPED_CONFIG_FLAG_AllowMeleeReactionIfMeleeProofIsOn = 404,
CPED_CONFIG_FLAG_UsingLowriderLeans = 405,
CPED_CONFIG_FLAG_UsingAlternateLowriderLeans = 406,
CPED_CONFIG_FLAG_UseNormalExplosionDamageWhenBlownUpInVehicle = 407,
CPED_CONFIG_FLAG_DisableHomingMissileLockForVehiclePedInside = 408,
CPED_CONFIG_FLAG_DisableTakeOffScubaGear = 409,
CPED_CONFIG_FLAG_IgnoreMeleeFistWeaponDamageMult = 410,
CPED_CONFIG_FLAG_LawPedsCanFleeFromNonWantedPlayer = 411,
CPED_CONFIG_FLAG_ForceBlipSecurityPedsIfPlayerIsWanted = 412,
CPED_CONFIG_FLAG_IsHolsteringWeapon = 413,
CPED_CONFIG_FLAG_UseGoToPointForScenarioNavigation = 414,
CPED_CONFIG_FLAG_DontClearLocalPassengersWantedLevel = 415,
CPED_CONFIG_FLAG_BlockAutoSwapOnWeaponPickups = 416,
CPED_CONFIG_FLAG_ThisPedIsATargetPriorityForAI = 417,
CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418,
CPED_CONFIG_FLAG_ForceHelmetVisorSwitch = 419,
CPED_CONFIG_FLAG_IsPerformingVehicleMelee = 420,
CPED_CONFIG_FLAG_UseOverrideFootstepPtFx = 421,
CPED_CONFIG_FLAG_DisableVehicleCombat = 422,
CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamage = 423,
CPED_CONFIG_FLAG_AllowBikeAlternateAnimations = 424,
CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamageNonSynced = 425,
CPED_CONFIG_FLAG_UseLockpickVehicleEntryAnimations = 426,
CPED_CONFIG_FLAG_IgnoreInteriorCheckForSprinting = 427,
CPED_CONFIG_FLAG_SwatHeliSpawnWithinLastSpottedLocation = 428,
CPED_CONFIG_FLAG_DisableStartEngine = 429,
CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430,
CPED_CONFIG_FLAG_DisableTurretOrRearSeatPreference = 431,
CPED_CONFIG_FLAG_DisableWantedHelicopterSpawning = 432,
CPED_CONFIG_FLAG_UseTargetPerceptionForCreatingAimedAtEvents = 433,
CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434,
CPED_CONFIG_FLAG_ForceIgnoreMaxMeleeActiveSupportCombatants = 435,
CPED_CONFIG_FLAG_StayInDefensiveAreaWhenInVehicle = 436,
CPED_CONFIG_FLAG_DontShoutTargetPosition = 437,
CPED_CONFIG_FLAG_DisableHelmetArmor = 438,
CPED_CONFIG_FLAG_CreatedByConcealedPlayer = 439,
CPED_CONFIG_FLAG_PermanentlyDisablePotentialToBeWalkedIntoResponse = 440,
CPED_CONFIG_FLAG_PreventVehExitDueToInvalidWeapon = 441,
CPED_CONFIG_FLAG_IgnoreNetSessionFriendlyFireCheckForAllowDamage = 442,
CPED_CONFIG_FLAG_DontLeaveCombatIfTargetPlayerIsAttackedByPolice = 443,
CPED_CONFIG_FLAG_CheckLockedBeforeWarp = 444,
CPED_CONFIG_FLAG_DontShuffleInVehicleToMakeRoom = 445,
CPED_CONFIG_FLAG_GiveWeaponOnGetup = 446,
CPED_CONFIG_FLAG_DontHitVehicleWithProjectiles = 447,
CPED_CONFIG_FLAG_DisableForcedEntryForOpenVehiclesFromTryLockedDoor = 448,
CPED_CONFIG_FLAG_FiresDummyRockets = 449,
CPED_CONFIG_FLAG_PedIsArresting = 450,
CPED_CONFIG_FLAG_IsDecoyPed = 451,
CPED_CONFIG_FLAG_HasEstablishedDecoy = 452,
CPED_CONFIG_FLAG_BlockDispatchedHelicoptersFromLanding = 453,
CPED_CONFIG_FLAG_DontCryForHelpOnStun = 454,
CPED_CONFIG_FLAG_HitByTranqWeapon = 455,
CPED_CONFIG_FLAG_CanBeIncapacitated = 456,
CPED_CONFIG_FLAG_ForcedAimFromArrest = 457,
CPED_CONFIG_FLAG_DontChangeTargetFromMelee = 458,
_0x4376ABF2 = 459,
CPED_CONFIG_FLAG_RagdollFloatsIndefinitely = 460,
CPED_CONFIG_FLAG_BlockElectricWeaponDamage = 461,
_0x262A3B8E = 462,
_0x1AA79A25 = 463,
}
```

**This is the server-side RPC native equivalent of the client native [SET_PED_CONFIG_FLAG](?\_0x1913FE4CBF41C463).**

## Usage

### Lua

```lua
SetPedConfigFlag(ped, flagId, value)

-- always available, by hash
Citizen.InvokeNative(0x9cfbe10d, ped, flagId, value)
```

### JavaScript

```js
SetPedConfigFlag(ped, flagId, value);

// by hash
Citizen.invokeNative('0x9cfbe10d', ped, flagId, value);
```

### C#

```csharp
Function.Call((Hash)0x9cfbe10d, ped, flagId, value);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_DEFAULT_COMPONENT_VARIATION

- **Hash:** `0xC866A984`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedDefaultComponentVariation`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_DEFAULT_COMPONENT_VARIATION

## Signature

```c
void SET_PED_DEFAULT_COMPONENT_VARIATION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Sets Ped Default Clothes
```

**This is the server-side RPC native equivalent of the client native [SET_PED_DEFAULT_COMPONENT_VARIATION](?\_0x45EEE61580806D63).**

## Usage

### Lua

```lua
SetPedDefaultComponentVariation(ped)

-- always available, by hash
Citizen.InvokeNative(0xc866a984, ped)
```

### JavaScript

```js
SetPedDefaultComponentVariation(ped);

// by hash
Citizen.invokeNative('0xc866a984', ped);
```

### C#

```csharp
Function.Call((Hash)0xc866a984, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::_SET_PED_EYE_COLOR

- **Hash:** `0xEC09DB1B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedEyeColor`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/_SET_PED_EYE_COLOR

## Signature

```c
void _SET_PED_EYE_COLOR(Ped ped, int index);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Used for freemode (online) characters.
Indices:

1.  black
2.  very light blue/green
3.  dark blue
4.  brown
5.  darker brown
6.  light brown
7.  blue
8.  light blue
9.  pink
10. yellow
11. purple
12. black
13. dark green
14. light brown
15. yellow/black pattern
16. light colored spiral pattern
17. shiny red
18. shiny half blue/half red
19. half black/half light blue
20. white/red perimter
21. green snake
22. red snake
23. dark blue snake
24. dark yellow
25. bright yellow
26. all black
27. red small pupil
28. devil blue/black
29. white small pupil
30. glossed over

**This is the server-side RPC native equivalent of the client native [\_SET_PED_EYE_COLOR](?\_0x50B56988B170AFDF).**

## Usage

### Lua

```lua
SetPedEyeColor(ped, index)

-- always available, by hash
Citizen.InvokeNative(0xec09db1b, ped, index)
```

### JavaScript

```js
SetPedEyeColor(ped, index);

// by hash
Citizen.invokeNative('0xec09db1b', ped, index);
```

### C#

```csharp
Function.Call((Hash)0xec09db1b, ped, index);
```

*Sources: Cfx.re native reference.*

---

# CFX::_SET_PED_FACE_FEATURE

- **Hash:** `0x6C8D4458`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedFaceFeature`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/_SET_PED_FACE_FEATURE

## Signature

```c
void _SET_PED_FACE_FEATURE(Ped ped, int index, float scale);
```

## Parameters

- `ped` (`Ped`) — The ped entity
- `index` (`int`) — An integer ranging from 0 to 19
- `scale` (`float`) — A float ranging from -1.0 to 1.0

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the various freemode face features, e.g. nose length, chin shape.
**Indexes (From 0 to 19):**
Parentheses indicate morph scale/direction as in (-1.0 to 1.0)

*   **0**: Nose Width (Thin/Wide)
*   **1**: Nose Peak (Up/Down)
*   **2**: Nose Length (Long/Short)
*   **3**: Nose Bone Curveness (Crooked/Curved)
*   **4**: Nose Tip (Up/Down)
*   **5**: Nose Bone Twist (Left/Right)
*   **6**: Eyebrow (Up/Down)
*   **7**: Eyebrow (In/Out)
*   **8**: Cheek Bones (Up/Down)
*   **9**: Cheek Sideways Bone Size (In/Out)
*   **10**: Cheek Bones Width (Puffed/Gaunt)
*   **11**: Eye Opening (Both) (Wide/Squinted)
*   **12**: Lip Thickness (Both) (Fat/Thin)
*   **13**: Jaw Bone Width (Narrow/Wide)
*   **14**: Jaw Bone Shape (Round/Square)
*   **15**: Chin Bone (Up/Down)
*   **16**: Chin Bone Length (In/Out or Backward/Forward)
*   **17**: Chin Bone Shape (Pointed/Square)
*   **18**: Chin Hole (Chin Bum)
*   **19**: Neck Thickness (Thin/Thick)
    **Note:**
    You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work.

**This is the server-side RPC native equivalent of the client native [\_SET_PED_FACE_FEATURE](?\_0x71A5C1DBA060049E).**

## Usage

### Lua

```lua
SetPedFaceFeature(ped, index, scale)

-- always available, by hash
Citizen.InvokeNative(0x6c8d4458, ped, index, scale)
```

### JavaScript

```js
SetPedFaceFeature(ped, index, scale);

// by hash
Citizen.invokeNative('0x6c8d4458', ped, index, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6c8d4458, ped, index, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_HAIR_TINT

- **Hash:** `0xA23FE32C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedHairTint`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **Other names:** `_SET_PED_HAIR_COLOR`
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_HAIR_TINT

## Signature

```c
void SET_PED_HAIR_TINT(Ped ped, int colorID, int highlightColorID);
```

## Parameters

- `ped` (`Ped`) — The Ped whose hair tint is to be set.
- `colorID` (`int`) — The tint index for the primary hair color.
- `highlightColorID` (`int`) — The tint index for the hair highlight color.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the tint index for the hair on the specified ped.

```
NativeDB Introduced: v323
```

**This is the server-side RPC native equivalent of the client native [SET_PED_HAIR_TINT](?\_0x4CFFC65454C93A49).**

## Usage

### Lua

```lua
SetPedHairTint(ped, colorID, highlightColorID)

-- always available, by hash
Citizen.InvokeNative(0xa23fe32c, ped, colorID, highlightColorID)
```

### JavaScript

```js
SetPedHairTint(ped, colorID, highlightColorID);

// by hash
Citizen.invokeNative('0xa23fe32c', ped, colorID, highlightColorID);
```

### C#

```csharp
Function.Call((Hash)0xa23fe32c, ped, colorID, highlightColorID);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_HEAD_BLEND_DATA

- **Hash:** `0x60746B88`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedHeadBlendData`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_HEAD_BLEND_DATA

## Signature

```c
void SET_PED_HEAD_BLEND_DATA(Ped ped, int shapeFirstID, int shapeSecondID, int shapeThirdID, int skinFirstID, int skinSecondID, int skinThirdID, float shapeMix, float skinMix, float thirdMix, BOOL isParent);
```

## Parameters

- `ped` (`Ped`) — The ped entity
- `shapeFirstID` (`int`) — Controls the shape of the first ped's face
- `shapeSecondID` (`int`) — Controls the shape of the second ped's face
- `shapeThirdID` (`int`) — Controls the shape of the third ped's face
- `skinFirstID` (`int`) — Controls the first id's skin tone
- `skinSecondID` (`int`) — Controls the second id's skin tone
- `skinThirdID` (`int`) — Controls the third id's skin tone
- `shapeMix` (`float`) — 0.0 - 1.0 Of whose characteristics to take Mother -> Father (shapeFirstID and shapeSecondID)
- `skinMix` (`float`) — 0.0 - 1.0 Of whose characteristics to take Mother -> Father (skinFirstID and skinSecondID)
- `thirdMix` (`float`) — Overrides the others in favor of the third IDs.
- `isParent` (`BOOL`) — IsParent is set for "children" of the player character's grandparents during old-gen character creation. It has unknown effect otherwise.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

For more info and the list of faceIDs please refer to [this](https://gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained) topic. Note that the Skin and Shape IDs are shared. This native will use this same list for both Skin and Shape IDs.
**Other information:**
IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC.
This native function is often called prior to calling natives such as:

*   [`SetPedHairColor`](#\_0xA23FE32C)
*   [`SetPedHeadOverlayColor`](#\_0x78935A27)
*   [`SetPedHeadOverlay`](#\_0xD28DBA90)
*   [`SetPedFaceFeature`](#\_0x6C8D4458)

**This is the server-side RPC native equivalent of the client native [SET_PED_HEAD_BLEND_DATA](?\_0x9414E18B9434C2FE).**

## Usage

### Lua

```lua
SetPedHeadBlendData(ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent)

-- always available, by hash
Citizen.InvokeNative(0x60746b88, ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent)
```

### JavaScript

```js
SetPedHeadBlendData(ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent);

// by hash
Citizen.invokeNative('0x60746b88', ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix + 0.0000001, skinMix + 0.0000001, thirdMix + 0.0000001, isParent);
```

### C#

```csharp
Function.Call((Hash)0x60746b88, ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_HEAD_OVERLAY

- **Hash:** `0xD28DBA90`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedHeadOverlay`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_HEAD_OVERLAY

## Signature

```c
void SET_PED_HEAD_OVERLAY(Ped ped, int overlayID, int index, float opacity);
```

## Parameters

- `ped` (`Ped`) — The ped entity
- `overlayID` (`int`) — The overlay id displayed up above.
- `index` (`int`) — An integer representing the index (from 0 to `_GET_NUM_OVERLAY_VALUES(overlayID)-1`)
- `opacity` (`float`) — A float ranging from 0.0 to 1.0

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0.
overlayID       Part                  Index, to disable
0               Blemishes             0 - 23, 255
1               Facial Hair           0 - 28, 255
2               Eyebrows              0 - 33, 255
3               Ageing                0 - 14, 255
4               Makeup                0 - 74, 255
5               Blush                 0 - 6, 255
6               Complexion            0 - 11, 255
7               Sun Damage            0 - 10, 255
8               Lipstick              0 - 9, 255
9               Moles/Freckles        0 - 17, 255
10              Chest Hair            0 - 16, 255
11              Body Blemishes        0 - 11, 255
12              Add Body Blemishes    0 - 1, 255
```

**Note:**
You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work.

**This is the server-side RPC native equivalent of the client native [SET_PED_HEAD_OVERLAY](?\_0x48F44967FA05CC1E).**

## Usage

### Lua

```lua
SetPedHeadOverlay(ped, overlayID, index, opacity)

-- always available, by hash
Citizen.InvokeNative(0xd28dba90, ped, overlayID, index, opacity)
```

### JavaScript

```js
SetPedHeadOverlay(ped, overlayID, index, opacity);

// by hash
Citizen.invokeNative('0xd28dba90', ped, overlayID, index, opacity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xd28dba90, ped, overlayID, index, opacity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::_SET_PED_HEAD_OVERLAY_COLOR

- **Hash:** `0x78935A27`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedHeadOverlayColor`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/_SET_PED_HEAD_OVERLAY_COLOR

## Signature

```c
void _SET_PED_HEAD_OVERLAY_COLOR(Ped ped, int overlayID, int colorType, int colorID, int secondColorID);
```

## Parameters

- `ped` (`Ped`) — The ped entity
- `overlayID` (`int`) — An integer representing the overlay id
- `colorType` (`int`) — 1 for eyebrows, beards, makeup, and chest hair; 2 for blush and lipstick; and 0 otherwise, though not called in those cases.
- `colorID` (`int`) — An integer representing the primary color id
- `secondColorID` (`int`) — An integer representing the secondary color id

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Used for freemode (online) characters.
Called after SET_PED_HEAD_OVERLAY().
```

**Note:**
You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work.

**This is the server-side RPC native equivalent of the client native [\_SET_PED_HEAD_OVERLAY_COLOR](?\_0x497BF74A7B9CB952).**

## Usage

### Lua

```lua
SetPedHeadOverlayColor(ped, overlayID, colorType, colorID, secondColorID)

-- always available, by hash
Citizen.InvokeNative(0x78935a27, ped, overlayID, colorType, colorID, secondColorID)
```

### JavaScript

```js
SetPedHeadOverlayColor(ped, overlayID, colorType, colorID, secondColorID);

// by hash
Citizen.invokeNative('0x78935a27', ped, overlayID, colorType, colorID, secondColorID);
```

### C#

```csharp
Function.Call((Hash)0x78935a27, ped, overlayID, colorType, colorID, secondColorID);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_INTO_VEHICLE

- **Hash:** `0x7500C79`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedIntoVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_INTO_VEHICLE

## Signature

```c
void SET_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seatIndex);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `seatIndex` (`int`) — See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). -2 for the first available seat.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_PED_INTO_VEHICLE

**This is the server-side RPC native equivalent of the client native [SET_PED_INTO_VEHICLE](?\_0xF75B0D629E1C063D).**

## Usage

### Lua

```lua
SetPedIntoVehicle(ped, vehicle, seatIndex)

-- always available, by hash
Citizen.InvokeNative(0x7500c79, ped, vehicle, seatIndex)
```

### JavaScript

```js
SetPedIntoVehicle(ped, vehicle, seatIndex);

// by hash
Citizen.invokeNative('0x7500c79', ped, vehicle, seatIndex);
```

### C#

```csharp
Function.Call((Hash)0x7500c79, ped, vehicle, seatIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_PROP_INDEX

- **Hash:** `0x829F2E2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedPropIndex`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_PROP_INDEX

## Signature

```c
void SET_PED_PROP_INDEX(Ped ped, int componentId, int drawableId, int textureId, BOOL attach);
```

## Parameters

- `ped` (`Ped`) — The ped handle.
- `componentId` (`int`) — The component that you want to set. Refer to [SET_PED_COMPONENT_VARIATION](#\_0x262B14F48D29DE80).
- `drawableId` (`int`) — The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47).
- `textureId` (`int`) — The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171).
- `attach` (`BOOL`) — Attached or not.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model.

### MP Freemode list of props

**0**: Hats
**1**: Glasses
**2**: Ears
**6**: Watches
**7**: Bracelets
List of Prop IDs

```cpp
enum eAnchorPoints
{
ANCHOR_HEAD = 0, // "p_head"
ANCHOR_EYES = 1, // "p_eyes"
ANCHOR_EARS = 2, // "p_ears"
ANCHOR_MOUTH = 3, // "p_mouth"
ANCHOR_LEFT_HAND = 4, // "p_lhand"
ANCHOR_RIGHT_HAND = 5, // "p_rhand"
ANCHOR_LEFT_WRIST = 6, // "p_lwrist"
ANCHOR_RIGHT_WRIST = 7, // "p_rwrist"
ANCHOR_HIP = 8, // "p_lhip"
ANCHOR_LEFT_FOOT = 9, // "p_lfoot"
ANCHOR_RIGHT_FOOT = 10, // "p_rfoot"
ANCHOR_PH_L_HAND = 11, // "ph_lhand"
ANCHOR_PH_R_HAND = 12, // "ph_rhand"
NUM_ANCHORS = 13,
};
```

**This is the server-side RPC native equivalent of the client native [SET_PED_PROP_INDEX](?\_0x93376B65A266EB5F).**

## Usage

### Lua

```lua
SetPedPropIndex(ped, componentId, drawableId, textureId, attach)

-- always available, by hash
Citizen.InvokeNative(0x829f2e2, ped, componentId, drawableId, textureId, attach)
```

### JavaScript

```js
SetPedPropIndex(ped, componentId, drawableId, textureId, attach);

// by hash
Citizen.invokeNative('0x829f2e2', ped, componentId, drawableId, textureId, attach);
```

### C#

```csharp
Function.Call((Hash)0x829f2e2, ped, componentId, drawableId, textureId, attach);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_RANDOM_COMPONENT_VARIATION

- **Hash:** `0x4111BA46`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedRandomComponentVariation`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_RANDOM_COMPONENT_VARIATION

## Signature

```c
void SET_PED_RANDOM_COMPONENT_VARIATION(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused.
```

**This is the server-side RPC native equivalent of the client native [SET_PED_RANDOM_COMPONENT_VARIATION](?\_0xC8A9481A01E63C28).**

## Usage

### Lua

```lua
SetPedRandomComponentVariation(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x4111ba46, ped, p1)
```

### JavaScript

```js
SetPedRandomComponentVariation(ped, p1);

// by hash
Citizen.invokeNative('0x4111ba46', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x4111ba46, ped, p1);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_RANDOM_PROPS

- **Hash:** `0xE3318E0E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedRandomProps`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_RANDOM_PROPS

## Signature

```c
void SET_PED_RANDOM_PROPS(Ped ped);
```

## Parameters

- `ped` (`Ped`) — The ped handle.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_PED_RANDOM_PROPS

**This is the server-side RPC native equivalent of the client native [SET_PED_RANDOM_PROPS](?\_0xC44AA05345C992C6).**

## Usage

### Lua

```lua
SetPedRandomProps(ped)

-- always available, by hash
Citizen.InvokeNative(0xe3318e0e, ped)
```

### JavaScript

```js
SetPedRandomProps(ped);

// by hash
Citizen.invokeNative('0xe3318e0e', ped);
```

### C#

```csharp
Function.Call((Hash)0xe3318e0e, ped);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_RESET_FLAG

- **Hash:** `0xCFF6FF66`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedResetFlag`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_RESET_FLAG

## Signature

```c
void SET_PED_RESET_FLAG(Ped ped, int flagId, BOOL doReset);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)
- `doReset` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1);
Known values:

**This is the server-side RPC native equivalent of the client native [SET_PED_RESET_FLAG](?\_0xC1E8A365BF3B29F2).**

## Usage

### Lua

```lua
SetPedResetFlag(ped, flagId, doReset)

-- always available, by hash
Citizen.InvokeNative(0xcff6ff66, ped, flagId, doReset)
```

### JavaScript

```js
SetPedResetFlag(ped, flagId, doReset);

// by hash
Citizen.invokeNative('0xcff6ff66', ped, flagId, doReset);
```

### C#

```csharp
Function.Call((Hash)0xcff6ff66, ped, flagId, doReset);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_TO_RAGDOLL

- **Hash:** `0x83CB5052`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedToRagdoll`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_TO_RAGDOLL

## Signature

```c
void SET_PED_TO_RAGDOLL(Ped ped, int minTime, int maxTime, int ragdollType, BOOL bAbortIfInjured, BOOL bAbortIfDead, BOOL bForceScriptControl);
```

## Parameters

- `ped` (`Ped`) — The ped to ragdoll.
- `minTime` (`int`) — Time(ms) Ped is in ragdoll mode; only applies to ragdoll types 0 and not 1.
- `maxTime` (`int`)
- `ragdollType` (`int`)
- `bAbortIfInjured` (`BOOL`) — unused
- `bAbortIfDead` (`BOOL`) — unused
- `bForceScriptControl` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

p4/p5: Unusued in TU27

### Ragdoll Types

**0**: CTaskNMRelax
**1**: CTaskNMScriptControl: Hardcoded not to work in networked environments.
**Else**: CTaskNMBalance

**This is the server-side RPC native equivalent of the client native [SET_PED_TO_RAGDOLL](?\_0xAE99FB955581844A).**

## Usage

### Lua

```lua
SetPedToRagdoll(ped, minTime, maxTime, ragdollType, bAbortIfInjured, bAbortIfDead, bForceScriptControl)

-- always available, by hash
Citizen.InvokeNative(0x83cb5052, ped, minTime, maxTime, ragdollType, bAbortIfInjured, bAbortIfDead, bForceScriptControl)
```

### JavaScript

```js
SetPedToRagdoll(ped, minTime, maxTime, ragdollType, bAbortIfInjured, bAbortIfDead, bForceScriptControl);

// by hash
Citizen.invokeNative('0x83cb5052', ped, minTime, maxTime, ragdollType, bAbortIfInjured, bAbortIfDead, bForceScriptControl);
```

### C#

```csharp
Function.Call((Hash)0x83cb5052, ped, minTime, maxTime, ragdollType, bAbortIfInjured, bAbortIfDead, bForceScriptControl);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PED_TO_RAGDOLL_WITH_FALL

- **Hash:** `0xFA12E286`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPedToRagdollWithFall`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PED_TO_RAGDOLL_WITH_FALL

## Signature

```c
void SET_PED_TO_RAGDOLL_WITH_FALL(Ped ped, int minTime, int maxTime, int nFallType, float dirX, float dirY, float dirZ, float fGroundHeight, float grab1X, float grab1Y, float grab1Z, float grab2X, float grab2Y, float grab2Z);
```

## Parameters

- `ped` (`Ped`) — The ped to ragdoll.
- `minTime` (`int`)
- `maxTime` (`int`)
- `nFallType` (`int`) — The type of fall.
- `dirX` (`float`) — The x direction of the fall.
- `dirY` (`float`) — The y direction of the fall.
- `dirZ` (`float`) — The z direction of the fall.
- `fGroundHeight` (`float`) — The ground height (z).
- `grab1X` (`float`) — unused
- `grab1Y` (`float`) — unused
- `grab1Z` (`float`) — unused
- `grab2X` (`float`) — unused
- `grab2Y` (`float`) — unused
- `grab2Z` (`float`) — unused

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```cpp
enum eNMFallType {
TYPE_FROM_HIGH = 0,
TYPE_OVER_WALL = 1,
TYPE_DOWN_STAIRS = 2,
TYPE_DIE_TYPES = 3,
TYPE_DIE_FROM_HIGH = 4,
TYPE_DIE_OVER_WALL = 5,
TYPE_DIE_DOWN_STAIRS = 6
}
```

```
Return variable is never used in R*'s scripts.
Not sure what p2 does. It seems like it would be a time judging by it's usage in R*'s scripts, but didn't seem to affect anything in my testings.
x, y, and z are coordinates, most likely to where the ped will fall.
p7 is probably the force of the fall, but untested, so I left the variable name the same.
p8 to p13 are always 0f in R*'s scripts.
(Simplified) Example of the usage of the function from R*'s scripts:
ped::set_ped_to_ragdoll_with_fall(ped, 1500, 2000, 1, -entity::get_entity_forward_vector(ped), 1f, 0f, 0f, 0f, 0f, 0f, 0f);
```

**This is the server-side RPC native equivalent of the client native [SET_PED_TO_RAGDOLL_WITH_FALL](?\_0xD76632D99E4966C8).**

## Usage

### Lua

```lua
SetPedToRagdollWithFall(ped, minTime, maxTime, nFallType, dirX, dirY, dirZ, fGroundHeight, grab1X, grab1Y, grab1Z, grab2X, grab2Y, grab2Z)

-- always available, by hash
Citizen.InvokeNative(0xfa12e286, ped, minTime, maxTime, nFallType, dirX, dirY, dirZ, fGroundHeight, grab1X, grab1Y, grab1Z, grab2X, grab2Y, grab2Z)
```

### JavaScript

```js
SetPedToRagdollWithFall(ped, minTime, maxTime, nFallType, dirX, dirY, dirZ, fGroundHeight, grab1X, grab1Y, grab1Z, grab2X, grab2Y, grab2Z);

// by hash
Citizen.invokeNative('0xfa12e286', ped, minTime, maxTime, nFallType, dirX + 0.0000001, dirY + 0.0000001, dirZ + 0.0000001, fGroundHeight + 0.0000001, grab1X + 0.0000001, grab1Y + 0.0000001, grab1Z + 0.0000001, grab2X + 0.0000001, grab2Y + 0.0000001, grab2Z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xfa12e286, ped, minTime, maxTime, nFallType, dirX, dirY, dirZ, fGroundHeight, grab1X, grab1Y, grab1Z, grab2X, grab2Y, grab2Z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_CONTROL

- **Hash:** `0xD17AFCD8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerControl`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_CONTROL

## Signature

```c
void SET_PLAYER_CONTROL(Player player, BOOL bHasControl, int flags);
```

## Parameters

- `player` (`Player`)
- `bHasControl` (`BOOL`)
- `flags` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Flags:
SPC_AMBIENT_SCRIPT = (1 << 1),
SPC_CLEAR_TASKS = (1 << 2),
SPC_REMOVE_FIRES = (1 << 3),
SPC_REMOVE_EXPLOSIONS = (1 << 4),
SPC_REMOVE_PROJECTILES = (1 << 5),
SPC_DEACTIVATE_GADGETS = (1 << 6),
SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7),
SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8),
SPC_ALLOW_PLAYER_DAMAGE = (1 << 9),
SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10),
SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11),
SPC_ALLOW_PAD_SHAKE = (1 << 12)
See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt
```

**This is the server-side RPC native equivalent of the client native [SET_PLAYER_CONTROL](?\_0x8D32347D6D4C40A2).**

## Usage

### Lua

```lua
SetPlayerControl(player, bHasControl, flags)

-- always available, by hash
Citizen.InvokeNative(0xd17afcd8, player, bHasControl, flags)
```

### JavaScript

```js
SetPlayerControl(player, bHasControl, flags);

// by hash
Citizen.invokeNative('0xd17afcd8', player, bHasControl, flags);
```

### C#

```csharp
Function.Call((Hash)0xd17afcd8, player, bHasControl, flags);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_CULLING_RADIUS

- **Hash:** `0x8A2FBAD4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerCullingRadius`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_CULLING_RADIUS

## Signature

```c
void SET_PLAYER_CULLING_RADIUS(char* playerSrc, float radius);
```

## Parameters

- `playerSrc` (`char*`) — The player to set the culling radius for.
- `radius` (`float`) — The radius.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the culling radius for the specified player.
Set to `0.0` to reset.

**WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4)

## Usage

### Lua

```lua
SetPlayerCullingRadius(playerSrc, radius)

-- always available, by hash
Citizen.InvokeNative(0x8a2fbad4, playerSrc, radius)
```

### JavaScript

```js
SetPlayerCullingRadius(playerSrc, radius);

// by hash
Citizen.invokeNative('0x8a2fbad4', playerSrc, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8a2fbad4, playerSrc, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_INVINCIBLE

- **Hash:** `0xDFB9A2A2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerInvincible`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_INVINCIBLE

## Signature

```c
void SET_PLAYER_INVINCIBLE(Player player, BOOL bInvincible);
```

## Parameters

- `player` (`Player`) — The player index.
- `bInvincible` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Make the player impervious to all forms of damage.

**This is the server-side RPC native equivalent of the client native [SET_PLAYER_INVINCIBLE](?\_0x239528EACDC3E7DE).**

## Usage

### Lua

```lua
SetPlayerInvincible(player, bInvincible)

-- always available, by hash
Citizen.InvokeNative(0xdfb9a2a2, player, bInvincible)
```

### JavaScript

```js
SetPlayerInvincible(player, bInvincible);

// by hash
Citizen.invokeNative('0xdfb9a2a2', player, bInvincible);
```

### C#

```csharp
Function.Call((Hash)0xdfb9a2a2, player, bInvincible);
```

## See also

- [CFX::GET_PLAYER_INVINCIBLE](https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_INVINCIBLE.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_MODEL

- **Hash:** `0x774A4C54`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerModel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_MODEL

## Signature

```c
void SET_PLAYER_MODEL(Player player, Hash model);
```

## Parameters

- `player` (`Player`) — The player to set the model for
- `model` (`Hash`) — The model to use

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Set the model for a specific Player. Note that this will destroy the current Ped for the Player and create a new one, any reference to the old ped will be invalid after calling this.
As per usual, make sure to request the model first and wait until it has loaded.

**This is the server-side RPC native equivalent of the client native [SET_PLAYER_MODEL](?\_0x00A1CADD00108836).**

## Usage

### Lua

```lua
SetPlayerModel(player, model)

-- always available, by hash
Citizen.InvokeNative(0x774a4c54, player, model)
```

### JavaScript

```js
SetPlayerModel(player, model);

// by hash
Citizen.invokeNative('0x774a4c54', player, model);
```

### C#

```csharp
Function.Call((Hash)0x774a4c54, player, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_ROUTING_BUCKET

- **Hash:** `0x6504EB38`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerRoutingBucket`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_ROUTING_BUCKET

## Signature

```c
void SET_PLAYER_ROUTING_BUCKET(char* playerSrc, int bucket);
```

## Parameters

- `playerSrc` (`char*`) — The player to set the routing bucket for.
- `bucket` (`int`) — The bucket ID.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the routing bucket for the specified player.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

## Usage

### Lua

```lua
SetPlayerRoutingBucket(playerSrc, bucket)

-- always available, by hash
Citizen.InvokeNative(0x6504eb38, playerSrc, bucket)
```

### JavaScript

```js
SetPlayerRoutingBucket(playerSrc, bucket);

// by hash
Citizen.invokeNative('0x6504eb38', playerSrc, bucket);
```

### C#

```csharp
Function.Call((Hash)0x6504eb38, playerSrc, bucket);
```

## See also

- [CFX::GET_PLAYER_ROUTING_BUCKET](https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_ROUTING_BUCKET.md) — Gets the routing bucket for the specified player.

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_TALKING_OVERRIDE

- **Hash:** `0xFC02CAF6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerTalkingOverride`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_TALKING_OVERRIDE

## Signature

```c
void SET_PLAYER_TALKING_OVERRIDE(Player player, BOOL state);
```

## Parameters

- `player` (`Player`) — The target player.
- `state` (`BOOL`) — Overriding state.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

the status of default voip system. It affects on `NETWORK_IS_PLAYER_TALKING` and `mp_facial` animation.
This function doesn't need to be called every frame, it works like a switcher.

## Usage

### Lua

```lua
SetPlayerTalkingOverride(player, state)

-- always available, by hash
Citizen.InvokeNative(0xfc02caf6, player, state)
```

### JavaScript

```js
SetPlayerTalkingOverride(player, state);

// by hash
Citizen.invokeNative('0xfc02caf6', player, state);
```

### C#

```csharp
Function.Call((Hash)0xfc02caf6, player, state);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_PLAYER_WANTED_LEVEL

- **Hash:** `0xB7A0914B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetPlayerWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_WANTED_LEVEL

## Signature

```c
void SET_PLAYER_WANTED_LEVEL(Player player, int wantedLevel, BOOL delayedResponse);
```

## Parameters

- `player` (`Player`) — the target player
- `wantedLevel` (`int`) — the wanted level 1-5
- `delayedResponse` (`BOOL`) — false = 0-10sec police spawn response time, true = 10-20sec police spawn response time

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_PLAYER_WANTED_LEVEL

**This is the server-side RPC native equivalent of the client native [SET_PLAYER_WANTED_LEVEL](?\_0x39FF19C64EF7DA5B).**

## Usage

### Lua

```lua
SetPlayerWantedLevel(player, wantedLevel, delayedResponse)

-- always available, by hash
Citizen.InvokeNative(0xb7a0914b, player, wantedLevel, delayedResponse)
```

### JavaScript

```js
SetPlayerWantedLevel(player, wantedLevel, delayedResponse);

// by hash
Citizen.invokeNative('0xb7a0914b', player, wantedLevel, delayedResponse);
```

### C#

```csharp
Function.Call((Hash)0xb7a0914b, player, wantedLevel, delayedResponse);
```

## See also

- [CFX::GET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_WANTED_LEVEL.md) — Returns given players wanted level server-side.
- [CFX::CLEAR_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/CLEAR_PLAYER_WANTED_LEVEL.md) — This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false); This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.

*Sources: Cfx.re native reference.*

---

# CFX::SET_RESOURCE_KVP

- **Hash:** `0x21C7A35B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetResourceKvp`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP

## Signature

```c
void SET_RESOURCE_KVP(char* key, char* value);
```

## Parameters

- `key` (`char*`) — The key to set
- `value` (`char*`) — The value to write

## Returns

`void`

## Description

*Source: Cfx.re native reference*

A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A).

## Usage

### Lua

```lua
SetResourceKvp(key, value)

-- always available, by hash
Citizen.InvokeNative(0x21c7a35b, key, value)
```

### JavaScript

```js
SetResourceKvp(key, value);

// by hash
Citizen.invokeNative('0x21c7a35b', key, value);
```

### C#

```csharp
Function.Call((Hash)0x21c7a35b, key, value);
```

## Examples

*Source: Cfx.re native reference*

```lua
SetResourceKvp('mollis', 'vesuvius citrate')
```

## See also

- [CFX::DELETE_RESOURCE_KVP](https://natives.borderlinerp.com/natives/CFX/DELETE_RESOURCE_KVP.md)
- [CFX::FLUSH_RESOURCE_KVP](https://natives.borderlinerp.com/natives/CFX/FLUSH_RESOURCE_KVP.md) — Nonsynchronous operations will not wait for a disk/filesystem flush before returning from a write or delete call.

*Sources: Cfx.re native reference.*

---

# CFX::SET_RESOURCE_KVP_FLOAT

- **Hash:** `0x9ADD2938`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetResourceKvpFloat`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_FLOAT

## Signature

```c
void SET_RESOURCE_KVP_FLOAT(char* key, float value);
```

## Parameters

- `key` (`char*`) — The key to set
- `value` (`float`) — The value to write

## Returns

`void`

## Description

*Source: Cfx.re native reference*

A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA).

## Usage

### Lua

```lua
SetResourceKvpFloat(key, value)

-- always available, by hash
Citizen.InvokeNative(0x9add2938, key, value)
```

### JavaScript

```js
SetResourceKvpFloat(key, value);

// by hash
Citizen.invokeNative('0x9add2938', key, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9add2938, key, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Examples

*Source: Cfx.re native reference*

```lua
local lickMy = 42.5
SetResourceKvpFloat('bananabread', lickMy)
```

## See also

- [CFX::GET_RESOURCE_KVP_FLOAT](https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_KVP_FLOAT.md) — A getter for SET_RESOURCE_KVP_FLOAT.

*Sources: Cfx.re native reference.*

---

# CFX::SET_RESOURCE_KVP_FLOAT_NO_SYNC

- **Hash:** `0x3517BFBE`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetResourceKvpFloatNoSync`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_FLOAT_NO_SYNC

## Signature

```c
void SET_RESOURCE_KVP_FLOAT_NO_SYNC(char* key, float value);
```

## Parameters

- `key` (`char*`) — The key to set
- `value` (`float`) — The value to write

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Nonsynchronous [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A).

## Usage

### Lua

```lua
SetResourceKvpFloatNoSync(key, value)

-- always available, by hash
Citizen.InvokeNative(0x3517bfbe, key, value)
```

### JavaScript

```js
SetResourceKvpFloatNoSync(key, value);

// by hash
Citizen.invokeNative('0x3517bfbe', key, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3517bfbe, key, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_RESOURCE_KVP_INT

- **Hash:** `0x6A2B1E8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetResourceKvpInt`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_INT

## Signature

```c
void SET_RESOURCE_KVP_INT(char* key, int value);
```

## Parameters

- `key` (`char*`) — The key to set
- `value` (`int`) — The value to write

## Returns

`void`

## Description

*Source: Cfx.re native reference*

A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A).

## Usage

### Lua

```lua
SetResourceKvpInt(key, value)

-- always available, by hash
Citizen.InvokeNative(0x6a2b1e8, key, value)
```

### JavaScript

```js
SetResourceKvpInt(key, value);

// by hash
Citizen.invokeNative('0x6a2b1e8', key, value);
```

### C#

```csharp
Function.Call((Hash)0x6a2b1e8, key, value);
```

## Examples

*Source: Cfx.re native reference*

```lua
local lickMy = 42
SetResourceKvp('bananabread', lickMy)
```

## See also

- [CFX::GET_RESOURCE_KVP_INT](https://natives.borderlinerp.com/natives/CFX/GET_RESOURCE_KVP_INT.md) — A getter for SET_RESOURCE_KVP_INT.

*Sources: Cfx.re native reference.*

---

# CFX::SET_RESOURCE_KVP_INT_NO_SYNC

- **Hash:** `0x26AEB707`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetResourceKvpIntNoSync`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_INT_NO_SYNC

## Signature

```c
void SET_RESOURCE_KVP_INT_NO_SYNC(char* key, int value);
```

## Parameters

- `key` (`char*`) — The key to set
- `value` (`int`) — The value to write

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Nonsynchronous [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A).

## Usage

### Lua

```lua
SetResourceKvpIntNoSync(key, value)

-- always available, by hash
Citizen.InvokeNative(0x26aeb707, key, value)
```

### JavaScript

```js
SetResourceKvpIntNoSync(key, value);

// by hash
Citizen.invokeNative('0x26aeb707', key, value);
```

### C#

```csharp
Function.Call((Hash)0x26aeb707, key, value);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_RESOURCE_KVP_NO_SYNC

- **Hash:** `0xCF9A2FF`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetResourceKvpNoSync`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RESOURCE_KVP_NO_SYNC

## Signature

```c
void SET_RESOURCE_KVP_NO_SYNC(char* key, char* value);
```

## Parameters

- `key` (`char*`) — The key to set
- `value` (`char*`) — The value to write

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Nonsynchronous [SET_RESOURCE_KVP](#\_0x21C7A35B) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A).

## Usage

### Lua

```lua
SetResourceKvpNoSync(key, value)

-- always available, by hash
Citizen.InvokeNative(0xcf9a2ff, key, value)
```

### JavaScript

```js
SetResourceKvpNoSync(key, value);

// by hash
Citizen.invokeNative('0xcf9a2ff', key, value);
```

### C#

```csharp
Function.Call((Hash)0xcf9a2ff, key, value);
```

## See also

- [CFX::DELETE_RESOURCE_KVP_NO_SYNC](https://natives.borderlinerp.com/natives/CFX/DELETE_RESOURCE_KVP_NO_SYNC.md) — Nonsynchronous DELETE_RESOURCE_KVP operation; see FLUSH_RESOURCE_KVP.

*Sources: Cfx.re native reference.*

---

# CFX::SET_RICH_PRESENCE

- **Hash:** `0x7BDCBD45`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetRichPresence`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_RICH_PRESENCE

## Signature

```c
void SET_RICH_PRESENCE(char* presenceState);
```

## Parameters

- `presenceState` (`char*`) — The rich presence string to set.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the player's rich presence detail state for social platform providers to a specified string.

## Usage

### Lua

```lua
SetRichPresence(presenceState)

-- always available, by hash
Citizen.InvokeNative(0x7bdcbd45, presenceState)
```

### JavaScript

```js
SetRichPresence(presenceState);

// by hash
Citizen.invokeNative('0x7bdcbd45', presenceState);
```

### C#

```csharp
Function.Call((Hash)0x7bdcbd45, presenceState);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_ROUTING_BUCKET_ENTITY_LOCKDOWN_MODE

- **Hash:** `0xA0F2201F`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetRoutingBucketEntityLockdownMode`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ROUTING_BUCKET_ENTITY_LOCKDOWN_MODE

## Signature

```c
void SET_ROUTING_BUCKET_ENTITY_LOCKDOWN_MODE(int bucketId, char* mode);
```

## Parameters

- `bucketId` (`int`) — The routing bucket ID to adjust.
- `mode` (`char*`) — One of aforementioned modes.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the entity lockdown mode for a specific routing bucket.

Lockdown modes are:

| Mode       | Meaning                                                    |
| ---------- | ---------------------------------------------------------- |
| `strict`   | No entities can be created by clients at all.              |
| `relaxed`  | Only script-owned entities created by clients are blocked. |
| `inactive` | Clients can create any entity they want.                   |

## Usage

### Lua

```lua
SetRoutingBucketEntityLockdownMode(bucketId, mode)

-- always available, by hash
Citizen.InvokeNative(0xa0f2201f, bucketId, mode)
```

### JavaScript

```js
SetRoutingBucketEntityLockdownMode(bucketId, mode);

// by hash
Citizen.invokeNative('0xa0f2201f', bucketId, mode);
```

### C#

```csharp
Function.Call((Hash)0xa0f2201f, bucketId, mode);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_ROUTING_BUCKET_POPULATION_ENABLED

- **Hash:** `0xCE51AC2C`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetRoutingBucketPopulationEnabled`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ROUTING_BUCKET_POPULATION_ENABLED

## Signature

```c
void SET_ROUTING_BUCKET_POPULATION_ENABLED(int bucketId, BOOL mode);
```

## Parameters

- `bucketId` (`int`) — The routing bucket ID to adjust.
- `mode` (`BOOL`) — `true` to enable population, `false` to disable population.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets whether or not the specified routing bucket has automatically-created population enabled.

## Usage

### Lua

```lua
SetRoutingBucketPopulationEnabled(bucketId, mode)

-- always available, by hash
Citizen.InvokeNative(0xce51ac2c, bucketId, mode)
```

### JavaScript

```js
SetRoutingBucketPopulationEnabled(bucketId, mode);

// by hash
Citizen.invokeNative('0xce51ac2c', bucketId, mode);
```

### C#

```csharp
Function.Call((Hash)0xce51ac2c, bucketId, mode);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_SNAKEOIL_FOR_ENTRY

- **Hash:** `0xA7DD3209`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetSnakeoilForEntry`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_SNAKEOIL_FOR_ENTRY

## Signature

```c
void SET_SNAKEOIL_FOR_ENTRY(char* name, char* path, char* data);
```

## Parameters

- `name` (`char*`)
- `path` (`char*`)
- `data` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetSnakeoilForEntry(name, path, data)

-- always available, by hash
Citizen.InvokeNative(0xa7dd3209, name, path, data)
```

### JavaScript

```js
SetSnakeoilForEntry(name, path, data);

// by hash
Citizen.invokeNative('0xa7dd3209', name, path, data);
```

### C#

```csharp
Function.Call((Hash)0xa7dd3209, name, path, data);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_STATE_BAG_VALUE

- **Hash:** `0x8D50E33A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetStateBagValue`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_STATE_BAG_VALUE

## Signature

```c
void SET_STATE_BAG_VALUE(char* bagName, char* keyName, char* valueData, int valueLength, BOOL replicated);
```

## Parameters

- `bagName` (`char*`)
- `keyName` (`char*`)
- `valueData` (`char*`)
- `valueLength` (`int`)
- `replicated` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Internal function for setting a state bag value.

## Usage

### Lua

```lua
SetStateBagValue(bagName, keyName, valueData, valueLength, replicated)

-- always available, by hash
Citizen.InvokeNative(0x8d50e33a, bagName, keyName, valueData, valueLength, replicated)
```

### JavaScript

```js
SetStateBagValue(bagName, keyName, valueData, valueLength, replicated);

// by hash
Citizen.invokeNative('0x8d50e33a', bagName, keyName, valueData, valueLength, replicated);
```

### C#

```csharp
Function.Call((Hash)0x8d50e33a, bagName, keyName, valueData, valueLength, replicated);
```

## See also

- [CFX::GET_STATE_BAG_VALUE](https://natives.borderlinerp.com/natives/CFX/GET_STATE_BAG_VALUE.md) — Returns the value of a state bag key.

*Sources: Cfx.re native reference.*

---

# CFX::SET_TEXT_CHAT_ENABLED

- **Hash:** `0x97B2F9F8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetTextChatEnabled`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_TEXT_CHAT_ENABLED

## Signature

```c
BOOL SET_TEXT_CHAT_ENABLED(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetTextChatEnabled(enabled)

-- always available, by hash
local retval = Citizen.InvokeNative(0x97b2f9f8, enabled, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetTextChatEnabled(enabled);

// by hash
const retval = Citizen.invokeNative('0x97b2f9f8', enabled, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x97b2f9f8, enabled);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_TEXT_FONT_FOR_CURRENT_COMMAND

- **Hash:** `0xADA9255D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetTextFontForCurrentCommand`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_TEXT_FONT_FOR_CURRENT_COMMAND

## Signature

```c
void SET_TEXT_FONT_FOR_CURRENT_COMMAND(int fontId);
```

## Parameters

- `fontId` (`int`) — The index of the font.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the text font for the current text drawing command.

## Usage

### Lua

```lua
SetTextFontForCurrentCommand(fontId)

-- always available, by hash
Citizen.InvokeNative(0xada9255d, fontId)
```

### JavaScript

```js
SetTextFontForCurrentCommand(fontId);

// by hash
Citizen.invokeNative('0xada9255d', fontId);
```

### C#

```csharp
Function.Call((Hash)0xada9255d, fontId);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_TEXT_JUSTIFICATION

- **Hash:** `0x68CDFA60`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetTextJustification`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_TEXT_JUSTIFICATION

## Signature

```c
void SET_TEXT_JUSTIFICATION(int justifyType);
```

## Parameters

- `justifyType` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextJustification(justifyType)

-- always available, by hash
Citizen.InvokeNative(0x68cdfa60, justifyType)
```

### JavaScript

```js
SetTextJustification(justifyType);

// by hash
Citizen.invokeNative('0x68cdfa60', justifyType);
```

### C#

```csharp
Function.Call((Hash)0x68cdfa60, justifyType);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_TEXT_WRAP

- **Hash:** `0x6F60AB54`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetTextWrap`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_TEXT_WRAP

## Signature

```c
void SET_TEXT_WRAP(float start, float end);
```

## Parameters

- `start` (`float`)
- `end` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextWrap(start, end_)

-- always available, by hash
Citizen.InvokeNative(0x6f60ab54, start, end_)
```

### JavaScript

```js
SetTextWrap(start, end);

// by hash
Citizen.invokeNative('0x6f60ab54', start + 0.0000001, end + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6f60ab54, start, end);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::SET_TIMECYCLE_MODIFIER_VAR

- **Hash:** `0x6E0A422B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetTimecycleModifierVar`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_TIMECYCLE_MODIFIER_VAR

## Signature

```c
void SET_TIMECYCLE_MODIFIER_VAR(char* modifierName, char* varName, float value1, float value2);
```

## Parameters

- `modifierName` (`char*`) — The name of timecycle modifier.
- `varName` (`char*`) — The name of timecycle variable.
- `value1` (`float`) — The first value of variable.
- `value2` (`float`) — The second value of variable.

## Returns

`void`

## Usage

### Lua

```lua
SetTimecycleModifierVar(modifierName, varName, value1, value2)

-- always available, by hash
Citizen.InvokeNative(0x6e0a422b, modifierName, varName, value1, value2)
```

### JavaScript

```js
SetTimecycleModifierVar(modifierName, varName, value1, value2);

// by hash
Citizen.invokeNative('0x6e0a422b', modifierName, varName, value1 + 0.0000001, value2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6e0a422b, modifierName, varName, value1, value2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Examples

*Source: Cfx.re native reference*

```lua
local modifierName = "superDARK"
local varName = "postfx_noise"

if DoesTimecycleModifierHasVar(modifierName, varName) then
  local success, value1, value2 = GetTimecycleModifierVar(modifierName, varName)

  if success then
    print(string.format("[%s] removed var %s with values: %f %f", modifierName, varName, value1, value2))
    RemoveTimecycleModifierVar(modifierName, varName)
  end
else
    SetTimecycleModifierVar(modifierName, varName, 1.0, 1.0)
    print(string.format("[%s] created var %s", modifierName, varName))
end
```

## See also

- [CFX::GET_TIMECYCLE_MODIFIER_VAR](https://natives.borderlinerp.com/natives/CFX/GET_TIMECYCLE_MODIFIER_VAR.md)
- [CFX::REMOVE_TIMECYCLE_MODIFIER_VAR](https://natives.borderlinerp.com/natives/CFX/REMOVE_TIMECYCLE_MODIFIER_VAR.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_ALARM

- **Hash:** `0x24877D84`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleAlarm`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_ALARM

## Signature

```c
void SET_VEHICLE_ALARM(Vehicle vehicle, BOOL state);
```

## Parameters

- `vehicle` (`Vehicle`)
- `state` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_VEHICLE_ALARM

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_ALARM](?\_0xCDE5E70C1DDB954C).**

## Usage

### Lua

```lua
SetVehicleAlarm(vehicle, state)

-- always available, by hash
Citizen.InvokeNative(0x24877d84, vehicle, state)
```

### JavaScript

```js
SetVehicleAlarm(vehicle, state);

// by hash
Citizen.invokeNative('0x24877d84', vehicle, state);
```

### C#

```csharp
Function.Call((Hash)0x24877d84, vehicle, state);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_BODY_HEALTH

- **Hash:** `0x920C2517`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleBodyHealth`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_BODY_HEALTH

## Signature

```c
void SET_VEHICLE_BODY_HEALTH(Vehicle vehicle, float value);
```

## Parameters

- `vehicle` (`Vehicle`)
- `value` (`float`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
p2 often set to 1000.0 in the decompiled scripts.
```

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_BODY_HEALTH](?\_0xB77D05AC8C78AADB).**

## Usage

### Lua

```lua
SetVehicleBodyHealth(vehicle, value)

-- always available, by hash
Citizen.InvokeNative(0x920c2517, vehicle, value)
```

### JavaScript

```js
SetVehicleBodyHealth(vehicle, value);

// by hash
Citizen.invokeNative('0x920c2517', vehicle, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x920c2517, vehicle, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_VEHICLE_BODY_HEALTH](https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_BODY_HEALTH.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_COLOUR_COMBINATION

- **Hash:** `0xA557AEAD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleColourCombination`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_COLOUR_COMBINATION

## Signature

```c
void SET_VEHICLE_COLOUR_COMBINATION(Vehicle vehicle, int colorCombination);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to modify.
- `colorCombination` (`int`) — One of the default color values of the vehicle.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the selected vehicle's colors to their default value (specific variant specified using the colorCombination parameter).
Range of possible values for colorCombination is currently unknown, I couldn't find where these values are stored either (Disquse's guess was vehicles.meta but I haven't seen it in there.)

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_COLOUR_COMBINATION](?\_0x33E8CD3322E2FE31).**

## Usage

### Lua

```lua
SetVehicleColourCombination(vehicle, colorCombination)

-- always available, by hash
Citizen.InvokeNative(0xa557aead, vehicle, colorCombination)
```

### JavaScript

```js
SetVehicleColourCombination(vehicle, colorCombination);

// by hash
Citizen.invokeNative('0xa557aead', vehicle, colorCombination);
```

### C#

```csharp
Function.Call((Hash)0xa557aead, vehicle, colorCombination);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_COLOURS

- **Hash:** `0x57F24253`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleColours`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_COLOURS

## Signature

```c
void SET_VEHICLE_COLOURS(Vehicle vehicle, int colorPrimary, int colorSecondary);
```

## Parameters

- `vehicle` (`Vehicle`)
- `colorPrimary` (`int`)
- `colorSecondary` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

colorPrimary & colorSecondary are the paint indexes for the vehicle.
For a list of valid paint indexes, view: pastebin.com/pwHci0xK

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_COLOURS](?\_0x4F1D4BE3A7F24601).**

## Usage

### Lua

```lua
SetVehicleColours(vehicle, colorPrimary, colorSecondary)

-- always available, by hash
Citizen.InvokeNative(0x57f24253, vehicle, colorPrimary, colorSecondary)
```

### JavaScript

```js
SetVehicleColours(vehicle, colorPrimary, colorSecondary);

// by hash
Citizen.invokeNative('0x57f24253', vehicle, colorPrimary, colorSecondary);
```

### C#

```csharp
Function.Call((Hash)0x57f24253, vehicle, colorPrimary, colorSecondary);
```

## See also

- [CFX::GET_VEHICLE_COLOURS](https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_COLOURS.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_CURRENT_GEAR

- **Hash:** `0x8923DD42`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleCurrentGear`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_CURRENT_GEAR

## Signature

```c
void SET_VEHICLE_CURRENT_GEAR(Vehicle vehicle, int gear);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle handle.
- `gear` (`int`) — The gear you want the vehicle to use.

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleCurrentGear(vehicle, gear)

-- always available, by hash
Citizen.InvokeNative(0x8923dd42, vehicle, gear)
```

### JavaScript

```js
SetVehicleCurrentGear(vehicle, gear);

// by hash
Citizen.invokeNative('0x8923dd42', vehicle, gear);
```

### C#

```csharp
Function.Call((Hash)0x8923dd42, vehicle, gear);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_CUSTOM_PRIMARY_COLOUR

- **Hash:** `0x8DF9F9BC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleCustomPrimaryColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_CUSTOM_PRIMARY_COLOUR

## Signature

```c
void SET_VEHICLE_CUSTOM_PRIMARY_COLOUR(Vehicle vehicle, int r, int g, int b);
```

## Parameters

- `vehicle` (`Vehicle`)
- `r` (`int`)
- `g` (`int`)
- `b` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
```

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_CUSTOM_PRIMARY_COLOUR](?\_0x7141766F91D15BEA).**

## Usage

### Lua

```lua
SetVehicleCustomPrimaryColour(vehicle, r, g, b)

-- always available, by hash
Citizen.InvokeNative(0x8df9f9bc, vehicle, r, g, b)
```

### JavaScript

```js
SetVehicleCustomPrimaryColour(vehicle, r, g, b);

// by hash
Citizen.invokeNative('0x8df9f9bc', vehicle, r, g, b);
```

### C#

```csharp
Function.Call((Hash)0x8df9f9bc, vehicle, r, g, b);
```

## See also

- [CFX::GET_VEHICLE_CUSTOM_PRIMARY_COLOUR](https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_CUSTOM_PRIMARY_COLOUR.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_CUSTOM_SECONDARY_COLOUR

- **Hash:** `0x9D77259E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleCustomSecondaryColour`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_CUSTOM_SECONDARY_COLOUR

## Signature

```c
void SET_VEHICLE_CUSTOM_SECONDARY_COLOUR(Vehicle vehicle, int r, int g, int b);
```

## Parameters

- `vehicle` (`Vehicle`)
- `r` (`int`)
- `g` (`int`)
- `b` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
```

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_CUSTOM_SECONDARY_COLOUR](?\_0x36CED73BFED89754).**

## Usage

### Lua

```lua
SetVehicleCustomSecondaryColour(vehicle, r, g, b)

-- always available, by hash
Citizen.InvokeNative(0x9d77259e, vehicle, r, g, b)
```

### JavaScript

```js
SetVehicleCustomSecondaryColour(vehicle, r, g, b);

// by hash
Citizen.invokeNative('0x9d77259e', vehicle, r, g, b);
```

### C#

```csharp
Function.Call((Hash)0x9d77259e, vehicle, r, g, b);
```

## See also

- [CFX::GET_VEHICLE_CUSTOM_SECONDARY_COLOUR](https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_CUSTOM_SECONDARY_COLOUR.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_DIRT_LEVEL

- **Hash:** `0x2B39128B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleDirtLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_DIRT_LEVEL

## Signature

```c
void SET_VEHICLE_DIRT_LEVEL(Vehicle vehicle, float dirtLevel);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to set.
- `dirtLevel` (`float`) — A number between 0.0 and 15.0 representing the vehicles dirt level.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets the dirt level of the passed vehicle.

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DIRT_LEVEL](?\_0x79D3B596FE44EE8B).**

## Usage

### Lua

```lua
SetVehicleDirtLevel(vehicle, dirtLevel)

-- always available, by hash
Citizen.InvokeNative(0x2b39128b, vehicle, dirtLevel)
```

### JavaScript

```js
SetVehicleDirtLevel(vehicle, dirtLevel);

// by hash
Citizen.invokeNative('0x2b39128b', vehicle, dirtLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2b39128b, vehicle, dirtLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_VEHICLE_DIRT_LEVEL](https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_DIRT_LEVEL.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_DOOR_BROKEN

- **Hash:** `0x8147FEA7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleDoorBroken`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_DOOR_BROKEN

## Signature

```c
void SET_VEHICLE_DOOR_BROKEN(Vehicle vehicle, int doorIndex, BOOL deleteDoor);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorIndex` (`int`)
- `deleteDoor` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DOOR_BROKEN](?\_0xD4D4F6A4AB575A33).**

## Usage

### Lua

```lua
SetVehicleDoorBroken(vehicle, doorIndex, deleteDoor)

-- always available, by hash
Citizen.InvokeNative(0x8147fea7, vehicle, doorIndex, deleteDoor)
```

### JavaScript

```js
SetVehicleDoorBroken(vehicle, doorIndex, deleteDoor);

// by hash
Citizen.invokeNative('0x8147fea7', vehicle, doorIndex, deleteDoor);
```

### C#

```csharp
Function.Call((Hash)0x8147fea7, vehicle, doorIndex, deleteDoor);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_DOORS_LOCKED

- **Hash:** `0x4CDD35D0`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleDoorsLocked`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_DOORS_LOCKED

## Signature

```c
void SET_VEHICLE_DOORS_LOCKED(Vehicle vehicle, int doorLockStatus);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle whose doors are to be locked.
- `doorLockStatus` (`int`) — The lock state to apply to the vehicle's doors, see `eVehicleLockState`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Locks the doors of a specified vehicle to a defined lock state, affecting how players and NPCs can interact with the vehicle.

```
NativeDB Introduced: v323
```

```cpp
enum eVehicleLockState {
// No specific lock state, vehicle behaves according to the game's default settings.
VEHICLELOCK_NONE = 0,
// Vehicle is fully unlocked, allowing free entry by players and NPCs.
VEHICLELOCK_UNLOCKED = 1,
// Vehicle is locked, preventing entry by players and NPCs.
VEHICLELOCK_LOCKED = 2,
// Vehicle locks out only players, allowing NPCs to enter.
VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3,
// Vehicle is locked once a player enters, preventing others from entering.
VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4,
// Vehicle starts in a locked state, but may be unlocked through game events.
VEHICLELOCK_LOCKED_INITIALLY = 5,
// Forces the vehicle's doors to shut and lock.
VEHICLELOCK_FORCE_SHUT_DOORS = 6,
// Vehicle is locked but can still be damaged.
VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7,
// Vehicle is locked, but its trunk/boot remains unlocked.
VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8,
// Vehicle is locked and does not allow passengers, except for the driver.
VEHICLELOCK_LOCKED_NO_PASSENGERS = 9,
// Vehicle is completely locked, preventing entry entirely, even if previously inside.
VEHICLELOCK_CANNOT_ENTER = 10
};
```

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DOORS_LOCKED](?\_0xB664292EAECF7FA6).**

## Usage

### Lua

```lua
SetVehicleDoorsLocked(vehicle, doorLockStatus)

-- always available, by hash
Citizen.InvokeNative(0x4cdd35d0, vehicle, doorLockStatus)
```

### JavaScript

```js
SetVehicleDoorsLocked(vehicle, doorLockStatus);

// by hash
Citizen.invokeNative('0x4cdd35d0', vehicle, doorLockStatus);
```

### C#

```csharp
Function.Call((Hash)0x4cdd35d0, vehicle, doorLockStatus);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_FLAG

- **Hash:** `0x63AE1A34`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleFlag`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_FLAG

## Signature

```c
bool SET_VEHICLE_FLAG(Vehicle vehicle, int flagIndex, bool value);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to set flag for.
- `flagIndex` (`int`) — Flag index.
- `value` (`bool`) — `true` to enable the flag, `false` to disable it.

## Returns

`bool`

## Description

*Source: Cfx.re native reference*

This native is a setter for [`GET_VEHICLE_HAS_FLAG`](#\_0xD85C9F57).

## Usage

### Lua

```lua
local retval = SetVehicleFlag(vehicle, flagIndex, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x63ae1a34, vehicle, flagIndex, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetVehicleFlag(vehicle, flagIndex, value);

// by hash
const retval = Citizen.invokeNative('0x63ae1a34', vehicle, flagIndex, value, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x63ae1a34, vehicle, flagIndex, value);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_NEXT_GEAR

- **Hash:** `0x3A4566F4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleNextGear`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_NEXT_GEAR

## Signature

```c
void SET_VEHICLE_NEXT_GEAR(Vehicle vehicle, int nextGear);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle handle.
- `nextGear` (`int`) — The vehicles next gear.

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleNextGear(vehicle, nextGear)

-- always available, by hash
Citizen.InvokeNative(0x3a4566f4, vehicle, nextGear)
```

### JavaScript

```js
SetVehicleNextGear(vehicle, nextGear);

// by hash
Citizen.invokeNative('0x3a4566f4', vehicle, nextGear);
```

### C#

```csharp
Function.Call((Hash)0x3a4566f4, vehicle, nextGear);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_VEHICLE_NUMBER_PLATE_TEXT

- **Hash:** `0x400F9556`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVehicleNumberPlateText`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VEHICLE_NUMBER_PLATE_TEXT

## Signature

```c
void SET_VEHICLE_NUMBER_PLATE_TEXT(Vehicle vehicle, char* plateText);
```

## Parameters

- `vehicle` (`Vehicle`) — The vehicle to set the plate for
- `plateText` (`char*`) — The text to set the plate to, 8 chars maximum

## Returns

`void`

## Description

*Source: Cfx.re native reference*

SET_VEHICLE_NUMBER_PLATE_TEXT

**This is the server-side RPC native equivalent of the client native [SET_VEHICLE_NUMBER_PLATE_TEXT](?\_0x95A88F0B409CDA47).**

## Usage

### Lua

```lua
SetVehicleNumberPlateText(vehicle, plateText)

-- always available, by hash
Citizen.InvokeNative(0x400f9556, vehicle, plateText)
```

### JavaScript

```js
SetVehicleNumberPlateText(vehicle, plateText);

// by hash
Citizen.invokeNative('0x400f9556', vehicle, plateText);
```

### C#

```csharp
Function.Call((Hash)0x400f9556, vehicle, plateText);
```

## See also

- [CFX::GET_VEHICLE_NUMBER_PLATE_TEXT](https://natives.borderlinerp.com/natives/CFX/GET_VEHICLE_NUMBER_PLATE_TEXT.md)

*Sources: Cfx.re native reference.*

---

# CFX::SET_VISUAL_SETTING_FLOAT

- **Hash:** `0xD1D31681`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetVisualSettingFloat`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_VISUAL_SETTING_FLOAT

## Signature

```c
void SET_VISUAL_SETTING_FLOAT(char* name, float value);
```

## Parameters

- `name` (`char*`) — The name of the value to set, such as `pedLight.color.red`.
- `value` (`float`) — The value to write.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Overrides a floating point value from `visualsettings.dat` temporarily.

## Usage

### Lua

```lua
SetVisualSettingFloat(name, value)

-- always available, by hash
Citizen.InvokeNative(0xd1d31681, name, value)
```

### JavaScript

```js
SetVisualSettingFloat(name, value);

// by hash
Citizen.invokeNative('0xd1d31681', name, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xd1d31681, name, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CFX::GET_VISUAL_SETTING_FLOAT](https://natives.borderlinerp.com/natives/CFX/GET_VISUAL_SETTING_FLOAT.md) — A getter for SET_VISUAL_SETTING_FLOAT.

*Sources: Cfx.re native reference.*

---

# CFX::SET_WEATHER_CYCLE_ENTRY

- **Hash:** `0xD264D4E1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetWeatherCycleEntry`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_WEATHER_CYCLE_ENTRY

## Signature

```c
BOOL SET_WEATHER_CYCLE_ENTRY(int index, char* typeName, int timeMult);
```

## Parameters

- `index` (`int`) — The index of the entry to set. Must be between 0 and 255
- `typeName` (`char*`) — The name of the weather type for this cycle
- `timeMult` (`int`) — The relative duration of this cycle, which is multiplied by `msPerCycle` during ['APPLY_WEATHER_CYCLES'](#\_0x3422291C). Must be between 1 and 255

## Returns

`BOOL` — Returns true if all parameters were valid, otherwise false.

## Usage

### Lua

```lua
local retval = SetWeatherCycleEntry(index, typeName, timeMult)

-- always available, by hash
local retval = Citizen.InvokeNative(0xd264d4e1, index, typeName, timeMult, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetWeatherCycleEntry(index, typeName, timeMult);

// by hash
const retval = Citizen.invokeNative('0xd264d4e1', index, typeName, timeMult, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xd264d4e1, index, typeName, timeMult);
```

*Sources: Cfx.re native reference.*

---

# CFX::SET_WEATHER_OWNED_BY_NETWORK

- **Hash:** `0x2703D582`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetWeatherOwnedByNetwork`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_WEATHER_OWNED_BY_NETWORK

## Signature

```c
void SET_WEATHER_OWNED_BY_NETWORK(BOOL network);
```

## Parameters

- `network` (`BOOL`) — true to let the network control weather, false to not use network weather behavior.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Sets whether or not the weather should be owned by the network subsystem.

To be able to use [\_SET_WEATHER_TYPE_TRANSITION](#\_0x578C752848ECFA0C), this has to be set to false.

## Usage

### Lua

```lua
SetWeatherOwnedByNetwork(network)

-- always available, by hash
Citizen.InvokeNative(0x2703d582, network)
```

### JavaScript

```js
SetWeatherOwnedByNetwork(network);

// by hash
Citizen.invokeNative('0x2703d582', network);
```

### C#

```csharp
Function.Call((Hash)0x2703d582, network);
```

*Sources: Cfx.re native reference.*

---

# CFX::SHUTDOWN_LOADING_SCREEN_NUI

- **Hash:** `0xB9234AFB`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ShutdownLoadingScreenNui`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SHUTDOWN_LOADING_SCREEN_NUI

## Signature

```c
void SHUTDOWN_LOADING_SCREEN_NUI();
```

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Shuts down the `loadingScreen` NUI frame, similarly to `SHUTDOWN_LOADING_SCREEN`.

## Usage

### Lua

```lua
ShutdownLoadingScreenNui()

-- always available, by hash
Citizen.InvokeNative(0xb9234afb)
```

### JavaScript

```js
ShutdownLoadingScreenNui();

// by hash
Citizen.invokeNative('0xb9234afb');
```

### C#

```csharp
Function.Call((Hash)0xb9234afb);
```

*Sources: Cfx.re native reference.*

---

# CFX::START_FIND_EXTERNAL_KVP

- **Hash:** `0x8F2EECC3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `StartFindExternalKvp`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/START_FIND_EXTERNAL_KVP

## Signature

```c
int START_FIND_EXTERNAL_KVP(char* resourceName, char* prefix);
```

## Parameters

- `resourceName` (`char*`) — The resource to try finding the key/values for
- `prefix` (`char*`) — A prefix match

## Returns

`int` — A KVP find handle to use with [FIND_KVP](#\_0xBD7BEBC5) and close with [END_FIND_KVP](#\_0xB3210203)

## Description

*Source: Cfx.re native reference*

Equivalent of [START_FIND_KVP](#\_0xDD379006), but for another resource than the current one.

## Usage

### Lua

```lua
local retval = StartFindExternalKvp(resourceName, prefix)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8f2eecc3, resourceName, prefix, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartFindExternalKvp(resourceName, prefix);

// by hash
const retval = Citizen.invokeNative('0x8f2eecc3', resourceName, prefix, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8f2eecc3, resourceName, prefix);
```

## Examples

*Source: Cfx.re native reference*

```lua
local kvpHandle = StartFindExternalKvp('drugs', 'mollis:')

if kvpHandle ~= -1 then 
	local key
	
	repeat
		key = FindKvp(kvpHandle)

		if key then
			print(('%s: %s'):format(key, GetResourceKvpString(key)))
		end
	until not key

	EndFindKvp(kvpHandle)
else
	print('No KVPs found')
end
```

*Sources: Cfx.re native reference.*

---

# CFX::START_FIND_KVP

- **Hash:** `0xDD379006`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `StartFindKvp`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described with examples
- **URL:** https://natives.borderlinerp.com/natives/CFX/START_FIND_KVP

## Signature

```c
int START_FIND_KVP(char* prefix);
```

## Parameters

- `prefix` (`char*`) — A prefix match

## Returns

`int` — A KVP find handle to use with [FIND_KVP](#\_0xBD7BEBC5) and close with [END_FIND_KVP](#\_0xB3210203)

## Usage

### Lua

```lua
local retval = StartFindKvp(prefix)

-- always available, by hash
local retval = Citizen.InvokeNative(0xdd379006, prefix, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartFindKvp(prefix);

// by hash
const retval = Citizen.invokeNative('0xdd379006', prefix, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xdd379006, prefix);
```

## Examples

*Source: Cfx.re native reference*

```lua
SetResourceKvp('mollis:2', 'should be taken with alcohol')
SetResourceKvp('mollis:1', 'vesuvius citrate')
SetResourceKvp('mollis:manufacturer', 'Betta Pharmaceuticals')

local kvpHandle = StartFindKvp('mollis:')

if kvpHandle ~= -1 then 
	local key
	
	repeat
		key = FindKvp(kvpHandle)

		if key then
			print(('%s: %s'):format(key, GetResourceKvpString(key)))
		end
	until not key

	EndFindKvp(kvpHandle)
else
	print('No KVPs found')
end
```

## See also

- [CFX::END_FIND_KVP](https://natives.borderlinerp.com/natives/CFX/END_FIND_KVP.md)

*Sources: Cfx.re native reference.*

---

# CFX::START_RESOURCE

- **Hash:** `0x29B440DC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `StartResource`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/START_RESOURCE

## Signature

```c
BOOL START_RESOURCE(char* resourceName);
```

## Parameters

- `resourceName` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartResource(resourceName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x29b440dc, resourceName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartResource(resourceName);

// by hash
const retval = Citizen.invokeNative('0x29b440dc', resourceName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x29b440dc, resourceName);
```

*Sources: Cfx.re native reference.*

---

# CFX::STATE_BAG_HAS_KEY

- **Hash:** `0x12A330`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `StateBagHasKey`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/STATE_BAG_HAS_KEY

## Signature

```c
bool STATE_BAG_HAS_KEY(char* bagName, char* key);
```

## Parameters

- `bagName` (`char*`) — The name of the bag.
- `key` (`char*`) — The key used to check data existence.

## Returns

`bool` — Returns true if the data associated with the specified key exists; otherwise, returns false.

## Usage

### Lua

```lua
local retval = StateBagHasKey(bagName, key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12a330, bagName, key, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StateBagHasKey(bagName, key);

// by hash
const retval = Citizen.invokeNative('0x12a330', bagName, key, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x12a330, bagName, key);
```

*Sources: Cfx.re native reference.*

---

# CFX::STOP_RESOURCE

- **Hash:** `0x21783161`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `StopResource`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/STOP_RESOURCE

## Signature

```c
BOOL STOP_RESOURCE(char* resourceName);
```

## Parameters

- `resourceName` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StopResource(resourceName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x21783161, resourceName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StopResource(resourceName);

// by hash
const retval = Citizen.invokeNative('0x21783161', resourceName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x21783161, resourceName);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_COMBAT_PED

- **Hash:** `0xCB0D8932`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskCombatPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_COMBAT_PED

## Signature

```c
void TASK_COMBAT_PED(Ped ped, Ped targetPed, int p2, int p3);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Makes the specified ped attack the target ped.
p2 should be 0
p3 should be 16
```

**This is the server-side RPC native equivalent of the client native [TASK_COMBAT_PED](?\_0xF166E48407BAC484).**

## Usage

### Lua

```lua
TaskCombatPed(ped, targetPed, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xcb0d8932, ped, targetPed, p2, p3)
```

### JavaScript

```js
TaskCombatPed(ped, targetPed, p2, p3);

// by hash
Citizen.invokeNative('0xcb0d8932', ped, targetPed, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xcb0d8932, ped, targetPed, p2, p3);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_DRIVE_BY

- **Hash:** `0x2B84D1C4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskDriveBy`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_DRIVE_BY

## Signature

```c
void TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern);
```

## Parameters

- `driverPed` (`Ped`)
- `targetPed` (`Ped`)
- `targetVehicle` (`Vehicle`)
- `targetX` (`float`)
- `targetY` (`float`)
- `targetZ` (`float`)
- `distanceToShoot` (`float`)
- `pedAccuracy` (`int`)
- `p8` (`BOOL`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Example:
TASK::TASK_DRIVE_BY(l_467[1/*22*/], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby});
Needs working example. Doesn't seem to do anything.
I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common.
I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target.
I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not.
```

**This is the server-side RPC native equivalent of the client native [TASK_DRIVE_BY](?\_0x2F8AF0E82773A171).**

## Usage

### Lua

```lua
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0x2b84d1c4, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)
```

### JavaScript

```js
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern);

// by hash
Citizen.invokeNative('0x2b84d1c4', driverPed, targetPed, targetVehicle, targetX + 0.0000001, targetY + 0.0000001, targetZ + 0.0000001, distanceToShoot + 0.0000001, pedAccuracy, p8, firingPattern);
```

### C#

```csharp
Function.Call((Hash)0x2b84d1c4, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_ENTER_VEHICLE

- **Hash:** `0xB8689B4E`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskEnterVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_ENTER_VEHICLE

## Signature

```c
void TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seatIndex, float speed, int flag, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `timeout` (`int`)
- `seatIndex` (`int`) — See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
- `speed` (`float`)
- `flag` (`int`)
- `p6` (`Any`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
speed 1.0 = walk, 2.0 = run
p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle
p6 is always 0
```

**This is the server-side RPC native equivalent of the client native [TASK_ENTER_VEHICLE](?\_0xC20E50AA46D09CA8).**

## Usage

### Lua

```lua
TaskEnterVehicle(ped, vehicle, timeout, seatIndex, speed, flag, p6)

-- always available, by hash
Citizen.InvokeNative(0xb8689b4e, ped, vehicle, timeout, seatIndex, speed, flag, p6)
```

### JavaScript

```js
TaskEnterVehicle(ped, vehicle, timeout, seatIndex, speed, flag, p6);

// by hash
Citizen.invokeNative('0xb8689b4e', ped, vehicle, timeout, seatIndex, speed + 0.0000001, flag, p6);
```

### C#

```csharp
Function.Call((Hash)0xb8689b4e, ped, vehicle, timeout, seatIndex, speed, flag, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_EVERYONE_LEAVE_VEHICLE

- **Hash:** `0xC1971F30`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskEveryoneLeaveVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_EVERYONE_LEAVE_VEHICLE

## Signature

```c
void TASK_EVERYONE_LEAVE_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

TASK_EVERYONE_LEAVE_VEHICLE

**This is the server-side RPC native equivalent of the client native [TASK_EVERYONE_LEAVE_VEHICLE](?\_0x7F93691AB4B92272).**

## Usage

### Lua

```lua
TaskEveryoneLeaveVehicle(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xc1971f30, vehicle)
```

### JavaScript

```js
TaskEveryoneLeaveVehicle(vehicle);

// by hash
Citizen.invokeNative('0xc1971f30', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xc1971f30, vehicle);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_GO_STRAIGHT_TO_COORD

- **Hash:** `0x80A9E7A7`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskGoStraightToCoord`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_GO_STRAIGHT_TO_COORD

## Signature

```c
void TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide);
```

## Parameters

- `ped` (`Ped`) — The ped handle.
- `x` (`float`) — The x coordinate.
- `y` (`float`) — The y coordinate.
- `z` (`float`) — The z coordinate.
- `speed` (`float`) — The ped movement speed.
- `timeout` (`int`) — \-1 , other values appear to break the ped movement.
- `targetHeading` (`float`) — The heading you want the ped to be on x,y,z coord.
- `distanceToSlide` (`float`) — The distance from x,y,z where the ped will start sliding.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

TASK_GO_STRAIGHT_TO_COORD

**This is the server-side RPC native equivalent of the client native [TASK_GO_STRAIGHT_TO_COORD](?\_0xD76B57B44F1E6F8B).**

## Usage

### Lua

```lua
TaskGoStraightToCoord(ped, x, y, z, speed, timeout, targetHeading, distanceToSlide)

-- always available, by hash
Citizen.InvokeNative(0x80a9e7a7, ped, x, y, z, speed, timeout, targetHeading, distanceToSlide)
```

### JavaScript

```js
TaskGoStraightToCoord(ped, x, y, z, speed, timeout, targetHeading, distanceToSlide);

// by hash
Citizen.invokeNative('0x80a9e7a7', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, timeout, targetHeading + 0.0000001, distanceToSlide + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x80a9e7a7, ped, x, y, z, speed, timeout, targetHeading, distanceToSlide);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_GO_TO_COORD_ANY_MEANS

- **Hash:** `0xF91DF93B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskGoToCoordAnyMeans`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_GO_TO_COORD_ANY_MEANS

## Signature

```c
void TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float fMoveBlendRatio, Vehicle vehicle, BOOL bUseLongRangeVehiclePathing, int drivingFlags, float fMaxRangeToShootTargets);
```

## Parameters

- `ped` (`Ped`) — The `Ped` Handle.
- `x` (`float`) — The goto target coordinate.
- `y` (`float`) — The goto target coordinate.
- `z` (`float`) — The goto target coordinate.
- `fMoveBlendRatio` (`float`) — 0.0 = still, 1.0 = walk, 2.0 = run, 3.0 = sprint.
- `vehicle` (`Vehicle`) — If defined, the pedestrian will only move if said vehicle exists. If you don't want any sort of association, just set it to `0`.
- `bUseLongRangeVehiclePathing` (`BOOL`) — Setting to `true` tells the vehicle to use longrange vehicle pathing.
- `drivingFlags` (`int`) — See `eDrivingMode` enum.
- `fMaxRangeToShootTargets` (`float`) — Determines the maximum distance at which the `Ped` will engage in combat with threatening targets.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Tells a ped to go to a coord by any means.

```cpp
enum eDrivingMode {
DF_StopForCars = 1,
DF_StopForPeds = 2,
DF_SwerveAroundAllCars = 4,
DF_SteerAroundStationaryCars = 8,
DF_SteerAroundPeds = 16,
DF_SteerAroundObjects = 32,
DF_DontSteerAroundPlayerPed = 64,
DF_StopAtLights = 128,
DF_GoOffRoadWhenAvoiding = 256,
DF_DriveIntoOncomingTraffic = 512,
DF_DriveInReverse = 1024,
// If pathfinding fails, cruise randomly instead of going on a straight line
DF_UseWanderFallbackInsteadOfStraightLine = 2048,
DF_AvoidRestrictedAreas = 4096,
// These only work on MISSION_CRUISE
DF_PreventBackgroundPathfinding = 8192,
DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384,
DF_UseShortCutLinks =  262144,
DF_ChangeLanesAroundObstructions = 524288,
// cruise tasks ignore this anyway--only used for goto's
DF_UseSwitchedOffNodes =  2097152,
// if you're going to be primarily driving off road
DF_PreferNavmeshRoute =  4194304,
// Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly
DF_PlaneTaxiMode =  8388608,
DF_ForceStraightLine = 16777216,
DF_UseStringPullingAtJunctions = 33554432,
DF_AvoidHighways = 536870912,
DF_ForceJoinInRoadDirection = 1073741824,
// Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions
DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,		// Obey lights too
// Like the above, but doesn't steer around anything in its way - will only wait instead.
DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch.
// Default "alerted" driving mode. drives around everything, doesn't obey lights
DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars,
// Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering
DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,
// Smashes through everything
DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks
// Drives normally except for the fact that it ignores lights
DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions
// Try to swerve around everything, but stop for lights if necessary
DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
// Swerve around cars, be careful around peds, and stop for lights
DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
};
```

**This is the server-side RPC native equivalent of the client native [TASK_GO_TO_COORD_ANY_MEANS](?\_0x5BC448CB78FA3E88).**

## Usage

### Lua

```lua
TaskGoToCoordAnyMeans(ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets)

-- always available, by hash
Citizen.InvokeNative(0xf91df93b, ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets)
```

### JavaScript

```js
TaskGoToCoordAnyMeans(ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets);

// by hash
Citizen.invokeNative('0xf91df93b', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, fMoveBlendRatio + 0.0000001, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xf91df93b, ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_GO_TO_ENTITY

- **Hash:** `0x374827C2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskGoToEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_GO_TO_ENTITY

## Signature

```c
void TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float speed, float p5, int p6);
```

## Parameters

- `entity` (`Entity`)
- `target` (`Entity`)
- `duration` (`int`)
- `distance` (`float`)
- `speed` (`float`)
- `p5` (`float`)
- `p6` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0
Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet.
Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0)
Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored).
```

**This is the server-side RPC native equivalent of the client native [TASK_GO_TO_ENTITY](?\_0x6A071245EB0D1882).**

## Usage

### Lua

```lua
TaskGoToEntity(entity, target, duration, distance, speed, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x374827c2, entity, target, duration, distance, speed, p5, p6)
```

### JavaScript

```js
TaskGoToEntity(entity, target, duration, distance, speed, p5, p6);

// by hash
Citizen.invokeNative('0x374827c2', entity, target, duration, distance + 0.0000001, speed + 0.0000001, p5 + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x374827c2, entity, target, duration, distance, speed, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_HANDS_UP

- **Hash:** `0x8DCC19C5`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskHandsUp`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_HANDS_UP

## Signature

```c
void TASK_HANDS_UP(Ped ped, int duration, Ped facingPed, int p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `duration` (`int`)
- `facingPed` (`Ped`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
In the scripts, p3 was always -1.
p3 seems to be duration or timeout of turn animation.
Also facingPed can be 0 or -1 so ped will just raise hands up.
```

**This is the server-side RPC native equivalent of the client native [TASK_HANDS_UP](?\_0xF2EAB31979A7F910).**

## Usage

### Lua

```lua
TaskHandsUp(ped, duration, facingPed, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x8dcc19c5, ped, duration, facingPed, p3, p4)
```

### JavaScript

```js
TaskHandsUp(ped, duration, facingPed, p3, p4);

// by hash
Citizen.invokeNative('0x8dcc19c5', ped, duration, facingPed, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x8dcc19c5, ped, duration, facingPed, p3, p4);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_LEAVE_ANY_VEHICLE

- **Hash:** `0xDBDD79FA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskLeaveAnyVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_LEAVE_ANY_VEHICLE

## Signature

```c
void TASK_LEAVE_ANY_VEHICLE(Ped ped, int p1, int flags);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `flags` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02)

**This is the server-side RPC native equivalent of the client native [TASK_LEAVE_ANY_VEHICLE](?\_0x504D54DF3F6F2247).**

## Usage

### Lua

```lua
TaskLeaveAnyVehicle(ped, p1, flags)

-- always available, by hash
Citizen.InvokeNative(0xdbdd79fa, ped, p1, flags)
```

### JavaScript

```js
TaskLeaveAnyVehicle(ped, p1, flags);

// by hash
Citizen.invokeNative('0xdbdd79fa', ped, p1, flags);
```

### C#

```csharp
Function.Call((Hash)0xdbdd79fa, ped, p1, flags);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_LEAVE_VEHICLE

- **Hash:** `0x7B1141C6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskLeaveVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_LEAVE_VEHICLE

## Signature

```c
void TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `flags` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Flags from decompiled scripts:
0 = normal exit and closes door.
1 = normal exit and closes door.
16 = teleports outside, door kept closed.  (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally)
64 = normal exit and closes door, maybe a bit slower animation than 0.
256 = normal exit but does not close the door.
4160 = ped is throwing himself out, even when the vehicle is still.
262144 = ped moves to passenger seat first, then exits normally
Others to be tried out: 320, 512, 131072.
```

**This is the server-side RPC native equivalent of the client native [TASK_LEAVE_VEHICLE](?\_0xD3DBCE61A490BE02).**

## Usage

### Lua

```lua
TaskLeaveVehicle(ped, vehicle, flags)

-- always available, by hash
Citizen.InvokeNative(0x7b1141c6, ped, vehicle, flags)
```

### JavaScript

```js
TaskLeaveVehicle(ped, vehicle, flags);

// by hash
Citizen.invokeNative('0x7b1141c6', ped, vehicle, flags);
```

### C#

```csharp
Function.Call((Hash)0x7b1141c6, ped, vehicle, flags);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_PLAY_ANIM

- **Hash:** `0x5AB552C6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskPlayAnim`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_PLAY_ANIM

## Signature

```c
void TASK_PLAY_ANIM(Ped ped, char* animDictionary, char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, BOOL lockX, BOOL lockY, BOOL lockZ);
```

## Parameters

- `ped` (`Ped`) — The ped you want to play the animation
- `animDictionary` (`char*`) — The animation dictionary
- `animationName` (`char*`) — The animation name
- `blendInSpeed` (`float`) — The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
- `blendOutSpeed` (`float`) — The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
- `duration` (`int`) — The duration of the animation in milliseconds. -1 will play the animation until canceled
- `flag` (`int`) — The animation flags (see enum)
- `playbackRate` (`float`) — The playback rate (between 0.0 and 1.0)
- `lockX` (`BOOL`)
- `lockY` (`BOOL`)
- `lockZ` (`BOOL`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

[Animations list](https://alexguirre.github.io/animations-list/)

```cpp
enum eScriptedAnimFlags
{
AF_LOOPING = 1,
AF_HOLD_LAST_FRAME = 2,
AF_REPOSITION_WHEN_FINISHED = 4,
AF_NOT_INTERRUPTABLE = 8,
AF_UPPERBODY = 16,
AF_SECONDARY = 32,
AF_REORIENT_WHEN_FINISHED = 64,
AF_ABORT_ON_PED_MOVEMENT = 128,
AF_ADDITIVE = 256,
AF_TURN_OFF_COLLISION = 512,
AF_OVERRIDE_PHYSICS = 1024,
AF_IGNORE_GRAVITY = 2048,
AF_EXTRACT_INITIAL_OFFSET = 4096,
AF_EXIT_AFTER_INTERRUPTED = 8192,
AF_TAG_SYNC_IN = 16384,
AF_TAG_SYNC_OUT = 32768,
AF_TAG_SYNC_CONTINUOUS = 65536,
AF_FORCE_START = 131072,
AF_USE_KINEMATIC_PHYSICS = 262144,
AF_USE_MOVER_EXTRACTION = 524288,
AF_HIDE_WEAPON = 1048576,
AF_ENDS_IN_DEAD_POSE = 2097152,
AF_ACTIVATE_RAGDOLL_ON_COLLISION = 4194304,
AF_DONT_EXIT_ON_DEATH = 8388608,
AF_ABORT_ON_WEAPON_DAMAGE = 16777216,
AF_DISABLE_FORCED_PHYSICS_UPDATE = 33554432,
AF_PROCESS_ATTACHMENTS_ON_START = 67108864,
AF_EXPAND_PED_CAPSULE_FROM_SKELETON = 134217728,
AF_USE_ALTERNATIVE_FP_ANIM = 268435456,
AF_BLENDOUT_WRT_LAST_FRAME = 536870912,
AF_USE_FULL_BLENDING = 1073741824
}
```

**This is the server-side RPC native equivalent of the client native [TASK_PLAY_ANIM](?\_0xEA47FE3719165B94).**

## Usage

### Lua

```lua
TaskPlayAnim(ped, animDictionary, animationName, blendInSpeed, blendOutSpeed, duration, flag, playbackRate, lockX, lockY, lockZ)

-- always available, by hash
Citizen.InvokeNative(0x5ab552c6, ped, animDictionary, animationName, blendInSpeed, blendOutSpeed, duration, flag, playbackRate, lockX, lockY, lockZ)
```

### JavaScript

```js
TaskPlayAnim(ped, animDictionary, animationName, blendInSpeed, blendOutSpeed, duration, flag, playbackRate, lockX, lockY, lockZ);

// by hash
Citizen.invokeNative('0x5ab552c6', ped, animDictionary, animationName, blendInSpeed + 0.0000001, blendOutSpeed + 0.0000001, duration, flag, playbackRate + 0.0000001, lockX, lockY, lockZ);
```

### C#

```csharp
Function.Call((Hash)0x5ab552c6, ped, animDictionary, animationName, blendInSpeed, blendOutSpeed, duration, flag, playbackRate, lockX, lockY, lockZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eScriptedAnimFlags](https://natives.borderlinerp.com/enums/eScriptedAnimFlags.md) — 32 values

*Sources: Cfx.re native reference.*

---

# CFX::TASK_PLAY_ANIM_ADVANCED

- **Hash:** `0x3DDEB0E6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskPlayAnimAdvanced`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_PLAY_ANIM_ADVANCED

## Signature

```c
void TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDictionary, char* animationName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float blendInSpeed, float blendOutSpeed, int duration, Any flag, float animTime, Any p14, Any p15);
```

## Parameters

- `ped` (`Ped`) — The ped you want to play the animation
- `animDictionary` (`char*`) — The animation dictionary
- `animationName` (`char*`) — The animation name
- `posX` (`float`) — Initial X position of the task
- `posY` (`float`) — Initial Y position of the task
- `posZ` (`float`) — Initial Z position of the task
- `rotX` (`float`) — Initial X rotation of the task
- `rotY` (`float`) — Initial Y rotation of the task
- `rotZ` (`float`) — Initial Z rotation of the task
- `blendInSpeed` (`float`) — The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
- `blendOutSpeed` (`float`) — The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
- `duration` (`int`) — The duration of the animation in milliseconds. -1 will play the animation until canceled
- `flag` (`Any`) — See [`TASK_PLAY_ANIM`](#\_0xEA47FE3719165B94)
- `animTime` (`float`) — Value between 0.0 and 1.0, lets you start an animation from the given point
- `p14` (`Any`)
- `p15` (`Any`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Similar in functionality to [`TASK_PLAY_ANIM`](#\_0xEA47FE3719165B94), except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified.
[Animations list](https://alexguirre.github.io/animations-list/)

**This is the server-side RPC native equivalent of the client native [TASK_PLAY_ANIM_ADVANCED](?\_0x83CDB10EA29B370B).**

## Usage

### Lua

```lua
TaskPlayAnimAdvanced(ped, animDictionary, animationName, posX, posY, posZ, rotX, rotY, rotZ, blendInSpeed, blendOutSpeed, duration, flag, animTime, p14, p15)

-- always available, by hash
Citizen.InvokeNative(0x3ddeb0e6, ped, animDictionary, animationName, posX, posY, posZ, rotX, rotY, rotZ, blendInSpeed, blendOutSpeed, duration, flag, animTime, p14, p15)
```

### JavaScript

```js
TaskPlayAnimAdvanced(ped, animDictionary, animationName, posX, posY, posZ, rotX, rotY, rotZ, blendInSpeed, blendOutSpeed, duration, flag, animTime, p14, p15);

// by hash
Citizen.invokeNative('0x3ddeb0e6', ped, animDictionary, animationName, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, blendInSpeed + 0.0000001, blendOutSpeed + 0.0000001, duration, flag, animTime + 0.0000001, p14, p15);
```

### C#

```csharp
Function.Call((Hash)0x3ddeb0e6, ped, animDictionary, animationName, posX, posY, posZ, rotX, rotY, rotZ, blendInSpeed, blendOutSpeed, duration, flag, animTime, p14, p15);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_REACT_AND_FLEE_PED

- **Hash:** `0x8A632BD8`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskReactAndFleePed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_REACT_AND_FLEE_PED

## Signature

```c
void TASK_REACT_AND_FLEE_PED(Ped ped, Ped fleeTarget);
```

## Parameters

- `ped` (`Ped`)
- `fleeTarget` (`Ped`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

TASK_REACT_AND_FLEE_PED

**This is the server-side RPC native equivalent of the client native [TASK_REACT_AND_FLEE_PED](?\_0x72C896464915D1B1).**

## Usage

### Lua

```lua
TaskReactAndFleePed(ped, fleeTarget)

-- always available, by hash
Citizen.InvokeNative(0x8a632bd8, ped, fleeTarget)
```

### JavaScript

```js
TaskReactAndFleePed(ped, fleeTarget);

// by hash
Citizen.invokeNative('0x8a632bd8', ped, fleeTarget);
```

### C#

```csharp
Function.Call((Hash)0x8a632bd8, ped, fleeTarget);
```

*Sources: Cfx.re native reference.*

---

# CFX::TASK_SHOOT_AT_COORD

- **Hash:** `0x601C22E3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskShootAtCoord`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_SHOOT_AT_COORD

## Signature

```c
void TASK_SHOOT_AT_COORD(Ped ped, float x, float y, float z, int duration, Hash firingPattern);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
Firing Pattern Hash Information: https://pastebin.com/Px036isB
```

**This is the server-side RPC native equivalent of the client native [TASK_SHOOT_AT_COORD](?\_0x46A6CC01E0826106).**

## Usage

### Lua

```lua
TaskShootAtCoord(ped, x, y, z, duration, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0x601c22e3, ped, x, y, z, duration, firingPattern)
```

### JavaScript

```js
TaskShootAtCoord(ped, x, y, z, duration, firingPattern);

// by hash
Citizen.invokeNative('0x601c22e3', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, duration, firingPattern);
```

### C#

```csharp
Function.Call((Hash)0x601c22e3, ped, x, y, z, duration, firingPattern);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_SHOOT_AT_ENTITY

- **Hash:** `0xAC0631C9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskShootAtEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_SHOOT_AT_ENTITY

## Signature

```c
void TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern);
```

## Parameters

- `entity` (`Entity`)
- `target` (`Entity`)
- `duration` (`int`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
//this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds
Entity aimedentity;
Player player = PLAYER::PLAYER_ID();
PLAYER::_GET_AIMED_ENTITY(player, &aimedentity);
//bg is an array of peds
TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO"));
in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.
Firing Pattern Hash Information: https://pastebin.com/Px036isB
```

**This is the server-side RPC native equivalent of the client native [TASK_SHOOT_AT_ENTITY](?\_0x08DA95E8298AE772).**

## Usage

### Lua

```lua
TaskShootAtEntity(entity, target, duration, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0xac0631c9, entity, target, duration, firingPattern)
```

### JavaScript

```js
TaskShootAtEntity(entity, target, duration, firingPattern);

// by hash
Citizen.invokeNative('0xac0631c9', entity, target, duration, firingPattern);
```

### C#

```csharp
Function.Call((Hash)0xac0631c9, entity, target, duration, firingPattern);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*

---

# CFX::TASK_WARP_PED_INTO_VEHICLE

- **Hash:** `0x65D4A35D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskWarpPedIntoVehicle`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_WARP_PED_INTO_VEHICLE

## Signature

```c
void TASK_WARP_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seatIndex);
```

## Parameters

- `ped` (`Ped`) — The Ped to be warped into the vehicle.
- `vehicle` (`Vehicle`) — The target vehicle into which the ped will be warped.
- `seatIndex` (`int`) — See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
NativeDB Introduced: v323
```

Warp a ped into a vehicle.
**Note**: It's better to use [`TASK_ENTER_VEHICLE`](#\_0xC20E50AA46D09CA8) with the flag "warp" flag instead of this native.

**This is the server-side RPC native equivalent of the client native [TASK_WARP_PED_INTO_VEHICLE](?\_0x9A7D091411C5F684).**

## Usage

### Lua

```lua
TaskWarpPedIntoVehicle(ped, vehicle, seatIndex)

-- always available, by hash
Citizen.InvokeNative(0x65d4a35d, ped, vehicle, seatIndex)
```

### JavaScript

```js
TaskWarpPedIntoVehicle(ped, vehicle, seatIndex);

// by hash
Citizen.invokeNative('0x65d4a35d', ped, vehicle, seatIndex);
```

### C#

```csharp
Function.Call((Hash)0x65d4a35d, ped, vehicle, seatIndex);
```

*Sources: Cfx.re native reference.*

---

# CFX::TEMP_BAN_PLAYER

- **Hash:** `0x1E35DBBA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TempBanPlayer`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/TEMP_BAN_PLAYER

## Signature

```c
void TEMP_BAN_PLAYER(char* playerSrc, char* reason);
```

## Parameters

- `playerSrc` (`char*`)
- `reason` (`char*`)

## Returns

`void`

## Usage

### Lua

```lua
TempBanPlayer(playerSrc, reason)

-- always available, by hash
Citizen.InvokeNative(0x1e35dbba, playerSrc, reason)
```

### JavaScript

```js
TempBanPlayer(playerSrc, reason);

// by hash
Citizen.invokeNative('0x1e35dbba', playerSrc, reason);
```

### C#

```csharp
Function.Call((Hash)0x1e35dbba, playerSrc, reason);
```

*Sources: Cfx.re native reference.*

---

# CFX::TRIGGER_CLIENT_EVENT_INTERNAL

- **Hash:** `0x2F7A49E6`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TriggerClientEventInternal`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TRIGGER_CLIENT_EVENT_INTERNAL

## Signature

```c
void TRIGGER_CLIENT_EVENT_INTERNAL(char* eventName, char* eventTarget, char* eventPayload, int payloadLength);
```

## Parameters

- `eventName` (`char*`)
- `eventTarget` (`char*`)
- `eventPayload` (`char*`)
- `payloadLength` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

The backing function for TriggerClientEvent.

## Usage

### Lua

```lua
TriggerClientEventInternal(eventName, eventTarget, eventPayload, payloadLength)

-- always available, by hash
Citizen.InvokeNative(0x2f7a49e6, eventName, eventTarget, eventPayload, payloadLength)
```

### JavaScript

```js
TriggerClientEventInternal(eventName, eventTarget, eventPayload, payloadLength);

// by hash
Citizen.invokeNative('0x2f7a49e6', eventName, eventTarget, eventPayload, payloadLength);
```

### C#

```csharp
Function.Call((Hash)0x2f7a49e6, eventName, eventTarget, eventPayload, payloadLength);
```

*Sources: Cfx.re native reference.*

---

# CFX::TRIGGER_EVENT_INTERNAL

- **Hash:** `0x91310870`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TriggerEventInternal`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TRIGGER_EVENT_INTERNAL

## Signature

```c
void TRIGGER_EVENT_INTERNAL(char* eventName, char* eventPayload, int payloadLength);
```

## Parameters

- `eventName` (`char*`)
- `eventPayload` (`char*`)
- `payloadLength` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

The backing function for TriggerEvent.

## Usage

### Lua

```lua
TriggerEventInternal(eventName, eventPayload, payloadLength)

-- always available, by hash
Citizen.InvokeNative(0x91310870, eventName, eventPayload, payloadLength)
```

### JavaScript

```js
TriggerEventInternal(eventName, eventPayload, payloadLength);

// by hash
Citizen.invokeNative('0x91310870', eventName, eventPayload, payloadLength);
```

### C#

```csharp
Function.Call((Hash)0x91310870, eventName, eventPayload, payloadLength);
```

*Sources: Cfx.re native reference.*

---

# CFX::TRIGGER_LATENT_CLIENT_EVENT_INTERNAL

- **Hash:** `0x70B35890`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TriggerLatentClientEventInternal`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TRIGGER_LATENT_CLIENT_EVENT_INTERNAL

## Signature

```c
void TRIGGER_LATENT_CLIENT_EVENT_INTERNAL(char* eventName, char* eventTarget, char* eventPayload, int payloadLength, int bps);
```

## Parameters

- `eventName` (`char*`)
- `eventTarget` (`char*`)
- `eventPayload` (`char*`)
- `payloadLength` (`int`)
- `bps` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

The backing function for TriggerLatentClientEvent.

## Usage

### Lua

```lua
TriggerLatentClientEventInternal(eventName, eventTarget, eventPayload, payloadLength, bps)

-- always available, by hash
Citizen.InvokeNative(0x70b35890, eventName, eventTarget, eventPayload, payloadLength, bps)
```

### JavaScript

```js
TriggerLatentClientEventInternal(eventName, eventTarget, eventPayload, payloadLength, bps);

// by hash
Citizen.invokeNative('0x70b35890', eventName, eventTarget, eventPayload, payloadLength, bps);
```

### C#

```csharp
Function.Call((Hash)0x70b35890, eventName, eventTarget, eventPayload, payloadLength, bps);
```

*Sources: Cfx.re native reference.*

---

# CFX::TRIGGER_LATENT_SERVER_EVENT_INTERNAL

- **Hash:** `0x128737EA`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TriggerLatentServerEventInternal`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TRIGGER_LATENT_SERVER_EVENT_INTERNAL

## Signature

```c
void TRIGGER_LATENT_SERVER_EVENT_INTERNAL(char* eventName, char* eventPayload, int payloadLength, int bps);
```

## Parameters

- `eventName` (`char*`)
- `eventPayload` (`char*`)
- `payloadLength` (`int`)
- `bps` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

The backing function for TriggerLatentServerEvent.

## Usage

### Lua

```lua
TriggerLatentServerEventInternal(eventName, eventPayload, payloadLength, bps)

-- always available, by hash
Citizen.InvokeNative(0x128737ea, eventName, eventPayload, payloadLength, bps)
```

### JavaScript

```js
TriggerLatentServerEventInternal(eventName, eventPayload, payloadLength, bps);

// by hash
Citizen.invokeNative('0x128737ea', eventName, eventPayload, payloadLength, bps);
```

### C#

```csharp
Function.Call((Hash)0x128737ea, eventName, eventPayload, payloadLength, bps);
```

*Sources: Cfx.re native reference.*

---

# CFX::TRIGGER_SERVER_EVENT_INTERNAL

- **Hash:** `0x7FDD1128`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TriggerServerEventInternal`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TRIGGER_SERVER_EVENT_INTERNAL

## Signature

```c
void TRIGGER_SERVER_EVENT_INTERNAL(char* eventName, char* eventPayload, int payloadLength);
```

## Parameters

- `eventName` (`char*`)
- `eventPayload` (`char*`)
- `payloadLength` (`int`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

The backing function for TriggerServerEvent.

## Usage

### Lua

```lua
TriggerServerEventInternal(eventName, eventPayload, payloadLength)

-- always available, by hash
Citizen.InvokeNative(0x7fdd1128, eventName, eventPayload, payloadLength)
```

### JavaScript

```js
TriggerServerEventInternal(eventName, eventPayload, payloadLength);

// by hash
Citizen.invokeNative('0x7fdd1128', eventName, eventPayload, payloadLength);
```

### C#

```csharp
Function.Call((Hash)0x7fdd1128, eventName, eventPayload, payloadLength);
```

*Sources: Cfx.re native reference.*

---

# CFX::UNREGISTER_RAW_NUI_CALLBACK

- **Hash:** `0x7FB46432`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `UnregisterRawNuiCallback`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/UNREGISTER_RAW_NUI_CALLBACK

## Signature

```c
void UNREGISTER_RAW_NUI_CALLBACK(char* callbackType);
```

## Parameters

- `callbackType` (`char*`) — The callback type to target

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Will unregister and cleanup a registered NUI callback handler.

Use along side the REGISTER_RAW_NUI_CALLBACK native.

## Usage

### Lua

```lua
UnregisterRawNuiCallback(callbackType)

-- always available, by hash
Citizen.InvokeNative(0x7fb46432, callbackType)
```

### JavaScript

```js
UnregisterRawNuiCallback(callbackType);

// by hash
Citizen.invokeNative('0x7fb46432', callbackType);
```

### C#

```csharp
Function.Call((Hash)0x7fb46432, callbackType);
```

## See also

- [CFX::REGISTER_RAW_NUI_CALLBACK](https://natives.borderlinerp.com/natives/CFX/REGISTER_RAW_NUI_CALLBACK.md)

*Sources: Cfx.re native reference.*

---

# CFX::VERIFY_PASSWORD_HASH

- **Hash:** `0x2E310ACD`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `VerifyPasswordHash`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** named only
- **URL:** https://natives.borderlinerp.com/natives/CFX/VERIFY_PASSWORD_HASH

## Signature

```c
BOOL VERIFY_PASSWORD_HASH(char* password, char* hash);
```

## Parameters

- `password` (`char*`)
- `hash` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = VerifyPasswordHash(password, hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2e310acd, password, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = VerifyPasswordHash(password, hash);

// by hash
const retval = Citizen.invokeNative('0x2e310acd', password, hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2e310acd, password, hash);
```

## See also

- [CFX::GET_PASSWORD_HASH](https://natives.borderlinerp.com/natives/CFX/GET_PASSWORD_HASH.md)

*Sources: Cfx.re native reference.*

---

# CFX::WAS_EVENT_CANCELED

- **Hash:** `0x58382A19`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `WasEventCanceled`
- **Side:** shared (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/WAS_EVENT_CANCELED

## Signature

```c
BOOL WAS_EVENT_CANCELED();
```

## Returns

`BOOL` — A boolean.

## Description

*Source: Cfx.re native reference*

Returns whether or not the currently executing event was canceled.

## Usage

### Lua

```lua
local retval = WasEventCanceled()

-- always available, by hash
local retval = Citizen.InvokeNative(0x58382a19, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = WasEventCanceled();

// by hash
const retval = Citizen.invokeNative('0x58382a19', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x58382a19);
```

*Sources: Cfx.re native reference.*

---

# AICOVERPOINT::_0x3C7A9C2C953128FE

- **Hash:** `0x3C7A9C2C953128FE`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `N_0x3c7a9c2c953128fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/0x3C7A9C2C953128FE

## Signature

```c
void _0x3C7A9C2C953128FE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3c7a9c2c953128fe(ped)

-- always available, by hash
Citizen.InvokeNative(0x3C7A9C2C953128FE, ped)
```

### JavaScript

```js
N_0x3c7a9c2c953128fe(ped);

// by hash
Citizen.invokeNative('0x3C7A9C2C953128FE', ped);
```

### C#

```csharp
Function.Call((Hash)0x3C7A9C2C953128FE, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x3c7a9c2c953128fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_0x53E4D0C079CA6855

- **Hash:** `0x53E4D0C079CA6855`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `N_0x53e4d0c079ca6855`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/0x53E4D0C079CA6855

## Signature

```c
Entity _0x53E4D0C079CA6855(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = N_0x53e4d0c079ca6855(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53E4D0C079CA6855, handle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x53e4d0c079ca6855(handle);

// by hash
const retval = Citizen.invokeNative('0x53E4D0C079CA6855', handle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x53E4D0C079CA6855, handle);
```

- This native has no known name, so the runtime exposes it only as `N_0x53e4d0c079ca6855` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_0xEBA51A294C73292E

- **Hash:** `0xEBA51A294C73292E`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `N_0xeba51a294c73292e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/0xEBA51A294C73292E

## Signature

```c
void _0xEBA51A294C73292E(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = N_0xeba51a294c73292e(args)

-- always available, by hash
local args = Citizen.InvokeNative(0xEBA51A294C73292E, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = N_0xeba51a294c73292e(args);

// by hash
const args = Citizen.invokeNative('0xEBA51A294C73292E', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0xEBA51A294C73292E, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xeba51a294c73292e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_ACTIVATE_COVER_LAYER

- **Hash:** `0x64340DC208D671D5`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `ActivateCoverLayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_ACTIVATE_COVER_LAYER

## Signature

```c
void _ACTIVATE_COVER_LAYER(const char* coverLayer);
```

## Parameters

- `coverLayer` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

coverLayer: see levels_0/levels/rdr3/coverlayers

*Source: VORPCORE RDR3natives*

activates a cover layer, these seem to be for specifc scenes in SP for example where a table is flipped using "grand_korr_poker_table_flipped" see more in levels\rdr3\coverlayers.rpf

## Usage

### Lua

```lua
ActivateCoverLayer(coverLayer)

-- always available, by hash
Citizen.InvokeNative(0x64340DC208D671D5, coverLayer)
```

### JavaScript

```js
ActivateCoverLayer(coverLayer);

// by hash
Citizen.invokeNative('0x64340DC208D671D5', coverLayer);
```

### C#

```csharp
Function.Call((Hash)0x64340DC208D671D5, coverLayer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AICOVERPOINT::_DEACTIVATE_COVER_LAYER](https://natives.borderlinerp.com/natives/AICOVERPOINT/_DEACTIVATE_COVER_LAYER.md) — deactivates a cover layer activated with 0x64340DC208D671D5 coverLayer: see levels_0/levels/rdr3/coverlayers

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AICOVERPOINT::_ADD_COVER_BLOCKING_AREA

- **Hash:** `0x733077295AB51304`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `AddCoverBlockingArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_ADD_COVER_BLOCKING_AREA

## Signature

```c
void _ADD_COVER_BLOCKING_AREA(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Description

args: f_0 = Volume Handle
f_1 = integer (?) (only the number 1 is ever used here, or is not used at all)
f_2 = integer (-1 to 32 in R* Scripts)

## Usage

### Lua

```lua
local args = AddCoverBlockingArea(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x733077295AB51304, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = AddCoverBlockingArea(args);

// by hash
const args = Citizen.invokeNative('0x733077295AB51304', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x733077295AB51304, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_ADD_SCRIPTED_COVER_POINT

- **Hash:** `0x975BD6351648935F`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `AddScriptedCoverPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_ADD_SCRIPTED_COVER_POINT

## Signature

```c
ScrHandle _ADD_SCRIPTED_COVER_POINT(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval, data = AddScriptedCoverPoint(data)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0x975BD6351648935F, Citizen.PointerValueIntInitialized(data), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, data] = AddScriptedCoverPoint(data);

// by hash
const [retval, data] = Citizen.invokeNative('0x975BD6351648935F', Citizen.pointerValueIntInitialized(data), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var data = new OutputArgument();
int retval = Function.Call<int>((Hash)0x975BD6351648935F, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_ARE_LOAD_COVER_ANIMS_LOADED

- **Hash:** `0x8CBE916CFC64AD5C`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `AreLoadCoverAnimsLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_ARE_LOAD_COVER_ANIMS_LOADED

## Signature

```c
BOOL _ARE_LOAD_COVER_ANIMS_LOADED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreLoadCoverAnimsLoaded(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8CBE916CFC64AD5C, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8CBE916CFC64AD5C', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8CBE916CFC64AD5C, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_DEACTIVATE_COVER_LAYER

- **Hash:** `0x7A1FDCF35EAA140F`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `DeactivateCoverLayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_DEACTIVATE_COVER_LAYER

## Signature

```c
void _DEACTIVATE_COVER_LAYER(const char* coverLayer);
```

## Parameters

- `coverLayer` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

coverLayer: see levels_0/levels/rdr3/coverlayers

*Source: VORPCORE RDR3natives*

deactivates a cover layer activated with 0x64340DC208D671D5 coverLayer: see levels_0/levels/rdr3/coverlayers

## Usage

### Lua

```lua
DeactivateCoverLayer(coverLayer)

-- always available, by hash
Citizen.InvokeNative(0x7A1FDCF35EAA140F, coverLayer)
```

### JavaScript

```js
DeactivateCoverLayer(coverLayer);

// by hash
Citizen.invokeNative('0x7A1FDCF35EAA140F', coverLayer);
```

### C#

```csharp
Function.Call((Hash)0x7A1FDCF35EAA140F, coverLayer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AICOVERPOINT::_ACTIVATE_COVER_LAYER](https://natives.borderlinerp.com/natives/AICOVERPOINT/_ACTIVATE_COVER_LAYER.md) — activates a cover layer, these seem to be for specifc scenes in SP for example where a table is flipped using "grand_korr_poker_table_flipped" see more in levels\rdr3\coverlayers.rpf

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AICOVERPOINT::_DOES_COVER_POINT_EXIST

- **Hash:** `0xC276FE69DDA22BAD`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `DoesCoverPointExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_DOES_COVER_POINT_EXIST

## Signature

```c
BOOL _DOES_COVER_POINT_EXIST(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesCoverPointExist(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC276FE69DDA22BAD, handle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesCoverPointExist(handle);

// by hash
const retval = Citizen.invokeNative('0xC276FE69DDA22BAD', handle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC276FE69DDA22BAD, handle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_GET_COVER_POINT_STATE_FROM_PED

- **Hash:** `0x5F5B1B7E8E8F94C6`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `GetCoverPointStateFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_GET_COVER_POINT_STATE_FROM_PED

## Signature

```c
int _GET_COVER_POINT_STATE_FROM_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

1 = In cover while crouched
2 = In cover while standing
3 = Not in cover

## Usage

### Lua

```lua
local retval = GetCoverPointStateFromPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5F5B1B7E8E8F94C6, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5F5B1B7E8E8F94C6', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5F5B1B7E8E8F94C6, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_GET_PED_COVER_POINT_TRANSITION_STATE

- **Hash:** `0x957D7E750216D74B`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `GetPedCoverPointTransitionState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_GET_PED_COVER_POINT_TRANSITION_STATE

## Signature

```c
int _GET_PED_COVER_POINT_TRANSITION_STATE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

returns the active transition state of a cover point for about 2 seconds unless its peeking
 1 - transition from pointing a gun to not pointing a gun
2 - transition to pointing a gun
3 - broke the window 
4 - when opening a door while in cover (a prompt will show and once pressed state is changed to 4)
5 - cover transition like from one corner of a house to the other corner
6 - changing cover to cover like crossing from one side of the door to the other
7 - when the ped is facing foward with the camera, might be to detect when going from left to right
8 - when the ped is peeking through a door window etc (this will return 8 while is in peek)
9 - when a ped is aiming in crouch and enters cover (it doesnt always trigger)
10 - enters cover
12 - leaves cover
16 - changed to crouch or to standing up position

## Usage

### Lua

```lua
local retval = GetPedCoverPointTransitionState(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x957D7E750216D74B, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x957D7E750216D74B', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x957D7E750216D74B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AICOVERPOINT::_GET_PED_FROM_COVER_POINT

- **Hash:** `0x140B3CB1D424A945`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `GetPedFromCoverPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_GET_PED_FROM_COVER_POINT

## Signature

```c
void _GET_PED_FROM_COVER_POINT(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

weaponHash can also be -1

*Source: VORPCORE RDR3natives*

returns the ped that is using this cover point created by ADD_COVER_POINT and adding the ped using tasks like `TASK_PUT_PED_DIRECTLY_(*`

## Usage

### Lua

```lua
GetPedFromCoverPoint(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x140B3CB1D424A945, ped, weaponHash)
```

### JavaScript

```js
GetPedFromCoverPoint(ped, weaponHash);

// by hash
Citizen.invokeNative('0x140B3CB1D424A945', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x140B3CB1D424A945, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AICOVERPOINT::_REQUEST_FLINCH_COVER_ANIM

- **Hash:** `0x2A31D13C5F021D0D`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `RequestFlinchCoverAnim`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_REQUEST_FLINCH_COVER_ANIM

## Signature

```c
void _REQUEST_FLINCH_COVER_ANIM(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Makes ped flinch (if in cover) like they have been shot at

## Usage

### Lua

```lua
RequestFlinchCoverAnim(ped)

-- always available, by hash
Citizen.InvokeNative(0x2A31D13C5F021D0D, ped)
```

### JavaScript

```js
RequestFlinchCoverAnim(ped);

// by hash
Citizen.invokeNative('0x2A31D13C5F021D0D', ped);
```

### C#

```csharp
Function.Call((Hash)0x2A31D13C5F021D0D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_STOP_RUNNING_COVER_ANIMS

- **Hash:** `0x1A7A802B2301EDC0`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `StopRunningCoverAnims`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_STOP_RUNNING_COVER_ANIMS

## Signature

```c
void _STOP_RUNNING_COVER_ANIMS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Stops running cover anims and releases them
_STOP_RENDERING_* - _STOP_SCRIPTED*

## Usage

### Lua

```lua
StopRunningCoverAnims(ped)

-- always available, by hash
Citizen.InvokeNative(0x1A7A802B2301EDC0, ped)
```

### JavaScript

```js
StopRunningCoverAnims(ped);

// by hash
Citizen.invokeNative('0x1A7A802B2301EDC0', ped);
```

### C#

```csharp
Function.Call((Hash)0x1A7A802B2301EDC0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::_TASK_AI_SEEK_COVER_TO_COVER_POINT

- **Hash:** `0x89783FDDF079C88D`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `TaskAiSeekCoverToCoverPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_TASK_AI_SEEK_COVER_TO_COVER_POINT

## Signature

```c
void _TASK_AI_SEEK_COVER_TO_COVER_POINT(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TaskAiSeekCoverToCoverPoint(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x89783FDDF079C88D, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskAiSeekCoverToCoverPoint(args);

// by hash
const args = Citizen.invokeNative('0x89783FDDF079C88D', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x89783FDDF079C88D, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::TASK_ENTER_COVER

- **Hash:** `0x4972A022AE6DAFA1`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `TaskEnterCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/TASK_ENTER_COVER

## Signature

```c
void TASK_ENTER_COVER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskEnterCover(ped)

-- always available, by hash
Citizen.InvokeNative(0x4972A022AE6DAFA1, ped)
```

### JavaScript

```js
TaskEnterCover(ped);

// by hash
Citizen.invokeNative('0x4972A022AE6DAFA1', ped);
```

### C#

```csharp
Function.Call((Hash)0x4972A022AE6DAFA1, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AICOVERPOINT::TASK_EXIT_COVER

- **Hash:** `0x2BC4A6D92D140112`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `TaskExitCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/TASK_EXIT_COVER

## Signature

```c
void TASK_EXIT_COVER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskExitCover(ped)

-- always available, by hash
Citizen.InvokeNative(0x2BC4A6D92D140112, ped)
```

### JavaScript

```js
TaskExitCover(ped);

// by hash
Citizen.invokeNative('0x2BC4A6D92D140112', ped);
```

### C#

```csharp
Function.Call((Hash)0x2BC4A6D92D140112, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_0x4B6C9A43F7D9109B

- **Hash:** `0x4B6C9A43F7D9109B`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `N_0x4b6c9a43f7d9109b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/0x4B6C9A43F7D9109B

## Signature

```c
void _0x4B6C9A43F7D9109B(Vehicle transportVehicle, BOOL p1);
```

## Parameters

- `transportVehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used for ROWBOAT and ROWBOATSWAMP in R* Scripts
_SET_IS_* - _SET_PED_*

## Usage

### Lua

```lua
N_0x4b6c9a43f7d9109b(transportVehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x4B6C9A43F7D9109B, transportVehicle, p1)
```

### JavaScript

```js
N_0x4b6c9a43f7d9109b(transportVehicle, p1);

// by hash
Citizen.invokeNative('0x4B6C9A43F7D9109B', transportVehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x4B6C9A43F7D9109B, transportVehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4b6c9a43f7d9109b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_CLEAR_ALL_SEAT_PREFERENCE_SLOTS

- **Hash:** `0x5639FBEA922788DA`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `ClearAllSeatPreferenceSlots`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_CLEAR_ALL_SEAT_PREFERENCE_SLOTS

## Signature

```c
void _CLEAR_ALL_SEAT_PREFERENCE_SLOTS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearAllSeatPreferenceSlots(ped)

-- always available, by hash
Citizen.InvokeNative(0x5639FBEA922788DA, ped)
```

### JavaScript

```js
ClearAllSeatPreferenceSlots(ped);

// by hash
Citizen.invokeNative('0x5639FBEA922788DA', ped);
```

### C#

```csharp
Function.Call((Hash)0x5639FBEA922788DA, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_CLEAR_TRANSPORT_EXIT_BLEND_RATIO

- **Hash:** `0xF8C20282B237E3F7`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `ClearTransportExitBlendRatio`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_CLEAR_TRANSPORT_EXIT_BLEND_RATIO

## Signature

```c
void _CLEAR_TRANSPORT_EXIT_BLEND_RATIO(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Resets the value set by _SET_TRANSPORT_EXIT_BLEND_RATIO to 0.0f

## Usage

### Lua

```lua
ClearTransportExitBlendRatio(ped)

-- always available, by hash
Citizen.InvokeNative(0xF8C20282B237E3F7, ped)
```

### JavaScript

```js
ClearTransportExitBlendRatio(ped);

// by hash
Citizen.invokeNative('0xF8C20282B237E3F7', ped);
```

### C#

```csharp
Function.Call((Hash)0xF8C20282B237E3F7, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AITRANSPORT::_SET_TRANSPORT_EXIT_BLEND_RATIO](https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_EXIT_BLEND_RATIO.md) — Exit/dismount speed/blend multiplier for the transport user ped.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_GET_PED_IN_TRANSPORT_SEAT

- **Hash:** `0xFFEC4B0A1A3ED515`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `GetPedInTransportSeat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_GET_PED_IN_TRANSPORT_SEAT

## Signature

```c
Ped _GET_PED_IN_TRANSPORT_SEAT(Entity transportEntity, int seatIndex);
```

## Parameters

- `transportEntity` (`Entity`)
- `seatIndex` (`int`)

## Returns

`Ped`

## Description

seatIndex: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
local retval = GetPedInTransportSeat(transportEntity, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFEC4B0A1A3ED515, transportEntity, seatIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedInTransportSeat(transportEntity, seatIndex);

// by hash
const retval = Citizen.invokeNative('0xFFEC4B0A1A3ED515', transportEntity, seatIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFFEC4B0A1A3ED515, transportEntity, seatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::GET_TRANSPORT_CONFIG_FLAG

- **Hash:** `0xF382C92CCC1CCDBC`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `GetTransportConfigFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/GET_TRANSPORT_CONFIG_FLAG

## Signature

```c
BOOL GET_TRANSPORT_CONFIG_FLAG(Entity transportEntity, int flagId, BOOL p2);
```

## Parameters

- `transportEntity` (`Entity`)
- `flagId` (`int`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

flagId: see SET_TRANSPORT_CONFIG_FLAG

## Usage

### Lua

```lua
local retval = GetTransportConfigFlag(transportEntity, flagId, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF382C92CCC1CCDBC, transportEntity, flagId, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetTransportConfigFlag(transportEntity, flagId, p2);

// by hash
const retval = Citizen.invokeNative('0xF382C92CCC1CCDBC', transportEntity, flagId, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF382C92CCC1CCDBC, transportEntity, flagId, p2);
```

## See also

- [AITRANSPORT::SET_TRANSPORT_CONFIG_FLAG](https://natives.borderlinerp.com/natives/AITRANSPORT/SET_TRANSPORT_CONFIG_FLAG.md) — TCF_NotConsideredForEntryByLocalPlayer, TCF_0xB78D6624, TCF_0xA9700425, TCF_0x8D7E4641, TCF_0xF24BAA1F, TCF_0x63B77935, TCF_NotConsideredForEntryByAllPlayers, TCF_0xD17A2AFD, TCF_0xD4E4FDD5, TCF_0x8227C929, TCF_0x812C1070, TCF_0x0E1AB26F…

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_GET_TRANSPORT_USAGE_FLAGS

- **Hash:** `0xE195C5A82156321D`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `GetTransportUsageFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_GET_TRANSPORT_USAGE_FLAGS

## Signature

```c
Any _GET_TRANSPORT_USAGE_FLAGS(Entity transportEntity, int* flags);
```

## Parameters

- `transportEntity` (`Entity`)
- `flags` (`int*`)

## Returns

`Any`

## Description

See _SET_TRANSPORT_USAGE_FLAGS

## Usage

### Lua

```lua
local retval, flags = GetTransportUsageFlags(transportEntity, flags)

-- always available, by hash
local retval, flags = Citizen.InvokeNative(0xE195C5A82156321D, transportEntity, Citizen.PointerValueIntInitialized(flags), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, flags] = GetTransportUsageFlags(transportEntity, flags);

// by hash
const [retval, flags] = Citizen.invokeNative('0xE195C5A82156321D', transportEntity, Citizen.pointerValueIntInitialized(flags), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var flags = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE195C5A82156321D, transportEntity, flags);
// flags.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AITRANSPORT::_SET_TRANSPORT_USAGE_FLAGS](https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_USAGE_FLAGS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::IS_PED_ENTERING_TRANSPORT

- **Hash:** `0x619E63980BFC0096`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsPedEnteringTransport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/IS_PED_ENTERING_TRANSPORT

## Signature

```c
BOOL IS_PED_ENTERING_TRANSPORT(Ped ped, Entity transportEntity, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `transportEntity` (`Entity`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedEnteringTransport(ped, transportEntity, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x619E63980BFC0096, ped, transportEntity, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedEnteringTransport(ped, transportEntity, p2);

// by hash
const retval = Citizen.invokeNative('0x619E63980BFC0096', ped, transportEntity, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x619E63980BFC0096, ped, transportEntity, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::IS_PED_EXITING_TRANSPORT

- **Hash:** `0x660639BC60157048`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsPedExitingTransport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/IS_PED_EXITING_TRANSPORT

## Signature

```c
BOOL IS_PED_EXITING_TRANSPORT(Ped ped, Entity transportEntity);
```

## Parameters

- `ped` (`Ped`)
- `transportEntity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedExitingTransport(ped, transportEntity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x660639BC60157048, ped, transportEntity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedExitingTransport(ped, transportEntity);

// by hash
const retval = Citizen.invokeNative('0x660639BC60157048', ped, transportEntity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x660639BC60157048, ped, transportEntity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_IS_PED_ON_TRANSPORT_ENTITY

- **Hash:** `0x159EF5B6EDCE00E8`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsPedOnTransportEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_IS_PED_ON_TRANSPORT_ENTITY

## Signature

```c
BOOL _IS_PED_ON_TRANSPORT_ENTITY(Ped ped, Entity transportEntity);
```

## Parameters

- `ped` (`Ped`)
- `transportEntity` (`Entity`)

## Returns

`BOOL`

## Description

Checks if ped is placed on target transportEntity

## Usage

### Lua

```lua
local retval = IsPedOnTransportEntity(ped, transportEntity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x159EF5B6EDCE00E8, ped, transportEntity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedOnTransportEntity(ped, transportEntity);

// by hash
const retval = Citizen.invokeNative('0x159EF5B6EDCE00E8', ped, transportEntity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x159EF5B6EDCE00E8, ped, transportEntity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_IS_PED_ON_TRANSPORT_SEAT

- **Hash:** `0xDC44F405A6B98D03`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsPedOnTransportSeat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_IS_PED_ON_TRANSPORT_SEAT

## Signature

```c
BOOL _IS_PED_ON_TRANSPORT_SEAT(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedOnTransportSeat(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC44F405A6B98D03, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedOnTransportSeat(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xDC44F405A6B98D03', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDC44F405A6B98D03, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AITRANSPORT::SET_PED_ON_TRANSPORT_SEAT](https://natives.borderlinerp.com/natives/AITRANSPORT/SET_PED_ON_TRANSPORT_SEAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_IS_TRANSPORT_SEAT_FREE

- **Hash:** `0x43FF27FC1829C202`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsTransportSeatFree`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_IS_TRANSPORT_SEAT_FREE

## Signature

```c
BOOL _IS_TRANSPORT_SEAT_FREE(Entity transportEntity, int seatIndex);
```

## Parameters

- `transportEntity` (`Entity`)
- `seatIndex` (`int`)

## Returns

`BOOL`

## Description

Called together with IS_VEHICLE_SEAT_FREE

## Usage

### Lua

```lua
local retval = IsTransportSeatFree(transportEntity, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43FF27FC1829C202, transportEntity, seatIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTransportSeatFree(transportEntity, seatIndex);

// by hash
const retval = Citizen.invokeNative('0x43FF27FC1829C202', transportEntity, seatIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x43FF27FC1829C202, transportEntity, seatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_IS_TRANSPORT_SEAT_OCCUPIED

- **Hash:** `0x2E2E06023D07631E`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsTransportSeatOccupied`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_IS_TRANSPORT_SEAT_OCCUPIED

## Signature

```c
BOOL _IS_TRANSPORT_SEAT_OCCUPIED(Entity transportEntity, int seatIndex);
```

## Parameters

- `transportEntity` (`Entity`)
- `seatIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTransportSeatOccupied(transportEntity, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E2E06023D07631E, transportEntity, seatIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTransportSeatOccupied(transportEntity, seatIndex);

// by hash
const retval = Citizen.invokeNative('0x2E2E06023D07631E', transportEntity, seatIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2E2E06023D07631E, transportEntity, seatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_SET_AI_CAN_USE_TRANSPORT

- **Hash:** `0x67F7CEAC2391E114`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetAiCanUseTransport`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_AI_CAN_USE_TRANSPORT

## Signature

```c
void _SET_AI_CAN_USE_TRANSPORT(Entity transportEntity, BOOL state);
```

## Parameters

- `transportEntity` (`Entity`)
- `state` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAiCanUseTransport(transportEntity, state)

-- always available, by hash
Citizen.InvokeNative(0x67F7CEAC2391E114, transportEntity, state)
```

### JavaScript

```js
SetAiCanUseTransport(transportEntity, state);

// by hash
Citizen.invokeNative('0x67F7CEAC2391E114', transportEntity, state);
```

### C#

```csharp
Function.Call((Hash)0x67F7CEAC2391E114, transportEntity, state);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::SET_PED_OFF_TRANSPORT_SEAT

- **Hash:** `0x8886D83A430537FD`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetPedOffTransportSeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/SET_PED_OFF_TRANSPORT_SEAT

## Signature

```c
void SET_PED_OFF_TRANSPORT_SEAT(Ped ped, int flags);
```

## Parameters

- `ped` (`Ped`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedOffTransportSeat(ped, flags)

-- always available, by hash
Citizen.InvokeNative(0x8886D83A430537FD, ped, flags)
```

### JavaScript

```js
SetPedOffTransportSeat(ped, flags);

// by hash
Citizen.invokeNative('0x8886D83A430537FD', ped, flags);
```

### C#

```csharp
Function.Call((Hash)0x8886D83A430537FD, ped, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::SET_PED_ON_TRANSPORT_SEAT

- **Hash:** `0xE588B5A8A005CB5E`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetPedOnTransportSeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/SET_PED_ON_TRANSPORT_SEAT

## Signature

```c
void SET_PED_ON_TRANSPORT_SEAT(Ped ped, Entity transportEntity, int seat, int flags);
```

## Parameters

- `ped` (`Ped`)
- `transportEntity` (`Entity`)
- `seat` (`int`)
- `flags` (`int`)

## Returns

`void`

## Description

seat: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
SetPedOnTransportSeat(ped, transportEntity, seat, flags)

-- always available, by hash
Citizen.InvokeNative(0xE588B5A8A005CB5E, ped, transportEntity, seat, flags)
```

### JavaScript

```js
SetPedOnTransportSeat(ped, transportEntity, seat, flags);

// by hash
Citizen.invokeNative('0xE588B5A8A005CB5E', ped, transportEntity, seat, flags);
```

### C#

```csharp
Function.Call((Hash)0xE588B5A8A005CB5E, ped, transportEntity, seat, flags);
```

## See also

- [AITRANSPORT::_IS_PED_ON_TRANSPORT_SEAT](https://natives.borderlinerp.com/natives/AITRANSPORT/_IS_PED_ON_TRANSPORT_SEAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_SET_PED_USE_TRANSPORT_SEAT_PREFERENCE

- **Hash:** `0xB7079F4C72896756`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetPedUseTransportSeatPreference`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_PED_USE_TRANSPORT_SEAT_PREFERENCE

## Signature

```c
void _SET_PED_USE_TRANSPORT_SEAT_PREFERENCE(Ped ped, Entity transportEntity, int preferenceSlot, int p3, int seatIndex);
```

## Parameters

- `ped` (`Ped`)
- `transportEntity` (`Entity`)
- `preferenceSlot` (`int`)
- `p3` (`int`)
- `seatIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedUseTransportSeatPreference(ped, transportEntity, preferenceSlot, p3, seatIndex)

-- always available, by hash
Citizen.InvokeNative(0xB7079F4C72896756, ped, transportEntity, preferenceSlot, p3, seatIndex)
```

### JavaScript

```js
SetPedUseTransportSeatPreference(ped, transportEntity, preferenceSlot, p3, seatIndex);

// by hash
Citizen.invokeNative('0xB7079F4C72896756', ped, transportEntity, preferenceSlot, p3, seatIndex);
```

### C#

```csharp
Function.Call((Hash)0xB7079F4C72896756, ped, transportEntity, preferenceSlot, p3, seatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::SET_TRANSPORT_ACCESSIBLE_SEAT_FLAGS

- **Hash:** `0xDD0660C997DE94FD`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetTransportAccessibleSeatFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/SET_TRANSPORT_ACCESSIBLE_SEAT_FLAGS

## Signature

```c
void SET_TRANSPORT_ACCESSIBLE_SEAT_FLAGS(Entity transportEntity, int flags);
```

## Parameters

- `transportEntity` (`Entity`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTransportAccessibleSeatFlags(transportEntity, flags)

-- always available, by hash
Citizen.InvokeNative(0xDD0660C997DE94FD, transportEntity, flags)
```

### JavaScript

```js
SetTransportAccessibleSeatFlags(transportEntity, flags);

// by hash
Citizen.invokeNative('0xDD0660C997DE94FD', transportEntity, flags);
```

### C#

```csharp
Function.Call((Hash)0xDD0660C997DE94FD, transportEntity, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::SET_TRANSPORT_CONFIG_FLAG

- **Hash:** `0xBA8818212633500A`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetTransportConfigFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/SET_TRANSPORT_CONFIG_FLAG

## Signature

```c
void SET_TRANSPORT_CONFIG_FLAG(Entity transportEntity, int flagId, BOOL value);
```

## Parameters

- `transportEntity` (`Entity`)
- `flagId` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Description

flagId:
enum eTransportConfigFlags
{
	TCF_NotConsideredForEntryByLocalPlayer,
	TCF_0xB78D6624,
	TCF_0xA9700425,
	TCF_0x8D7E4641,
	TCF_0xF24BAA1F,
	TCF_0x63B77935,
	TCF_NotConsideredForEntryByAllPlayers,
	TCF_0xD17A2AFD,
	TCF_0xD4E4FDD5,
	TCF_0x8227C929,
	TCF_0x812C1070,
	TCF_0x0E1AB26F,
	TCF_0xBF4EC863,
	TCF_0x75660C36,
	TCF_0xA2539E20,
	TCF_0x9162C633,
	TCF_DisableHonorModifiers,
	TCF_0xF9E71CB6,
	TCF_0x933ECD3F,
	TCF_0x18513A34
};
https://github.com/femga/rdr3_discoveries/tree/master/AI/TRANSPORT_CONFIG_FLAGS

## Usage

### Lua

```lua
SetTransportConfigFlag(transportEntity, flagId, value)

-- always available, by hash
Citizen.InvokeNative(0xBA8818212633500A, transportEntity, flagId, value)
```

### JavaScript

```js
SetTransportConfigFlag(transportEntity, flagId, value);

// by hash
Citizen.invokeNative('0xBA8818212633500A', transportEntity, flagId, value);
```

### C#

```csharp
Function.Call((Hash)0xBA8818212633500A, transportEntity, flagId, value);
```

## See also

- [AITRANSPORT::GET_TRANSPORT_CONFIG_FLAG](https://natives.borderlinerp.com/natives/AITRANSPORT/GET_TRANSPORT_CONFIG_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_SET_TRANSPORT_EXCLUSIVE_DRIVER

- **Hash:** `0x4248AB2EEB3C75AD`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetTransportExclusiveDriver`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_EXCLUSIVE_DRIVER

## Signature

```c
void _SET_TRANSPORT_EXCLUSIVE_DRIVER(Entity transportEntity, Ped ped, int seatIndex);
```

## Parameters

- `transportEntity` (`Entity`)
- `ped` (`Ped`)
- `seatIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTransportExclusiveDriver(transportEntity, ped, seatIndex)

-- always available, by hash
Citizen.InvokeNative(0x4248AB2EEB3C75AD, transportEntity, ped, seatIndex)
```

### JavaScript

```js
SetTransportExclusiveDriver(transportEntity, ped, seatIndex);

// by hash
Citizen.invokeNative('0x4248AB2EEB3C75AD', transportEntity, ped, seatIndex);
```

### C#

```csharp
Function.Call((Hash)0x4248AB2EEB3C75AD, transportEntity, ped, seatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_SET_TRANSPORT_EXIT_BLEND_RATIO

- **Hash:** `0x8C8371EDFAF014A0`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetTransportExitBlendRatio`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_EXIT_BLEND_RATIO

## Signature

```c
void _SET_TRANSPORT_EXIT_BLEND_RATIO(Ped ped, float ratio);
```

## Parameters

- `ped` (`Ped`)
- `ratio` (`float`)

## Returns

`void`

## Description

Exit/dismount speed/blend multiplier for the transport user ped.
>0 enables override, 0 = off; only works while ped is a transport user.
R* Script usage: rcm_doctors_opinion1 - immediately after TASK_EXIT_TRANSPORT(...), set to 0.8f.
https://www.youtube.com/watch?v=FMeUNZbhjAc&t=15s

## Usage

### Lua

```lua
SetTransportExitBlendRatio(ped, ratio)

-- always available, by hash
Citizen.InvokeNative(0x8C8371EDFAF014A0, ped, ratio)
```

### JavaScript

```js
SetTransportExitBlendRatio(ped, ratio);

// by hash
Citizen.invokeNative('0x8C8371EDFAF014A0', ped, ratio + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8C8371EDFAF014A0, ped, ratio);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AITRANSPORT::_CLEAR_TRANSPORT_EXIT_BLEND_RATIO](https://natives.borderlinerp.com/natives/AITRANSPORT/_CLEAR_TRANSPORT_EXIT_BLEND_RATIO.md) — Resets the value set by _SET_TRANSPORT_EXIT_BLEND_RATIO to 0.0f

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_SET_TRANSPORT_PRIORITY_SEAT

- **Hash:** `0x13F138225C202F66`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetTransportPrioritySeat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_PRIORITY_SEAT

## Signature

```c
void _SET_TRANSPORT_PRIORITY_SEAT(Entity transportEntity, int seatIndex);
```

## Parameters

- `transportEntity` (`Entity`)
- `seatIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTransportPrioritySeat(transportEntity, seatIndex)

-- always available, by hash
Citizen.InvokeNative(0x13F138225C202F66, transportEntity, seatIndex)
```

### JavaScript

```js
SetTransportPrioritySeat(transportEntity, seatIndex);

// by hash
Citizen.invokeNative('0x13F138225C202F66', transportEntity, seatIndex);
```

### C#

```csharp
Function.Call((Hash)0x13F138225C202F66, transportEntity, seatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::_SET_TRANSPORT_USAGE_FLAGS

- **Hash:** `0xE2487779957FE897`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `SetTransportUsageFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_USAGE_FLAGS

## Signature

```c
void _SET_TRANSPORT_USAGE_FLAGS(Entity transportEntity, int flags);
```

## Parameters

- `transportEntity` (`Entity`)
- `flags` (`int`)

## Returns

`void`

## Description

enum eTransportUsageFlags
{
	TUF_INVALID = 0,
	TUF_ALLOW_DRIVER_ME = (1 << 0),
	TUF_ALLOW_DRIVER_GANG = (1 << 1),
	TUF_ALLOW_DRIVER_CREW = (1 << 2),
	TUF_ALLOW_DRIVER_FRIENDS = (1 << 3),
	TUF_ALLOW_DRIVER_ANYONE = (1 << 4),
	TUF_ALLOW_PASSENGER_ME = (1 << 5),
	TUF_ALLOW_PASSENGER_GANG = (1 << 6),
	TUF_ALLOW_PASSENGER_CREW = (1 << 7),
	TUF_ALLOW_PASSENGER_FRIENDS = (1 << 8),
	TUF_ALLOW_PASSENGER_ANYONE = (1 << 9),
	TUF_ALLOW_ACCESS_AI = (1 << 10)
};

## Usage

### Lua

```lua
SetTransportUsageFlags(transportEntity, flags)

-- always available, by hash
Citizen.InvokeNative(0xE2487779957FE897, transportEntity, flags)
```

### JavaScript

```js
SetTransportUsageFlags(transportEntity, flags);

// by hash
Citizen.invokeNative('0xE2487779957FE897', transportEntity, flags);
```

### C#

```csharp
Function.Call((Hash)0xE2487779957FE897, transportEntity, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AITRANSPORT::_GET_TRANSPORT_USAGE_FLAGS](https://natives.borderlinerp.com/natives/AITRANSPORT/_GET_TRANSPORT_USAGE_FLAGS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AITRANSPORT::TASK_ENTER_TRANSPORT

- **Hash:** `0xAEE3ADD08829CB6F`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `TaskEnterTransport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/TASK_ENTER_TRANSPORT

## Signature

```c
void TASK_ENTER_TRANSPORT(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Description

Request a ped to enter/join a transport seat. args is a script struct<9> (72 bytes); each field is 8-byte (alignas(8)).

struct TaskEnterTransportArgs
{
	alignas(8) Any     p0;        // unused/reserved in observed scripts
	alignas(8) Any     p1;        // unused/reserved in observed scripts
	alignas(8) Any     p2;        // unused/reserved in observed scripts
	alignas(8) Ped     ped;       // performing ped
	alignas(8) Vehicle vehicle;   // target transport
	alignas(8) int     seatIndex; // seat to join (scripts use -1 or explicit seat)
	alignas(8) int     timeoutMs; // time until forced join/teleport (commonly 20000)
	alignas(8) float   pedSpeed;  // blend/speed
	alignas(8) int     flags;     // seen values: (1<<30), 1, 16, 1048578 (usage unclear)
};

## Usage

### Lua

```lua
local args = TaskEnterTransport(args)

-- always available, by hash
local args = Citizen.InvokeNative(0xAEE3ADD08829CB6F, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskEnterTransport(args);

// by hash
const args = Citizen.invokeNative('0xAEE3ADD08829CB6F', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0xAEE3ADD08829CB6F, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct args
{
  Any p0;
  Any p1;
  Any p2;
  Ped ped;
  Vehicle vehicle;
  int seatIndex;
  int timer;
  float pedSpeed;
  int flags;
}
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AITRANSPORT::TASK_EXIT_TRANSPORT

- **Hash:** `0xC273A5B8488F7838`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `TaskExitTransport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/TASK_EXIT_TRANSPORT

## Signature

```c
void TASK_EXIT_TRANSPORT(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Description

Request a ped to exit a transport. args is a script struct<7> (56 bytes); each field is 8-byte (alignas(8)).

struct TaskExitTransportArgs
{
	alignas(8) Any     p0;       // unused/reserved in observed scripts
	alignas(8) Any     p1;       // unused/reserved in observed scripts
	alignas(8) Any     p2;       // unused/reserved in observed scripts
	alignas(8) Ped     ped;      // performing ped (e.g. PLAYER_PED_ID())
	alignas(8) Vehicle vehicle;  // transport to exit (vehicle or mount entity handle)
	alignas(8) float   pedSpeed; // blend/speed
	alignas(8) int     flags;    // seen values: (1<<30) and 1 (usage unclear)
};

## Usage

### Lua

```lua
local args = TaskExitTransport(args)

-- always available, by hash
local args = Citizen.InvokeNative(0xC273A5B8488F7838, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskExitTransport(args);

// by hash
const args = Citizen.invokeNative('0xC273A5B8488F7838', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0xC273A5B8488F7838, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct args
{
  Any p0;
  Any p1;
  Any p2;
  Ped ped;
  Vehicle vehicle;
  float pedSpeed;
  int flags;
}
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ANIMSCENE::_0x1407F5115FB9583E

- **Hash:** `0x1407F5115FB9583E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x1407f5115fb9583e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x1407F5115FB9583E

## Signature

```c
BOOL _0x1407F5115FB9583E(AnimScene animScene, const char* p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`const char*`)

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
Params: p1 = 2B-LowHonor, 2A-HighHonor

## Usage

### Lua

```lua
local retval = N_0x1407f5115fb9583e(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1407F5115FB9583E, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1407f5115fb9583e(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0x1407F5115FB9583E', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1407F5115FB9583E, animScene, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1407f5115fb9583e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x1AD896BF43619551

- **Hash:** `0x1AD896BF43619551`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x1ad896bf43619551`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x1AD896BF43619551

## Signature

```c
void _0x1AD896BF43619551();
```

## Returns

`void`

## Description

Used in braithwaites2 SP R* Scripts only
_A*

## Usage

### Lua

```lua
N_0x1ad896bf43619551()

-- always available, by hash
Citizen.InvokeNative(0x1AD896BF43619551)
```

### JavaScript

```js
N_0x1ad896bf43619551();

// by hash
Citizen.invokeNative('0x1AD896BF43619551');
```

### C#

```csharp
Function.Call((Hash)0x1AD896BF43619551);
```

- This native has no known name, so the runtime exposes it only as `N_0x1ad896bf43619551` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x1C5D33A4293E6DDE

- **Hash:** `0x1C5D33A4293E6DDE`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x1c5d33a4293e6dde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x1C5D33A4293E6DDE

## Signature

```c
BOOL _0x1C5D33A4293E6DDE(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_IS_ANIM_SCENE_P*

## Usage

### Lua

```lua
local retval = N_0x1c5d33a4293e6dde(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1C5D33A4293E6DDE, animScene, phaseName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1c5d33a4293e6dde(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x1C5D33A4293E6DDE', animScene, phaseName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1C5D33A4293E6DDE, animScene, phaseName);
```

- This native has no known name, so the runtime exposes it only as `N_0x1c5d33a4293e6dde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x2DB524750DC41ED4

- **Hash:** `0x2DB524750DC41ED4`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x2db524750dc41ed4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x2DB524750DC41ED4

## Signature

```c
BOOL _0x2DB524750DC41ED4();
```

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_IS_PED_* - _IS_SC*

## Usage

### Lua

```lua
local retval = N_0x2db524750dc41ed4()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DB524750DC41ED4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x2db524750dc41ed4();

// by hash
const retval = Citizen.invokeNative('0x2DB524750DC41ED4', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2DB524750DC41ED4);
```

- This native has no known name, so the runtime exposes it only as `N_0x2db524750dc41ed4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x3641FCD53E59B335

- **Hash:** `0x3641FCD53E59B335`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x3641fcd53e59b335`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x3641FCD53E59B335

## Signature

```c
void _0x3641FCD53E59B335(int mgmHandle, Ped ped, const char* secondaryVoiceString);
```

## Parameters

- `mgmHandle` (`int`)
- `ped` (`Ped`)
- `secondaryVoiceString` (`const char*`)

## Returns

`void`

## Description

p2: MINIGAME_GET_SECONDARY_VOICE_STRING
_SET_*

## Usage

### Lua

```lua
N_0x3641fcd53e59b335(mgmHandle, ped, secondaryVoiceString)

-- always available, by hash
Citizen.InvokeNative(0x3641FCD53E59B335, mgmHandle, ped, secondaryVoiceString)
```

### JavaScript

```js
N_0x3641fcd53e59b335(mgmHandle, ped, secondaryVoiceString);

// by hash
Citizen.invokeNative('0x3641FCD53E59B335', mgmHandle, ped, secondaryVoiceString);
```

### C#

```csharp
Function.Call((Hash)0x3641FCD53E59B335, mgmHandle, ped, secondaryVoiceString);
```

- This native has no known name, so the runtime exposes it only as `N_0x3641fcd53e59b335` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x3B393716C3FD8237

- **Hash:** `0x3B393716C3FD8237`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x3b393716c3fd8237`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x3B393716C3FD8237

## Signature

```c
BOOL _0x3B393716C3FD8237(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_IS_*

## Usage

### Lua

```lua
local retval = N_0x3b393716c3fd8237(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B393716C3FD8237, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3b393716c3fd8237(ped);

// by hash
const retval = Citizen.invokeNative('0x3B393716C3FD8237', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3B393716C3FD8237, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x3b393716c3fd8237` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x4B85B3CF91972222

- **Hash:** `0x4B85B3CF91972222`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x4b85b3cf91972222`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x4B85B3CF91972222

## Signature

```c
BOOL _0x4B85B3CF91972222(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Used in Script Function CUTSCENE_MANAGE_SKIP
_CHECK_* (?)

## Usage

### Lua

```lua
local retval = N_0x4b85b3cf91972222(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4B85B3CF91972222, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x4b85b3cf91972222(animScene);

// by hash
const retval = Citizen.invokeNative('0x4B85B3CF91972222', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4B85B3CF91972222, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0x4b85b3cf91972222` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x5D7BFDA2290B4E39

- **Hash:** `0x5D7BFDA2290B4E39`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x5d7bfda2290b4e39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x5D7BFDA2290B4E39

## Signature

```c
BOOL _0x5D7BFDA2290B4E39(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_IS_ANIM_SCENE_R* - _IS_ANIM_SCENE_S*

## Usage

### Lua

```lua
local retval = N_0x5d7bfda2290b4e39(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D7BFDA2290B4E39, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x5d7bfda2290b4e39(p0);

// by hash
const retval = Citizen.invokeNative('0x5D7BFDA2290B4E39', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5D7BFDA2290B4E39, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5d7bfda2290b4e39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x61B2AAEF645DDAF0

- **Hash:** `0x61B2AAEF645DDAF0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x61b2aaef645ddaf0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x61B2AAEF645DDAF0

## Signature

```c
BOOL _0x61B2AAEF645DDAF0(int mgmEventHandle, const char* p1, int seatId, int p3, BOOL p4);
```

## Parameters

- `mgmEventHandle` (`int`)
- `p1` (`const char*`)
- `seatId` (`int`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

Only used in tg_p R* Script
Returns true when mgm event success
_PREPARE_* - _REGISTER_*

## Usage

### Lua

```lua
local retval = N_0x61b2aaef645ddaf0(mgmEventHandle, p1, seatId, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61B2AAEF645DDAF0, mgmEventHandle, p1, seatId, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x61b2aaef645ddaf0(mgmEventHandle, p1, seatId, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x61B2AAEF645DDAF0', mgmEventHandle, p1, seatId, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x61B2AAEF645DDAF0, mgmEventHandle, p1, seatId, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x61b2aaef645ddaf0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x73616E64696C132E

- **Hash:** `0x73616E64696C132E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x73616e64696c132e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x73616E64696C132E

## Signature

```c
BOOL _0x73616E64696C132E(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_CO* - _CR*

## Usage

### Lua

```lua
local retval = N_0x73616e64696c132e(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73616E64696C132E, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x73616e64696c132e(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0x73616E64696C132E', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73616E64696C132E, animScene, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x73616e64696c132e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0x9AAE3C1148A09BCA

- **Hash:** `0x9AAE3C1148A09BCA`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x9aae3c1148a09bca`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x9AAE3C1148A09BCA

## Signature

```c
BOOL _0x9AAE3C1148A09BCA(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Checks if AnimScene is aborted, and an unknown check. Usually used with 0x34A0671BE613D3D0
Used in SP R* Scripts only
_IS_ANIM_SCENE_*

## Usage

### Lua

```lua
local retval = N_0x9aae3c1148a09bca(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9AAE3C1148A09BCA, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x9aae3c1148a09bca(animScene);

// by hash
const retval = Citizen.invokeNative('0x9AAE3C1148A09BCA', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9AAE3C1148A09BCA, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0x9aae3c1148a09bca` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xA96619FE85159ED2

- **Hash:** `0xA96619FE85159ED2`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xa96619fe85159ed2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xA96619FE85159ED2

## Signature

```c
BOOL _0xA96619FE85159ED2(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Checks if AnimScene is aborted, and an unknown check.
Used in SP R* Scripts only
_WAS_ANIM_SCENE_*

## Usage

### Lua

```lua
local retval = N_0xa96619fe85159ed2(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA96619FE85159ED2, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa96619fe85159ed2(animScene);

// by hash
const retval = Citizen.invokeNative('0xA96619FE85159ED2', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA96619FE85159ED2, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0xa96619fe85159ed2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xAE6DE22DE0ED4554

- **Hash:** `0xAE6DE22DE0ED4554`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xae6de22de0ed4554`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xAE6DE22DE0ED4554

## Signature

```c
void _0xAE6DE22DE0ED4554(int mgmHandle, Ped ped);
```

## Parameters

- `mgmHandle` (`int`)
- `ped` (`Ped`)

## Returns

`void`

## Description

_UNLOAD_* - _WAS_ANIM_SCENE_*

## Usage

### Lua

```lua
N_0xae6de22de0ed4554(mgmHandle, ped)

-- always available, by hash
Citizen.InvokeNative(0xAE6DE22DE0ED4554, mgmHandle, ped)
```

### JavaScript

```js
N_0xae6de22de0ed4554(mgmHandle, ped);

// by hash
Citizen.invokeNative('0xAE6DE22DE0ED4554', mgmHandle, ped);
```

### C#

```csharp
Function.Call((Hash)0xAE6DE22DE0ED4554, mgmHandle, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xae6de22de0ed4554` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xB1A196BAFE650402

- **Hash:** `0xB1A196BAFE650402`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xb1a196bafe650402`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xB1A196BAFE650402

## Signature

```c
void _0xB1A196BAFE650402(int mgmHandle, Ped ped);
```

## Parameters

- `mgmHandle` (`int`)
- `ped` (`Ped`)

## Returns

`void`

## Description

_PREPARE_* - _REGISTER_*

## Usage

### Lua

```lua
N_0xb1a196bafe650402(mgmHandle, ped)

-- always available, by hash
Citizen.InvokeNative(0xB1A196BAFE650402, mgmHandle, ped)
```

### JavaScript

```js
N_0xb1a196bafe650402(mgmHandle, ped);

// by hash
Citizen.invokeNative('0xB1A196BAFE650402', mgmHandle, ped);
```

### C#

```csharp
Function.Call((Hash)0xB1A196BAFE650402, mgmHandle, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xb1a196bafe650402` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xC1193521E3B9FADD

- **Hash:** `0xC1193521E3B9FADD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xc1193521e3b9fadd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xC1193521E3B9FADD

## Signature

```c
void _0xC1193521E3B9FADD(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used in SP R* Scripts only
_RESUME_* - _SET_A*

## Usage

### Lua

```lua
N_0xc1193521e3b9fadd(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xC1193521E3B9FADD, entity, p1)
```

### JavaScript

```js
N_0xc1193521e3b9fadd(entity, p1);

// by hash
Citizen.invokeNative('0xC1193521E3B9FADD', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xC1193521E3B9FADD, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc1193521e3b9fadd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xCDCD7B2D49AEE73A

- **Hash:** `0xCDCD7B2D49AEE73A`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xcdcd7b2d49aee73a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xCDCD7B2D49AEE73A

## Signature

```c
void _0xCDCD7B2D49AEE73A(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Used in SP R* Scripts only
_SET_P*

## Usage

### Lua

```lua
N_0xcdcd7b2d49aee73a(p0)

-- always available, by hash
Citizen.InvokeNative(0xCDCD7B2D49AEE73A, p0)
```

### JavaScript

```js
N_0xcdcd7b2d49aee73a(p0);

// by hash
Citizen.invokeNative('0xCDCD7B2D49AEE73A', p0);
```

### C#

```csharp
Function.Call((Hash)0xCDCD7B2D49AEE73A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcdcd7b2d49aee73a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xD70C7A30412F8FA0

- **Hash:** `0xD70C7A30412F8FA0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xd70c7a30412f8fa0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xD70C7A30412F8FA0

## Signature

```c
BOOL _0xD70C7A30412F8FA0(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Checks if AnimScene is NOT aborted, and an unknown check. Usually used with ABORT_ANIM_SCENE
Used in SP R* Scripts only
_IS_ANIM_SCENE_*

## Usage

### Lua

```lua
local retval = N_0xd70c7a30412f8fa0(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD70C7A30412F8FA0, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd70c7a30412f8fa0(animScene);

// by hash
const retval = Citizen.invokeNative('0xD70C7A30412F8FA0', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD70C7A30412F8FA0, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0xd70c7a30412f8fa0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xE12D7B4B959644CD

- **Hash:** `0xE12D7B4B959644CD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xe12d7b4b959644cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xE12D7B4B959644CD

## Signature

```c
void _0xE12D7B4B959644CD();
```

## Returns

`void`

## Description

Used in SP R* Scripts only
_SET_B* - _SET_C*

## Usage

### Lua

```lua
N_0xe12d7b4b959644cd()

-- always available, by hash
Citizen.InvokeNative(0xE12D7B4B959644CD)
```

### JavaScript

```js
N_0xe12d7b4b959644cd();

// by hash
Citizen.invokeNative('0xE12D7B4B959644CD');
```

### C#

```csharp
Function.Call((Hash)0xE12D7B4B959644CD);
```

- This native has no known name, so the runtime exposes it only as `N_0xe12d7b4b959644cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_0xEA41D44A8D42057B

- **Hash:** `0xEA41D44A8D42057B`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xea41d44a8d42057b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xEA41D44A8D42057B

## Signature

```c
BOOL _0xEA41D44A8D42057B();
```

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_PAUSE_* - _PLAY_*

## Usage

### Lua

```lua
local retval = N_0xea41d44a8d42057b()

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA41D44A8D42057B, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xea41d44a8d42057b();

// by hash
const retval = Citizen.invokeNative('0xEA41D44A8D42057B', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEA41D44A8D42057B);
```

- This native has no known name, so the runtime exposes it only as `N_0xea41d44a8d42057b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::ABORT_ANIM_SCENE

- **Hash:** `0x718CF1328D20C2B3`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `AbortAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE

## Signature

```c
void ABORT_ANIM_SCENE(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AbortAnimScene(animScene, p1)

-- always available, by hash
Citizen.InvokeNative(0x718CF1328D20C2B3, animScene, p1)
```

### JavaScript

```js
AbortAnimScene(animScene, p1);

// by hash
Citizen.invokeNative('0x718CF1328D20C2B3', animScene, p1);
```

### C#

```csharp
Function.Call((Hash)0x718CF1328D20C2B3, animScene, p1);
```

## See also

- [ANIMSCENE::_CREATE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE.md)
- [ANIMSCENE::_DELETE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE.md)
- [ANIMSCENE::LOAD_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE.md)
- [ANIMSCENE::START_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE.md)
- [ANIMSCENE::RESET_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE.md)
- [ANIMSCENE::DETACH_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::ATTACH_ANIM_SCENE_TO_ENTITY

- **Hash:** `0xDC418495DBA327A1`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `AttachAnimSceneToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/ATTACH_ANIM_SCENE_TO_ENTITY

## Signature

```c
void ATTACH_ANIM_SCENE_TO_ENTITY(AnimScene animScene, Entity entity, int p2);
```

## Parameters

- `animScene` (`AnimScene`)
- `entity` (`Entity`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AttachAnimSceneToEntity(animScene, entity, p2)

-- always available, by hash
Citizen.InvokeNative(0xDC418495DBA327A1, animScene, entity, p2)
```

### JavaScript

```js
AttachAnimSceneToEntity(animScene, entity, p2);

// by hash
Citizen.invokeNative('0xDC418495DBA327A1', animScene, entity, p2);
```

### C#

```csharp
Function.Call((Hash)0xDC418495DBA327A1, animScene, entity, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::ATTACH_ANIM_SCENE_TO_ENTITY_PRESERVING_LOCATION

- **Hash:** `0x1C0B105C3F30B88D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `AttachAnimSceneToEntityPreservingLocation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/ATTACH_ANIM_SCENE_TO_ENTITY_PRESERVING_LOCATION

## Signature

```c
void ATTACH_ANIM_SCENE_TO_ENTITY_PRESERVING_LOCATION(AnimScene animScene, Entity entity, int p2);
```

## Parameters

- `animScene` (`AnimScene`)
- `entity` (`Entity`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AttachAnimSceneToEntityPreservingLocation(animScene, entity, p2)

-- always available, by hash
Citizen.InvokeNative(0x1C0B105C3F30B88D, animScene, entity, p2)
```

### JavaScript

```js
AttachAnimSceneToEntityPreservingLocation(animScene, entity, p2);

// by hash
Citizen.invokeNative('0x1C0B105C3F30B88D', animScene, entity, p2);
```

### C#

```csharp
Function.Call((Hash)0x1C0B105C3F30B88D, animScene, entity, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::BLOCK_ANIM_SCENE_FADING_NEXT_FRAME

- **Hash:** `0x1B70811D3BF75DB9`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `BlockAnimSceneFadingNextFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/BLOCK_ANIM_SCENE_FADING_NEXT_FRAME

## Signature

```c
void BLOCK_ANIM_SCENE_FADING_NEXT_FRAME(BOOL p0, BOOL p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BlockAnimSceneFadingNextFrame(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1B70811D3BF75DB9, p0, p1)
```

### JavaScript

```js
BlockAnimSceneFadingNextFrame(p0, p1);

// by hash
Citizen.invokeNative('0x1B70811D3BF75DB9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1B70811D3BF75DB9, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::CHECK_OWNERSHIP_OF_ANIM_SCENE

- **Hash:** `0x661B8683611B9B97`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `CheckOwnershipOfAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/CHECK_OWNERSHIP_OF_ANIM_SCENE

## Signature

```c
BOOL CHECK_OWNERSHIP_OF_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CheckOwnershipOfAnimScene(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x661B8683611B9B97, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CheckOwnershipOfAnimScene(animScene);

// by hash
const retval = Citizen.invokeNative('0x661B8683611B9B97', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x661B8683611B9B97, animScene);
```

## See also

- [ANIMSCENE::TAKE_OWNERSHIP_OF_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/TAKE_OWNERSHIP_OF_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_CLEAR_ANIM_SCENE_WAS_SKIPPED

- **Hash:** `0x8A8208AE92BF87A5`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `ClearAnimSceneWasSkipped`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_CLEAR_ANIM_SCENE_WAS_SKIPPED

## Signature

```c
void _CLEAR_ANIM_SCENE_WAS_SKIPPED(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
ClearAnimSceneWasSkipped(animScene)

-- always available, by hash
Citizen.InvokeNative(0x8A8208AE92BF87A5, animScene)
```

### JavaScript

```js
ClearAnimSceneWasSkipped(animScene);

// by hash
Citizen.invokeNative('0x8A8208AE92BF87A5', animScene);
```

### C#

```csharp
Function.Call((Hash)0x8A8208AE92BF87A5, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_CLEAR_BREAKOUT_ARCHETYPE

- **Hash:** `0xBC781D24AA11F179`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `ClearBreakoutArchetype`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_CLEAR_BREAKOUT_ARCHETYPE

## Signature

```c
void _CLEAR_BREAKOUT_ARCHETYPE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearBreakoutArchetype(ped)

-- always available, by hash
Citizen.InvokeNative(0xBC781D24AA11F179, ped)
```

### JavaScript

```js
ClearBreakoutArchetype(ped);

// by hash
Citizen.invokeNative('0xBC781D24AA11F179', ped);
```

### C#

```csharp
Function.Call((Hash)0xBC781D24AA11F179, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::_SET_BREAKOUT_ARCHETYPE](https://natives.borderlinerp.com/natives/ANIMSCENE/_SET_BREAKOUT_ARCHETYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME

- **Hash:** `0x73616E64696C616E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `CouldAnimSceneEntityReachExitNextFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME

## Signature

```c
BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME(AnimScene animScene, const char* entityName, Any p2, Any p3);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CouldAnimSceneEntityReachExitNextFrame(animScene, entityName, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73616E64696C616E, animScene, entityName, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CouldAnimSceneEntityReachExitNextFrame(animScene, entityName, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x73616E64696C616E', animScene, entityName, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73616E64696C616E, animScene, entityName, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_CREATE_ANIM_SCENE

- **Hash:** `0x1FCA98E33C1437B3`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `CreateAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE

## Signature

```c
AnimScene _CREATE_ANIM_SCENE(const char* animDict, int flags, const char* playbackListName, BOOL p3, BOOL p4);
```

## Parameters

- `animDict` (`const char*`)
- `flags` (`int`)
- `playbackListName` (`const char*`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`AnimScene`

## Description

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eAnimSceneFlag

## Usage

### Lua

```lua
local retval = CreateAnimScene(animDict, flags, playbackListName, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1FCA98E33C1437B3, animDict, flags, playbackListName, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateAnimScene(animDict, flags, playbackListName, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x1FCA98E33C1437B3', animDict, flags, playbackListName, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1FCA98E33C1437B3, animDict, flags, playbackListName, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimSceneFlag](https://natives.borderlinerp.com/enums/eAnimSceneFlag.md) — 17 values

## See also

- [ANIMSCENE::_DELETE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE.md)
- [ANIMSCENE::LOAD_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE.md)
- [ANIMSCENE::START_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE.md)
- [ANIMSCENE::RESET_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE.md)
- [ANIMSCENE::ABORT_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE.md)
- [ANIMSCENE::DETACH_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_CREATE_MGM_SYSTEM

- **Hash:** `0xA1300DE03E5D1973`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `CreateMgmSystem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_MGM_SYSTEM

## Signature

```c
int _CREATE_MGM_SYSTEM(const char* mgmFilename);
```

## Parameters

- `mgmFilename` (`const char*`)

## Returns

`int`

## Description

Returns mgmHandle

## Usage

### Lua

```lua
local retval = CreateMgmSystem(mgmFilename)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA1300DE03E5D1973, mgmFilename, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMgmSystem(mgmFilename);

// by hash
const retval = Citizen.invokeNative('0xA1300DE03E5D1973', mgmFilename, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA1300DE03E5D1973, mgmFilename);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::_DELETE_MGM_SYSTEM](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_MGM_SYSTEM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_DELETE_ANIM_SCENE

- **Hash:** `0x84EEDB2C6E650000`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DeleteAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE

## Signature

```c
void _DELETE_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteAnimScene(animScene)

-- always available, by hash
Citizen.InvokeNative(0x84EEDB2C6E650000, animScene)
```

### JavaScript

```js
DeleteAnimScene(animScene);

// by hash
Citizen.invokeNative('0x84EEDB2C6E650000', animScene);
```

### C#

```csharp
Function.Call((Hash)0x84EEDB2C6E650000, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::_CREATE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE.md)
- [ANIMSCENE::LOAD_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE.md)
- [ANIMSCENE::START_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE.md)
- [ANIMSCENE::RESET_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE.md)
- [ANIMSCENE::ABORT_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE.md)
- [ANIMSCENE::DETACH_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_DELETE_MGM_SYSTEM

- **Hash:** `0x53CB3970BA02E3CC`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DeleteMgmSystem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_MGM_SYSTEM

## Signature

```c
void _DELETE_MGM_SYSTEM(int mgmHandle);
```

## Parameters

- `mgmHandle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteMgmSystem(mgmHandle)

-- always available, by hash
Citizen.InvokeNative(0x53CB3970BA02E3CC, mgmHandle)
```

### JavaScript

```js
DeleteMgmSystem(mgmHandle);

// by hash
Citizen.invokeNative('0x53CB3970BA02E3CC', mgmHandle);
```

### C#

```csharp
Function.Call((Hash)0x53CB3970BA02E3CC, mgmHandle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::_CREATE_MGM_SYSTEM](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_MGM_SYSTEM.md) — Returns mgmHandle

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::DETACH_ANIM_SCENE

- **Hash:** `0x6843A1AA3A336DFF`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DetachAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE

## Signature

```c
void DETACH_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
DetachAnimScene(animScene)

-- always available, by hash
Citizen.InvokeNative(0x6843A1AA3A336DFF, animScene)
```

### JavaScript

```js
DetachAnimScene(animScene);

// by hash
Citizen.invokeNative('0x6843A1AA3A336DFF', animScene);
```

### C#

```csharp
Function.Call((Hash)0x6843A1AA3A336DFF, animScene);
```

## See also

- [ANIMSCENE::_CREATE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE.md)
- [ANIMSCENE::_DELETE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE.md)
- [ANIMSCENE::LOAD_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE.md)
- [ANIMSCENE::START_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE.md)
- [ANIMSCENE::RESET_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE.md)
- [ANIMSCENE::ABORT_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::DETACH_ANIM_SCENE_PRESERVING_LOCATION

- **Hash:** `0xA2507C4948C83D2E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DetachAnimScenePreservingLocation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE_PRESERVING_LOCATION

## Signature

```c
void DETACH_ANIM_SCENE_PRESERVING_LOCATION(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
DetachAnimScenePreservingLocation(animScene)

-- always available, by hash
Citizen.InvokeNative(0xA2507C4948C83D2E, animScene)
```

### JavaScript

```js
DetachAnimScenePreservingLocation(animScene);

// by hash
Citizen.invokeNative('0xA2507C4948C83D2E', animScene);
```

### C#

```csharp
Function.Call((Hash)0xA2507C4948C83D2E, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::DOES_ANIM_SCENE_EXIST

- **Hash:** `0x25557E324489393C`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DoesAnimSceneExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/DOES_ANIM_SCENE_EXIST

## Signature

```c
BOOL DOES_ANIM_SCENE_EXIST(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesAnimSceneExist(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x25557E324489393C, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesAnimSceneExist(animScene);

// by hash
const retval = Citizen.invokeNative('0x25557E324489393C', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25557E324489393C, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST

- **Hash:** `0x9D1ECA9337BE9FC3`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DoesAnimSceneOwnershipOfEntityExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST

## Signature

```c
BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST(AnimScene animScene, const char* entityName);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesAnimSceneOwnershipOfEntityExist(animScene, entityName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D1ECA9337BE9FC3, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesAnimSceneOwnershipOfEntityExist(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0x9D1ECA9337BE9FC3', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D1ECA9337BE9FC3, animScene, entityName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_DOES_ANIM_SCENE_PLAY_LIST_EXIST

- **Hash:** `0xA9016536015DE29D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DoesAnimScenePlayListExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_DOES_ANIM_SCENE_PLAY_LIST_EXIST

## Signature

```c
BOOL _DOES_ANIM_SCENE_PLAY_LIST_EXIST(AnimScene animScene, const char* playbackListName);
```

## Parameters

- `animScene` (`AnimScene`)
- `playbackListName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesAnimScenePlayListExist(animScene, playbackListName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA9016536015DE29D, animScene, playbackListName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesAnimScenePlayListExist(animScene, playbackListName);

// by hash
const retval = Citizen.invokeNative('0xA9016536015DE29D', animScene, playbackListName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA9016536015DE29D, animScene, playbackListName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE

- **Hash:** `0x6F1F0B17109309DA`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DoesEntityWithIdExistInAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE

## Signature

```c
BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE(AnimScene animScene, const char* entityId);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityId` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityWithIdExistInAnimScene(animScene, entityId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F1F0B17109309DA, animScene, entityId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityWithIdExistInAnimScene(animScene, entityId);

// by hash
const retval = Citizen.invokeNative('0x6F1F0B17109309DA', animScene, entityId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6F1F0B17109309DA, animScene, entityId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::FADE_ANIM_SCENE_AUDIO_IN

- **Hash:** `0xA41351EA2A18A0AD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `FadeAnimSceneAudioIn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/FADE_ANIM_SCENE_AUDIO_IN

## Signature

```c
void FADE_ANIM_SCENE_AUDIO_IN(AnimScene animScene, float p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
FadeAnimSceneAudioIn(animScene, p1)

-- always available, by hash
Citizen.InvokeNative(0xA41351EA2A18A0AD, animScene, p1)
```

### JavaScript

```js
FadeAnimSceneAudioIn(animScene, p1);

// by hash
Citizen.invokeNative('0xA41351EA2A18A0AD', animScene, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA41351EA2A18A0AD, animScene, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::FADE_ANIM_SCENE_AUDIO_OUT

- **Hash:** `0x323E3AD772BA5D57`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `FadeAnimSceneAudioOut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/FADE_ANIM_SCENE_AUDIO_OUT

## Signature

```c
void FADE_ANIM_SCENE_AUDIO_OUT(AnimScene animScene, float p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
FadeAnimSceneAudioOut(animScene, p1)

-- always available, by hash
Citizen.InvokeNative(0x323E3AD772BA5D57, animScene, p1)
```

### JavaScript

```js
FadeAnimSceneAudioOut(animScene, p1);

// by hash
Citizen.invokeNative('0x323E3AD772BA5D57', animScene, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x323E3AD772BA5D57, animScene, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_BOOL

- **Hash:** `0x07A6F6447ECA9B64`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_BOOL

## Signature

```c
BOOL GET_ANIM_SCENE_BOOL(AnimScene animScene, const char* name);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetAnimSceneBool(animScene, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x07A6F6447ECA9B64, animScene, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetAnimSceneBool(animScene, name);

// by hash
const retval = Citizen.invokeNative('0x07A6F6447ECA9B64', animScene, name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x07A6F6447ECA9B64, animScene, name);
```

## See also

- [ANIMSCENE::SET_ANIM_SCENE_BOOL](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_BOOL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_CURRENT_ACTIVE_CAMERA_COUNT

- **Hash:** `0x4822A65D5AF64E69`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneCurrentActiveCameraCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_CURRENT_ACTIVE_CAMERA_COUNT

## Signature

```c
int GET_ANIM_SCENE_CURRENT_ACTIVE_CAMERA_COUNT(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetAnimSceneCurrentActiveCameraCount(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4822A65D5AF64E69, animScene, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimSceneCurrentActiveCameraCount(animScene);

// by hash
const retval = Citizen.invokeNative('0x4822A65D5AF64E69', animScene, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4822A65D5AF64E69, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_DICT

- **Hash:** `0xAE5ADA4FE3E21ADC`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_DICT

## Signature

```c
Hash _GET_ANIM_SCENE_DICT(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetAnimSceneDict(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAE5ADA4FE3E21ADC, animScene, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimSceneDict(animScene);

// by hash
const retval = Citizen.invokeNative('0xAE5ADA4FE3E21ADC', animScene, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAE5ADA4FE3E21ADC, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_DURATION

- **Hash:** `0x49F1D143ADE32656`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneDuration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_DURATION

## Signature

```c
float _GET_ANIM_SCENE_DURATION(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimSceneDuration(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49F1D143ADE32656, animScene, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimSceneDuration(animScene);

// by hash
const retval = Citizen.invokeNative('0x49F1D143ADE32656', animScene, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x49F1D143ADE32656, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_ENTITY_LOCATION_DATA

- **Hash:** `0x8398438D8F14F56D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneEntityLocationData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_ENTITY_LOCATION_DATA

## Signature

```c
BOOL GET_ANIM_SCENE_ENTITY_LOCATION_DATA(AnimScene animScene, const char* entityName, Vector3* matrix, BOOL p3, const char* playbackListName, int p5);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `matrix` (`Vector3*`)
- `p3` (`BOOL`)
- `playbackListName` (`const char*`)
- `p5` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, matrix = GetAnimSceneEntityLocationData(animScene, entityName, p3, playbackListName, p5)

-- always available, by hash
local retval, matrix = Citizen.InvokeNative(0x8398438D8F14F56D, animScene, entityName, Citizen.PointerValueVector(), p3, playbackListName, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, matrix] = GetAnimSceneEntityLocationData(animScene, entityName, p3, playbackListName, p5);

// by hash
const [retval, matrix] = Citizen.invokeNative('0x8398438D8F14F56D', animScene, entityName, Citizen.pointerValueVector(), p3, playbackListName, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var matrix = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8398438D8F14F56D, animScene, entityName, matrix, p3, playbackListName, p5);
// matrix.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_FLOAT

- **Hash:** `0xCC24CB07F60B496E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_FLOAT

## Signature

```c
float GET_ANIM_SCENE_FLOAT(AnimScene animScene, const char* name);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimSceneFloat(animScene, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC24CB07F60B496E, animScene, name, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimSceneFloat(animScene, name);

// by hash
const retval = Citizen.invokeNative('0xCC24CB07F60B496E', animScene, name, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xCC24CB07F60B496E, animScene, name);
```

## See also

- [ANIMSCENE::SET_ANIM_SCENE_FLOAT](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_INT

- **Hash:** `0x2B7277484CC095FD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_INT

## Signature

```c
int GET_ANIM_SCENE_INT(AnimScene animScene, const char* name);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetAnimSceneInt(animScene, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B7277484CC095FD, animScene, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimSceneInt(animScene, name);

// by hash
const retval = Citizen.invokeNative('0x2B7277484CC095FD', animScene, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2B7277484CC095FD, animScene, name);
```

## See also

- [ANIMSCENE::SET_ANIM_SCENE_INT](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_INT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_OBJECT

- **Hash:** `0xFB5674687A1B2814`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_OBJECT

## Signature

```c
Object _GET_ANIM_SCENE_OBJECT(AnimScene animScene, const char* name, BOOL isNetwork);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `isNetwork` (`BOOL`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = GetAnimSceneObject(animScene, name, isNetwork)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB5674687A1B2814, animScene, name, isNetwork, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimSceneObject(animScene, name, isNetwork);

// by hash
const retval = Citizen.invokeNative('0xFB5674687A1B2814', animScene, name, isNetwork, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFB5674687A1B2814, animScene, name, isNetwork);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_ORIGIN

- **Hash:** `0xADF1D53F3B1FE0A7`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneOrigin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_ORIGIN

## Signature

```c
void GET_ANIM_SCENE_ORIGIN(AnimScene animScene, Vector3* position, Vector3* rotation, int order);
```

## Parameters

- `animScene` (`AnimScene`)
- `position` (`Vector3*`)
- `rotation` (`Vector3*`)
- `order` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local position, rotation = GetAnimSceneOrigin(animScene, order)

-- always available, by hash
local position, rotation = Citizen.InvokeNative(0xADF1D53F3B1FE0A7, animScene, Citizen.PointerValueVector(), Citizen.PointerValueVector(), order)
```

### JavaScript

```js
const [position, rotation] = GetAnimSceneOrigin(animScene, order);

// by hash
const [position, rotation] = Citizen.invokeNative('0xADF1D53F3B1FE0A7', animScene, Citizen.pointerValueVector(), Citizen.pointerValueVector(), order);
```

### C#

```csharp
var position = new OutputArgument();
var rotation = new OutputArgument();
Function.Call((Hash)0xADF1D53F3B1FE0A7, animScene, position, rotation, order);
// position.GetResult<Vector3>()
// rotation.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [ANIMSCENE::SET_ANIM_SCENE_ORIGIN](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_ORIGIN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_PED

- **Hash:** `0xE5822422197BBBA3`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimScenePed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_PED

## Signature

```c
Ped _GET_ANIM_SCENE_PED(AnimScene animScene, const char* name, BOOL isNetwork);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `isNetwork` (`BOOL`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetAnimScenePed(animScene, name, isNetwork)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE5822422197BBBA3, animScene, name, isNetwork, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimScenePed(animScene, name, isNetwork);

// by hash
const retval = Citizen.invokeNative('0xE5822422197BBBA3', animScene, name, isNetwork, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE5822422197BBBA3, animScene, name, isNetwork);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::GET_ANIM_SCENE_PHASE

- **Hash:** `0x3FBC3F51BF12DFBF`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimScenePhase`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_PHASE

## Signature

```c
float GET_ANIM_SCENE_PHASE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimScenePhase(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FBC3F51BF12DFBF, animScene, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimScenePhase(animScene);

// by hash
const retval = Citizen.invokeNative('0x3FBC3F51BF12DFBF', animScene, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3FBC3F51BF12DFBF, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS

- **Hash:** `0x9E036D5204FFBBC8`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimScenePlaybackListPhaseAudioLoadStress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS

## Signature

```c
int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetAnimScenePlaybackListPhaseAudioLoadStress(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E036D5204FFBBC8, animScene, phaseName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimScenePlaybackListPhaseAudioLoadStress(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x9E036D5204FFBBC8', animScene, phaseName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9E036D5204FFBBC8, animScene, phaseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_RATE

- **Hash:** `0x43C21623E42B821B`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneRate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_RATE

## Signature

```c
float _GET_ANIM_SCENE_RATE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimSceneRate(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43C21623E42B821B, animScene, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimSceneRate(animScene);

// by hash
const retval = Citizen.invokeNative('0x43C21623E42B821B', animScene, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x43C21623E42B821B, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::SET_ANIM_SCENE_RATE](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_RATE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_TIME

- **Hash:** `0x61BE7D6186260002`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_TIME

## Signature

```c
float _GET_ANIM_SCENE_TIME(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimSceneTime(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61BE7D6186260002, animScene, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimSceneTime(animScene);

// by hash
const retval = Citizen.invokeNative('0x61BE7D6186260002', animScene, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x61BE7D6186260002, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_GET_ANIM_SCENE_VEHICLE

- **Hash:** `0x430EE0A19BC5A287`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_VEHICLE

## Signature

```c
Vehicle _GET_ANIM_SCENE_VEHICLE(AnimScene animScene, const char* name, BOOL isNetwork);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `isNetwork` (`BOOL`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetAnimSceneVehicle(animScene, name, isNetwork)

-- always available, by hash
local retval = Citizen.InvokeNative(0x430EE0A19BC5A287, animScene, name, isNetwork, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimSceneVehicle(animScene, name, isNetwork);

// by hash
const retval = Citizen.invokeNative('0x430EE0A19BC5A287', animScene, name, isNetwork, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x430EE0A19BC5A287, animScene, name, isNetwork);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::HAS_ANIM_SCENE_EXITED

- **Hash:** `0xF94692EB9DC15D74`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `HasAnimSceneExited`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/HAS_ANIM_SCENE_EXITED

## Signature

```c
BOOL HAS_ANIM_SCENE_EXITED(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasAnimSceneExited(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF94692EB9DC15D74, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasAnimSceneExited(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0xF94692EB9DC15D74', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF94692EB9DC15D74, animScene, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_HAS_ENTITY_ENTERED_ANIM_SCENE

- **Hash:** `0x337F1CC8EE895601`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `HasEntityEnteredAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_HAS_ENTITY_ENTERED_ANIM_SCENE

## Signature

```c
BOOL _HAS_ENTITY_ENTERED_ANIM_SCENE(AnimScene animScene, const char* entityName);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)

## Returns

`BOOL`

## Description

_HAS_L* (?)

## Usage

### Lua

```lua
local retval = HasEntityEnteredAnimScene(animScene, entityName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x337F1CC8EE895601, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityEnteredAnimScene(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0x337F1CC8EE895601', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x337F1CC8EE895601, animScene, entityName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::HAS_ENTITY_EXITED_ANIM_SCENE

- **Hash:** `0xB89FCFF19DAFFF28`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `HasEntityExitedAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/HAS_ENTITY_EXITED_ANIM_SCENE

## Signature

```c
BOOL HAS_ENTITY_EXITED_ANIM_SCENE(AnimScene animScene, const char* entityName);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityExitedAnimScene(animScene, entityName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB89FCFF19DAFFF28, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityExitedAnimScene(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0xB89FCFF19DAFFF28', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB89FCFF19DAFFF28, animScene, entityName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_ABORTED

- **Hash:** `0x34A0671BE613D3D0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneAborted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_ABORTED

## Signature

```c
BOOL _IS_ANIM_SCENE_ABORTED(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneAborted(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x34A0671BE613D3D0, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneAborted(animScene);

// by hash
const retval = Citizen.invokeNative('0x34A0671BE613D3D0', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x34A0671BE613D3D0, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ANIM_SCENE_EXITING_THIS_FRAME

- **Hash:** `0xCDC5512A407CF08D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneExitingThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ANIM_SCENE_EXITING_THIS_FRAME

## Signature

```c
BOOL IS_ANIM_SCENE_EXITING_THIS_FRAME(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneExitingThisFrame(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCDC5512A407CF08D, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneExitingThisFrame(animScene);

// by hash
const retval = Citizen.invokeNative('0xCDC5512A407CF08D', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCDC5512A407CF08D, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ANIM_SCENE_FINISHED

- **Hash:** `0xD8254CB2C586412B`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ANIM_SCENE_FINISHED

## Signature

```c
BOOL IS_ANIM_SCENE_FINISHED(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneFinished(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD8254CB2C586412B, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneFinished(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0xD8254CB2C586412B', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD8254CB2C586412B, animScene, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ANIM_SCENE_IN_SECTION

- **Hash:** `0x8D81E7824B7753F7`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneInSection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ANIM_SCENE_IN_SECTION

## Signature

```c
BOOL IS_ANIM_SCENE_IN_SECTION(AnimScene animScene, const char* sectionName, BOOL p2);
```

## Parameters

- `animScene` (`AnimScene`)
- `sectionName` (`const char*`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneInSection(animScene, sectionName, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8D81E7824B7753F7, animScene, sectionName, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneInSection(animScene, sectionName, p2);

// by hash
const retval = Citizen.invokeNative('0x8D81E7824B7753F7', animScene, sectionName, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8D81E7824B7753F7, animScene, sectionName, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ANIM_SCENE_LOADED

- **Hash:** `0x477122B8D05E7968`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ANIM_SCENE_LOADED

## Signature

```c
BOOL IS_ANIM_SCENE_LOADED(AnimScene animScene, BOOL p1, BOOL p2);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneLoaded(animScene, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x477122B8D05E7968, animScene, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneLoaded(animScene, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x477122B8D05E7968', animScene, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x477122B8D05E7968, animScene, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_LOADING

- **Hash:** `0x59606519FF9D3EC2`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneLoading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_LOADING

## Signature

```c
BOOL _IS_ANIM_SCENE_LOADING(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneLoading(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59606519FF9D3EC2, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneLoading(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0x59606519FF9D3EC2', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x59606519FF9D3EC2, animScene, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING

- **Hash:** `0xF8D1D2DAB6007EEF`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneMetadataAssetInRangeLoading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING

## Signature

```c
BOOL _IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneMetadataAssetInRangeLoading(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8D1D2DAB6007EEF, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneMetadataAssetInRangeLoading(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0xF8D1D2DAB6007EEF', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF8D1D2DAB6007EEF, animScene, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ANIM_SCENE_METADATA_LOADED

- **Hash:** `0x95531A4A20CCE7BC`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneMetadataLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ANIM_SCENE_METADATA_LOADED

## Signature

```c
BOOL IS_ANIM_SCENE_METADATA_LOADED(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneMetadataLoaded(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x95531A4A20CCE7BC, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneMetadataLoaded(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0x95531A4A20CCE7BC', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x95531A4A20CCE7BC, animScene, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_PAUSED

- **Hash:** `0x4B4038796F0D6566`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimScenePaused`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_PAUSED

## Signature

```c
BOOL _IS_ANIM_SCENE_PAUSED(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimScenePaused(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4B4038796F0D6566, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimScenePaused(animScene);

// by hash
const retval = Citizen.invokeNative('0x4B4038796F0D6566', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4B4038796F0D6566, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::SET_ANIM_SCENE_PAUSED](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PAUSED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE

- **Hash:** `0x1F0E401031E20146`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimScenePlaybackListPhaseActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE

## Signature

```c
BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimScenePlaybackListPhaseActive(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F0E401031E20146, animScene, phaseName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimScenePlaybackListPhaseActive(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x1F0E401031E20146', animScene, phaseName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F0E401031E20146, animScene, phaseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADED

- **Hash:** `0x23E33CB9F4A3F547`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimScenePlaybackListPhaseLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADED

## Signature

```c
BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADED(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimScenePlaybackListPhaseLoaded(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23E33CB9F4A3F547, animScene, phaseName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimScenePlaybackListPhaseLoaded(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x23E33CB9F4A3F547', animScene, phaseName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x23E33CB9F4A3F547, animScene, phaseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADING

- **Hash:** `0x0DF57F86FE71DBE5`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimScenePlaybackListPhaseLoading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADING

## Signature

```c
BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADING(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimScenePlaybackListPhaseLoading(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0DF57F86FE71DBE5, animScene, phaseName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimScenePlaybackListPhaseLoading(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x0DF57F86FE71DBE5', animScene, phaseName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0DF57F86FE71DBE5, animScene, phaseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ANIM_SCENE_RUNNING

- **Hash:** `0xCBFC7725DE6CE2E0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ANIM_SCENE_RUNNING

## Signature

```c
BOOL IS_ANIM_SCENE_RUNNING(AnimScene animScene, BOOL p1);
```

## Parameters

- `animScene` (`AnimScene`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneRunning(animScene, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCBFC7725DE6CE2E0, animScene, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneRunning(animScene, p1);

// by hash
const retval = Citizen.invokeNative('0xCBFC7725DE6CE2E0', animScene, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCBFC7725DE6CE2E0, animScene, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_ANIM_SCENE_SKIPPABLE

- **Hash:** `0x4CDFFE3189EBDBD0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimSceneSkippable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_SKIPPABLE

## Signature

```c
BOOL _IS_ANIM_SCENE_SKIPPABLE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimSceneSkippable(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4CDFFE3189EBDBD0, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneSkippable(animScene);

// by hash
const retval = Citizen.invokeNative('0x4CDFFE3189EBDBD0', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4CDFFE3189EBDBD0, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME

- **Hash:** `0x005E6F28DD7ED58D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsEntityExitingAnimSceneThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME

## Signature

```c
BOOL IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME(AnimScene animScene, const char* entityName);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityExitingAnimSceneThisFrame(animScene, entityName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x005E6F28DD7ED58D, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityExitingAnimSceneThisFrame(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0x005E6F28DD7ED58D', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x005E6F28DD7ED58D, animScene, entityName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::IS_ENTITY_PLAYING_ANIM_SCENE

- **Hash:** `0x3AB6C7B0BB0DF4B1`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsEntityPlayingAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ENTITY_PLAYING_ANIM_SCENE

## Signature

```c
BOOL IS_ENTITY_PLAYING_ANIM_SCENE(Entity entity, AnimScene animScene);
```

## Parameters

- `entity` (`Entity`)
- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityPlayingAnimScene(entity, animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AB6C7B0BB0DF4B1, entity, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityPlayingAnimScene(entity, animScene);

// by hash
const retval = Citizen.invokeNative('0x3AB6C7B0BB0DF4B1', entity, animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3AB6C7B0BB0DF4B1, entity, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_IS_MGM_SYSTEM_LOADED

- **Hash:** `0xFDFC14799373283F`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsMgmSystemLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_MGM_SYSTEM_LOADED

## Signature

```c
BOOL _IS_MGM_SYSTEM_LOADED(const char* mgmFilename);
```

## Parameters

- `mgmFilename` (`const char*`)

## Returns

`BOOL`

## Description

MGM stands for MiniGameMoments.

## Usage

### Lua

```lua
local retval = IsMgmSystemLoaded(mgmFilename)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFDFC14799373283F, mgmFilename, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMgmSystemLoaded(mgmFilename);

// by hash
const retval = Citizen.invokeNative('0xFDFC14799373283F', mgmFilename, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFDFC14799373283F, mgmFilename);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::LOAD_ANIM_SCENE

- **Hash:** `0xAF068580194D9DC7`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `LoadAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE

## Signature

```c
void LOAD_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
LoadAnimScene(animScene)

-- always available, by hash
Citizen.InvokeNative(0xAF068580194D9DC7, animScene)
```

### JavaScript

```js
LoadAnimScene(animScene);

// by hash
Citizen.invokeNative('0xAF068580194D9DC7', animScene);
```

### C#

```csharp
Function.Call((Hash)0xAF068580194D9DC7, animScene);
```

## See also

- [ANIMSCENE::_CREATE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE.md)
- [ANIMSCENE::_DELETE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE.md)
- [ANIMSCENE::START_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE.md)
- [ANIMSCENE::RESET_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE.md)
- [ANIMSCENE::ABORT_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE.md)
- [ANIMSCENE::DETACH_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_LOAD_MGM_ASSETS

- **Hash:** `0xB727A847862CB00A`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `LoadMgmAssets`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_LOAD_MGM_ASSETS

## Signature

```c
BOOL _LOAD_MGM_ASSETS(const char* mgmFilename);
```

## Parameters

- `mgmFilename` (`const char*`)

## Returns

`BOOL`

## Description

Used to request MiniGameMoments Assets.

mgmFilename's:
Poker
PokerArthur
PokerArthurCamp
PokerJohn
PokerJohnCamp

## Usage

### Lua

```lua
local retval = LoadMgmAssets(mgmFilename)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB727A847862CB00A, mgmFilename, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = LoadMgmAssets(mgmFilename);

// by hash
const retval = Citizen.invokeNative('0xB727A847862CB00A', mgmFilename, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB727A847862CB00A, mgmFilename);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_PAUSE_SCRIPT_THREADS

- **Hash:** `0x37C1257849DEF24A`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `PauseScriptThreads`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_PAUSE_SCRIPT_THREADS

## Signature

```c
void _PAUSE_SCRIPT_THREADS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Pauses all script threads except the one that called it.

## Usage

### Lua

```lua
PauseScriptThreads(toggle)

-- always available, by hash
Citizen.InvokeNative(0x37C1257849DEF24A, toggle)
```

### JavaScript

```js
PauseScriptThreads(toggle);

// by hash
Citizen.invokeNative('0x37C1257849DEF24A', toggle);
```

### C#

```csharp
Function.Call((Hash)0x37C1257849DEF24A, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_RELEASE_ANIM_SCENE_PLAY_LIST

- **Hash:** `0xAE6ADA8FE7E84ACC`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `ReleaseAnimScenePlayList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_RELEASE_ANIM_SCENE_PLAY_LIST

## Signature

```c
BOOL _RELEASE_ANIM_SCENE_PLAY_LIST(AnimScene animScene, const char* playlistName);
```

## Parameters

- `animScene` (`AnimScene`)
- `playlistName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ReleaseAnimScenePlayList(animScene, playlistName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAE6ADA8FE7E84ACC, animScene, playlistName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ReleaseAnimScenePlayList(animScene, playlistName);

// by hash
const retval = Citizen.invokeNative('0xAE6ADA8FE7E84ACC', animScene, playlistName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAE6ADA8FE7E84ACC, animScene, playlistName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::SET_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PLAY_LIST.md)
- [ANIMSCENE::REQUEST_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/REQUEST_ANIM_SCENE_PLAY_LIST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::REMOVE_ANIM_SCENE_ENTITY

- **Hash:** `0x2BF96692C67F3E53`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `RemoveAnimSceneEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/REMOVE_ANIM_SCENE_ENTITY

## Signature

```c
void REMOVE_ANIM_SCENE_ENTITY(AnimScene animScene, const char* entityName, Entity entity);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAnimSceneEntity(animScene, entityName, entity)

-- always available, by hash
Citizen.InvokeNative(0x2BF96692C67F3E53, animScene, entityName, entity)
```

### JavaScript

```js
RemoveAnimSceneEntity(animScene, entityName, entity);

// by hash
Citizen.invokeNative('0x2BF96692C67F3E53', animScene, entityName, entity);
```

### C#

```csharp
Function.Call((Hash)0x2BF96692C67F3E53, animScene, entityName, entity);
```

## See also

- [ANIMSCENE::SET_ANIM_SCENE_ENTITY](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::REQUEST_ANIM_SCENE_PLAY_LIST

- **Hash:** `0xDF7B5144E25CD3FE`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `RequestAnimScenePlayList`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/REQUEST_ANIM_SCENE_PLAY_LIST

## Signature

```c
BOOL REQUEST_ANIM_SCENE_PLAY_LIST(AnimScene animScene, const char* playlistName);
```

## Parameters

- `animScene` (`AnimScene`)
- `playlistName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RequestAnimScenePlayList(animScene, playlistName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF7B5144E25CD3FE, animScene, playlistName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestAnimScenePlayList(animScene, playlistName);

// by hash
const retval = Citizen.invokeNative('0xDF7B5144E25CD3FE', animScene, playlistName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDF7B5144E25CD3FE, animScene, playlistName);
```

## See also

- [ANIMSCENE::SET_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PLAY_LIST.md)
- [ANIMSCENE::_RELEASE_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/_RELEASE_ANIM_SCENE_PLAY_LIST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_REQUEST_PHOTO_MODE_DEFREEZE

- **Hash:** `0x41AFA5F228B0B6B0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `RequestPhotoModeDefreeze`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_REQUEST_PHOTO_MODE_DEFREEZE

## Signature

```c
void _REQUEST_PHOTO_MODE_DEFREEZE();
```

## Returns

`void`

## Usage

### Lua

```lua
RequestPhotoModeDefreeze()

-- always available, by hash
Citizen.InvokeNative(0x41AFA5F228B0B6B0)
```

### JavaScript

```js
RequestPhotoModeDefreeze();

// by hash
Citizen.invokeNative('0x41AFA5F228B0B6B0');
```

### C#

```csharp
Function.Call((Hash)0x41AFA5F228B0B6B0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_REQUEST_PHOTO_MODE_FREEZE

- **Hash:** `0x7C709C01D43D94CD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `RequestPhotoModeFreeze`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_REQUEST_PHOTO_MODE_FREEZE

## Signature

```c
void _REQUEST_PHOTO_MODE_FREEZE();
```

## Returns

`void`

## Usage

### Lua

```lua
RequestPhotoModeFreeze()

-- always available, by hash
Citizen.InvokeNative(0x7C709C01D43D94CD)
```

### JavaScript

```js
RequestPhotoModeFreeze();

// by hash
Citizen.invokeNative('0x7C709C01D43D94CD');
```

### C#

```csharp
Function.Call((Hash)0x7C709C01D43D94CD);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::RESET_ANIM_SCENE

- **Hash:** `0x8FDF221F13537936`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `ResetAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE

## Signature

```c
void RESET_ANIM_SCENE(AnimScene animScene, const char* playbackListName);
```

## Parameters

- `animScene` (`AnimScene`)
- `playbackListName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ResetAnimScene(animScene, playbackListName)

-- always available, by hash
Citizen.InvokeNative(0x8FDF221F13537936, animScene, playbackListName)
```

### JavaScript

```js
ResetAnimScene(animScene, playbackListName);

// by hash
Citizen.invokeNative('0x8FDF221F13537936', animScene, playbackListName);
```

### C#

```csharp
Function.Call((Hash)0x8FDF221F13537936, animScene, playbackListName);
```

## See also

- [ANIMSCENE::_CREATE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE.md)
- [ANIMSCENE::_DELETE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE.md)
- [ANIMSCENE::LOAD_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE.md)
- [ANIMSCENE::START_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE.md)
- [ANIMSCENE::ABORT_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE.md)
- [ANIMSCENE::DETACH_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT

- **Hash:** `0x8E1BA705F63C1925`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `ResumeAnimSceneFromLastCheckpoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT

## Signature

```c
void RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
ResumeAnimSceneFromLastCheckpoint(animScene)

-- always available, by hash
Citizen.InvokeNative(0x8E1BA705F63C1925, animScene)
```

### JavaScript

```js
ResumeAnimSceneFromLastCheckpoint(animScene);

// by hash
Citizen.invokeNative('0x8E1BA705F63C1925', animScene);
```

### C#

```csharp
Function.Call((Hash)0x8E1BA705F63C1925, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_BOOL

- **Hash:** `0x519E96C2C68B404B`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimSceneBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_BOOL

## Signature

```c
void SET_ANIM_SCENE_BOOL(AnimScene animScene, const char* name, BOOL value, BOOL p3);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `value` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimSceneBool(animScene, name, value, p3)

-- always available, by hash
Citizen.InvokeNative(0x519E96C2C68B404B, animScene, name, value, p3)
```

### JavaScript

```js
SetAnimSceneBool(animScene, name, value, p3);

// by hash
Citizen.invokeNative('0x519E96C2C68B404B', animScene, name, value, p3);
```

### C#

```csharp
Function.Call((Hash)0x519E96C2C68B404B, animScene, name, value, p3);
```

## See also

- [ANIMSCENE::GET_ANIM_SCENE_BOOL](https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_BOOL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_ENTITY

- **Hash:** `0x8B720AD451CA2AB3`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimSceneEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_ENTITY

## Signature

```c
void SET_ANIM_SCENE_ENTITY(AnimScene animScene, const char* entityName, Entity entity, int flags);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `entity` (`Entity`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimSceneEntity(animScene, entityName, entity, flags)

-- always available, by hash
Citizen.InvokeNative(0x8B720AD451CA2AB3, animScene, entityName, entity, flags)
```

### JavaScript

```js
SetAnimSceneEntity(animScene, entityName, entity, flags);

// by hash
Citizen.invokeNative('0x8B720AD451CA2AB3', animScene, entityName, entity, flags);
```

### C#

```csharp
Function.Call((Hash)0x8B720AD451CA2AB3, animScene, entityName, entity, flags);
```

## See also

- [ANIMSCENE::REMOVE_ANIM_SCENE_ENTITY](https://natives.borderlinerp.com/natives/ANIMSCENE/REMOVE_ANIM_SCENE_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_FLOAT

- **Hash:** `0x6BC5104E68CBEFE8`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimSceneFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_FLOAT

## Signature

```c
void SET_ANIM_SCENE_FLOAT(AnimScene animScene, const char* name, float value, BOOL p3, BOOL p4);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `value` (`float`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimSceneFloat(animScene, name, value, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x6BC5104E68CBEFE8, animScene, name, value, p3, p4)
```

### JavaScript

```js
SetAnimSceneFloat(animScene, name, value, p3, p4);

// by hash
Citizen.invokeNative('0x6BC5104E68CBEFE8', animScene, name, value + 0.0000001, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x6BC5104E68CBEFE8, animScene, name, value, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ANIMSCENE::GET_ANIM_SCENE_FLOAT](https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_INT

- **Hash:** `0x3A379D2166CF5B92`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimSceneInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_INT

## Signature

```c
void SET_ANIM_SCENE_INT(AnimScene animScene, const char* name, int value, BOOL p3);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `value` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimSceneInt(animScene, name, value, p3)

-- always available, by hash
Citizen.InvokeNative(0x3A379D2166CF5B92, animScene, name, value, p3)
```

### JavaScript

```js
SetAnimSceneInt(animScene, name, value, p3);

// by hash
Citizen.invokeNative('0x3A379D2166CF5B92', animScene, name, value, p3);
```

### C#

```csharp
Function.Call((Hash)0x3A379D2166CF5B92, animScene, name, value, p3);
```

## See also

- [ANIMSCENE::GET_ANIM_SCENE_INT](https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_INT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_ORIGIN

- **Hash:** `0x020894BF17A02EF2`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimSceneOrigin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_ORIGIN

## Signature

```c
void SET_ANIM_SCENE_ORIGIN(AnimScene animScene, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, int order);
```

## Parameters

- `animScene` (`AnimScene`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `order` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimSceneOrigin(animScene, posX, posY, posZ, rotX, rotY, rotZ, order)

-- always available, by hash
Citizen.InvokeNative(0x020894BF17A02EF2, animScene, posX, posY, posZ, rotX, rotY, rotZ, order)
```

### JavaScript

```js
SetAnimSceneOrigin(animScene, posX, posY, posZ, rotX, rotY, rotZ, order);

// by hash
Citizen.invokeNative('0x020894BF17A02EF2', animScene, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, order);
```

### C#

```csharp
Function.Call((Hash)0x020894BF17A02EF2, animScene, posX, posY, posZ, rotX, rotY, rotZ, order);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ANIMSCENE::GET_ANIM_SCENE_ORIGIN](https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_ORIGIN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_PAUSED

- **Hash:** `0xD6824B7D24DC0CE0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimScenePaused`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PAUSED

## Signature

```c
void SET_ANIM_SCENE_PAUSED(AnimScene animScene, BOOL toggle);
```

## Parameters

- `animScene` (`AnimScene`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimScenePaused(animScene, toggle)

-- always available, by hash
Citizen.InvokeNative(0xD6824B7D24DC0CE0, animScene, toggle)
```

### JavaScript

```js
SetAnimScenePaused(animScene, toggle);

// by hash
Citizen.invokeNative('0xD6824B7D24DC0CE0', animScene, toggle);
```

### C#

```csharp
Function.Call((Hash)0xD6824B7D24DC0CE0, animScene, toggle);
```

## See also

- [ANIMSCENE::_IS_ANIM_SCENE_PAUSED](https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_PAUSED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_PLAY_LIST

- **Hash:** `0x15598CFB25F3DC7E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimScenePlayList`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PLAY_LIST

## Signature

```c
void SET_ANIM_SCENE_PLAY_LIST(AnimScene animScene, const char* playlistName, BOOL p2);
```

## Parameters

- `animScene` (`AnimScene`)
- `playlistName` (`const char*`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimScenePlayList(animScene, playlistName, p2)

-- always available, by hash
Citizen.InvokeNative(0x15598CFB25F3DC7E, animScene, playlistName, p2)
```

### JavaScript

```js
SetAnimScenePlayList(animScene, playlistName, p2);

// by hash
Citizen.invokeNative('0x15598CFB25F3DC7E', animScene, playlistName, p2);
```

### C#

```csharp
Function.Call((Hash)0x15598CFB25F3DC7E, animScene, playlistName, p2);
```

## See also

- [ANIMSCENE::REQUEST_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/REQUEST_ANIM_SCENE_PLAY_LIST.md)
- [ANIMSCENE::_RELEASE_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/_RELEASE_ANIM_SCENE_PLAY_LIST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_PLAYBACK_LIST

- **Hash:** `0xAB5E7CAB074D6B84`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimScenePlaybackList`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PLAYBACK_LIST

## Signature

```c
void SET_ANIM_SCENE_PLAYBACK_LIST(AnimScene animScene, const char* playbackListName);
```

## Parameters

- `animScene` (`AnimScene`)
- `playbackListName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimScenePlaybackList(animScene, playbackListName)

-- always available, by hash
Citizen.InvokeNative(0xAB5E7CAB074D6B84, animScene, playbackListName)
```

### JavaScript

```js
SetAnimScenePlaybackList(animScene, playbackListName);

// by hash
Citizen.invokeNative('0xAB5E7CAB074D6B84', animScene, playbackListName);
```

### C#

```csharp
Function.Call((Hash)0xAB5E7CAB074D6B84, animScene, playbackListName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::SET_ANIM_SCENE_RATE

- **Hash:** `0x75820B801CFF262A`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetAnimSceneRate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_RATE

## Signature

```c
void SET_ANIM_SCENE_RATE(AnimScene animScene, float rate);
```

## Parameters

- `animScene` (`AnimScene`)
- `rate` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimSceneRate(animScene, rate)

-- always available, by hash
Citizen.InvokeNative(0x75820B801CFF262A, animScene, rate)
```

### JavaScript

```js
SetAnimSceneRate(animScene, rate);

// by hash
Citizen.invokeNative('0x75820B801CFF262A', animScene, rate + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x75820B801CFF262A, animScene, rate);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ANIMSCENE::_GET_ANIM_SCENE_RATE](https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_RATE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_SET_BREAKOUT_ARCHETYPE

- **Hash:** `0x99B2A2E3655DEAF1`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetBreakoutArchetype`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_SET_BREAKOUT_ARCHETYPE

## Signature

```c
void _SET_BREAKOUT_ARCHETYPE(Ped ped, const char* archetype);
```

## Parameters

- `ped` (`Ped`)
- `archetype` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetBreakoutArchetype(ped, archetype)

-- always available, by hash
Citizen.InvokeNative(0x99B2A2E3655DEAF1, ped, archetype)
```

### JavaScript

```js
SetBreakoutArchetype(ped, archetype);

// by hash
Citizen.invokeNative('0x99B2A2E3655DEAF1', ped, archetype);
```

### C#

```csharp
Function.Call((Hash)0x99B2A2E3655DEAF1, ped, archetype);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ANIMSCENE::_CLEAR_BREAKOUT_ARCHETYPE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CLEAR_BREAKOUT_ARCHETYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::_SET_MGM_EVENT

- **Hash:** `0x07706C4CC9C6CC9E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `SetMgmEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_SET_MGM_EVENT

## Signature

```c
void _SET_MGM_EVENT(int mgmEventHandle, const char* p1, Any seatId, int p3, float p4);
```

## Parameters

- `mgmEventHandle` (`int`)
- `p1` (`const char*`)
- `seatId` (`Any`)
- `p3` (`int`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetMgmEvent(mgmEventHandle, p1, seatId, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x07706C4CC9C6CC9E, mgmEventHandle, p1, seatId, p3, p4)
```

### JavaScript

```js
SetMgmEvent(mgmEventHandle, p1, seatId, p3, p4);

// by hash
Citizen.invokeNative('0x07706C4CC9C6CC9E', mgmEventHandle, p1, seatId, p3, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x07706C4CC9C6CC9E, mgmEventHandle, p1, seatId, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::START_ANIM_SCENE

- **Hash:** `0xF4D94AF761768700`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `StartAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/START_ANIM_SCENE

## Signature

```c
void START_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
StartAnimScene(animScene)

-- always available, by hash
Citizen.InvokeNative(0xF4D94AF761768700, animScene)
```

### JavaScript

```js
StartAnimScene(animScene);

// by hash
Citizen.invokeNative('0xF4D94AF761768700', animScene);
```

### C#

```csharp
Function.Call((Hash)0xF4D94AF761768700, animScene);
```

## See also

- [ANIMSCENE::_CREATE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_CREATE_ANIM_SCENE.md)
- [ANIMSCENE::_DELETE_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/_DELETE_ANIM_SCENE.md)
- [ANIMSCENE::LOAD_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/LOAD_ANIM_SCENE.md)
- [ANIMSCENE::RESET_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/RESET_ANIM_SCENE.md)
- [ANIMSCENE::ABORT_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/ABORT_ANIM_SCENE.md)
- [ANIMSCENE::DETACH_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/DETACH_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::TAKE_OWNERSHIP_OF_ANIM_SCENE

- **Hash:** `0xF7A4C571E572D237`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `TakeOwnershipOfAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/TAKE_OWNERSHIP_OF_ANIM_SCENE

## Signature

```c
void TAKE_OWNERSHIP_OF_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
TakeOwnershipOfAnimScene(animScene)

-- always available, by hash
Citizen.InvokeNative(0xF7A4C571E572D237, animScene)
```

### JavaScript

```js
TakeOwnershipOfAnimScene(animScene);

// by hash
Citizen.invokeNative('0xF7A4C571E572D237', animScene);
```

### C#

```csharp
Function.Call((Hash)0xF7A4C571E572D237, animScene);
```

## See also

- [ANIMSCENE::CHECK_OWNERSHIP_OF_ANIM_SCENE](https://natives.borderlinerp.com/natives/ANIMSCENE/CHECK_OWNERSHIP_OF_ANIM_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::TRIGGER_ANIM_SCENE_SKIP

- **Hash:** `0x4B85B3CF9197AEDF`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `TriggerAnimSceneSkip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/TRIGGER_ANIM_SCENE_SKIP

## Signature

```c
void TRIGGER_ANIM_SCENE_SKIP(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`void`

## Usage

### Lua

```lua
TriggerAnimSceneSkip(animScene)

-- always available, by hash
Citizen.InvokeNative(0x4B85B3CF9197AEDF, animScene)
```

### JavaScript

```js
TriggerAnimSceneSkip(animScene);

// by hash
Citizen.invokeNative('0x4B85B3CF9197AEDF', animScene);
```

### C#

```csharp
Function.Call((Hash)0x4B85B3CF9197AEDF, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANIMSCENE::WAS_ANIM_SCENE_SKIPPED

- **Hash:** `0xEF324E9550A394D5`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `WasAnimSceneSkipped`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/WAS_ANIM_SCENE_SKIPPED

## Signature

```c
BOOL WAS_ANIM_SCENE_SKIPPED(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = WasAnimSceneSkipped(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF324E9550A394D5, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = WasAnimSceneSkipped(animScene);

// by hash
const retval = Citizen.invokeNative('0xEF324E9550A394D5', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEF324E9550A394D5, animScene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ANTICHEAT::_REPORT_PLAYER_BAD_SPORT_BEHAVIOR

- **Hash:** `0xC31C44C43B48FDE3`
- **Namespace:** ANTICHEAT
- **Runtime name (Lua/JS):** `ReportPlayerBadSportBehavior`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANTICHEAT/_REPORT_PLAYER_BAD_SPORT_BEHAVIOR

## Signature

```c
void _REPORT_PLAYER_BAD_SPORT_BEHAVIOR(Any* gamerHandle, int badSportBehaviorType);
```

## Parameters

- `gamerHandle` (`Any*`)
- `badSportBehaviorType` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything
however it is being used in tty scripts: [NET_BAD_SPORT_REPORT_PLAYER] Detected bad sport behavior from Player
badSportBehavior: BS_QUITTER = 0, BS_VEHICLE_DESTRUCTION = 1, BS_VOTED_OUT = 2

## Usage

### Lua

```lua
local gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0xC31C44C43B48FDE3, Citizen.PointerValueInt(), badSportBehaviorType)
```

### JavaScript

```js
const gamerHandle = ReportPlayerBadSportBehavior(badSportBehaviorType);

// by hash
const gamerHandle = Citizen.invokeNative('0xC31C44C43B48FDE3', Citizen.pointerValueInt(), badSportBehaviorType);
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0xC31C44C43B48FDE3, gamerHandle, badSportBehaviorType);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::ADD_ATTRIBUTE_POINTS

- **Hash:** `0x75415EE0CB583760`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `AddAttributePoints`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/ADD_ATTRIBUTE_POINTS

## Signature

```c
void ADD_ATTRIBUTE_POINTS(Ped ped, int attributeIndex, int p2);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `p2` (`int`)

## Returns

`void`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
AddAttributePoints(ped, attributeIndex, p2)

-- always available, by hash
Citizen.InvokeNative(0x75415EE0CB583760, ped, attributeIndex, p2)
```

### JavaScript

```js
AddAttributePoints(ped, attributeIndex, p2);

// by hash
Citizen.invokeNative('0x75415EE0CB583760', ped, attributeIndex, p2);
```

### C#

```csharp
Function.Call((Hash)0x75415EE0CB583760, ped, attributeIndex, p2);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::SET_ATTRIBUTE_POINTS](https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_POINTS.md)
- [ATTRIBUTE::GET_ATTRIBUTE_POINTS](https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_POINTS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::DISABLE_ATTRIBUTE_OVERPOWER

- **Hash:** `0xF8DAC3D85636C241`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `DisableAttributeOverpower`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/DISABLE_ATTRIBUTE_OVERPOWER

## Signature

```c
void DISABLE_ATTRIBUTE_OVERPOWER(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`void`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
DisableAttributeOverpower(ped, attributeIndex)

-- always available, by hash
Citizen.InvokeNative(0xF8DAC3D85636C241, ped, attributeIndex)
```

### JavaScript

```js
DisableAttributeOverpower(ped, attributeIndex);

// by hash
Citizen.invokeNative('0xF8DAC3D85636C241', ped, attributeIndex);
```

### C#

```csharp
Function.Call((Hash)0xF8DAC3D85636C241, ped, attributeIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::ENABLE_ATTRIBUTE_OVERPOWER](https://natives.borderlinerp.com/natives/ATTRIBUTE/ENABLE_ATTRIBUTE_OVERPOWER.md) — Old name: _SET_ATTRIBUTE_OVERPOWER_VALUE

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_ENABLE_ATTRIBUTE_CORE_OVERPOWER

- **Hash:** `0x4AF5A4C7B9157D14`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `EnableAttributeCoreOverpower`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_ENABLE_ATTRIBUTE_CORE_OVERPOWER

## Signature

```c
void _ENABLE_ATTRIBUTE_CORE_OVERPOWER(Ped ped, int coreIndex, float value, BOOL makeSound);
```

## Parameters

- `ped` (`Ped`)
- `coreIndex` (`int`)
- `value` (`float`)
- `makeSound` (`BOOL`)

## Returns

`void`

## Description

coreIndex: see _SET_ATTRIBUTE_CORE_VALUE

Previously incorrectly named ENABLE_ATTRIBUTE_OVERPOWER

## Usage

### Lua

```lua
EnableAttributeCoreOverpower(ped, coreIndex, value, makeSound)

-- always available, by hash
Citizen.InvokeNative(0x4AF5A4C7B9157D14, ped, coreIndex, value, makeSound)
```

### JavaScript

```js
EnableAttributeCoreOverpower(ped, coreIndex, value, makeSound);

// by hash
Citizen.invokeNative('0x4AF5A4C7B9157D14', ped, coreIndex, value + 0.0000001, makeSound);
```

### C#

```csharp
Function.Call((Hash)0x4AF5A4C7B9157D14, ped, coreIndex, value, makeSound);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::ENABLE_ATTRIBUTE_OVERPOWER

- **Hash:** `0xF6A7C08DF2E28B28`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `EnableAttributeOverpower`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/ENABLE_ATTRIBUTE_OVERPOWER

## Signature

```c
void ENABLE_ATTRIBUTE_OVERPOWER(Ped ped, int attributeIndex, float value, BOOL makeSound);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `value` (`float`)
- `makeSound` (`BOOL`)

## Returns

`void`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

Old name: _SET_ATTRIBUTE_OVERPOWER_VALUE

## Usage

### Lua

```lua
EnableAttributeOverpower(ped, attributeIndex, value, makeSound)

-- always available, by hash
Citizen.InvokeNative(0xF6A7C08DF2E28B28, ped, attributeIndex, value, makeSound)
```

### JavaScript

```js
EnableAttributeOverpower(ped, attributeIndex, value, makeSound);

// by hash
Citizen.invokeNative('0xF6A7C08DF2E28B28', ped, attributeIndex, value + 0.0000001, makeSound);
```

### C#

```csharp
Function.Call((Hash)0xF6A7C08DF2E28B28, ped, attributeIndex, value, makeSound);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::DISABLE_ATTRIBUTE_OVERPOWER](https://natives.borderlinerp.com/natives/ATTRIBUTE/DISABLE_ATTRIBUTE_OVERPOWER.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ATTRIBUTE::GET_ATTRIBUTE_BASE_RANK

- **Hash:** `0x147149F2E909323C`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributeBaseRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_BASE_RANK

## Signature

```c
int GET_ATTRIBUTE_BASE_RANK(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetAttributeBaseRank(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x147149F2E909323C, ped, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAttributeBaseRank(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x147149F2E909323C', ped, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x147149F2E909323C, ped, attributeIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::SET_ATTRIBUTE_BASE_RANK](https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_BASE_RANK.md) — PA_HEALTH, PA_STAMINA, PA_SPECIALABILITY, PA_COURAGE, PA_AGILITY, PA_SPEED, PA_ACCELERATION, PA_BONDING, SA_HUNGER, SA_FATIGUED, SA_INEBRIATED, SA_POISONED, SA_BODYHEAT, SA_BODYWEIGHT, SA_OVERFED, SA_SICKNESS, SA_DIRTINESS, SA_DIRTINESSH…

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_ATTRIBUTE_BONUS_RANK

- **Hash:** `0x0EFA71F4B4330E04`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributeBonusRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_BONUS_RANK

## Signature

```c
int GET_ATTRIBUTE_BONUS_RANK(Ped ped, int coreIndex);
```

## Parameters

- `ped` (`Ped`)
- `coreIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetAttributeBonusRank(ped, coreIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EFA71F4B4330E04, ped, coreIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAttributeBonusRank(ped, coreIndex);

// by hash
const retval = Citizen.invokeNative('0x0EFA71F4B4330E04', ped, coreIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0EFA71F4B4330E04, ped, coreIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::SET_ATTRIBUTE_BONUS_RANK](https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_BONUS_RANK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_GET_ATTRIBUTE_CORE_OVERPOWER_SECONDS_LEFT

- **Hash:** `0xB429F58803D285B1`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributeCoreOverpowerSecondsLeft`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_GET_ATTRIBUTE_CORE_OVERPOWER_SECONDS_LEFT

## Signature

```c
float _GET_ATTRIBUTE_CORE_OVERPOWER_SECONDS_LEFT(Ped ped, int coreIndex);
```

## Parameters

- `ped` (`Ped`)
- `coreIndex` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAttributeCoreOverpowerSecondsLeft(ped, coreIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB429F58803D285B1, ped, coreIndex, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAttributeCoreOverpowerSecondsLeft(ped, coreIndex);

// by hash
const retval = Citizen.invokeNative('0xB429F58803D285B1', ped, coreIndex, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xB429F58803D285B1, ped, coreIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_GET_ATTRIBUTE_CORE_VALUE

- **Hash:** `0x36731AC041289BB1`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributeCoreValue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_GET_ATTRIBUTE_CORE_VALUE

## Signature

```c
int _GET_ATTRIBUTE_CORE_VALUE(Ped ped, int coreIndex);
```

## Parameters

- `ped` (`Ped`)
- `coreIndex` (`int`)

## Returns

`int`

## Description

Gets the ped's core value on a scale of 0 to 100.
coreIndex: see _SET_ATTRIBUTE_CORE_VALUE

## Usage

### Lua

```lua
local retval = GetAttributeCoreValue(ped, coreIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36731AC041289BB1, ped, coreIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAttributeCoreValue(ped, coreIndex);

// by hash
const retval = Citizen.invokeNative('0x36731AC041289BB1', ped, coreIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x36731AC041289BB1, ped, coreIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ATTRIBUTE::_SET_ATTRIBUTE_CORE_VALUE](https://natives.borderlinerp.com/natives/ATTRIBUTE/_SET_ATTRIBUTE_CORE_VALUE.md) — ATTRIBUTE_CORE_HEALTH, ATTRIBUTE_CORE_STAMINA, ATTRIBUTE_CORE_DEADEYE

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_GET_ATTRIBUTE_OVERPOWER_SECONDS_LEFT

- **Hash:** `0x4C9F782180712742`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributeOverpowerSecondsLeft`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_GET_ATTRIBUTE_OVERPOWER_SECONDS_LEFT

## Signature

```c
float _GET_ATTRIBUTE_OVERPOWER_SECONDS_LEFT(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAttributeOverpowerSecondsLeft(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C9F782180712742, ped, attributeIndex, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAttributeOverpowerSecondsLeft(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x4C9F782180712742', ped, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4C9F782180712742, ped, attributeIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_ATTRIBUTE_POINTS

- **Hash:** `0x219DA04BAA9CB065`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributePoints`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_POINTS

## Signature

```c
int GET_ATTRIBUTE_POINTS(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetAttributePoints(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x219DA04BAA9CB065, ped, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAttributePoints(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x219DA04BAA9CB065', ped, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x219DA04BAA9CB065, ped, attributeIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::ADD_ATTRIBUTE_POINTS](https://natives.borderlinerp.com/natives/ATTRIBUTE/ADD_ATTRIBUTE_POINTS.md)
- [ATTRIBUTE::SET_ATTRIBUTE_POINTS](https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_POINTS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_ATTRIBUTE_RANK

- **Hash:** `0xA4C8E23E29040DE0`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetAttributeRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_RANK

## Signature

```c
int GET_ATTRIBUTE_RANK(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetAttributeRank(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4C8E23E29040DE0, ped, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAttributeRank(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0xA4C8E23E29040DE0', ped, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA4C8E23E29040DE0, ped, attributeIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_DEFAULT_ATTRIBUTE_POINTS_NEEDED_FOR_RANK

- **Hash:** `0x94A7F191DB49A44D`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetDefaultAttributePointsNeededForRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_DEFAULT_ATTRIBUTE_POINTS_NEEDED_FOR_RANK

## Signature

```c
int GET_DEFAULT_ATTRIBUTE_POINTS_NEEDED_FOR_RANK(Hash modelHash, int attributeIndex, int rank);
```

## Parameters

- `modelHash` (`Hash`)
- `attributeIndex` (`int`)
- `rank` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetDefaultAttributePointsNeededForRank(modelHash, attributeIndex, rank)

-- always available, by hash
local retval = Citizen.InvokeNative(0x94A7F191DB49A44D, modelHash, attributeIndex, rank, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultAttributePointsNeededForRank(modelHash, attributeIndex, rank);

// by hash
const retval = Citizen.invokeNative('0x94A7F191DB49A44D', modelHash, attributeIndex, rank, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x94A7F191DB49A44D, modelHash, attributeIndex, rank);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_DEFAULT_ATTRIBUTE_RANK

- **Hash:** `0x958DD43D41F89A47`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetDefaultAttributeRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_DEFAULT_ATTRIBUTE_RANK

## Signature

```c
int GET_DEFAULT_ATTRIBUTE_RANK(Hash modelHash, int attributeIndex);
```

## Parameters

- `modelHash` (`Hash`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetDefaultAttributeRank(modelHash, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x958DD43D41F89A47, modelHash, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultAttributeRank(modelHash, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x958DD43D41F89A47', modelHash, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x958DD43D41F89A47, modelHash, attributeIndex);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_DEFAULT_MAX_ATTRIBUTE_RANK

- **Hash:** `0x7C059C55AD940CB4`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetDefaultMaxAttributeRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_DEFAULT_MAX_ATTRIBUTE_RANK

## Signature

```c
int GET_DEFAULT_MAX_ATTRIBUTE_RANK(Hash modelHash, int attributeIndex);
```

## Parameters

- `modelHash` (`Hash`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetDefaultMaxAttributeRank(modelHash, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C059C55AD940CB4, modelHash, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultMaxAttributeRank(modelHash, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x7C059C55AD940CB4', modelHash, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7C059C55AD940CB4, modelHash, attributeIndex);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_MAX_ATTRIBUTE_POINTS

- **Hash:** `0x223BF310F854871C`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetMaxAttributePoints`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_MAX_ATTRIBUTE_POINTS

## Signature

```c
int GET_MAX_ATTRIBUTE_POINTS(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetMaxAttributePoints(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x223BF310F854871C, ped, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxAttributePoints(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x223BF310F854871C', ped, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x223BF310F854871C, ped, attributeIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::GET_MAX_ATTRIBUTE_RANK

- **Hash:** `0x704674A0535A471D`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `GetMaxAttributeRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_MAX_ATTRIBUTE_RANK

## Signature

```c
int GET_MAX_ATTRIBUTE_RANK(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`int`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = GetMaxAttributeRank(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x704674A0535A471D, ped, attributeIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxAttributeRank(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x704674A0535A471D', ped, attributeIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x704674A0535A471D, ped, attributeIndex);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_IS_ATTRIBUTE_CORE_OVERPOWERED

- **Hash:** `0x200373A8DF081F22`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `IsAttributeCoreOverpowered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_IS_ATTRIBUTE_CORE_OVERPOWERED

## Signature

```c
BOOL _IS_ATTRIBUTE_CORE_OVERPOWERED(Ped ped, int coreIndex);
```

## Parameters

- `ped` (`Ped`)
- `coreIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAttributeCoreOverpowered(ped, coreIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x200373A8DF081F22, ped, coreIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAttributeCoreOverpowered(ped, coreIndex);

// by hash
const retval = Citizen.invokeNative('0x200373A8DF081F22', ped, coreIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x200373A8DF081F22, ped, coreIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_IS_ATTRIBUTE_OVERPOWERED

- **Hash:** `0x103C2F885ABEB00B`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `IsAttributeOverpowered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_IS_ATTRIBUTE_OVERPOWERED

## Signature

```c
BOOL _IS_ATTRIBUTE_OVERPOWERED(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`BOOL`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
local retval = IsAttributeOverpowered(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x103C2F885ABEB00B, ped, attributeIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAttributeOverpowered(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x103C2F885ABEB00B', ped, attributeIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x103C2F885ABEB00B, ped, attributeIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ATTRIBUTE::SET_ATTRIBUTE_BASE_RANK

- **Hash:** `0x5DA12E025D47D4E5`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `SetAttributeBaseRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_BASE_RANK

## Signature

```c
void SET_ATTRIBUTE_BASE_RANK(Ped ped, int attributeIndex, int newValue);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `newValue` (`int`)

## Returns

`void`

## Description

attributeIndex:
enum ePedAttribute
{
	PA_HEALTH,
	PA_STAMINA,
	PA_SPECIALABILITY,
	PA_COURAGE,
	PA_AGILITY,
	PA_SPEED,
	PA_ACCELERATION,
	PA_BONDING,
	SA_HUNGER,
	SA_FATIGUED,
	SA_INEBRIATED,
	SA_POISONED,
	SA_BODYHEAT,
	SA_BODYWEIGHT,
	SA_OVERFED,
	SA_SICKNESS,
	SA_DIRTINESS,
	SA_DIRTINESSHAT,
	MTR_STRENGTH,
	MTR_GRIT,
	MTR_INSTINCT,
	PA_UNRULINESS,
	SA_DIRTINESSSKIN
};

## Usage

### Lua

```lua
SetAttributeBaseRank(ped, attributeIndex, newValue)

-- always available, by hash
Citizen.InvokeNative(0x5DA12E025D47D4E5, ped, attributeIndex, newValue)
```

### JavaScript

```js
SetAttributeBaseRank(ped, attributeIndex, newValue);

// by hash
Citizen.invokeNative('0x5DA12E025D47D4E5', ped, attributeIndex, newValue);
```

### C#

```csharp
Function.Call((Hash)0x5DA12E025D47D4E5, ped, attributeIndex, newValue);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::GET_ATTRIBUTE_BASE_RANK](https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_BASE_RANK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::SET_ATTRIBUTE_BONUS_RANK

- **Hash:** `0x920F9488BD115EFB`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `SetAttributeBonusRank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_BONUS_RANK

## Signature

```c
void SET_ATTRIBUTE_BONUS_RANK(Ped ped, int attributeIndex, int newValue);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `newValue` (`int`)

## Returns

`void`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
SetAttributeBonusRank(ped, attributeIndex, newValue)

-- always available, by hash
Citizen.InvokeNative(0x920F9488BD115EFB, ped, attributeIndex, newValue)
```

### JavaScript

```js
SetAttributeBonusRank(ped, attributeIndex, newValue);

// by hash
Citizen.invokeNative('0x920F9488BD115EFB', ped, attributeIndex, newValue);
```

### C#

```csharp
Function.Call((Hash)0x920F9488BD115EFB, ped, attributeIndex, newValue);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::GET_ATTRIBUTE_BONUS_RANK](https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_BONUS_RANK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_SET_ATTRIBUTE_CORE_VALUE

- **Hash:** `0xC6258F41D86676E0`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `SetAttributeCoreValue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_SET_ATTRIBUTE_CORE_VALUE

## Signature

```c
void _SET_ATTRIBUTE_CORE_VALUE(Ped ped, int coreIndex, int value);
```

## Parameters

- `ped` (`Ped`)
- `coreIndex` (`int`)
- `value` (`int`)

## Returns

`void`

## Description

coreIndex:
enum eAttributeCore
{
	ATTRIBUTE_CORE_HEALTH,
	ATTRIBUTE_CORE_STAMINA,
	ATTRIBUTE_CORE_DEADEYE
};

## Usage

### Lua

```lua
SetAttributeCoreValue(ped, coreIndex, value)

-- always available, by hash
Citizen.InvokeNative(0xC6258F41D86676E0, ped, coreIndex, value)
```

### JavaScript

```js
SetAttributeCoreValue(ped, coreIndex, value);

// by hash
Citizen.invokeNative('0xC6258F41D86676E0', ped, coreIndex, value);
```

### C#

```csharp
Function.Call((Hash)0xC6258F41D86676E0, ped, coreIndex, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ATTRIBUTE::_GET_ATTRIBUTE_CORE_VALUE](https://natives.borderlinerp.com/natives/ATTRIBUTE/_GET_ATTRIBUTE_CORE_VALUE.md) — Gets the ped's core value on a scale of 0 to 100.

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::SET_ATTRIBUTE_POINTS

- **Hash:** `0x09A59688C26D88DF`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `SetAttributePoints`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/SET_ATTRIBUTE_POINTS

## Signature

```c
void SET_ATTRIBUTE_POINTS(Ped ped, int attributeIndex, int p2);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `p2` (`int`)

## Returns

`void`

## Description

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

## Usage

### Lua

```lua
SetAttributePoints(ped, attributeIndex, p2)

-- always available, by hash
Citizen.InvokeNative(0x09A59688C26D88DF, ped, attributeIndex, p2)
```

### JavaScript

```js
SetAttributePoints(ped, attributeIndex, p2);

// by hash
Citizen.invokeNative('0x09A59688C26D88DF', ped, attributeIndex, p2);
```

### C#

```csharp
Function.Call((Hash)0x09A59688C26D88DF, ped, attributeIndex, p2);
```

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

## See also

- [ATTRIBUTE::ADD_ATTRIBUTE_POINTS](https://natives.borderlinerp.com/natives/ATTRIBUTE/ADD_ATTRIBUTE_POINTS.md)
- [ATTRIBUTE::GET_ATTRIBUTE_POINTS](https://natives.borderlinerp.com/natives/ATTRIBUTE/GET_ATTRIBUTE_POINTS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_SET_STATUS_EFFECT_CORE_ICON

- **Hash:** `0xA4D3A1C008F250DF`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `SetStatusEffectCoreIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_SET_STATUS_EFFECT_CORE_ICON

## Signature

```c
void _SET_STATUS_EFFECT_CORE_ICON(int statusEffectType);
```

## Parameters

- `statusEffectType` (`int`)

## Returns

`void`

## Description

Displays status effects on core icons (includes warnings).

enum eUiRpgStatusEffect
{
	STATUS_NONE,
	STATUS_COLD,
	STATUS_HOT,
	STATUS_OVERFED,
	STATUS_DIRTY,
	STATUS_SNAKE_VENOM,
	STATUS_ARROW_WOUNDED,
	STATUS_ARROW_DRAINED,
	STATUS_ARROW_DISORIENTED,
	STATUS_ARROW_TRACKED,
	STATUS_ARROW_CONFUSION,
	STATUS_UNDERWEIGHT,
	STATUS_OVERWEIGHT,
	STATUS_SICK_1,
	STATUS_SICK_2,
	STATUS_PREDATOR_INVULNERABLE
};

## Usage

### Lua

```lua
SetStatusEffectCoreIcon(statusEffectType)

-- always available, by hash
Citizen.InvokeNative(0xA4D3A1C008F250DF, statusEffectType)
```

### JavaScript

```js
SetStatusEffectCoreIcon(statusEffectType);

// by hash
Citizen.invokeNative('0xA4D3A1C008F250DF', statusEffectType);
```

### C#

```csharp
Function.Call((Hash)0xA4D3A1C008F250DF, statusEffectType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUiRpgStatusEffect](https://natives.borderlinerp.com/enums/eUiRpgStatusEffect.md) — 16 values

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ATTRIBUTE::_SET_STATUS_EFFECT_PERIODIC_ICON

- **Hash:** `0xFB6E111908502871`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `SetStatusEffectPeriodicIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_SET_STATUS_EFFECT_PERIODIC_ICON

## Signature

```c
void _SET_STATUS_EFFECT_PERIODIC_ICON(int statusEffectType);
```

## Parameters

- `statusEffectType` (`int`)

## Returns

`void`

## Description

Starts core periodic icon.
statusEffectType: see 0xA4D3A1C008F250DF

## Usage

### Lua

```lua
SetStatusEffectPeriodicIcon(statusEffectType)

-- always available, by hash
Citizen.InvokeNative(0xFB6E111908502871, statusEffectType)
```

### JavaScript

```js
SetStatusEffectPeriodicIcon(statusEffectType);

// by hash
Citizen.invokeNative('0xFB6E111908502871', statusEffectType);
```

### C#

```csharp
Function.Call((Hash)0xFB6E111908502871, statusEffectType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUiRpgStatusEffect](https://natives.borderlinerp.com/enums/eUiRpgStatusEffect.md) — 16 values

## See also

- [ATTRIBUTE::_STOP_STATUS_EFFECT_PERIODIC_ICON](https://natives.borderlinerp.com/natives/ATTRIBUTE/_STOP_STATUS_EFFECT_PERIODIC_ICON.md) — Stops periodic icon.

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_START_ITEM_PREVIEW

- **Hash:** `0x7E2C766ADB2C5F1A`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `StartItemPreview`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_START_ITEM_PREVIEW

## Signature

```c
void _START_ITEM_PREVIEW(Any p0, int p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)

## Returns

`void`

## Description

Params: p1 is related to satchel_category

## Usage

### Lua

```lua
StartItemPreview(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x7E2C766ADB2C5F1A, p0, p1)
```

### JavaScript

```js
StartItemPreview(p0, p1);

// by hash
Citizen.invokeNative('0x7E2C766ADB2C5F1A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x7E2C766ADB2C5F1A, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ATTRIBUTE::STOP_ITEM_PREVIEW](https://natives.borderlinerp.com/natives/ATTRIBUTE/STOP_ITEM_PREVIEW.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::STOP_ITEM_PREVIEW

- **Hash:** `0xD962F8579D702DB5`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `StopItemPreview`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/STOP_ITEM_PREVIEW

## Signature

```c
void STOP_ITEM_PREVIEW();
```

## Returns

`void`

## Usage

### Lua

```lua
StopItemPreview()

-- always available, by hash
Citizen.InvokeNative(0xD962F8579D702DB5)
```

### JavaScript

```js
StopItemPreview();

// by hash
Citizen.invokeNative('0xD962F8579D702DB5');
```

### C#

```csharp
Function.Call((Hash)0xD962F8579D702DB5);
```

## See also

- [ATTRIBUTE::_START_ITEM_PREVIEW](https://natives.borderlinerp.com/natives/ATTRIBUTE/_START_ITEM_PREVIEW.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ATTRIBUTE::_STOP_STATUS_EFFECT_PERIODIC_ICON

- **Hash:** `0x3FC4C027FD0936F4`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `StopStatusEffectPeriodicIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_STOP_STATUS_EFFECT_PERIODIC_ICON

## Signature

```c
void _STOP_STATUS_EFFECT_PERIODIC_ICON(int statusEffectType);
```

## Parameters

- `statusEffectType` (`int`)

## Returns

`void`

## Description

Stops periodic icon.
statusEffectType: see 0xA4D3A1C008F250DF

## Usage

### Lua

```lua
StopStatusEffectPeriodicIcon(statusEffectType)

-- always available, by hash
Citizen.InvokeNative(0x3FC4C027FD0936F4, statusEffectType)
```

### JavaScript

```js
StopStatusEffectPeriodicIcon(statusEffectType);

// by hash
Citizen.invokeNative('0x3FC4C027FD0936F4', statusEffectType);
```

### C#

```csharp
Function.Call((Hash)0x3FC4C027FD0936F4, statusEffectType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUiRpgStatusEffect](https://natives.borderlinerp.com/enums/eUiRpgStatusEffect.md) — 16 values

## See also

- [ATTRIBUTE::_SET_STATUS_EFFECT_PERIODIC_ICON](https://natives.borderlinerp.com/natives/ATTRIBUTE/_SET_STATUS_EFFECT_PERIODIC_ICON.md) — Starts core periodic icon.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x017492B2201E3428

- **Hash:** `0x017492B2201E3428`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x017492b2201e3428`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x017492B2201E3428

## Signature

```c
void _0x017492B2201E3428(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x017492b2201e3428(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x017492B2201E3428, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x017492b2201e3428(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x017492B2201E3428', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x017492B2201E3428, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x017492b2201e3428` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x018ABE833CA64D2A

- **Hash:** `0x018ABE833CA64D2A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x018abe833ca64d2a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x018ABE833CA64D2A

## Signature

```c
void _0x018ABE833CA64D2A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

_RESET_PED_* hash used is MOONSHINE_BAND used along side 0xBC07CA8FD710E7FD

## Usage

### Lua

```lua
N_0x018abe833ca64d2a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x018ABE833CA64D2A, p0, p1)
```

### JavaScript

```js
N_0x018abe833ca64d2a(p0, p1);

// by hash
Citizen.invokeNative('0x018ABE833CA64D2A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x018ABE833CA64D2A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x018abe833ca64d2a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0x06C5DF5EE444BC6B

- **Hash:** `0x06C5DF5EE444BC6B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x06c5df5ee444bc6b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x06C5DF5EE444BC6B

## Signature

```c
void _0x06C5DF5EE444BC6B(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x06c5df5ee444bc6b(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x06C5DF5EE444BC6B, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x06c5df5ee444bc6b(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x06C5DF5EE444BC6B', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x06C5DF5EE444BC6B, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x06c5df5ee444bc6b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x078F77FD1A43EAB3

- **Hash:** `0x078F77FD1A43EAB3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x078f77fd1a43eab3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x078F77FD1A43EAB3

## Signature

```c
void _0x078F77FD1A43EAB3(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x078f77fd1a43eab3(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x078F77FD1A43EAB3, p0, p1)
```

### JavaScript

```js
N_0x078f77fd1a43eab3(p0, p1);

// by hash
Citizen.invokeNative('0x078F77FD1A43EAB3', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x078F77FD1A43EAB3, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x078f77fd1a43eab3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x0CB3D1919E8D7CBA

- **Hash:** `0x0CB3D1919E8D7CBA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x0cb3d1919e8d7cba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x0CB3D1919E8D7CBA

## Signature

```c
BOOL _0x0CB3D1919E8D7CBA(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0cb3d1919e8d7cba(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CB3D1919E8D7CBA, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0cb3d1919e8d7cba(convoRoot);

// by hash
const retval = Citizen.invokeNative('0x0CB3D1919E8D7CBA', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CB3D1919E8D7CBA, convoRoot);
```

- This native has no known name, so the runtime exposes it only as `N_0x0cb3d1919e8d7cba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x0D7FD6A55FD63AEF

- **Hash:** `0x0D7FD6A55FD63AEF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x0d7fd6a55fd63aef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x0D7FD6A55FD63AEF

## Signature

```c
void _0x0D7FD6A55FD63AEF(int speechEventType, int p1, BOOL p2);
```

## Parameters

- `speechEventType` (`int`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

speechEventType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/naSpeechEventType 
p1 is possibly naSpeechAudibility, naSpeechType, or naSpeechEventTypeRequestPriority
SKIP_* - START_*

## Usage

### Lua

```lua
N_0x0d7fd6a55fd63aef(speechEventType, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0D7FD6A55FD63AEF, speechEventType, p1, p2)
```

### JavaScript

```js
N_0x0d7fd6a55fd63aef(speechEventType, p1, p2);

// by hash
Citizen.invokeNative('0x0D7FD6A55FD63AEF', speechEventType, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x0D7FD6A55FD63AEF, speechEventType, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d7fd6a55fd63aef` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [naSpeechEventType](https://natives.borderlinerp.com/enums/naSpeechEventType.md) — 54 values

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x0FAF7171BF613B80

- **Hash:** `0x0FAF7171BF613B80`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x0faf7171bf613b80`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x0FAF7171BF613B80

## Signature

```c
void _0x0FAF7171BF613B80(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0faf7171bf613b80(p0)

-- always available, by hash
Citizen.InvokeNative(0x0FAF7171BF613B80, p0)
```

### JavaScript

```js
N_0x0faf7171bf613b80(p0);

// by hash
Citizen.invokeNative('0x0FAF7171BF613B80', p0);
```

### C#

```csharp
Function.Call((Hash)0x0FAF7171BF613B80, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0faf7171bf613b80` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x131EC9247E7A2903

- **Hash:** `0x131EC9247E7A2903`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x131ec9247e7a2903`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x131EC9247E7A2903

## Signature

```c
Any _0x131EC9247E7A2903(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x131ec9247e7a2903(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x131EC9247E7A2903, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x131ec9247e7a2903(p0);

// by hash
const retval = Citizen.invokeNative('0x131EC9247E7A2903', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x131EC9247E7A2903, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x131ec9247e7a2903` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x138ADB94F8B90616

- **Hash:** `0x138ADB94F8B90616`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x138adb94f8b90616`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x138ADB94F8B90616

## Signature

```c
void _0x138ADB94F8B90616();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x138adb94f8b90616()

-- always available, by hash
Citizen.InvokeNative(0x138ADB94F8B90616)
```

### JavaScript

```js
N_0x138adb94f8b90616();

// by hash
Citizen.invokeNative('0x138ADB94F8B90616');
```

### C#

```csharp
Function.Call((Hash)0x138ADB94F8B90616);
```

- This native has no known name, so the runtime exposes it only as `N_0x138adb94f8b90616` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x139A4B9DF2D26CBF

- **Hash:** `0x139A4B9DF2D26CBF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x139a4b9df2d26cbf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x139A4B9DF2D26CBF

## Signature

```c
void _0x139A4B9DF2D26CBF(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

p1 is an int seems to be a duration returned from 0x886657C5B3D8EDE3

## Usage

### Lua

```lua
N_0x139a4b9df2d26cbf(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x139A4B9DF2D26CBF, p0, p1)
```

### JavaScript

```js
N_0x139a4b9df2d26cbf(p0, p1);

// by hash
Citizen.invokeNative('0x139A4B9DF2D26CBF', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x139A4B9DF2D26CBF, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x139a4b9df2d26cbf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0x152ED1B56E8F1F50

- **Hash:** `0x152ED1B56E8F1F50`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x152ed1b56e8f1f50`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x152ED1B56E8F1F50

## Signature

```c
Ped _0x152ED1B56E8F1F50(const char* p0, int currentScriptedConvoLine);
```

## Parameters

- `p0` (`const char*`)
- `currentScriptedConvoLine` (`int`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = N_0x152ed1b56e8f1f50(p0, currentScriptedConvoLine)

-- always available, by hash
local retval = Citizen.InvokeNative(0x152ED1B56E8F1F50, p0, currentScriptedConvoLine, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x152ed1b56e8f1f50(p0, currentScriptedConvoLine);

// by hash
const retval = Citizen.invokeNative('0x152ED1B56E8F1F50', p0, currentScriptedConvoLine, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x152ED1B56E8F1F50, p0, currentScriptedConvoLine);
```

- This native has no known name, so the runtime exposes it only as `N_0x152ed1b56e8f1f50` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x1E6F9A9FE1A99F36

- **Hash:** `0x1E6F9A9FE1A99F36`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x1e6f9a9fe1a99f36`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x1E6F9A9FE1A99F36

## Signature

```c
void _0x1E6F9A9FE1A99F36(const char* audSpeechEvent);
```

## Parameters

- `audSpeechEvent` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1e6f9a9fe1a99f36(audSpeechEvent)

-- always available, by hash
Citizen.InvokeNative(0x1E6F9A9FE1A99F36, audSpeechEvent)
```

### JavaScript

```js
N_0x1e6f9a9fe1a99f36(audSpeechEvent);

// by hash
Citizen.invokeNative('0x1E6F9A9FE1A99F36', audSpeechEvent);
```

### C#

```csharp
Function.Call((Hash)0x1E6F9A9FE1A99F36, audSpeechEvent);
```

- This native has no known name, so the runtime exposes it only as `N_0x1e6f9a9fe1a99f36` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x254B0241E964B450

- **Hash:** `0x254B0241E964B450`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x254b0241e964b450`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x254B0241E964B450

## Signature

```c
Ped _0x254B0241E964B450(const char* p0, int currentScriptedConvoLine);
```

## Parameters

- `p0` (`const char*`)
- `currentScriptedConvoLine` (`int`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = N_0x254b0241e964b450(p0, currentScriptedConvoLine)

-- always available, by hash
local retval = Citizen.InvokeNative(0x254B0241E964B450, p0, currentScriptedConvoLine, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x254b0241e964b450(p0, currentScriptedConvoLine);

// by hash
const retval = Citizen.invokeNative('0x254B0241E964B450', p0, currentScriptedConvoLine, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x254B0241E964B450, p0, currentScriptedConvoLine);
```

- This native has no known name, so the runtime exposes it only as `N_0x254b0241e964b450` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x259ACC5B52A2B2D9

- **Hash:** `0x259ACC5B52A2B2D9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x259acc5b52a2b2d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x259ACC5B52A2B2D9

## Signature

```c
void _0x259ACC5B52A2B2D9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x259acc5b52a2b2d9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x259ACC5B52A2B2D9, p0, p1)
```

### JavaScript

```js
N_0x259acc5b52a2b2d9(p0, p1);

// by hash
Citizen.invokeNative('0x259ACC5B52A2B2D9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x259ACC5B52A2B2D9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x259acc5b52a2b2d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x2651DDC0EA269073

- **Hash:** `0x2651DDC0EA269073`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x2651ddc0ea269073`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x2651DDC0EA269073

## Signature

```c
void _0x2651DDC0EA269073(int ropeId, float p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2651ddc0ea269073(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0x2651DDC0EA269073, ropeId, p1)
```

### JavaScript

```js
N_0x2651ddc0ea269073(ropeId, p1);

// by hash
Citizen.invokeNative('0x2651DDC0EA269073', ropeId, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2651DDC0EA269073, ropeId, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x2651ddc0ea269073` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x295859EB18F48D82

- **Hash:** `0x295859EB18F48D82`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x295859eb18f48d82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x295859EB18F48D82

## Signature

```c
int _0x295859EB18F48D82(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x295859eb18f48d82(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x295859EB18F48D82, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x295859eb18f48d82(p0);

// by hash
const retval = Citizen.invokeNative('0x295859EB18F48D82', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x295859EB18F48D82, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x295859eb18f48d82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x2B101AD9F651243A

- **Hash:** `0x2B101AD9F651243A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x2b101ad9f651243a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x2B101AD9F651243A

## Signature

```c
Any _0x2B101AD9F651243A();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2b101ad9f651243a()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B101AD9F651243A, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2b101ad9f651243a();

// by hash
const retval = Citizen.invokeNative('0x2B101AD9F651243A', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2B101AD9F651243A);
```

- This native has no known name, so the runtime exposes it only as `N_0x2b101ad9f651243a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x2B9C37C01BF25EDB

- **Hash:** `0x2B9C37C01BF25EDB`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x2b9c37c01bf25edb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x2B9C37C01BF25EDB

## Signature

```c
Any _0x2B9C37C01BF25EDB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2b9c37c01bf25edb(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B9C37C01BF25EDB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2b9c37c01bf25edb(p0);

// by hash
const retval = Citizen.invokeNative('0x2B9C37C01BF25EDB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2B9C37C01BF25EDB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2b9c37c01bf25edb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x2FFF4A78384AFFDF

- **Hash:** `0x2FFF4A78384AFFDF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x2fff4a78384affdf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x2FFF4A78384AFFDF

## Signature

```c
Any _0x2FFF4A78384AFFDF(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2fff4a78384affdf(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FFF4A78384AFFDF, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2fff4a78384affdf(entity);

// by hash
const retval = Citizen.invokeNative('0x2FFF4A78384AFFDF', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2FFF4A78384AFFDF, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x2fff4a78384affdf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x341CDD17EFC2472E

- **Hash:** `0x341CDD17EFC2472E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x341cdd17efc2472e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x341CDD17EFC2472E

## Signature

```c
void _0x341CDD17EFC2472E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x341cdd17efc2472e(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x341CDD17EFC2472E, p0, p1)
```

### JavaScript

```js
N_0x341cdd17efc2472e(p0, p1);

// by hash
Citizen.invokeNative('0x341CDD17EFC2472E', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x341CDD17EFC2472E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x341cdd17efc2472e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x35B8C070E0C16E2F

- **Hash:** `0x35B8C070E0C16E2F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x35b8c070e0c16e2f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x35B8C070E0C16E2F

## Signature

```c
void _0x35B8C070E0C16E2F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x35b8c070e0c16e2f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x35B8C070E0C16E2F, p0, p1)
```

### JavaScript

```js
N_0x35b8c070e0c16e2f(p0, p1);

// by hash
Citizen.invokeNative('0x35B8C070E0C16E2F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x35B8C070E0C16E2F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x35b8c070e0c16e2f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x380A2E353AD30917

- **Hash:** `0x380A2E353AD30917`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x380a2e353ad30917`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x380A2E353AD30917

## Signature

```c
void _0x380A2E353AD30917(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x380a2e353ad30917(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x380A2E353AD30917, p0, p1, p2)
```

### JavaScript

```js
N_0x380a2e353ad30917(p0, p1, p2);

// by hash
Citizen.invokeNative('0x380A2E353AD30917', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x380A2E353AD30917, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x380a2e353ad30917` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x3A00D87B20A2A5E4

- **Hash:** `0x3A00D87B20A2A5E4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x3a00d87b20a2a5e4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x3A00D87B20A2A5E4

## Signature

```c
void _0x3A00D87B20A2A5E4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3a00d87b20a2a5e4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3A00D87B20A2A5E4, p0, p1)
```

### JavaScript

```js
N_0x3a00d87b20a2a5e4(p0, p1);

// by hash
Citizen.invokeNative('0x3A00D87B20A2A5E4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3A00D87B20A2A5E4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3a00d87b20a2a5e4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x3A3BE6B920525237

- **Hash:** `0x3A3BE6B920525237`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x3a3be6b920525237`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x3A3BE6B920525237

## Signature

```c
void _0x3A3BE6B920525237(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3a3be6b920525237(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3A3BE6B920525237, p0, p1)
```

### JavaScript

```js
N_0x3a3be6b920525237(p0, p1);

// by hash
Citizen.invokeNative('0x3A3BE6B920525237', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3A3BE6B920525237, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3a3be6b920525237` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x3D0BBCCF401B5FDB

- **Hash:** `0x3D0BBCCF401B5FDB`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x3d0bbccf401b5fdb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x3D0BBCCF401B5FDB

## Signature

```c
void _0x3D0BBCCF401B5FDB();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x3d0bbccf401b5fdb()

-- always available, by hash
Citizen.InvokeNative(0x3D0BBCCF401B5FDB)
```

### JavaScript

```js
N_0x3d0bbccf401b5fdb();

// by hash
Citizen.invokeNative('0x3D0BBCCF401B5FDB');
```

### C#

```csharp
Function.Call((Hash)0x3D0BBCCF401B5FDB);
```

- This native has no known name, so the runtime exposes it only as `N_0x3d0bbccf401b5fdb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x3E93DDDCBB6111E4

- **Hash:** `0x3E93DDDCBB6111E4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x3e93dddcbb6111e4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x3E93DDDCBB6111E4

## Signature

```c
void _0x3E93DDDCBB6111E4(const char* p0, float p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3e93dddcbb6111e4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3E93DDDCBB6111E4, p0, p1)
```

### JavaScript

```js
N_0x3e93dddcbb6111e4(p0, p1);

// by hash
Citizen.invokeNative('0x3E93DDDCBB6111E4', p0, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3E93DDDCBB6111E4, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x3e93dddcbb6111e4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x3E98AC9D8C56C62C

- **Hash:** `0x3E98AC9D8C56C62C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x3e98ac9d8c56c62c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x3E98AC9D8C56C62C

## Signature

```c
void _0x3E98AC9D8C56C62C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3e98ac9d8c56c62c(p0)

-- always available, by hash
Citizen.InvokeNative(0x3E98AC9D8C56C62C, p0)
```

### JavaScript

```js
N_0x3e98ac9d8c56c62c(p0);

// by hash
Citizen.invokeNative('0x3E98AC9D8C56C62C', p0);
```

### C#

```csharp
Function.Call((Hash)0x3E98AC9D8C56C62C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3e98ac9d8c56c62c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x40CA665AB9D8D505

- **Hash:** `0x40CA665AB9D8D505`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x40ca665ab9d8d505`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x40CA665AB9D8D505

## Signature

```c
void _0x40CA665AB9D8D505(const char* convoRoot, int singleLineIndex);
```

## Parameters

- `convoRoot` (`const char*`)
- `singleLineIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x40ca665ab9d8d505(convoRoot, singleLineIndex)

-- always available, by hash
Citizen.InvokeNative(0x40CA665AB9D8D505, convoRoot, singleLineIndex)
```

### JavaScript

```js
N_0x40ca665ab9d8d505(convoRoot, singleLineIndex);

// by hash
Citizen.invokeNative('0x40CA665AB9D8D505', convoRoot, singleLineIndex);
```

### C#

```csharp
Function.Call((Hash)0x40CA665AB9D8D505, convoRoot, singleLineIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x40ca665ab9d8d505` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x43037ABFE214A851

- **Hash:** `0x43037ABFE214A851`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x43037abfe214a851`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x43037ABFE214A851

## Signature

```c
void _0x43037ABFE214A851();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x43037abfe214a851()

-- always available, by hash
Citizen.InvokeNative(0x43037ABFE214A851)
```

### JavaScript

```js
N_0x43037abfe214a851();

// by hash
Citizen.invokeNative('0x43037ABFE214A851');
```

### C#

```csharp
Function.Call((Hash)0x43037ABFE214A851);
```

- This native has no known name, so the runtime exposes it only as `N_0x43037abfe214a851` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x448F2647DD6F2E27

- **Hash:** `0x448F2647DD6F2E27`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x448f2647dd6f2e27`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x448F2647DD6F2E27

## Signature

```c
void _0x448F2647DD6F2E27(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

_SET_PED_PLAY_GESTURE_ANIMS? p2 seems to be a flag string used example 
 AI_GESTURES@INSTRUMENTS@FIDDLE@STANDING@MALE@NORMAL

## Usage

### Lua

```lua
N_0x448f2647dd6f2e27(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x448F2647DD6F2E27, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x448f2647dd6f2e27(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x448F2647DD6F2E27', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x448F2647DD6F2E27, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x448f2647dd6f2e27` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0x44A5EEF54F62E823

- **Hash:** `0x44A5EEF54F62E823`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x44a5eef54f62e823`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x44A5EEF54F62E823

## Signature

```c
Any _0x44A5EEF54F62E823(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x44a5eef54f62e823(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44A5EEF54F62E823, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x44a5eef54f62e823(p0);

// by hash
const retval = Citizen.invokeNative('0x44A5EEF54F62E823', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x44A5EEF54F62E823, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x44a5eef54f62e823` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x4A98E228A936DBCC

- **Hash:** `0x4A98E228A936DBCC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x4a98e228a936dbcc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x4A98E228A936DBCC

## Signature

```c
Hash _0x4A98E228A936DBCC(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Gets the hash for the currently playing speech line.

## Usage

### Lua

```lua
local retval = N_0x4a98e228a936dbcc(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4A98E228A936DBCC, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4a98e228a936dbcc(ped);

// by hash
const retval = Citizen.invokeNative('0x4A98E228A936DBCC', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4A98E228A936DBCC, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x4a98e228a936dbcc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# AUDIO::_0x4BE3EC91C01F0FE8

- **Hash:** `0x4BE3EC91C01F0FE8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x4be3ec91c01f0fe8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x4BE3EC91C01F0FE8

## Signature

```c
void _0x4BE3EC91C01F0FE8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4be3ec91c01f0fe8()

-- always available, by hash
Citizen.InvokeNative(0x4BE3EC91C01F0FE8)
```

### JavaScript

```js
N_0x4be3ec91c01f0fe8();

// by hash
Citizen.invokeNative('0x4BE3EC91C01F0FE8');
```

### C#

```csharp
Function.Call((Hash)0x4BE3EC91C01F0FE8);
```

- This native has no known name, so the runtime exposes it only as `N_0x4be3ec91c01f0fe8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x569ABC36E28DDEAA

- **Hash:** `0x569ABC36E28DDEAA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x569abc36e28ddeaa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x569ABC36E28DDEAA

## Signature

```c
void _0x569ABC36E28DDEAA();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x569abc36e28ddeaa()

-- always available, by hash
Citizen.InvokeNative(0x569ABC36E28DDEAA)
```

### JavaScript

```js
N_0x569abc36e28ddeaa();

// by hash
Citizen.invokeNative('0x569ABC36E28DDEAA');
```

### C#

```csharp
Function.Call((Hash)0x569ABC36E28DDEAA);
```

- This native has no known name, so the runtime exposes it only as `N_0x569abc36e28ddeaa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x580D71DFE0088E34

- **Hash:** `0x580D71DFE0088E34`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x580d71dfe0088e34`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x580D71DFE0088E34

## Signature

```c
BOOL _0x580D71DFE0088E34(const char* audioName, const char* audioRef);
```

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)

## Returns

`BOOL`

## Description

_IS_SOUND_RUNNING(?)

## Usage

### Lua

```lua
local retval = N_0x580d71dfe0088e34(audioName, audioRef)

-- always available, by hash
local retval = Citizen.InvokeNative(0x580D71DFE0088E34, audioName, audioRef, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x580d71dfe0088e34(audioName, audioRef);

// by hash
const retval = Citizen.invokeNative('0x580D71DFE0088E34', audioName, audioRef, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x580D71DFE0088E34, audioName, audioRef);
```

- This native has no known name, so the runtime exposes it only as `N_0x580d71dfe0088e34` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x5A13586A9447931F

- **Hash:** `0x5A13586A9447931F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x5a13586a9447931f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x5A13586A9447931F

## Signature

```c
BOOL _0x5A13586A9447931F(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x5a13586a9447931f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A13586A9447931F, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x5a13586a9447931f(p0);

// by hash
const retval = Citizen.invokeNative('0x5A13586A9447931F', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A13586A9447931F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5a13586a9447931f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x5AE0CB5F35F034FD

- **Hash:** `0x5AE0CB5F35F034FD`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x5ae0cb5f35f034fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x5AE0CB5F35F034FD

## Signature

```c
void _0x5AE0CB5F35F034FD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5ae0cb5f35f034fd(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x5AE0CB5F35F034FD, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0x5ae0cb5f35f034fd(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x5AE0CB5F35F034FD', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x5AE0CB5F35F034FD, p0, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0x5ae0cb5f35f034fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x5BC885EBD75FAA7D

- **Hash:** `0x5BC885EBD75FAA7D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x5bc885ebd75faa7d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x5BC885EBD75FAA7D

## Signature

```c
void _0x5BC885EBD75FAA7D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5bc885ebd75faa7d(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5BC885EBD75FAA7D, p0, p1)
```

### JavaScript

```js
N_0x5bc885ebd75faa7d(p0, p1);

// by hash
Citizen.invokeNative('0x5BC885EBD75FAA7D', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x5BC885EBD75FAA7D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5bc885ebd75faa7d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x5E3CCF03995388B5

- **Hash:** `0x5E3CCF03995388B5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x5e3ccf03995388b5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x5E3CCF03995388B5

## Signature

```c
void _0x5E3CCF03995388B5(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5e3ccf03995388b5(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x5E3CCF03995388B5, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x5e3ccf03995388b5(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x5E3CCF03995388B5', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x5E3CCF03995388B5, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x5e3ccf03995388b5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x62377977E4F08668

- **Hash:** `0x62377977E4F08668`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x62377977e4f08668`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x62377977E4F08668

## Signature

```c
AnimScene _0x62377977E4F08668(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`AnimScene`

## Usage

### Lua

```lua
local retval = N_0x62377977e4f08668(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62377977E4F08668, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x62377977e4f08668(entity);

// by hash
const retval = Citizen.invokeNative('0x62377977E4F08668', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x62377977E4F08668, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x62377977e4f08668` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x64B956F4E761DF5C

- **Hash:** `0x64B956F4E761DF5C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x64b956f4e761df5c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x64B956F4E761DF5C

## Signature

```c
void _0x64B956F4E761DF5C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x64b956f4e761df5c(p0)

-- always available, by hash
Citizen.InvokeNative(0x64B956F4E761DF5C, p0)
```

### JavaScript

```js
N_0x64b956f4e761df5c(p0);

// by hash
Citizen.invokeNative('0x64B956F4E761DF5C', p0);
```

### C#

```csharp
Function.Call((Hash)0x64B956F4E761DF5C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x64b956f4e761df5c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x660A8F876DF1D4F8

- **Hash:** `0x660A8F876DF1D4F8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x660a8f876df1d4f8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x660A8F876DF1D4F8

## Signature

```c
void _0x660A8F876DF1D4F8(int speechEventType);
```

## Parameters

- `speechEventType` (`int`)

## Returns

`void`

## Description

speechEventType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/naSpeechEventType 
SKIP_* - START_*

## Usage

### Lua

```lua
N_0x660a8f876df1d4f8(speechEventType)

-- always available, by hash
Citizen.InvokeNative(0x660A8F876DF1D4F8, speechEventType)
```

### JavaScript

```js
N_0x660a8f876df1d4f8(speechEventType);

// by hash
Citizen.invokeNative('0x660A8F876DF1D4F8', speechEventType);
```

### C#

```csharp
Function.Call((Hash)0x660A8F876DF1D4F8, speechEventType);
```

- This native has no known name, so the runtime exposes it only as `N_0x660a8f876df1d4f8` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [naSpeechEventType](https://natives.borderlinerp.com/enums/naSpeechEventType.md) — 54 values

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x6652B0C8F3D414D0

- **Hash:** `0x6652B0C8F3D414D0`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x6652b0c8f3d414d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x6652B0C8F3D414D0

## Signature

```c
void _0x6652B0C8F3D414D0(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6652b0c8f3d414d0(p0)

-- always available, by hash
Citizen.InvokeNative(0x6652B0C8F3D414D0, p0)
```

### JavaScript

```js
N_0x6652b0c8f3d414d0(p0);

// by hash
Citizen.invokeNative('0x6652B0C8F3D414D0', p0);
```

### C#

```csharp
Function.Call((Hash)0x6652B0C8F3D414D0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6652b0c8f3d414d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x6AB944DF68B512D3

- **Hash:** `0x6AB944DF68B512D3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x6ab944df68b512d3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x6AB944DF68B512D3

## Signature

```c
void _0x6AB944DF68B512D3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

_STOP_AUDIO_*

## Usage

### Lua

```lua
N_0x6ab944df68b512d3(p0)

-- always available, by hash
Citizen.InvokeNative(0x6AB944DF68B512D3, p0)
```

### JavaScript

```js
N_0x6ab944df68b512d3(p0);

// by hash
Citizen.invokeNative('0x6AB944DF68B512D3', p0);
```

### C#

```csharp
Function.Call((Hash)0x6AB944DF68B512D3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6ab944df68b512d3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x6B7A88A61B41E589

- **Hash:** `0x6B7A88A61B41E589`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x6b7a88a61b41e589`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x6B7A88A61B41E589

## Signature

```c
void _0x6B7A88A61B41E589(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6b7a88a61b41e589(p0)

-- always available, by hash
Citizen.InvokeNative(0x6B7A88A61B41E589, p0)
```

### JavaScript

```js
N_0x6b7a88a61b41e589(p0);

// by hash
Citizen.invokeNative('0x6B7A88A61B41E589', p0);
```

### C#

```csharp
Function.Call((Hash)0x6B7A88A61B41E589, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6b7a88a61b41e589` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x6DA15746D5CC1A92

- **Hash:** `0x6DA15746D5CC1A92`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x6da15746d5cc1a92`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x6DA15746D5CC1A92

## Signature

```c
void _0x6DA15746D5CC1A92(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6da15746d5cc1a92(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x6DA15746D5CC1A92, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0x6da15746d5cc1a92(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x6DA15746D5CC1A92', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x6DA15746D5CC1A92, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x6da15746d5cc1a92` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x7455CD705F7E933E

- **Hash:** `0x7455CD705F7E933E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x7455cd705f7e933e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x7455CD705F7E933E

## Signature

```c
void _0x7455CD705F7E933E();
```

## Returns

`void`

## Description

_AUDIO_IS_* - _AUDIO_TRIGGER*

## Usage

### Lua

```lua
N_0x7455cd705f7e933e()

-- always available, by hash
Citizen.InvokeNative(0x7455CD705F7E933E)
```

### JavaScript

```js
N_0x7455cd705f7e933e();

// by hash
Citizen.invokeNative('0x7455CD705F7E933E');
```

### C#

```csharp
Function.Call((Hash)0x7455CD705F7E933E);
```

- This native has no known name, so the runtime exposes it only as `N_0x7455cd705f7e933e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x7678FE0455ED1145

- **Hash:** `0x7678FE0455ED1145`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x7678fe0455ed1145`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x7678FE0455ED1145

## Signature

```c
Any _0x7678FE0455ED1145(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7678fe0455ed1145(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7678FE0455ED1145, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7678fe0455ed1145(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x7678FE0455ED1145', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7678FE0455ED1145, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x7678fe0455ed1145` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x79F9C57B8D0DFE90

- **Hash:** `0x79F9C57B8D0DFE90`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x79f9c57b8d0dfe90`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x79F9C57B8D0DFE90

## Signature

```c
BOOL _0x79F9C57B8D0DFE90(const char* convoRoot, AnimScene animScene);
```

## Parameters

- `convoRoot` (`const char*`)
- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Only used in R* SP Script cv_mus_shared

## Usage

### Lua

```lua
local retval = N_0x79f9c57b8d0dfe90(convoRoot, animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79F9C57B8D0DFE90, convoRoot, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x79f9c57b8d0dfe90(convoRoot, animScene);

// by hash
const retval = Citizen.invokeNative('0x79F9C57B8D0DFE90', convoRoot, animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x79F9C57B8D0DFE90, convoRoot, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0x79f9c57b8d0dfe90` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x7E176C676F8652A9

- **Hash:** `0x7E176C676F8652A9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x7e176c676f8652a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x7E176C676F8652A9

## Signature

```c
void _0x7E176C676F8652A9(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7e176c676f8652a9(p0)

-- always available, by hash
Citizen.InvokeNative(0x7E176C676F8652A9, p0)
```

### JavaScript

```js
N_0x7e176c676f8652a9(p0);

// by hash
Citizen.invokeNative('0x7E176C676F8652A9', p0);
```

### C#

```csharp
Function.Call((Hash)0x7E176C676F8652A9, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7e176c676f8652a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x821C32C728B24477

- **Hash:** `0x821C32C728B24477`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x821c32c728b24477`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x821C32C728B24477

## Signature

```c
void _0x821C32C728B24477(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x821c32c728b24477(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x821C32C728B24477, p0, p1, p2)
```

### JavaScript

```js
N_0x821c32c728b24477(p0, p1, p2);

// by hash
Citizen.invokeNative('0x821C32C728B24477', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x821C32C728B24477, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x821c32c728b24477` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x839C9F124BE74D94

- **Hash:** `0x839C9F124BE74D94`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x839c9f124be74d94`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x839C9F124BE74D94

## Signature

```c
void _0x839C9F124BE74D94(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x839c9f124be74d94(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x839C9F124BE74D94, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x839c9f124be74d94(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x839C9F124BE74D94', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x839C9F124BE74D94, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x839c9f124be74d94` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x847748AE5D7B1071

- **Hash:** `0x847748AE5D7B1071`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x847748ae5d7b1071`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x847748AE5D7B1071

## Signature

```c
BOOL _0x847748AE5D7B1071(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x847748ae5d7b1071(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x847748AE5D7B1071, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x847748ae5d7b1071(p0);

// by hash
const retval = Citizen.invokeNative('0x847748AE5D7B1071', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x847748AE5D7B1071, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x847748ae5d7b1071` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x864A842B86993851

- **Hash:** `0x864A842B86993851`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x864a842b86993851`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x864A842B86993851

## Signature

```c
void _0x864A842B86993851(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
N_0x864a842b86993851(ped)

-- always available, by hash
Citizen.InvokeNative(0x864A842B86993851, ped)
```

### JavaScript

```js
N_0x864a842b86993851(ped);

// by hash
Citizen.invokeNative('0x864A842B86993851', ped);
```

### C#

```csharp
Function.Call((Hash)0x864A842B86993851, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x864a842b86993851` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x886657C5B3D8EDE3

- **Hash:** `0x886657C5B3D8EDE3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x886657c5b3d8ede3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x886657C5B3D8EDE3

## Signature

```c
Any _0x886657C5B3D8EDE3(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

seems to return a duration to be used in 0x139A4B9DF2D26CBF

## Usage

### Lua

```lua
local retval = N_0x886657c5b3d8ede3(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x886657C5B3D8EDE3, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x886657c5b3d8ede3(entity);

// by hash
const retval = Citizen.invokeNative('0x886657C5B3D8EDE3', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x886657C5B3D8EDE3, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x886657c5b3d8ede3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0x8D29FDF565DED9AE

- **Hash:** `0x8D29FDF565DED9AE`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x8d29fdf565ded9ae`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x8D29FDF565DED9AE

## Signature

```c
void _0x8D29FDF565DED9AE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8d29fdf565ded9ae(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8D29FDF565DED9AE, p0, p1, p2)
```

### JavaScript

```js
N_0x8d29fdf565ded9ae(p0, p1, p2);

// by hash
Citizen.invokeNative('0x8D29FDF565DED9AE', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x8D29FDF565DED9AE, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x8d29fdf565ded9ae` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x8E901B65206C2D3E

- **Hash:** `0x8E901B65206C2D3E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x8e901b65206c2d3e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x8E901B65206C2D3E

## Signature

```c
void _0x8E901B65206C2D3E(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8e901b65206c2d3e(ped)

-- always available, by hash
Citizen.InvokeNative(0x8E901B65206C2D3E, ped)
```

### JavaScript

```js
N_0x8e901b65206c2d3e(ped);

// by hash
Citizen.invokeNative('0x8E901B65206C2D3E', ped);
```

### C#

```csharp
Function.Call((Hash)0x8E901B65206C2D3E, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e901b65206c2d3e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x935DBD96D4A3DA1F

- **Hash:** `0x935DBD96D4A3DA1F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x935dbd96d4a3da1f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x935DBD96D4A3DA1F

## Signature

```c
int _0x935DBD96D4A3DA1F(const char* p0, int currentScriptedConvoLine);
```

## Parameters

- `p0` (`const char*`)
- `currentScriptedConvoLine` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x935dbd96d4a3da1f(p0, currentScriptedConvoLine)

-- always available, by hash
local retval = Citizen.InvokeNative(0x935DBD96D4A3DA1F, p0, currentScriptedConvoLine, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x935dbd96d4a3da1f(p0, currentScriptedConvoLine);

// by hash
const retval = Citizen.invokeNative('0x935DBD96D4A3DA1F', p0, currentScriptedConvoLine, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x935DBD96D4A3DA1F, p0, currentScriptedConvoLine);
```

- This native has no known name, so the runtime exposes it only as `N_0x935dbd96d4a3da1f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0x9D6DEC9791A4E501

- **Hash:** `0x9D6DEC9791A4E501`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x9d6dec9791a4e501`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x9D6DEC9791A4E501

## Signature

```c
BOOL _0x9D6DEC9791A4E501(Ped ped, const char* speechName, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `speechName` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Description

Returns true or false if the ped can say a specific speech line with PLAY_PED_AMBIENT_SPEECH_NATIVE, similar to DOES_CONTEXT_EXIST_FOR_THIS_PED.
Not reliable on remote clients when used on a player ped.
Params: p2 and p3 are usually false and true, respectively.

## Usage

### Lua

```lua
local retval = N_0x9d6dec9791a4e501(ped, speechName, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D6DEC9791A4E501, ped, speechName, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x9d6dec9791a4e501(ped, speechName, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D6DEC9791A4E501', ped, speechName, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D6DEC9791A4E501, ped, speechName, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d6dec9791a4e501` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# AUDIO::_0x9EB779765E68C52E

- **Hash:** `0x9EB779765E68C52E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x9eb779765e68c52e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x9EB779765E68C52E

## Signature

```c
void _0x9EB779765E68C52E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9eb779765e68c52e(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9EB779765E68C52E, p0, p1)
```

### JavaScript

```js
N_0x9eb779765e68c52e(p0, p1);

// by hash
Citizen.invokeNative('0x9EB779765E68C52E', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9EB779765E68C52E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9eb779765e68c52e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xA2323A2EAE32A290

- **Hash:** `0xA2323A2EAE32A290`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xa2323a2eae32a290`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xA2323A2EAE32A290

## Signature

```c
void _0xA2323A2EAE32A290(Ped listeningToPed, Ped ped, const char* listenerName);
```

## Parameters

- `listeningToPed` (`Ped`)
- `ped` (`Ped`)
- `listenerName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa2323a2eae32a290(listeningToPed, ped, listenerName)

-- always available, by hash
Citizen.InvokeNative(0xA2323A2EAE32A290, listeningToPed, ped, listenerName)
```

### JavaScript

```js
N_0xa2323a2eae32a290(listeningToPed, ped, listenerName);

// by hash
Citizen.invokeNative('0xA2323A2EAE32A290', listeningToPed, ped, listenerName);
```

### C#

```csharp
Function.Call((Hash)0xA2323A2EAE32A290, listeningToPed, ped, listenerName);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2323a2eae32a290` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xA2B851605748AD0E

- **Hash:** `0xA2B851605748AD0E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xa2b851605748ad0e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xA2B851605748AD0E

## Signature

```c
void _0xA2B851605748AD0E();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xa2b851605748ad0e()

-- always available, by hash
Citizen.InvokeNative(0xA2B851605748AD0E)
```

### JavaScript

```js
N_0xa2b851605748ad0e();

// by hash
Citizen.invokeNative('0xA2B851605748AD0E');
```

### C#

```csharp
Function.Call((Hash)0xA2B851605748AD0E);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2b851605748ad0e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xA6847BBA4FCDD13F

- **Hash:** `0xA6847BBA4FCDD13F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xa6847bba4fcdd13f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xA6847BBA4FCDD13F

## Signature

```c
void _0xA6847BBA4FCDD13F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa6847bba4fcdd13f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA6847BBA4FCDD13F, p0, p1)
```

### JavaScript

```js
N_0xa6847bba4fcdd13f(p0, p1);

// by hash
Citizen.invokeNative('0xA6847BBA4FCDD13F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA6847BBA4FCDD13F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa6847bba4fcdd13f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xA6A3A3F96B8B030E

- **Hash:** `0xA6A3A3F96B8B030E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xa6a3a3f96b8b030e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xA6A3A3F96B8B030E

## Signature

```c
Any _0xA6A3A3F96B8B030E();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa6a3a3f96b8b030e()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6A3A3F96B8B030E, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa6a3a3f96b8b030e();

// by hash
const retval = Citizen.invokeNative('0xA6A3A3F96B8B030E', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6A3A3F96B8B030E);
```

- This native has no known name, so the runtime exposes it only as `N_0xa6a3a3f96b8b030e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xABDB4863D3D72021

- **Hash:** `0xABDB4863D3D72021`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xabdb4863d3d72021`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xABDB4863D3D72021

## Signature

```c
void _0xABDB4863D3D72021(Entity entity, Any p1, Any p2, float p3, Any p4);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`float`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xabdb4863d3d72021(entity, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xABDB4863D3D72021, entity, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xabdb4863d3d72021(entity, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xABDB4863D3D72021', entity, p1, p2, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0xABDB4863D3D72021, entity, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xabdb4863d3d72021` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xB93A769B8B726950

- **Hash:** `0xB93A769B8B726950`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xb93a769b8b726950`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xB93A769B8B726950

## Signature

```c
void _0xB93A769B8B726950(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Used in Script Function NET_CAMP_CLIENT_UPDATE_PED_ROLE_STATE_SHOP: hash exists! Playing hash

*Source: VORPCORE RDR3natives*

seems to be for moonshine_band stuff heres some hashes it accepts
1949731019, -1542215752, 978192019 == moonshine_band, 533120, 1180906091, 1260094407, 1057811885, -1044357807,487746791,51469403

## Usage

### Lua

```lua
N_0xb93a769b8b726950(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xB93A769B8B726950, ped, p1)
```

### JavaScript

```js
N_0xb93a769b8b726950(ped, p1);

// by hash
Citizen.invokeNative('0xB93A769B8B726950', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xB93A769B8B726950, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xb93a769b8b726950` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0xBC07CA8FD710E7FD

- **Hash:** `0xBC07CA8FD710E7FD`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xbc07ca8fd710e7fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xBC07CA8FD710E7FD

## Signature

```c
void _0xBC07CA8FD710E7FD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

_RESET_PED_* hash used is MOONSHINE_BAND used along side 0x018ABE833CA64D2A

## Usage

### Lua

```lua
N_0xbc07ca8fd710e7fd(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBC07CA8FD710E7FD, p0, p1)
```

### JavaScript

```js
N_0xbc07ca8fd710e7fd(p0, p1);

// by hash
Citizen.invokeNative('0xBC07CA8FD710E7FD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBC07CA8FD710E7FD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbc07ca8fd710e7fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0xBE28DB99556FF8D9

- **Hash:** `0xBE28DB99556FF8D9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xbe28db99556ff8d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xBE28DB99556FF8D9

## Signature

```c
Hash _0xBE28DB99556FF8D9(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks for MOONSHINE_BAND

*Source: VORPCORE RDR3natives*

Checks if ped  has moonshine_band _GET_PED_*

## Usage

### Lua

```lua
local retval = N_0xbe28db99556ff8d9(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBE28DB99556FF8D9, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbe28db99556ff8d9(entity);

// by hash
const retval = Citizen.invokeNative('0xBE28DB99556FF8D9', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBE28DB99556FF8D9, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xbe28db99556ff8d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0xC369E2234E34A0CA

- **Hash:** `0xC369E2234E34A0CA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xc369e2234e34a0ca`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xC369E2234E34A0CA

## Signature

```c
Any _0xC369E2234E34A0CA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc369e2234e34a0ca(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC369E2234E34A0CA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc369e2234e34a0ca(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC369E2234E34A0CA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC369E2234E34A0CA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc369e2234e34a0ca` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xC4CFCE4C656EF480

- **Hash:** `0xC4CFCE4C656EF480`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xc4cfce4c656ef480`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xC4CFCE4C656EF480

## Signature

```c
void _0xC4CFCE4C656EF480(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc4cfce4c656ef480(ped)

-- always available, by hash
Citizen.InvokeNative(0xC4CFCE4C656EF480, ped)
```

### JavaScript

```js
N_0xc4cfce4c656ef480(ped);

// by hash
Citizen.invokeNative('0xC4CFCE4C656EF480', ped);
```

### C#

```csharp
Function.Call((Hash)0xC4CFCE4C656EF480, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4cfce4c656ef480` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xC68C02DE259C927C

- **Hash:** `0xC68C02DE259C927C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xc68c02de259c927c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xC68C02DE259C927C

## Signature

```c
Any _0xC68C02DE259C927C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc68c02de259c927c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC68C02DE259C927C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc68c02de259c927c(p0);

// by hash
const retval = Citizen.invokeNative('0xC68C02DE259C927C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC68C02DE259C927C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc68c02de259c927c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xC886CD666ADD42E1

- **Hash:** `0xC886CD666ADD42E1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xc886cd666add42e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xC886CD666ADD42E1

## Signature

```c
void _0xC886CD666ADD42E1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc886cd666add42e1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC886CD666ADD42E1, p0, p1)
```

### JavaScript

```js
N_0xc886cd666add42e1(p0, p1);

// by hash
Citizen.invokeNative('0xC886CD666ADD42E1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC886CD666ADD42E1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc886cd666add42e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xCBF2BEBB468A34F3

- **Hash:** `0xCBF2BEBB468A34F3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xcbf2bebb468a34f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xCBF2BEBB468A34F3

## Signature

```c
void _0xCBF2BEBB468A34F3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcbf2bebb468a34f3(p0)

-- always available, by hash
Citizen.InvokeNative(0xCBF2BEBB468A34F3, p0)
```

### JavaScript

```js
N_0xcbf2bebb468a34f3(p0);

// by hash
Citizen.invokeNative('0xCBF2BEBB468A34F3', p0);
```

### C#

```csharp
Function.Call((Hash)0xCBF2BEBB468A34F3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcbf2bebb468a34f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xCFAD2C8CD1054523

- **Hash:** `0xCFAD2C8CD1054523`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xcfad2c8cd1054523`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xCFAD2C8CD1054523

## Signature

```c
void _0xCFAD2C8CD1054523(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcfad2c8cd1054523(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCFAD2C8CD1054523, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xcfad2c8cd1054523(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xCFAD2C8CD1054523', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCFAD2C8CD1054523, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xcfad2c8cd1054523` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xD05A460328560477

- **Hash:** `0xD05A460328560477`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xd05a460328560477`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xD05A460328560477

## Signature

```c
Any _0xD05A460328560477(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd05a460328560477(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD05A460328560477, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd05a460328560477(p0);

// by hash
const retval = Citizen.invokeNative('0xD05A460328560477', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD05A460328560477, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd05a460328560477` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xD0730C1FA40348D9

- **Hash:** `0xD0730C1FA40348D9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xd0730c1fa40348d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xD0730C1FA40348D9

## Signature

```c
BOOL _0xD0730C1FA40348D9(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Description

_IS_SCRIPTED_CONVERSATION_*

## Usage

### Lua

```lua
local retval = N_0xd0730c1fa40348d9(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0730C1FA40348D9, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd0730c1fa40348d9(convoRoot);

// by hash
const retval = Citizen.invokeNative('0xD0730C1FA40348D9', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD0730C1FA40348D9, convoRoot);
```

- This native has no known name, so the runtime exposes it only as `N_0xd0730c1fa40348d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xD47D47EFBF103FB8

- **Hash:** `0xD47D47EFBF103FB8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xd47d47efbf103fb8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xD47D47EFBF103FB8

## Signature

```c
void _0xD47D47EFBF103FB8(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd47d47efbf103fb8(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD47D47EFBF103FB8, p0, p1)
```

### JavaScript

```js
N_0xd47d47efbf103fb8(p0, p1);

// by hash
Citizen.invokeNative('0xD47D47EFBF103FB8', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD47D47EFBF103FB8, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd47d47efbf103fb8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xD733528B6C35647A

- **Hash:** `0xD733528B6C35647A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xd733528b6c35647a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xD733528B6C35647A

## Signature

```c
void _0xD733528B6C35647A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd733528b6c35647a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD733528B6C35647A, p0, p1)
```

### JavaScript

```js
N_0xd733528b6c35647a(p0, p1);

// by hash
Citizen.invokeNative('0xD733528B6C35647A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD733528B6C35647A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd733528b6c35647a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xDAD6CD07CAA4F382

- **Hash:** `0xDAD6CD07CAA4F382`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xdad6cd07caa4f382`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xDAD6CD07CAA4F382

## Signature

```c
void _0xDAD6CD07CAA4F382();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xdad6cd07caa4f382()

-- always available, by hash
Citizen.InvokeNative(0xDAD6CD07CAA4F382)
```

### JavaScript

```js
N_0xdad6cd07caa4f382();

// by hash
Citizen.invokeNative('0xDAD6CD07CAA4F382');
```

### C#

```csharp
Function.Call((Hash)0xDAD6CD07CAA4F382);
```

- This native has no known name, so the runtime exposes it only as `N_0xdad6cd07caa4f382` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xDC2F83A0612CA34D

- **Hash:** `0xDC2F83A0612CA34D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xdc2f83a0612ca34d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xDC2F83A0612CA34D

## Signature

```c
Any _0xDC2F83A0612CA34D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xdc2f83a0612ca34d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC2F83A0612CA34D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdc2f83a0612ca34d(p0);

// by hash
const retval = Citizen.invokeNative('0xDC2F83A0612CA34D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC2F83A0612CA34D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc2f83a0612ca34d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xDC93F0948F2C28F4

- **Hash:** `0xDC93F0948F2C28F4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xdc93f0948f2c28f4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xDC93F0948F2C28F4

## Signature

```c
void _0xDC93F0948F2C28F4(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdc93f0948f2c28f4(p0)

-- always available, by hash
Citizen.InvokeNative(0xDC93F0948F2C28F4, p0)
```

### JavaScript

```js
N_0xdc93f0948f2c28f4(p0);

// by hash
Citizen.invokeNative('0xDC93F0948F2C28F4', p0);
```

### C#

```csharp
Function.Call((Hash)0xDC93F0948F2C28F4, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc93f0948f2c28f4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xDF947FE0D551684E

- **Hash:** `0xDF947FE0D551684E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xdf947fe0d551684e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xDF947FE0D551684E

## Signature

```c
BOOL _0xDF947FE0D551684E(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xdf947fe0d551684e(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF947FE0D551684E, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdf947fe0d551684e(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xDF947FE0D551684E', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDF947FE0D551684E, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf947fe0d551684e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xE600F61F54A444A6

- **Hash:** `0xE600F61F54A444A6`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe600f61f54a444a6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE600F61F54A444A6

## Signature

```c
Any _0xE600F61F54A444A6();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe600f61f54a444a6()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE600F61F54A444A6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe600f61f54a444a6();

// by hash
const retval = Citizen.invokeNative('0xE600F61F54A444A6', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE600F61F54A444A6);
```

- This native has no known name, so the runtime exposes it only as `N_0xe600f61f54a444a6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xE7E6CB8B713ED190

- **Hash:** `0xE7E6CB8B713ED190`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe7e6cb8b713ed190`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE7E6CB8B713ED190

## Signature

```c
void _0xE7E6CB8B713ED190();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe7e6cb8b713ed190()

-- always available, by hash
Citizen.InvokeNative(0xE7E6CB8B713ED190)
```

### JavaScript

```js
N_0xe7e6cb8b713ed190();

// by hash
Citizen.invokeNative('0xE7E6CB8B713ED190');
```

### C#

```csharp
Function.Call((Hash)0xE7E6CB8B713ED190);
```

- This native has no known name, so the runtime exposes it only as `N_0xe7e6cb8b713ed190` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xE891504B2F0E2DBA

- **Hash:** `0xE891504B2F0E2DBA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe891504b2f0e2dba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE891504B2F0E2DBA

## Signature

```c
void _0xE891504B2F0E2DBA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe891504b2f0e2dba(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE891504B2F0E2DBA, p0, p1)
```

### JavaScript

```js
N_0xe891504b2f0e2dba(p0, p1);

// by hash
Citizen.invokeNative('0xE891504B2F0E2DBA', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE891504B2F0E2DBA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe891504b2f0e2dba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xE9694B2D6CB87B06

- **Hash:** `0xE9694B2D6CB87B06`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe9694b2d6cb87b06`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE9694B2D6CB87B06

## Signature

```c
void _0xE9694B2D6CB87B06(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

seems to be a _SET_PED_* that accepts p1 from GET_PED_SONG_INDEX_HOST

## Usage

### Lua

```lua
N_0xe9694b2d6cb87b06(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xE9694B2D6CB87B06, entity, p1)
```

### JavaScript

```js
N_0xe9694b2d6cb87b06(entity, p1);

// by hash
Citizen.invokeNative('0xE9694B2D6CB87B06', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xE9694B2D6CB87B06, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9694b2d6cb87b06` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_0xEA546C31FD45F8CD

- **Hash:** `0xEA546C31FD45F8CD`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xea546c31fd45f8cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xEA546C31FD45F8CD

## Signature

```c
void _0xEA546C31FD45F8CD(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xea546c31fd45f8cd(p0)

-- always available, by hash
Citizen.InvokeNative(0xEA546C31FD45F8CD, p0)
```

### JavaScript

```js
N_0xea546c31fd45f8cd(p0);

// by hash
Citizen.invokeNative('0xEA546C31FD45F8CD', p0);
```

### C#

```csharp
Function.Call((Hash)0xEA546C31FD45F8CD, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xea546c31fd45f8cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xEB4D592620B8C209

- **Hash:** `0xEB4D592620B8C209`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xeb4d592620b8c209`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xEB4D592620B8C209

## Signature

```c
void _0xEB4D592620B8C209(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeb4d592620b8c209(p0)

-- always available, by hash
Citizen.InvokeNative(0xEB4D592620B8C209, p0)
```

### JavaScript

```js
N_0xeb4d592620b8c209(p0);

// by hash
Citizen.invokeNative('0xEB4D592620B8C209', p0);
```

### C#

```csharp
Function.Call((Hash)0xEB4D592620B8C209, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xeb4d592620b8c209` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xF092B6030D6FD49C

- **Hash:** `0xF092B6030D6FD49C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xf092b6030d6fd49c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xF092B6030D6FD49C

## Signature

```c
void _0xF092B6030D6FD49C(int ropeId, const char* name);
```

## Parameters

- `ropeId` (`int`)
- `name` (`const char*`)

## Returns

`void`

## Description

Name: ROPE_SETTINGS_DEFAULT

## Usage

### Lua

```lua
N_0xf092b6030d6fd49c(ropeId, name)

-- always available, by hash
Citizen.InvokeNative(0xF092B6030D6FD49C, ropeId, name)
```

### JavaScript

```js
N_0xf092b6030d6fd49c(ropeId, name);

// by hash
Citizen.invokeNative('0xF092B6030D6FD49C', ropeId, name);
```

### C#

```csharp
Function.Call((Hash)0xF092B6030D6FD49C, ropeId, name);
```

- This native has no known name, so the runtime exposes it only as `N_0xf092b6030d6fd49c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xF0EE69F500952FA5

- **Hash:** `0xF0EE69F500952FA5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xf0ee69f500952fa5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xF0EE69F500952FA5

## Signature

```c
Any _0xF0EE69F500952FA5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf0ee69f500952fa5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF0EE69F500952FA5, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf0ee69f500952fa5(p0);

// by hash
const retval = Citizen.invokeNative('0xF0EE69F500952FA5', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF0EE69F500952FA5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf0ee69f500952fa5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xF232C2C546AC16D0

- **Hash:** `0xF232C2C546AC16D0`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xf232c2c546ac16d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xF232C2C546AC16D0

## Signature

```c
void _0xF232C2C546AC16D0(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf232c2c546ac16d0(p0)

-- always available, by hash
Citizen.InvokeNative(0xF232C2C546AC16D0, p0)
```

### JavaScript

```js
N_0xf232c2c546ac16d0(p0);

// by hash
Citizen.invokeNative('0xF232C2C546AC16D0', p0);
```

### C#

```csharp
Function.Call((Hash)0xF232C2C546AC16D0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf232c2c546ac16d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xF336E9F989B3518F

- **Hash:** `0xF336E9F989B3518F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xf336e9f989b3518f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xF336E9F989B3518F

## Signature

```c
int _0xF336E9F989B3518F(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xf336e9f989b3518f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF336E9F989B3518F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf336e9f989b3518f(p0);

// by hash
const retval = Citizen.invokeNative('0xF336E9F989B3518F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF336E9F989B3518F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf336e9f989b3518f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xF64034D533CE8AAC

- **Hash:** `0xF64034D533CE8AAC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xf64034d533ce8aac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xF64034D533CE8AAC

## Signature

```c
void _0xF64034D533CE8AAC(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf64034d533ce8aac(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF64034D533CE8AAC, p0, p1, p2)
```

### JavaScript

```js
N_0xf64034d533ce8aac(p0, p1, p2);

// by hash
Citizen.invokeNative('0xF64034D533CE8AAC', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF64034D533CE8AAC, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xf64034d533ce8aac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xFCDEC42B1C78B7F8

- **Hash:** `0xFCDEC42B1C78B7F8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xfcdec42b1c78b7f8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xFCDEC42B1C78B7F8

## Signature

```c
void _0xFCDEC42B1C78B7F8(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfcdec42b1c78b7f8(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFCDEC42B1C78B7F8, p0, p1)
```

### JavaScript

```js
N_0xfcdec42b1c78b7f8(p0, p1);

// by hash
Citizen.invokeNative('0xFCDEC42B1C78B7F8', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFCDEC42B1C78B7F8, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfcdec42b1c78b7f8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xFD461D0ABA5559B1

- **Hash:** `0xFD461D0ABA5559B1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xfd461d0aba5559b1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xFD461D0ABA5559B1

## Signature

```c
void _0xFD461D0ABA5559B1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfd461d0aba5559b1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFD461D0ABA5559B1, p0, p1)
```

### JavaScript

```js
N_0xfd461d0aba5559b1(p0, p1);

// by hash
Citizen.invokeNative('0xFD461D0ABA5559B1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFD461D0ABA5559B1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfd461d0aba5559b1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xFE5C6177064BD390

- **Hash:** `0xFE5C6177064BD390`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xfe5c6177064bd390`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xFE5C6177064BD390

## Signature

```c
BOOL _0xFE5C6177064BD390(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xfe5c6177064bd390(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE5C6177064BD390, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xfe5c6177064bd390(p0);

// by hash
const retval = Citizen.invokeNative('0xFE5C6177064BD390', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFE5C6177064BD390, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfe5c6177064bd390` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_0xFFE9C53DEEA3DB0B

- **Hash:** `0xFFE9C53DEEA3DB0B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xffe9c53deea3db0b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xFFE9C53DEEA3DB0B

## Signature

```c
Any _0xFFE9C53DEEA3DB0B(Any p0, Any p1, float x, float y, float z, BOOL isSrlLoaded, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `isSrlLoaded` (`BOOL`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xffe9c53deea3db0b(p0, p1, x, y, z, isSrlLoaded, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFE9C53DEEA3DB0B, p0, p1, x, y, z, isSrlLoaded, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xffe9c53deea3db0b(p0, p1, x, y, z, isSrlLoaded, p6);

// by hash
const retval = Citizen.invokeNative('0xFFE9C53DEEA3DB0B', p0, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, isSrlLoaded, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFFE9C53DEEA3DB0B, p0, p1, x, y, z, isSrlLoaded, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xffe9c53deea3db0b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::ADD_ENTITY_TO_AUDIO_MIX_GROUP

- **Hash:** `0x153973AB99FE8980`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `AddEntityToAudioMixGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/ADD_ENTITY_TO_AUDIO_MIX_GROUP

## Signature

```c
void ADD_ENTITY_TO_AUDIO_MIX_GROUP(Entity entity, const char* groupName, float p2);
```

## Parameters

- `entity` (`Entity`)
- `groupName` (`const char*`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddEntityToAudioMixGroup(entity, groupName, p2)

-- always available, by hash
Citizen.InvokeNative(0x153973AB99FE8980, entity, groupName, p2)
```

### JavaScript

```js
AddEntityToAudioMixGroup(entity, groupName, p2);

// by hash
Citizen.invokeNative('0x153973AB99FE8980', entity, groupName, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x153973AB99FE8980, entity, groupName, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::ADD_PED_TO_CONVERSATION

- **Hash:** `0x95D9F4BC443956E7`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `AddPedToConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/ADD_PED_TO_CONVERSATION

## Signature

```c
void ADD_PED_TO_CONVERSATION(const char* convoRoot, Ped ped, const char* characterName);
```

## Parameters

- `convoRoot` (`const char*`)
- `ped` (`Ped`)
- `characterName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AddPedToConversation(convoRoot, ped, characterName)

-- always available, by hash
Citizen.InvokeNative(0x95D9F4BC443956E7, convoRoot, ped, characterName)
```

### JavaScript

```js
AddPedToConversation(convoRoot, ped, characterName);

// by hash
Citizen.invokeNative('0x95D9F4BC443956E7', convoRoot, ped, characterName);
```

### C#

```csharp
Function.Call((Hash)0x95D9F4BC443956E7, convoRoot, ped, characterName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::AUDIO_IS_MUSIC_PLAYING

- **Hash:** `0x845FFC3A4FEEFA3E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `AudioIsMusicPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/AUDIO_IS_MUSIC_PLAYING

## Signature

```c
BOOL AUDIO_IS_MUSIC_PLAYING();
```

## Returns

`BOOL`

## Description

Old name: AUDIO_IS_SCRIPTED_MUSIC_PLAYING

## Usage

### Lua

```lua
local retval = AudioIsMusicPlaying()

-- always available, by hash
local retval = Citizen.InvokeNative(0x845FFC3A4FEEFA3E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AudioIsMusicPlaying();

// by hash
const retval = Citizen.invokeNative('0x845FFC3A4FEEFA3E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x845FFC3A4FEEFA3E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::AUDIO_TRIGGER_EXPLOSION

- **Hash:** `0x374F0E716BFCDE82`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `AudioTriggerExplosion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/AUDIO_TRIGGER_EXPLOSION

## Signature

```c
void AUDIO_TRIGGER_EXPLOSION(const char* name, float x, float y, float z);
```

## Parameters

- `name` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AudioTriggerExplosion(name, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x374F0E716BFCDE82, name, x, y, z)
```

### JavaScript

```js
AudioTriggerExplosion(name, x, y, z);

// by hash
Citizen.invokeNative('0x374F0E716BFCDE82', name, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x374F0E716BFCDE82, name, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_BLOCK_SPEECH_CONTEXT

- **Hash:** `0x6378A235374B852F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `BlockSpeechContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_BLOCK_SPEECH_CONTEXT

## Signature

```c
void _BLOCK_SPEECH_CONTEXT(const char* context, BOOL block);
```

## Parameters

- `context` (`const char*`)
- `block` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BlockSpeechContext(context, block)

-- always available, by hash
Citizen.InvokeNative(0x6378A235374B852F, context, block)
```

### JavaScript

```js
BlockSpeechContext(context, block);

// by hash
Citizen.invokeNative('0x6378A235374B852F', context, block);
```

### C#

```csharp
Function.Call((Hash)0x6378A235374B852F, context, block);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AUDIO::_UNLOAD_SPEECH_CONTEXT](https://natives.borderlinerp.com/natives/AUDIO/_UNLOAD_SPEECH_CONTEXT.md) — _UNLOAD_[A-C]* - USE_*

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::CANCEL_MUSIC_EVENT

- **Hash:** `0x5B17A90291133DA5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `CancelMusicEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/CANCEL_MUSIC_EVENT

## Signature

```c
BOOL CANCEL_MUSIC_EVENT(const char* eventName);
```

## Parameters

- `eventName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CancelMusicEvent(eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B17A90291133DA5, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CancelMusicEvent(eventName);

// by hash
const retval = Citizen.invokeNative('0x5B17A90291133DA5', eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5B17A90291133DA5, eventName);
```

## See also

- [AUDIO::PREPARE_MUSIC_EVENT](https://natives.borderlinerp.com/natives/AUDIO/PREPARE_MUSIC_EVENT.md)
- [AUDIO::TRIGGER_MUSIC_EVENT](https://natives.borderlinerp.com/natives/AUDIO/TRIGGER_MUSIC_EVENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::CLEAR_AMBIENT_ZONE_LIST_STATE

- **Hash:** `0x120C48C614909FA4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ClearAmbientZoneListState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/CLEAR_AMBIENT_ZONE_LIST_STATE

## Signature

```c
void CLEAR_AMBIENT_ZONE_LIST_STATE(const char* ambientZone, BOOL p1);
```

## Parameters

- `ambientZone` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ClearAmbientZoneListState(ambientZone, p1)

-- always available, by hash
Citizen.InvokeNative(0x120C48C614909FA4, ambientZone, p1)
```

### JavaScript

```js
ClearAmbientZoneListState(ambientZone, p1);

// by hash
Citizen.invokeNative('0x120C48C614909FA4', ambientZone, p1);
```

### C#

```csharp
Function.Call((Hash)0x120C48C614909FA4, ambientZone, p1);
```

## See also

- [AUDIO::SET_AMBIENT_ZONE_LIST_STATE](https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_ZONE_LIST_STATE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::CLEAR_AMBIENT_ZONE_STATE

- **Hash:** `0x218DD44AAAC964FF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ClearAmbientZoneState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/CLEAR_AMBIENT_ZONE_STATE

## Signature

```c
void CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, BOOL p1);
```

## Parameters

- `zoneName` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ClearAmbientZoneState(zoneName, p1)

-- always available, by hash
Citizen.InvokeNative(0x218DD44AAAC964FF, zoneName, p1)
```

### JavaScript

```js
ClearAmbientZoneState(zoneName, p1);

// by hash
Citizen.invokeNative('0x218DD44AAAC964FF', zoneName, p1);
```

### C#

```csharp
Function.Call((Hash)0x218DD44AAAC964FF, zoneName, p1);
```

## See also

- [AUDIO::SET_AMBIENT_ZONE_STATE](https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_ZONE_STATE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::CLEAR_CONVERSATION_HISTORY

- **Hash:** `0x33D51F801CB16E4F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ClearConversationHistory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/CLEAR_CONVERSATION_HISTORY

## Signature

```c
void CLEAR_CONVERSATION_HISTORY();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearConversationHistory()

-- always available, by hash
Citizen.InvokeNative(0x33D51F801CB16E4F)
```

### JavaScript

```js
ClearConversationHistory();

// by hash
Citizen.invokeNative('0x33D51F801CB16E4F');
```

### C#

```csharp
Function.Call((Hash)0x33D51F801CB16E4F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION

- **Hash:** `0xEF51242E35242B47`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ClearConversationHistoryForScriptedConversation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION

## Signature

```c
void _CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ClearConversationHistoryForScriptedConversation(convoRoot)

-- always available, by hash
Citizen.InvokeNative(0xEF51242E35242B47, convoRoot)
```

### JavaScript

```js
ClearConversationHistoryForScriptedConversation(convoRoot);

// by hash
Citizen.invokeNative('0xEF51242E35242B47', convoRoot);
```

### C#

```csharp
Function.Call((Hash)0xEF51242E35242B47, convoRoot);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::CREATE_NEW_SCRIPTED_CONVERSATION

- **Hash:** `0xD2C91A0B572AAE56`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `CreateNewScriptedConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/CREATE_NEW_SCRIPTED_CONVERSATION

## Signature

```c
BOOL CREATE_NEW_SCRIPTED_CONVERSATION(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CreateNewScriptedConversation(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2C91A0B572AAE56, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CreateNewScriptedConversation(convoRoot);

// by hash
const retval = Citizen.invokeNative('0xD2C91A0B572AAE56', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD2C91A0B572AAE56, convoRoot);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_CREATE_NEW_SCRIPTED_PED_AMBIENT_SPEECH

- **Hash:** `0x72E4D1C4639BC465`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `CreateNewScriptedPedAmbientSpeech`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_CREATE_NEW_SCRIPTED_SPEECH`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_CREATE_NEW_SCRIPTED_PED_AMBIENT_SPEECH

## Signature

```c
int _CREATE_NEW_SCRIPTED_PED_AMBIENT_SPEECH(Ped speaker, Any* params);
```

## Parameters

- `speaker` (`Ped`)
- `params` (`Any*`)

## Returns

`int`

## Description

Create a scripted speech to control speech. If handle is less than 0, it's invalid.
params struct for ScriptedSpeechParams see: PLAY_PED_AMBIENT_SPEECH_NATIVE
Returns scriptedSpeech handle.

## Usage

### Lua

```lua
local retval, params = CreateNewScriptedPedAmbientSpeech(speaker, params)

-- always available, by hash
local retval, params = Citizen.InvokeNative(0x72E4D1C4639BC465, speaker, Citizen.PointerValueIntInitialized(params), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, params] = CreateNewScriptedPedAmbientSpeech(speaker, params);

// by hash
const [retval, params] = Citizen.invokeNative('0x72E4D1C4639BC465', speaker, Citizen.pointerValueIntInitialized(params), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var params = new OutputArgument();
int retval = Function.Call<int>((Hash)0x72E4D1C4639BC465, speaker, params);
// params.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::DISABLE_PED_PAIN_AUDIO

- **Hash:** `0xA9A41C1E940FB0E8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `DisablePedPainAudio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/DISABLE_PED_PAIN_AUDIO

## Signature

```c
void DISABLE_PED_PAIN_AUDIO(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DisablePedPainAudio(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA9A41C1E940FB0E8, ped, toggle)
```

### JavaScript

```js
DisablePedPainAudio(ped, toggle);

// by hash
Citizen.invokeNative('0xA9A41C1E940FB0E8', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA9A41C1E940FB0E8, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::DOES_CONTEXT_EXIST_FOR_THIS_PED

- **Hash:** `0x49B99BF3FDA89A7A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `DoesContextExistForThisPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/DOES_CONTEXT_EXIST_FOR_THIS_PED

## Signature

```c
BOOL DOES_CONTEXT_EXIST_FOR_THIS_PED(Ped ped, const char* speechName, BOOL unk);
```

## Parameters

- `ped` (`Ped`)
- `speechName` (`const char*`)
- `unk` (`BOOL`)

## Returns

`BOOL`

## Description

Checks if the ped can play the speech or has the speech file, last parameter is usually false.

## Usage

### Lua

```lua
local retval = DoesContextExistForThisPed(ped, speechName, unk)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49B99BF3FDA89A7A, ped, speechName, unk, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesContextExistForThisPed(ped, speechName, unk);

// by hash
const retval = Citizen.invokeNative('0x49B99BF3FDA89A7A', ped, speechName, unk, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x49B99BF3FDA89A7A, ped, speechName, unk);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::FORCE_PED_PANIC_WALLA

- **Hash:** `0x062D5EAD4DA2FA6A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ForcePedPanicWalla`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/FORCE_PED_PANIC_WALLA

## Signature

```c
void FORCE_PED_PANIC_WALLA();
```

## Returns

`void`

## Usage

### Lua

```lua
ForcePedPanicWalla()

-- always available, by hash
Citizen.InvokeNative(0x062D5EAD4DA2FA6A)
```

### JavaScript

```js
ForcePedPanicWalla();

// by hash
Citizen.invokeNative('0x062D5EAD4DA2FA6A');
```

### C#

```csharp
Function.Call((Hash)0x062D5EAD4DA2FA6A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::FORCE_USE_AUDIO_GAME_OBJECT

- **Hash:** `0x4F0C413926060B38`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ForceUseAudioGameObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/FORCE_USE_AUDIO_GAME_OBJECT

## Signature

```c
void FORCE_USE_AUDIO_GAME_OBJECT(Vehicle vehicle, const char* audioName);
```

## Parameters

- `vehicle` (`Vehicle`)
- `audioName` (`const char*`)

## Returns

`void`

## Description

Old name: _FORCE_VEHICLE_ENGINE_AUDIO

## Usage

### Lua

```lua
ForceUseAudioGameObject(vehicle, audioName)

-- always available, by hash
Citizen.InvokeNative(0x4F0C413926060B38, vehicle, audioName)
```

### JavaScript

```js
ForceUseAudioGameObject(vehicle, audioName);

// by hash
Citizen.invokeNative('0x4F0C413926060B38', vehicle, audioName);
```

### C#

```csharp
Function.Call((Hash)0x4F0C413926060B38, vehicle, audioName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::GET_CURRENT_SCRIPTED_CONVERSATION_LINE

- **Hash:** `0x480357EE890C295A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetCurrentScriptedConversationLine`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/GET_CURRENT_SCRIPTED_CONVERSATION_LINE

## Signature

```c
int GET_CURRENT_SCRIPTED_CONVERSATION_LINE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetCurrentScriptedConversationLine(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x480357EE890C295A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentScriptedConversationLine(p0);

// by hash
const retval = Citizen.invokeNative('0x480357EE890C295A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x480357EE890C295A, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_GET_ENTITY_AUDIO_MIX_GROUP

- **Hash:** `0x8B25A18E390F75BF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetEntityAudioMixGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_GET_ENTITY_AUDIO_MIX_GROUP

## Signature

```c
Hash _GET_ENTITY_AUDIO_MIX_GROUP(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetEntityAudioMixGroup(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8B25A18E390F75BF, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityAudioMixGroup(entity);

// by hash
const retval = Citizen.invokeNative('0x8B25A18E390F75BF', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8B25A18E390F75BF, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_GET_LAST_PLAYED_SPEECH_FOR_PED

- **Hash:** `0x6BFFB7C276866996`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetLastPlayedSpeechForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_GET_LAST_PLAYED_SPEECH_FOR_PED

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Gets the hash for the last played speech line.

## Usage

### Lua

```lua
local retval = GetLastPlayedSpeechForPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6BFFB7C276866996, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6BFFB7C276866996', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6BFFB7C276866996, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# AUDIO::_GET_LOADED_STREAM_ID_FROM_CREATION

- **Hash:** `0x0556C784FA056628`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetLoadedStreamIdFromCreation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_GET_LOADED_STREAM_ID_FROM_CREATION

## Signature

```c
int _GET_LOADED_STREAM_ID_FROM_CREATION(const char* streamName, const char* soundSet);
```

## Parameters

- `streamName` (`const char*`)
- `soundSet` (`const char*`)

## Returns

`int`

## Description

Creates stream and returns streamId handle to be used with PLAY_STREAM_* natives
https://github.com/femga/rdr3_discoveries/tree/master/audio/create_stream

## Usage

### Lua

```lua
local retval = GetLoadedStreamIdFromCreation(streamName, soundSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0556C784FA056628, streamName, soundSet, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLoadedStreamIdFromCreation(streamName, soundSet);

// by hash
const retval = Citizen.invokeNative('0x0556C784FA056628', streamName, soundSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0556C784FA056628, streamName, soundSet);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::GET_MUSIC_PLAYTIME

- **Hash:** `0xE7A0D23DC414507B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetMusicPlaytime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/GET_MUSIC_PLAYTIME

## Signature

```c
int GET_MUSIC_PLAYTIME();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetMusicPlaytime()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE7A0D23DC414507B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMusicPlaytime();

// by hash
const retval = Citizen.invokeNative('0xE7A0D23DC414507B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE7A0D23DC414507B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_GET_PED_SONG_INDEX_HOST

- **Hash:** `0x2DBBF0C5E19383EE`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetPedSongIndexHost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_GET_PED_SONG_INDEX_HOST

## Signature

```c
Any _GET_PED_SONG_INDEX_HOST(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

seems to be used for  0xE9694B2D6CB87B06

## Usage

### Lua

```lua
local retval = GetPedSongIndexHost(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DBBF0C5E19383EE, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2DBBF0C5E19383EE', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2DBBF0C5E19383EE, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::GET_SOUND_ID

- **Hash:** `0x430386FE9BF80B45`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetSoundId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/GET_SOUND_ID

## Signature

```c
int GET_SOUND_ID();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetSoundId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x430386FE9BF80B45, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetSoundId();

// by hash
const retval = Citizen.invokeNative('0x430386FE9BF80B45', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x430386FE9BF80B45);
```

## See also

- [AUDIO::RELEASE_SOUND_ID](https://natives.borderlinerp.com/natives/AUDIO/RELEASE_SOUND_ID.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_HAS_SOUND_AUDIO_NAME_FINISHED

- **Hash:** `0x714A0EA7DE1167BE`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `HasSoundAudioNameFinished`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_HAS_SOUND_AUDIO_NAME_FINISHED

## Signature

```c
BOOL _HAS_SOUND_AUDIO_NAME_FINISHED(const char* audioName, const char* soundsetName);
```

## Parameters

- `audioName` (`const char*`)
- `soundsetName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasSoundAudioNameFinished(audioName, soundsetName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x714A0EA7DE1167BE, audioName, soundsetName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasSoundAudioNameFinished(audioName, soundsetName);

// by hash
const retval = Citizen.invokeNative('0x714A0EA7DE1167BE', audioName, soundsetName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x714A0EA7DE1167BE, audioName, soundsetName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_HAS_SOUND_ID_FINISHED

- **Hash:** `0x84848E1C0FC67DBB`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `HasSoundIdFinished`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_HAS_SOUND_ID_FINISHED

## Signature

```c
BOOL _HAS_SOUND_ID_FINISHED(int soundId);
```

## Parameters

- `soundId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasSoundIdFinished(soundId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x84848E1C0FC67DBB, soundId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasSoundIdFinished(soundId);

// by hash
const retval = Citizen.invokeNative('0x84848E1C0FC67DBB', soundId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x84848E1C0FC67DBB, soundId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_AMBIENT_SPEECH_DISABLED

- **Hash:** `0x932C2D096A2C3FFF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAmbientSpeechDisabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_AMBIENT_SPEECH_DISABLED

## Signature

```c
BOOL IS_AMBIENT_SPEECH_DISABLED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAmbientSpeechDisabled(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x932C2D096A2C3FFF, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x932C2D096A2C3FFF', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x932C2D096A2C3FFF, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_AMBIENT_SPEECH_PLAYING

- **Hash:** `0x9072C8B49907BFAD`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAmbientSpeechPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_AMBIENT_SPEECH_PLAYING

## Signature

```c
BOOL IS_AMBIENT_SPEECH_PLAYING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAmbientSpeechPlaying(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9072C8B49907BFAD, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9072C8B49907BFAD', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9072C8B49907BFAD, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_ANIMAL_VOCALIZATION_PLAYING

- **Hash:** `0xC265DF9FB44A9FBD`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAnimalVocalizationPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_ANIMAL_VOCALIZATION_PLAYING

## Signature

```c
BOOL IS_ANIMAL_VOCALIZATION_PLAYING(Ped pedHandle);
```

## Parameters

- `pedHandle` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimalVocalizationPlaying(pedHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC265DF9FB44A9FBD, pedHandle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimalVocalizationPlaying(pedHandle);

// by hash
const retval = Citizen.invokeNative('0xC265DF9FB44A9FBD', pedHandle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC265DF9FB44A9FBD, pedHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_IS_ANY_CONVERSATION_PLAYING

- **Hash:** `0xA2CAC9DEF0195E6F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAnyConversationPlaying`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_IS_ANY_CONVERSATION_PLAYING

## Signature

```c
BOOL _IS_ANY_CONVERSATION_PLAYING(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyConversationPlaying(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2CAC9DEF0195E6F, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyConversationPlaying(p0);

// by hash
const retval = Citizen.invokeNative('0xA2CAC9DEF0195E6F', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA2CAC9DEF0195E6F, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_ANY_SPEECH_PLAYING

- **Hash:** `0x729072355FA39EC9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAnySpeechPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_ANY_SPEECH_PLAYING

## Signature

```c
BOOL IS_ANY_SPEECH_PLAYING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnySpeechPlaying(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x729072355FA39EC9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x729072355FA39EC9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x729072355FA39EC9, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_AUDIO_SCENE_ACTIVE

- **Hash:** `0xB65B60556E2A9225`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAudioSceneActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_AUDIO_SCENE_ACTIVE

## Signature

```c
BOOL IS_AUDIO_SCENE_ACTIVE(const char* scene);
```

## Parameters

- `scene` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAudioSceneActive(scene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB65B60556E2A9225, scene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAudioSceneActive(scene);

// by hash
const retval = Citizen.invokeNative('0xB65B60556E2A9225', scene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB65B60556E2A9225, scene);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_HORN_ACTIVE

- **Hash:** `0x9D6BFC12B05C6121`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsHornActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_HORN_ACTIVE

## Signature

```c
BOOL IS_HORN_ACTIVE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Checks whether the horn of a vehicle is currently played.

## Usage

### Lua

```lua
local retval = IsHornActive(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D6BFC12B05C6121, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsHornActive(vehicle);

// by hash
const retval = Citizen.invokeNative('0x9D6BFC12B05C6121', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D6BFC12B05C6121, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_IS_PED_IN_ANY_CONVERSATION

- **Hash:** `0x54B187F111D9C6F8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsPedInAnyConversation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_IS_PED_IN_ANY_CONVERSATION

## Signature

```c
BOOL _IS_PED_IN_ANY_CONVERSATION(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInAnyConversation(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x54B187F111D9C6F8, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInAnyConversation(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x54B187F111D9C6F8', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x54B187F111D9C6F8, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_PED_IN_CURRENT_CONVERSATION

- **Hash:** `0x049E937F18F4020C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsPedInCurrentConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_PED_IN_CURRENT_CONVERSATION

## Signature

```c
BOOL IS_PED_IN_CURRENT_CONVERSATION(const char* p0, Ped ped, Any p2);
```

## Parameters

- `p0` (`const char*`)
- `ped` (`Ped`)
- `p2` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInCurrentConversation(p0, ped, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x049E937F18F4020C, p0, ped, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInCurrentConversation(p0, ped, p2);

// by hash
const retval = Citizen.invokeNative('0x049E937F18F4020C', p0, ped, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x049E937F18F4020C, p0, ped, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_IS_SCRIPTED_AUDIO_CUSTOM

- **Hash:** `0x6DF942C4179BE5AB`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedAudioCustom`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_IS_SCRIPTED_AUDIO_CUSTOM

## Signature

```c
BOOL _IS_SCRIPTED_AUDIO_CUSTOM(Hash item, Hash soundSet);
```

## Parameters

- `item` (`Hash`)
- `soundSet` (`Hash`)

## Returns

`BOOL`

## Description

item: FUSE, value returned from 0x2E1CDC1FF3B8473E
soundSet: HUD_SHOP_SOUNDSET, COMPANIONS_ROBBERIES_SOUNDSET

## Usage

### Lua

```lua
local retval = IsScriptedAudioCustom(item, soundSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6DF942C4179BE5AB, item, soundSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedAudioCustom(item, soundSet);

// by hash
const retval = Citizen.invokeNative('0x6DF942C4179BE5AB', item, soundSet, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6DF942C4179BE5AB, item, soundSet);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_IS_SCRIPTED_CONVERSATION_CREATED

- **Hash:** `0xD89504D9D7D5057D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedConversationCreated`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_IS_SCRIPTED_CONVERSATION_CREATED

## Signature

```c
BOOL _IS_SCRIPTED_CONVERSATION_CREATED(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScriptedConversationCreated(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD89504D9D7D5057D, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedConversationCreated(convoRoot);

// by hash
const retval = Citizen.invokeNative('0xD89504D9D7D5057D', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD89504D9D7D5057D, convoRoot);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_SCRIPTED_CONVERSATION_LOADED

- **Hash:** `0xDF0D54BE7A776737`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedConversationLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_SCRIPTED_CONVERSATION_LOADED

## Signature

```c
BOOL IS_SCRIPTED_CONVERSATION_LOADED(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScriptedConversationLoaded(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF0D54BE7A776737, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedConversationLoaded(convoRoot);

// by hash
const retval = Citizen.invokeNative('0xDF0D54BE7A776737', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDF0D54BE7A776737, convoRoot);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_SCRIPTED_CONVERSATION_PLAYING

- **Hash:** `0x1ECC76792F661CF5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedConversationPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_SCRIPTED_CONVERSATION_PLAYING

## Signature

```c
BOOL IS_SCRIPTED_CONVERSATION_PLAYING(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScriptedConversationPlaying(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1ECC76792F661CF5, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedConversationPlaying(p0);

// by hash
const retval = Citizen.invokeNative('0x1ECC76792F661CF5', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1ECC76792F661CF5, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_IS_SCRIPTED_CONVERSION_ONGOING

- **Hash:** `0xF01C570E0A0A1E67`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedConversionOngoing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_IS_SCRIPTED_CONVERSION_ONGOING

## Signature

```c
BOOL _IS_SCRIPTED_CONVERSION_ONGOING(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScriptedConversionOngoing(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF01C570E0A0A1E67, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedConversionOngoing(p0);

// by hash
const retval = Citizen.invokeNative('0xF01C570E0A0A1E67', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF01C570E0A0A1E67, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_SCRIPTED_SPEECH_PLAYING

- **Hash:** `0xCC9AA18DCC7084F4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedSpeechPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_SCRIPTED_SPEECH_PLAYING

## Signature

```c
BOOL IS_SCRIPTED_SPEECH_PLAYING(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScriptedSpeechPlaying(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC9AA18DCC7084F4, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedSpeechPlaying(p0);

// by hash
const retval = Citizen.invokeNative('0xCC9AA18DCC7084F4', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCC9AA18DCC7084F4, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::IS_STREAM_PLAYING

- **Hash:** `0xD11FA52EB849D978`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsStreamPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_STREAM_PLAYING

## Signature

```c
BOOL IS_STREAM_PLAYING(int streamId);
```

## Parameters

- `streamId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsStreamPlaying(streamId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD11FA52EB849D978, streamId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsStreamPlaying(streamId);

// by hash
const retval = Citizen.invokeNative('0xD11FA52EB849D978', streamId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD11FA52EB849D978, streamId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::LOAD_STREAM

- **Hash:** `0x1F1F957154EC51DF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `LoadStream`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/LOAD_STREAM

## Signature

```c
BOOL LOAD_STREAM(const char* streamName, const char* soundSet);
```

## Parameters

- `streamName` (`const char*`)
- `soundSet` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = LoadStream(streamName, soundSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F1F957154EC51DF, streamName, soundSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = LoadStream(streamName, soundSet);

// by hash
const retval = Citizen.invokeNative('0x1F1F957154EC51DF', streamName, soundSet, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F1F957154EC51DF, streamName, soundSet);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PAUSE_SCRIPTED_CONVERSATION

- **Hash:** `0x8530AD776CD72B12`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PauseScriptedConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PAUSE_SCRIPTED_CONVERSATION

## Signature

```c
void PAUSE_SCRIPTED_CONVERSATION(const char* p0, BOOL p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PauseScriptedConversation(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x8530AD776CD72B12, p0, p1, p2, p3, p4)
```

### JavaScript

```js
PauseScriptedConversation(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x8530AD776CD72B12', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x8530AD776CD72B12, p0, p1, p2, p3, p4);
```

## See also

- [AUDIO::RESTART_SCRIPTED_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/RESTART_SCRIPTED_CONVERSATION.md)
- [AUDIO::STOP_SCRIPTED_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/STOP_SCRIPTED_CONVERSATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE

- **Hash:** `0xED640017ED337E45`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayAmbientSpeechFromPositionNative`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE

## Signature

```c
BOOL PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE(float x, float y, float z, Any* params);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `params` (`Any*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Play a speech from a position.
params struct for ScriptedSpeechParams see: PLAY_PED_AMBIENT_SPEECH_NATIVE

*Source: VORPCORE RDR3natives*

Old name: _PLAY_AMBIENT_SPEECH_AT_COORDS

## Usage

### Lua

```lua
local retval, params = PlayAmbientSpeechFromPositionNative(x, y, z, params)

-- always available, by hash
local retval, params = Citizen.InvokeNative(0xED640017ED337E45, x, y, z, Citizen.PointerValueIntInitialized(params), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, params] = PlayAmbientSpeechFromPositionNative(x, y, z, params);

// by hash
const [retval, params] = Citizen.invokeNative('0xED640017ED337E45', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueIntInitialized(params), Citizen.returnResultAnyway());
```

### C#

```csharp
var params = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xED640017ED337E45, x, y, z, params);
// params.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::PLAY_ANIMAL_VOCALIZATION

- **Hash:** `0xEE066C7006C49C0A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayAnimalVocalization`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_ANIMAL_VOCALIZATION

## Signature

```c
void PLAY_ANIMAL_VOCALIZATION(Ped ped, const char* vocalizationName, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `vocalizationName` (`const char*`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PlayAnimalVocalization(ped, vocalizationName, p2)

-- always available, by hash
Citizen.InvokeNative(0xEE066C7006C49C0A, ped, vocalizationName, p2)
```

### JavaScript

```js
PlayAnimalVocalization(ped, vocalizationName, p2);

// by hash
Citizen.invokeNative('0xEE066C7006C49C0A', ped, vocalizationName, p2);
```

### C#

```csharp
Function.Call((Hash)0xEE066C7006C49C0A, ped, vocalizationName, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE

- **Hash:** `0x0E53530D9B2DB01D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayAnimalVocalizationPheromoneVialResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE

## Signature

```c
void _PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE(Ped ped, Hash p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PlayAnimalVocalizationPheromoneVialResponse(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0E53530D9B2DB01D, ped, p1, p2)
```

### JavaScript

```js
PlayAnimalVocalizationPheromoneVialResponse(ped, p1, p2);

// by hash
Citizen.invokeNative('0x0E53530D9B2DB01D', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x0E53530D9B2DB01D, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_END_CREDITS_MUSIC

- **Hash:** `0xCD536C4D33DCC900`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayEndCreditsMusic`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_END_CREDITS_MUSIC

## Signature

```c
void PLAY_END_CREDITS_MUSIC(BOOL play);
```

## Parameters

- `play` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PlayEndCreditsMusic(play)

-- always available, by hash
Citizen.InvokeNative(0xCD536C4D33DCC900, play)
```

### JavaScript

```js
PlayEndCreditsMusic(play);

// by hash
Citizen.invokeNative('0xCD536C4D33DCC900', play);
```

### C#

```csharp
Function.Call((Hash)0xCD536C4D33DCC900, play);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_PAIN

- **Hash:** `0xBC9AE166038A5CEC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayPain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_PAIN

## Signature

```c
void PLAY_PAIN(Ped ped, int painId, float p2, BOOL p3, BOOL isNetwork);
```

## Parameters

- `ped` (`Ped`)
- `painId` (`int`)
- `p2` (`float`)
- `p3` (`BOOL`)
- `isNetwork` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Valid pain IDs: 0..12

*Source: VORPCORE RDR3natives*

Valid pain IDs: 0..12  these names are not official, but here is a list of the IDs:
 1 burning,
 2 drowning,
 3 coughing,
 4 nothing,
 5 nothing,
 6 coughing_2,
 7 nothing,
 8 nothing,
 9 hurtingSick?,
 10 hurtingFall?,
 11 nothing,
 12 choking

## Usage

### Lua

```lua
PlayPain(ped, painId, p2, p3, isNetwork)

-- always available, by hash
Citizen.InvokeNative(0xBC9AE166038A5CEC, ped, painId, p2, p3, isNetwork)
```

### JavaScript

```js
PlayPain(ped, painId, p2, p3, isNetwork);

// by hash
Citizen.invokeNative('0xBC9AE166038A5CEC', ped, painId, p2 + 0.0000001, p3, isNetwork);
```

### C#

```csharp
Function.Call((Hash)0xBC9AE166038A5CEC, ped, painId, p2, p3, isNetwork);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::PLAY_PED_AMBIENT_SPEECH_NATIVE

- **Hash:** `0x8E04FEDD28D42462`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayPedAmbientSpeechNative`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_PED_AMBIENT_SPEECH_NATIVE

## Signature

```c
BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped speaker, Any* params);
```

## Parameters

- `speaker` (`Ped`)
- `params` (`Any*`)

## Returns

`BOOL`

## Description

struct ScriptedSpeechParams
{
	const char* speechName;
	const char* voiceName;
	alignas(8) int variation;
	alignas(8) Hash speechParamHash;
	alignas(8) Ped listenerPed;
	alignas(8) BOOL syncOverNetwork;
	alignas(8) int v7;
	alignas(8) int v8;
};

static_assert(sizeof(ScriptedSpeechParams) == 0x40, "incorrect ScriptedSpeechParams size");

Example:

ScriptedSpeechParams params{"RE_PH_RHD_V3_AGGRO", "0405_U_M_M_RhdSheriff_01", 1, joaat("SPEECH_PARAMS_BEAT_SHOUTED_CLEAR"), 0, true, 1, 1};
PLAY_PED_AMBIENT_SPEECH_NATIVE(PLAYER_PED_ID(), (Any*)&params);

Old name: _PLAY_AMBIENT_SPEECH1
https://github.com/femga/rdr3_discoveries/tree/master/audio/audio_banks

## Usage

### Lua

```lua
local retval, params = PlayPedAmbientSpeechNative(speaker, params)

-- always available, by hash
local retval, params = Citizen.InvokeNative(0x8E04FEDD28D42462, speaker, Citizen.PointerValueIntInitialized(params), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, params] = PlayPedAmbientSpeechNative(speaker, params);

// by hash
const [retval, params] = Citizen.invokeNative('0x8E04FEDD28D42462', speaker, Citizen.pointerValueIntInitialized(params), Citizen.returnResultAnyway());
```

### C#

```csharp
var params = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8E04FEDD28D42462, speaker, params);
// params.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_SOUND

- **Hash:** `0x7FF4944CC209192D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySound`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_SOUND

## Signature

```c
void PLAY_SOUND(const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5);
```

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`Any`)
- `p4` (`BOOL`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
PlaySound(audioName, audioRef, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x7FF4944CC209192D, audioName, audioRef, p2, p3, p4, p5)
```

### JavaScript

```js
PlaySound(audioName, audioRef, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x7FF4944CC209192D', audioName, audioRef, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x7FF4944CC209192D, audioName, audioRef, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_SOUND_FROM_ENTITY

- **Hash:** `0x6FB1DA3CA9DA7D90`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_SOUND_FROM_ENTITY

## Signature

```c
void PLAY_SOUND_FROM_ENTITY(const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5);
```

## Parameters

- `audioName` (`const char*`)
- `entity` (`Entity`)
- `audioRef` (`const char*`)
- `isNetwork` (`BOOL`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
PlaySoundFromEntity(audioName, entity, audioRef, isNetwork, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x6FB1DA3CA9DA7D90, audioName, entity, audioRef, isNetwork, p4, p5)
```

### JavaScript

```js
PlaySoundFromEntity(audioName, entity, audioRef, isNetwork, p4, p5);

// by hash
Citizen.invokeNative('0x6FB1DA3CA9DA7D90', audioName, entity, audioRef, isNetwork, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x6FB1DA3CA9DA7D90, audioName, entity, audioRef, isNetwork, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_PLAY_SOUND_FROM_ENTITY_WITH_SET

- **Hash:** `0xF1C5310FEAA36B48`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromEntityWithSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_ENTITY_WITH_SET

## Signature

```c
void _PLAY_SOUND_FROM_ENTITY_WITH_SET(int soundId, const char* soundName, Entity entity, const char* soundsetName, BOOL p4, Any p5);
```

## Parameters

- `soundId` (`int`)
- `soundName` (`const char*`)
- `entity` (`Entity`)
- `soundsetName` (`const char*`)
- `p4` (`BOOL`)
- `p5` (`Any`)

## Returns

`void`

## Description

Params: p5 seems to be always 0

## Usage

### Lua

```lua
PlaySoundFromEntityWithSet(soundId, soundName, entity, soundsetName, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xF1C5310FEAA36B48, soundId, soundName, entity, soundsetName, p4, p5)
```

### JavaScript

```js
PlaySoundFromEntityWithSet(soundId, soundName, entity, soundsetName, p4, p5);

// by hash
Citizen.invokeNative('0xF1C5310FEAA36B48', soundId, soundName, entity, soundsetName, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xF1C5310FEAA36B48, soundId, soundName, entity, soundsetName, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_PLAY_SOUND_FROM_ITEM

- **Hash:** `0xE8EAFF7B41EDD291`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_ITEM

## Signature

```c
void _PLAY_SOUND_FROM_ITEM(Hash item, Hash soundSet, Any p2);
```

## Parameters

- `item` (`Hash`)
- `soundSet` (`Hash`)
- `p2` (`Any`)

## Returns

`void`

## Description

item: value returned from 0x2E1CDC1FF3B8473E
soundSet: HUD_SHOP_SOUNDSET, COMPANIONS_ROBBERIES_SOUNDSET

## Usage

### Lua

```lua
PlaySoundFromItem(item, soundSet, p2)

-- always available, by hash
Citizen.InvokeNative(0xE8EAFF7B41EDD291, item, soundSet, p2)
```

### JavaScript

```js
PlaySoundFromItem(item, soundSet, p2);

// by hash
Citizen.invokeNative('0xE8EAFF7B41EDD291', item, soundSet, p2);
```

### C#

```csharp
Function.Call((Hash)0xE8EAFF7B41EDD291, item, soundSet, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_PLAY_SOUND_FROM_POSITION

- **Hash:** `0xCCE219C922737BFA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `PLAY_SOUND_FROM_COORD`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_POSITION

## Signature

```c
void _PLAY_SOUND_FROM_POSITION(const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, Any p6, BOOL isExteriorLoc, Any p8);
```

## Parameters

- `audioName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `audioRef` (`const char*`)
- `isNetwork` (`BOOL`)
- `p6` (`Any`)
- `isExteriorLoc` (`BOOL`)
- `p8` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old name: _PLAY_SOUND_FROM_POSITION

## Usage

### Lua

```lua
PlaySoundFromPosition(audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8)

-- always available, by hash
Citizen.InvokeNative(0xCCE219C922737BFA, audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8)
```

### JavaScript

```js
PlaySoundFromPosition(audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8);

// by hash
Citizen.invokeNative('0xCCE219C922737BFA', audioName, x + 0.0000001, y + 0.0000001, z + 0.0000001, audioRef, isNetwork, p6, isExteriorLoc, p8);
```

### C#

```csharp
Function.Call((Hash)0xCCE219C922737BFA, audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_PLAY_SOUND_FROM_POSITION_WITH_ID

- **Hash:** `0xDCF5BA95BBF0FABA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromPositionWithId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_POSITION_WITH_ID

## Signature

```c
void _PLAY_SOUND_FROM_POSITION_WITH_ID(int soundId, const char* soundName, float x, float y, float z, const char* soundsetName, BOOL p6, int p7, BOOL p8);
```

## Parameters

- `soundId` (`int`)
- `soundName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `soundsetName` (`const char*`)
- `p6` (`BOOL`)
- `p7` (`int`)
- `p8` (`BOOL`)

## Returns

`void`

## Description

Starts Audio Loop
_PLAY_SOUND_FROM_ENTITY* - _PLAY_SOUND_FRONTEND*

## Usage

### Lua

```lua
PlaySoundFromPositionWithId(soundId, soundName, x, y, z, soundsetName, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xDCF5BA95BBF0FABA, soundId, soundName, x, y, z, soundsetName, p6, p7, p8)
```

### JavaScript

```js
PlaySoundFromPositionWithId(soundId, soundName, x, y, z, soundsetName, p6, p7, p8);

// by hash
Citizen.invokeNative('0xDCF5BA95BBF0FABA', soundId, soundName, x + 0.0000001, y + 0.0000001, z + 0.0000001, soundsetName, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xDCF5BA95BBF0FABA, soundId, soundName, x, y, z, soundsetName, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_PLAY_SOUND_FROM_SCRIPTED_PED_AMBIENT_SPEECH

- **Hash:** `0xB18FEC133C7C6C69`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromScriptedPedAmbientSpeech`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_PLAY_SOUND_FROM_SCRIPTED_SPEECH`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_SCRIPTED_PED_AMBIENT_SPEECH

## Signature

```c
int _PLAY_SOUND_FROM_SCRIPTED_PED_AMBIENT_SPEECH(int scriptedSpeech);
```

## Parameters

- `scriptedSpeech` (`int`)

## Returns

`int`

## Description

Play/advance a scripted speech created via _CREATE_NEW_SCRIPTED_PED_AMBIENT_SPEECH and return a status code.
Return values:
  0 = not ready/invalid/failed
  1 = started/playing
  2 = finished/consumed (you can drop the handle)
Typical usage: poll this in a tick after creating the speech; when it returns 2, clear your handle.

## Usage

### Lua

```lua
local retval = PlaySoundFromScriptedPedAmbientSpeech(scriptedSpeech)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB18FEC133C7C6C69, scriptedSpeech, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PlaySoundFromScriptedPedAmbientSpeech(scriptedSpeech);

// by hash
const retval = Citizen.invokeNative('0xB18FEC133C7C6C69', scriptedSpeech, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB18FEC133C7C6C69, scriptedSpeech);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_SOUND_FRONTEND

- **Hash:** `0x67C540AA08E4A6F5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFrontend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_SOUND_FRONTEND

## Signature

```c
void PLAY_SOUND_FRONTEND(const char* audioName, const char* audioRef, BOOL p2, Any p3);
```

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`Any`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

https://github.com/femga/rdr3_discoveries/tree/master/audio/frontend_soundsets

*Source: VORPCORE RDR3natives*

see a list of frontend sounds here: https://github.com/femga/rdr3_discoveries/tree/master/audio/frontend_soundsets

## Usage

### Lua

```lua
PlaySoundFrontend(audioName, audioRef, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x67C540AA08E4A6F5, audioName, audioRef, p2, p3)
```

### JavaScript

```js
PlaySoundFrontend(audioName, audioRef, p2, p3);

// by hash
Citizen.invokeNative('0x67C540AA08E4A6F5', audioName, audioRef, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x67C540AA08E4A6F5, audioName, audioRef, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_PLAY_SOUND_FRONTEND_WITH_SOUND_ID

- **Hash:** `0xCE5D0FFE83939AF1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFrontendWithSoundId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FRONTEND_WITH_SOUND_ID

## Signature

```c
void _PLAY_SOUND_FRONTEND_WITH_SOUND_ID(int soundId, const char* name, const char* soundSet, BOOL p3);
```

## Parameters

- `soundId` (`int`)
- `name` (`const char*`)
- `soundSet` (`const char*`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PlaySoundFrontendWithSoundId(soundId, name, soundSet, p3)

-- always available, by hash
Citizen.InvokeNative(0xCE5D0FFE83939AF1, soundId, name, soundSet, p3)
```

### JavaScript

```js
PlaySoundFrontendWithSoundId(soundId, name, soundSet, p3);

// by hash
Citizen.invokeNative('0xCE5D0FFE83939AF1', soundId, name, soundSet, p3);
```

### C#

```csharp
Function.Call((Hash)0xCE5D0FFE83939AF1, soundId, name, soundSet, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_STREAM_FROM_PED

- **Hash:** `0x89049DD63C08B5D1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayStreamFromPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_STREAM_FROM_PED

## Signature

```c
void PLAY_STREAM_FROM_PED(Ped ped, int streamId);
```

## Parameters

- `ped` (`Ped`)
- `streamId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
PlayStreamFromPed(ped, streamId)

-- always available, by hash
Citizen.InvokeNative(0x89049DD63C08B5D1, ped, streamId)
```

### JavaScript

```js
PlayStreamFromPed(ped, streamId);

// by hash
Citizen.invokeNative('0x89049DD63C08B5D1', ped, streamId);
```

### C#

```csharp
Function.Call((Hash)0x89049DD63C08B5D1, ped, streamId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_STREAM_FROM_POSITION

- **Hash:** `0x21442F412E8DE56B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayStreamFromPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_STREAM_FROM_POSITION

## Signature

```c
void PLAY_STREAM_FROM_POSITION(float x, float y, float z, int streamId);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `streamId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
PlayStreamFromPosition(x, y, z, streamId)

-- always available, by hash
Citizen.InvokeNative(0x21442F412E8DE56B, x, y, z, streamId)
```

### JavaScript

```js
PlayStreamFromPosition(x, y, z, streamId);

// by hash
Citizen.invokeNative('0x21442F412E8DE56B', x + 0.0000001, y + 0.0000001, z + 0.0000001, streamId);
```

### C#

```csharp
Function.Call((Hash)0x21442F412E8DE56B, x, y, z, streamId);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PLAY_STREAM_FRONTEND

- **Hash:** `0x58FCE43488F9F5F4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayStreamFrontend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_STREAM_FRONTEND

## Signature

```c
void PLAY_STREAM_FRONTEND(int streamId);
```

## Parameters

- `streamId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
PlayStreamFrontend(streamId)

-- always available, by hash
Citizen.InvokeNative(0x58FCE43488F9F5F4, streamId)
```

### JavaScript

```js
PlayStreamFrontend(streamId);

// by hash
Citizen.invokeNative('0x58FCE43488F9F5F4', streamId);
```

### C#

```csharp
Function.Call((Hash)0x58FCE43488F9F5F4, streamId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PRELOAD_SCRIPT_CONVERSATION

- **Hash:** `0x3B3CAD6166916D87`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PreloadScriptConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PRELOAD_SCRIPT_CONVERSATION

## Signature

```c
void PRELOAD_SCRIPT_CONVERSATION(const char* convoRoot, BOOL p1, BOOL p2, BOOL clone);
```

## Parameters

- `convoRoot` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `clone` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PreloadScriptConversation(convoRoot, p1, p2, clone)

-- always available, by hash
Citizen.InvokeNative(0x3B3CAD6166916D87, convoRoot, p1, p2, clone)
```

### JavaScript

```js
PreloadScriptConversation(convoRoot, p1, p2, clone);

// by hash
Citizen.invokeNative('0x3B3CAD6166916D87', convoRoot, p1, p2, clone);
```

### C#

```csharp
Function.Call((Hash)0x3B3CAD6166916D87, convoRoot, p1, p2, clone);
```

## See also

- [AUDIO::START_SCRIPT_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/START_SCRIPT_CONVERSATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PREPARE_MUSIC_EVENT

- **Hash:** `0x1E5185B72EF5158A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareMusicEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_MUSIC_EVENT

## Signature

```c
BOOL PREPARE_MUSIC_EVENT(const char* eventName);
```

## Parameters

- `eventName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PrepareMusicEvent(eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E5185B72EF5158A, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareMusicEvent(eventName);

// by hash
const retval = Citizen.invokeNative('0x1E5185B72EF5158A', eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1E5185B72EF5158A, eventName);
```

## See also

- [AUDIO::CANCEL_MUSIC_EVENT](https://natives.borderlinerp.com/natives/AUDIO/CANCEL_MUSIC_EVENT.md)
- [AUDIO::TRIGGER_MUSIC_EVENT](https://natives.borderlinerp.com/natives/AUDIO/TRIGGER_MUSIC_EVENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PREPARE_SOUND

- **Hash:** `0xE368E8422C860BA7`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareSound`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_SOUND

## Signature

```c
BOOL PREPARE_SOUND(const char* soundName, const char* soundsetName, int soundId);
```

## Parameters

- `soundName` (`const char*`)
- `soundsetName` (`const char*`)
- `soundId` (`int`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

soundId maybe be incorrect name for param p2, in the decompiles is always -2

## Usage

### Lua

```lua
local retval = PrepareSound(soundName, soundsetName, soundId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE368E8422C860BA7, soundName, soundsetName, soundId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareSound(soundName, soundsetName, soundId);

// by hash
const retval = Citizen.invokeNative('0xE368E8422C860BA7', soundName, soundsetName, soundId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE368E8422C860BA7, soundName, soundsetName, soundId);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::PREPARE_SOUND_WITH_ENTITY

- **Hash:** `0x4AD019591E94C064`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareSoundWithEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_SOUND_WITH_ENTITY

## Signature

```c
BOOL PREPARE_SOUND_WITH_ENTITY(const char* soundName, Entity entity, const char* soundsetName, int soundId);
```

## Parameters

- `soundName` (`const char*`)
- `entity` (`Entity`)
- `soundsetName` (`const char*`)
- `soundId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PrepareSoundWithEntity(soundName, entity, soundsetName, soundId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4AD019591E94C064, soundName, entity, soundsetName, soundId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareSoundWithEntity(soundName, entity, soundsetName, soundId);

// by hash
const retval = Citizen.invokeNative('0x4AD019591E94C064', soundName, entity, soundsetName, soundId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4AD019591E94C064, soundName, entity, soundsetName, soundId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::PREPARE_SOUNDSET

- **Hash:** `0xD9130842D7226045`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareSoundset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_SOUNDSET

## Signature

```c
BOOL PREPARE_SOUNDSET(const char* soundsetName, BOOL p1);
```

## Parameters

- `soundsetName` (`const char*`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/audio/soundsets

## Usage

### Lua

```lua
local retval = PrepareSoundset(soundsetName, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9130842D7226045, soundsetName, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareSoundset(soundsetName, p1);

// by hash
const retval = Citizen.invokeNative('0xD9130842D7226045', soundsetName, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD9130842D7226045, soundsetName, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::REGISTER_SCRIPT_WITH_AUDIO

- **Hash:** `0xC6ED9D5092438D91`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `RegisterScriptWithAudio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/REGISTER_SCRIPT_WITH_AUDIO

## Signature

```c
void REGISTER_SCRIPT_WITH_AUDIO(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
RegisterScriptWithAudio(p0)

-- always available, by hash
Citizen.InvokeNative(0xC6ED9D5092438D91, p0)
```

### JavaScript

```js
RegisterScriptWithAudio(p0);

// by hash
Citizen.invokeNative('0xC6ED9D5092438D91', p0);
```

### C#

```csharp
Function.Call((Hash)0xC6ED9D5092438D91, p0);
```

## See also

- [AUDIO::UNREGISTER_SCRIPT_WITH_AUDIO](https://natives.borderlinerp.com/natives/AUDIO/UNREGISTER_SCRIPT_WITH_AUDIO.md) — nullsub, doesn't do anything

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::RELEASE_NAMED_SCRIPT_AUDIO_BANK

- **Hash:** `0x77ED170667F50170`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ReleaseNamedScriptAudioBank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/RELEASE_NAMED_SCRIPT_AUDIO_BANK

## Signature

```c
void RELEASE_NAMED_SCRIPT_AUDIO_BANK(const char* audioBank);
```

## Parameters

- `audioBank` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseNamedScriptAudioBank(audioBank)

-- always available, by hash
Citizen.InvokeNative(0x77ED170667F50170, audioBank)
```

### JavaScript

```js
ReleaseNamedScriptAudioBank(audioBank);

// by hash
Citizen.invokeNative('0x77ED170667F50170', audioBank);
```

### C#

```csharp
Function.Call((Hash)0x77ED170667F50170, audioBank);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::RELEASE_SCRIPT_AUDIO_BANK

- **Hash:** `0x7A2D8AD0A9EB9C3F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ReleaseScriptAudioBank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/RELEASE_SCRIPT_AUDIO_BANK

## Signature

```c
void RELEASE_SCRIPT_AUDIO_BANK();
```

## Returns

`void`

## Usage

### Lua

```lua
ReleaseScriptAudioBank()

-- always available, by hash
Citizen.InvokeNative(0x7A2D8AD0A9EB9C3F)
```

### JavaScript

```js
ReleaseScriptAudioBank();

// by hash
Citizen.invokeNative('0x7A2D8AD0A9EB9C3F');
```

### C#

```csharp
Function.Call((Hash)0x7A2D8AD0A9EB9C3F);
```

## See also

- [AUDIO::REQUEST_SCRIPT_AUDIO_BANK](https://natives.borderlinerp.com/natives/AUDIO/REQUEST_SCRIPT_AUDIO_BANK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_RELEASE_SHARD_SOUNDS

- **Hash:** `0x9D746964E0CF2C5F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ReleaseShardSounds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_RELEASE_SHARD_SOUNDS

## Signature

```c
void _RELEASE_SHARD_SOUNDS(const char* soundName, const char* soundsetName);
```

## Parameters

- `soundName` (`const char*`)
- `soundsetName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseShardSounds(soundName, soundsetName)

-- always available, by hash
Citizen.InvokeNative(0x9D746964E0CF2C5F, soundName, soundsetName)
```

### JavaScript

```js
ReleaseShardSounds(soundName, soundsetName);

// by hash
Citizen.invokeNative('0x9D746964E0CF2C5F', soundName, soundsetName);
```

### C#

```csharp
Function.Call((Hash)0x9D746964E0CF2C5F, soundName, soundsetName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::RELEASE_SOUND_ID

- **Hash:** `0x353FC880830B88FA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ReleaseSoundId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/RELEASE_SOUND_ID

## Signature

```c
void RELEASE_SOUND_ID(int soundId);
```

## Parameters

- `soundId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseSoundId(soundId)

-- always available, by hash
Citizen.InvokeNative(0x353FC880830B88FA, soundId)
```

### JavaScript

```js
ReleaseSoundId(soundId);

// by hash
Citizen.invokeNative('0x353FC880830B88FA', soundId);
```

### C#

```csharp
Function.Call((Hash)0x353FC880830B88FA, soundId);
```

## See also

- [AUDIO::GET_SOUND_ID](https://natives.borderlinerp.com/natives/AUDIO/GET_SOUND_ID.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_RELEASE_SOUNDSET

- **Hash:** `0x531A78D6BF27014B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ReleaseSoundset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_RELEASE_SOUNDSET

## Signature

```c
void _RELEASE_SOUNDSET(const char* soundsetName);
```

## Parameters

- `soundsetName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseSoundset(soundsetName)

-- always available, by hash
Citizen.InvokeNative(0x531A78D6BF27014B, soundsetName)
```

### JavaScript

```js
ReleaseSoundset(soundsetName);

// by hash
Citizen.invokeNative('0x531A78D6BF27014B', soundsetName);
```

### C#

```csharp
Function.Call((Hash)0x531A78D6BF27014B, soundsetName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP

- **Hash:** `0x18EB48CFC41F2EA0`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `RemoveEntityFromAudioMixGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP

## Signature

```c
void REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP(Entity entity, float p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveEntityFromAudioMixGroup(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x18EB48CFC41F2EA0, entity, p1)
```

### JavaScript

```js
RemoveEntityFromAudioMixGroup(entity, p1);

// by hash
Citizen.invokeNative('0x18EB48CFC41F2EA0', entity, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x18EB48CFC41F2EA0, entity, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE

- **Hash:** `0xB4BBFD9CD8B3922B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `RemovePortalSettingsOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/REMOVE_PORTAL_SETTINGS_OVERRIDE

## Signature

```c
void REMOVE_PORTAL_SETTINGS_OVERRIDE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePortalSettingsOverride(p0)

-- always available, by hash
Citizen.InvokeNative(0xB4BBFD9CD8B3922B, p0)
```

### JavaScript

```js
RemovePortalSettingsOverride(p0);

// by hash
Citizen.invokeNative('0xB4BBFD9CD8B3922B', p0);
```

### C#

```csharp
Function.Call((Hash)0xB4BBFD9CD8B3922B, p0);
```

## See also

- [AUDIO::SET_PORTAL_SETTINGS_OVERRIDE](https://natives.borderlinerp.com/natives/AUDIO/SET_PORTAL_SETTINGS_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::REQUEST_SCRIPT_AUDIO_BANK

- **Hash:** `0x2F844A8B08D76685`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `RequestScriptAudioBank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/REQUEST_SCRIPT_AUDIO_BANK

## Signature

```c
BOOL REQUEST_SCRIPT_AUDIO_BANK(const char* audioBank);
```

## Parameters

- `audioBank` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RequestScriptAudioBank(audioBank)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F844A8B08D76685, audioBank, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestScriptAudioBank(audioBank);

// by hash
const retval = Citizen.invokeNative('0x2F844A8B08D76685', audioBank, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2F844A8B08D76685, audioBank);
```

## See also

- [AUDIO::RELEASE_SCRIPT_AUDIO_BANK](https://natives.borderlinerp.com/natives/AUDIO/RELEASE_SCRIPT_AUDIO_BANK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::RESTART_SCRIPTED_CONVERSATION

- **Hash:** `0x9AEB285D1818C9AC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `RestartScriptedConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/RESTART_SCRIPTED_CONVERSATION

## Signature

```c
void RESTART_SCRIPTED_CONVERSATION(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RestartScriptedConversation(p0)

-- always available, by hash
Citizen.InvokeNative(0x9AEB285D1818C9AC, p0)
```

### JavaScript

```js
RestartScriptedConversation(p0);

// by hash
Citizen.invokeNative('0x9AEB285D1818C9AC', p0);
```

### C#

```csharp
Function.Call((Hash)0x9AEB285D1818C9AC, p0);
```

## See also

- [AUDIO::PAUSE_SCRIPTED_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/PAUSE_SCRIPTED_CONVERSATION.md)
- [AUDIO::STOP_SCRIPTED_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/STOP_SCRIPTED_CONVERSATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AMBIENT_VOICE_NAME

- **Hash:** `0x6C8065A3B780185B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAmbientVoiceName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_VOICE_NAME

## Signature

```c
void SET_AMBIENT_VOICE_NAME(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientVoiceName(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x6C8065A3B780185B, ped, name)
```

### JavaScript

```js
SetAmbientVoiceName(ped, name);

// by hash
Citizen.invokeNative('0x6C8065A3B780185B', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x6C8065A3B780185B, ped, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AMBIENT_ZONE_LIST_STATE

- **Hash:** `0x9748FA4DE50CCE3E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAmbientZoneListState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_ZONE_LIST_STATE

## Signature

```c
void SET_AMBIENT_ZONE_LIST_STATE(const char* ambientZone, BOOL p1, BOOL p2);
```

## Parameters

- `ambientZone` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientZoneListState(ambientZone, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x9748FA4DE50CCE3E, ambientZone, p1, p2)
```

### JavaScript

```js
SetAmbientZoneListState(ambientZone, p1, p2);

// by hash
Citizen.invokeNative('0x9748FA4DE50CCE3E', ambientZone, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x9748FA4DE50CCE3E, ambientZone, p1, p2);
```

## See also

- [AUDIO::CLEAR_AMBIENT_ZONE_LIST_STATE](https://natives.borderlinerp.com/natives/AUDIO/CLEAR_AMBIENT_ZONE_LIST_STATE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT

- **Hash:** `0xF3638DAE8C4045E1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAmbientZoneListStatePersistent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT

## Signature

```c
void SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT(const char* ambientZone, BOOL p1, BOOL p2);
```

## Parameters

- `ambientZone` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientZoneListStatePersistent(ambientZone, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF3638DAE8C4045E1, ambientZone, p1, p2)
```

### JavaScript

```js
SetAmbientZoneListStatePersistent(ambientZone, p1, p2);

// by hash
Citizen.invokeNative('0xF3638DAE8C4045E1', ambientZone, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF3638DAE8C4045E1, ambientZone, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_SET_AMBIENT_ZONE_POSITION

- **Hash:** `0x3743CE6948194349`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAmbientZonePosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_AMBIENT_ZONE_POSITION

## Signature

```c
void _SET_AMBIENT_ZONE_POSITION(const char* ambientZone, float x, float y, float z, float heading);
```

## Parameters

- `ambientZone` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientZonePosition(ambientZone, x, y, z, heading)

-- always available, by hash
Citizen.InvokeNative(0x3743CE6948194349, ambientZone, x, y, z, heading)
```

### JavaScript

```js
SetAmbientZonePosition(ambientZone, x, y, z, heading);

// by hash
Citizen.invokeNative('0x3743CE6948194349', ambientZone, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3743CE6948194349, ambientZone, x, y, z, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AMBIENT_ZONE_STATE

- **Hash:** `0xBDA07E5950085E46`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAmbientZoneState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_ZONE_STATE

## Signature

```c
void SET_AMBIENT_ZONE_STATE(const char* zoneName, BOOL isEnabled, BOOL p2);
```

## Parameters

- `zoneName` (`const char*`)
- `isEnabled` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientZoneState(zoneName, isEnabled, p2)

-- always available, by hash
Citizen.InvokeNative(0xBDA07E5950085E46, zoneName, isEnabled, p2)
```

### JavaScript

```js
SetAmbientZoneState(zoneName, isEnabled, p2);

// by hash
Citizen.invokeNative('0xBDA07E5950085E46', zoneName, isEnabled, p2);
```

### C#

```csharp
Function.Call((Hash)0xBDA07E5950085E46, zoneName, isEnabled, p2);
```

## See also

- [AUDIO::CLEAR_AMBIENT_ZONE_STATE](https://natives.borderlinerp.com/natives/AUDIO/CLEAR_AMBIENT_ZONE_STATE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AMBIENT_ZONE_STATE_PERSISTENT

- **Hash:** `0x1D6650420CEC9D3B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAmbientZoneStatePersistent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AMBIENT_ZONE_STATE_PERSISTENT

## Signature

```c
void SET_AMBIENT_ZONE_STATE_PERSISTENT(const char* ambientZone, BOOL p1, BOOL p2);
```

## Parameters

- `ambientZone` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientZoneStatePersistent(ambientZone, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1D6650420CEC9D3B, ambientZone, p1, p2)
```

### JavaScript

```js
SetAmbientZoneStatePersistent(ambientZone, p1, p2);

// by hash
Citizen.invokeNative('0x1D6650420CEC9D3B', ambientZone, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x1D6650420CEC9D3B, ambientZone, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_ANIMAL_MOOD

- **Hash:** `0xCC97B29285B1DC3B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAnimalMood`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_ANIMAL_MOOD

## Signature

```c
void SET_ANIMAL_MOOD(Ped animal, int mood);
```

## Parameters

- `animal` (`Ped`)
- `mood` (`int`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
SetAnimalMood(animal, mood)

-- always available, by hash
Citizen.InvokeNative(0xCC97B29285B1DC3B, animal, mood)
```

### JavaScript

```js
SetAnimalMood(animal, mood);

// by hash
Citizen.invokeNative('0xCC97B29285B1DC3B', animal, mood);
```

### C#

```csharp
Function.Call((Hash)0xCC97B29285B1DC3B, animal, mood);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AUDIO_FLAG

- **Hash:** `0xB9EFD5C25018725A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAudioFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AUDIO_FLAG

## Signature

```c
void SET_AUDIO_FLAG(const char* flagName, BOOL toggle);
```

## Parameters

- `flagName` (`const char*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Audio flags can be found here: https://pastebin.com/40qPV6EJ
https://github.com/femga/rdr3_discoveries/tree/master/audio/audio_flags

## Usage

### Lua

```lua
SetAudioFlag(flagName, toggle)

-- always available, by hash
Citizen.InvokeNative(0xB9EFD5C25018725A, flagName, toggle)
```

### JavaScript

```js
SetAudioFlag(flagName, toggle);

// by hash
Citizen.invokeNative('0xB9EFD5C25018725A', flagName, toggle);
```

### C#

```csharp
Function.Call((Hash)0xB9EFD5C25018725A, flagName, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AUDIO_ONLINE_TRANSITION_STAGE

- **Hash:** `0x9B1FC259187C97C0`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAudioOnlineTransitionStage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AUDIO_ONLINE_TRANSITION_STAGE

## Signature

```c
void SET_AUDIO_ONLINE_TRANSITION_STAGE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetAudioOnlineTransitionStage(p0)

-- always available, by hash
Citizen.InvokeNative(0x9B1FC259187C97C0, p0)
```

### JavaScript

```js
SetAudioOnlineTransitionStage(p0);

// by hash
Citizen.invokeNative('0x9B1FC259187C97C0', p0);
```

### C#

```csharp
Function.Call((Hash)0x9B1FC259187C97C0, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AUDIO_SCENE_VARIABLE

- **Hash:** `0xEF21A9EF089A2668`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAudioSceneVariable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AUDIO_SCENE_VARIABLE

## Signature

```c
void SET_AUDIO_SCENE_VARIABLE(const char* scene, const char* variable, float value);
```

## Parameters

- `scene` (`const char*`)
- `variable` (`const char*`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAudioSceneVariable(scene, variable, value)

-- always available, by hash
Citizen.InvokeNative(0xEF21A9EF089A2668, scene, variable, value)
```

### JavaScript

```js
SetAudioSceneVariable(scene, variable, value);

// by hash
Citizen.invokeNative('0xEF21A9EF089A2668', scene, variable, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEF21A9EF089A2668, scene, variable, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_SET_AUDIO_SCENESET

- **Hash:** `0xAC84686C06184B0D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAudioSceneset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET

## Signature

```c
BOOL _SET_AUDIO_SCENESET(const char* audioName, const char* sceneset);
```

## Parameters

- `audioName` (`const char*`)
- `sceneset` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetAudioSceneset(audioName, sceneset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAC84686C06184B0D, audioName, sceneset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetAudioSceneset(audioName, sceneset);

// by hash
const retval = Citizen.invokeNative('0xAC84686C06184B0D', audioName, sceneset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAC84686C06184B0D, audioName, sceneset);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AUDIO::_START_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_START_AUDIO_SCENESET.md)
- [AUDIO::_STOP_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_STOP_AUDIO_SCENESET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_AUDIO_VEHICLE_PRIORITY

- **Hash:** `0xE5564483E407F914`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAudioVehiclePriority`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_AUDIO_VEHICLE_PRIORITY

## Signature

```c
void SET_AUDIO_VEHICLE_PRIORITY(Vehicle vehicle, Any p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetAudioVehiclePriority(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xE5564483E407F914, vehicle, p1)
```

### JavaScript

```js
SetAudioVehiclePriority(vehicle, p1);

// by hash
Citizen.invokeNative('0xE5564483E407F914', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xE5564483E407F914, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_GPS_ACTIVE

- **Hash:** `0x3BD3F52BA9B1E4E8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetGpsActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_GPS_ACTIVE

## Signature

```c
void SET_GPS_ACTIVE(BOOL active);
```

## Parameters

- `active` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetGpsActive(active)

-- always available, by hash
Citizen.InvokeNative(0x3BD3F52BA9B1E4E8, active)
```

### JavaScript

```js
SetGpsActive(active);

// by hash
Citizen.invokeNative('0x3BD3F52BA9B1E4E8', active);
```

### C#

```csharp
Function.Call((Hash)0x3BD3F52BA9B1E4E8, active);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_HORN_ENABLED

- **Hash:** `0x76D683C108594D0E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetHornEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_HORN_ENABLED

## Signature

```c
void SET_HORN_ENABLED(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetHornEnabled(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x76D683C108594D0E, vehicle, toggle)
```

### JavaScript

```js
SetHornEnabled(vehicle, toggle);

// by hash
Citizen.invokeNative('0x76D683C108594D0E', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x76D683C108594D0E, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_IS_SCRIPTED_SPEECH_DISABLED

- **Hash:** `0xB2DE3AEBE31150E2`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetIsScriptedSpeechDisabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_IS_SCRIPTED_SPEECH_DISABLED

## Signature

```c
Any SET_IS_SCRIPTED_SPEECH_DISABLED(Ped ped, BOOL disabled);
```

## Parameters

- `ped` (`Ped`)
- `disabled` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SetIsScriptedSpeechDisabled(ped, disabled)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB2DE3AEBE31150E2, ped, disabled, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetIsScriptedSpeechDisabled(ped, disabled);

// by hash
const retval = Citizen.invokeNative('0xB2DE3AEBE31150E2', ped, disabled, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB2DE3AEBE31150E2, ped, disabled);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_PED_INTERIOR_WALLA_DENSITY

- **Hash:** `0x8BF907833BE275DE`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetPedInteriorWallaDensity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_PED_INTERIOR_WALLA_DENSITY

## Signature

```c
void SET_PED_INTERIOR_WALLA_DENSITY(float p0, float p1);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInteriorWallaDensity(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8BF907833BE275DE, p0, p1)
```

### JavaScript

```js
SetPedInteriorWallaDensity(p0, p1);

// by hash
Citizen.invokeNative('0x8BF907833BE275DE', p0 + 0.0000001, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8BF907833BE275DE, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_PED_IS_DRUNK

- **Hash:** `0x95D2D383D5396B8A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetPedIsDrunk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_PED_IS_DRUNK

## Signature

```c
void SET_PED_IS_DRUNK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIsDrunk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x95D2D383D5396B8A, ped, toggle)
```

### JavaScript

```js
SetPedIsDrunk(ped, toggle);

// by hash
Citizen.invokeNative('0x95D2D383D5396B8A', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x95D2D383D5396B8A, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_PED_WALLA_DENSITY

- **Hash:** `0x149AEE66F0CB3A99`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetPedWallaDensity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_PED_WALLA_DENSITY

## Signature

```c
void SET_PED_WALLA_DENSITY(float p0, float p1);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)

## Returns

`void`

## Description

https://en.m.wikipedia.org/wiki/Walla

## Usage

### Lua

```lua
SetPedWallaDensity(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x149AEE66F0CB3A99, p0, p1)
```

### JavaScript

```js
SetPedWallaDensity(p0, p1);

// by hash
Citizen.invokeNative('0x149AEE66F0CB3A99', p0 + 0.0000001, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x149AEE66F0CB3A99, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_PORTAL_SETTINGS_OVERRIDE

- **Hash:** `0x044DBAD7A7FA2BE5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetPortalSettingsOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_PORTAL_SETTINGS_OVERRIDE

## Signature

```c
void SET_PORTAL_SETTINGS_OVERRIDE(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPortalSettingsOverride(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x044DBAD7A7FA2BE5, p0, p1)
```

### JavaScript

```js
SetPortalSettingsOverride(p0, p1);

// by hash
Citizen.invokeNative('0x044DBAD7A7FA2BE5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x044DBAD7A7FA2BE5, p0, p1);
```

## See also

- [AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE](https://natives.borderlinerp.com/natives/AUDIO/REMOVE_PORTAL_SETTINGS_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_SET_SOUND_RELATIONSHIP_ON_PED

- **Hash:** `0x2E31ACA7477CF00F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetSoundRelationshipOnPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_SOUND_RELATIONSHIP_ON_PED

## Signature

```c
void _SET_SOUND_RELATIONSHIP_ON_PED(Ped ped, const char* p1, const char* p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)
- `p2` (`const char*`)

## Returns

`void`

## Description

p1: Entity.Relationship
p2: Player, Enemy, Teammate, Neutral

## Usage

### Lua

```lua
SetSoundRelationshipOnPed(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x2E31ACA7477CF00F, ped, p1, p2)
```

### JavaScript

```js
SetSoundRelationshipOnPed(ped, p1, p2);

// by hash
Citizen.invokeNative('0x2E31ACA7477CF00F', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x2E31ACA7477CF00F, ped, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SET_STATIC_EMITTER_ENABLED

- **Hash:** `0x399D2D3B33F1B8EB`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetStaticEmitterEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_STATIC_EMITTER_ENABLED

## Signature

```c
void SET_STATIC_EMITTER_ENABLED(const char* emitterName, BOOL toggle);
```

## Parameters

- `emitterName` (`const char*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetStaticEmitterEnabled(emitterName, toggle)

-- always available, by hash
Citizen.InvokeNative(0x399D2D3B33F1B8EB, emitterName, toggle)
```

### JavaScript

```js
SetStaticEmitterEnabled(emitterName, toggle);

// by hash
Citizen.invokeNative('0x399D2D3B33F1B8EB', emitterName, toggle);
```

### C#

```csharp
Function.Call((Hash)0x399D2D3B33F1B8EB, emitterName, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_SET_VARIABLE_ON_SOUND_WITH_ID

- **Hash:** `0x503703EC1781B7D6`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetVariableOnSoundWithId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `SET_VARIABLE_ON_SOUND`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_VARIABLE_ON_SOUND_WITH_ID

## Signature

```c
void _SET_VARIABLE_ON_SOUND_WITH_ID(int soundId, const char* variableName, float variableValue);
```

## Parameters

- `soundId` (`int`)
- `variableName` (`const char*`)
- `variableValue` (`float`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old Name: _SET_VARIABLE_ON_SOUND_WITH_ID

## Usage

### Lua

```lua
SetVariableOnSoundWithId(soundId, variableName, variableValue)

-- always available, by hash
Citizen.InvokeNative(0x503703EC1781B7D6, soundId, variableName, variableValue)
```

### JavaScript

```js
SetVariableOnSoundWithId(soundId, variableName, variableValue);

// by hash
Citizen.invokeNative('0x503703EC1781B7D6', soundId, variableName, variableValue + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x503703EC1781B7D6, soundId, variableName, variableValue);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_SET_VARIABLE_ON_SOUND_WITH_NAME

- **Hash:** `0x9821B68CD3E05F2B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetVariableOnSoundWithName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_VARIABLE_ON_SOUND_WITH_NAME

## Signature

```c
void _SET_VARIABLE_ON_SOUND_WITH_NAME(const char* variableName, float variableValue, const char* audioName, const char* audioRef);
```

## Parameters

- `variableName` (`const char*`)
- `variableValue` (`float`)
- `audioName` (`const char*`)
- `audioRef` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetVariableOnSoundWithName(variableName, variableValue, audioName, audioRef)

-- always available, by hash
Citizen.InvokeNative(0x9821B68CD3E05F2B, variableName, variableValue, audioName, audioRef)
```

### JavaScript

```js
SetVariableOnSoundWithName(variableName, variableValue, audioName, audioRef);

// by hash
Citizen.invokeNative('0x9821B68CD3E05F2B', variableName, variableValue + 0.0000001, audioName, audioRef);
```

### C#

```csharp
Function.Call((Hash)0x9821B68CD3E05F2B, variableName, variableValue, audioName, audioRef);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_SET_VOFX_PED_VOICE

- **Hash:** `0x2703EFB583F0949A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetVofxPedVoice`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_VOFX_PED_VOICE

## Signature

```c
void _SET_VOFX_PED_VOICE(Ped ped, Hash voice);
```

## Parameters

- `ped` (`Ped`)
- `voice` (`Hash`)

## Returns

`void`

## Description

Hashes: VOFX_PLAYER_MALE01, VOFX_PLAYER_MALE02, VOFX_PLAYER_MALE03, VOFX_PLAYER_FEMALE01, VOFX_PLAYER_FEMALE02, VOFX_PLAYER_FEMALE03

## Usage

### Lua

```lua
SetVofxPedVoice(ped, voice)

-- always available, by hash
Citizen.InvokeNative(0x2703EFB583F0949A, ped, voice)
```

### JavaScript

```js
SetVofxPedVoice(ped, voice);

// by hash
Citizen.invokeNative('0x2703EFB583F0949A', ped, voice);
```

### C#

```csharp
Function.Call((Hash)0x2703EFB583F0949A, ped, voice);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_SET_WHISTLE_CONFIG_FOR_PED

- **Hash:** `0x9963681A8BC69BF3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetWhistleConfigForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_WHISTLE_CONFIG_FOR_PED

## Signature

```c
void _SET_WHISTLE_CONFIG_FOR_PED(Ped ped, const char* whistleConfig, float value);
```

## Parameters

- `ped` (`Ped`)
- `whistleConfig` (`const char*`)
- `value` (`float`)

## Returns

`void`

## Description

whistleConfig: Ped.WhistlePitch (0.0 - 1.0), Ped.WhistleClarity (0.0 - 1.0), Ped.WhistleShape (0.0 - 10.0)

## Usage

### Lua

```lua
SetWhistleConfigForPed(ped, whistleConfig, value)

-- always available, by hash
Citizen.InvokeNative(0x9963681A8BC69BF3, ped, whistleConfig, value)
```

### JavaScript

```js
SetWhistleConfigForPed(ped, whistleConfig, value);

// by hash
Citizen.invokeNative('0x9963681A8BC69BF3', ped, whistleConfig, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9963681A8BC69BF3, ped, whistleConfig, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE

- **Hash:** `0x9663FE6B7A61EB00`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SkipToNextScriptedConversationLine`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE

## Signature

```c
void SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SkipToNextScriptedConversationLine(p0)

-- always available, by hash
Citizen.InvokeNative(0x9663FE6B7A61EB00, p0)
```

### JavaScript

```js
SkipToNextScriptedConversationLine(p0);

// by hash
Citizen.invokeNative('0x9663FE6B7A61EB00', p0);
```

### C#

```csharp
Function.Call((Hash)0x9663FE6B7A61EB00, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::START_AUDIO_SCENE

- **Hash:** `0x013A80FC08F6E4F2`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StartAudioScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/START_AUDIO_SCENE

## Signature

```c
BOOL START_AUDIO_SCENE(const char* scene);
```

## Parameters

- `scene` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartAudioScene(scene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x013A80FC08F6E4F2, scene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartAudioScene(scene);

// by hash
const retval = Citizen.invokeNative('0x013A80FC08F6E4F2', scene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x013A80FC08F6E4F2, scene);
```

## See also

- [AUDIO::STOP_AUDIO_SCENE](https://natives.borderlinerp.com/natives/AUDIO/STOP_AUDIO_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_START_AUDIO_SCENESET

- **Hash:** `0x6339C1EA3979B5F7`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StartAudioSceneset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_START_AUDIO_SCENESET

## Signature

```c
BOOL _START_AUDIO_SCENESET(const char* audioName, const char* sceneset);
```

## Parameters

- `audioName` (`const char*`)
- `sceneset` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartAudioSceneset(audioName, sceneset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6339C1EA3979B5F7, audioName, sceneset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartAudioSceneset(audioName, sceneset);

// by hash
const retval = Citizen.invokeNative('0x6339C1EA3979B5F7', audioName, sceneset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6339C1EA3979B5F7, audioName, sceneset);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AUDIO::_STOP_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_STOP_AUDIO_SCENESET.md)
- [AUDIO::_SET_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::START_PRELOADED_CONVERSATION

- **Hash:** `0x23641AFE870AF385`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StartPreloadedConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/START_PRELOADED_CONVERSATION

## Signature

```c
void START_PRELOADED_CONVERSATION(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
StartPreloadedConversation(convoRoot)

-- always available, by hash
Citizen.InvokeNative(0x23641AFE870AF385, convoRoot)
```

### JavaScript

```js
StartPreloadedConversation(convoRoot);

// by hash
Citizen.invokeNative('0x23641AFE870AF385', convoRoot);
```

### C#

```csharp
Function.Call((Hash)0x23641AFE870AF385, convoRoot);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::START_SCRIPT_CONVERSATION

- **Hash:** `0x6B17C62C9635D2DC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StartScriptConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/START_SCRIPT_CONVERSATION

## Signature

```c
void START_SCRIPT_CONVERSATION(const char* convoRoot, BOOL p1, BOOL p2, BOOL clone);
```

## Parameters

- `convoRoot` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `clone` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StartScriptConversation(convoRoot, p1, p2, clone)

-- always available, by hash
Citizen.InvokeNative(0x6B17C62C9635D2DC, convoRoot, p1, p2, clone)
```

### JavaScript

```js
StartScriptConversation(convoRoot, p1, p2, clone);

// by hash
Citizen.invokeNative('0x6B17C62C9635D2DC', convoRoot, p1, p2, clone);
```

### C#

```csharp
Function.Call((Hash)0x6B17C62C9635D2DC, convoRoot, p1, p2, clone);
```

## See also

- [AUDIO::PRELOAD_SCRIPT_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/PRELOAD_SCRIPT_CONVERSATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_STOP_ALL_SCRIPTED_AUDIO_SOUNDS

- **Hash:** `0x2E399EAFBEEA74D5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAllScriptedAudioSounds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_ALL_SCRIPTED_AUDIO_SOUNDS

## Signature

```c
void _STOP_ALL_SCRIPTED_AUDIO_SOUNDS();
```

## Returns

`void`

## Usage

### Lua

```lua
StopAllScriptedAudioSounds()

-- always available, by hash
Citizen.InvokeNative(0x2E399EAFBEEA74D5)
```

### JavaScript

```js
StopAllScriptedAudioSounds();

// by hash
Citizen.invokeNative('0x2E399EAFBEEA74D5');
```

### C#

```csharp
Function.Call((Hash)0x2E399EAFBEEA74D5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_STOP_ALL_SCRIPTED_CONVERSIONS

- **Hash:** `0x36559148B78853B3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAllScriptedConversions`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_ALL_SCRIPTED_CONVERSIONS

## Signature

```c
void _STOP_ALL_SCRIPTED_CONVERSIONS(BOOL p0, BOOL p1, BOOL p2);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopAllScriptedConversions(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x36559148B78853B3, p0, p1, p2)
```

### JavaScript

```js
StopAllScriptedConversions(p0, p1, p2);

// by hash
Citizen.invokeNative('0x36559148B78853B3', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x36559148B78853B3, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_AUDIO_SCENE

- **Hash:** `0xDFE8422B3B94E688`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAudioScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_AUDIO_SCENE

## Signature

```c
void STOP_AUDIO_SCENE(const char* scene);
```

## Parameters

- `scene` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
StopAudioScene(scene)

-- always available, by hash
Citizen.InvokeNative(0xDFE8422B3B94E688, scene)
```

### JavaScript

```js
StopAudioScene(scene);

// by hash
Citizen.invokeNative('0xDFE8422B3B94E688', scene);
```

### C#

```csharp
Function.Call((Hash)0xDFE8422B3B94E688, scene);
```

## See also

- [AUDIO::START_AUDIO_SCENE](https://natives.borderlinerp.com/natives/AUDIO/START_AUDIO_SCENE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_AUDIO_SCENES

- **Hash:** `0xBAC7FC81A75EC1A1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAudioScenes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_AUDIO_SCENES

## Signature

```c
void STOP_AUDIO_SCENES();
```

## Returns

`void`

## Usage

### Lua

```lua
StopAudioScenes()

-- always available, by hash
Citizen.InvokeNative(0xBAC7FC81A75EC1A1)
```

### JavaScript

```js
StopAudioScenes();

// by hash
Citizen.invokeNative('0xBAC7FC81A75EC1A1');
```

### C#

```csharp
Function.Call((Hash)0xBAC7FC81A75EC1A1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_STOP_AUDIO_SCENESET

- **Hash:** `0x9428447DED71FC7E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAudioSceneset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_AUDIO_SCENESET

## Signature

```c
void _STOP_AUDIO_SCENESET(const char* sceneset);
```

## Parameters

- `sceneset` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
StopAudioSceneset(sceneset)

-- always available, by hash
Citizen.InvokeNative(0x9428447DED71FC7E, sceneset)
```

### JavaScript

```js
StopAudioSceneset(sceneset);

// by hash
Citizen.invokeNative('0x9428447DED71FC7E', sceneset);
```

### C#

```csharp
Function.Call((Hash)0x9428447DED71FC7E, sceneset);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AUDIO::_START_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_START_AUDIO_SCENESET.md)
- [AUDIO::_SET_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_CURRENT_PLAYING_AMBIENT_SPEECH

- **Hash:** `0xB8BEC0CA6F0EDB0F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopCurrentPlayingAmbientSpeech`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_CURRENT_PLAYING_AMBIENT_SPEECH

## Signature

```c
void STOP_CURRENT_PLAYING_AMBIENT_SPEECH(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StopCurrentPlayingAmbientSpeech(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xB8BEC0CA6F0EDB0F, ped, p1)
```

### JavaScript

```js
StopCurrentPlayingAmbientSpeech(ped, p1);

// by hash
Citizen.invokeNative('0xB8BEC0CA6F0EDB0F', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xB8BEC0CA6F0EDB0F, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_CURRENT_PLAYING_SPEECH

- **Hash:** `0x79D2F0E66F81D90D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopCurrentPlayingSpeech`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_CURRENT_PLAYING_SPEECH

## Signature

```c
void STOP_CURRENT_PLAYING_SPEECH(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StopCurrentPlayingSpeech(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x79D2F0E66F81D90D, ped, p1)
```

### JavaScript

```js
StopCurrentPlayingSpeech(ped, p1);

// by hash
Citizen.invokeNative('0x79D2F0E66F81D90D', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x79D2F0E66F81D90D, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_PED_SPEAKING

- **Hash:** `0x9D64D7405520E3D3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopPedSpeaking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_PED_SPEAKING

## Signature

```c
void STOP_PED_SPEAKING(Ped ped, BOOL shaking);
```

## Parameters

- `ped` (`Ped`)
- `shaking` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopPedSpeaking(ped, shaking)

-- always available, by hash
Citizen.InvokeNative(0x9D64D7405520E3D3, ped, shaking)
```

### JavaScript

```js
StopPedSpeaking(ped, shaking);

// by hash
Citizen.invokeNative('0x9D64D7405520E3D3', ped, shaking);
```

### C#

```csharp
Function.Call((Hash)0x9D64D7405520E3D3, ped, shaking);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_SCRIPTED_CONVERSATION

- **Hash:** `0xD79DEEFB53455EBA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopScriptedConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_SCRIPTED_CONVERSATION

## Signature

```c
int STOP_SCRIPTED_CONVERSATION(const char* p0, BOOL p1, BOOL p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StopScriptedConversation(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD79DEEFB53455EBA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StopScriptedConversation(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xD79DEEFB53455EBA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD79DEEFB53455EBA, p0, p1, p2);
```

## See also

- [AUDIO::PAUSE_SCRIPTED_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/PAUSE_SCRIPTED_CONVERSATION.md)
- [AUDIO::RESTART_SCRIPTED_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/RESTART_SCRIPTED_CONVERSATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_STOP_SOUND_WITH_ID

- **Hash:** `0x3210BCB36AF7621B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopSoundWithId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `STOP_SOUND`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_SOUND_WITH_ID

## Signature

```c
void _STOP_SOUND_WITH_ID(int soundId);
```

## Parameters

- `soundId` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old Name: _STOP_SOUND_WITH_ID

## Usage

### Lua

```lua
StopSoundWithId(soundId)

-- always available, by hash
Citizen.InvokeNative(0x3210BCB36AF7621B, soundId)
```

### JavaScript

```js
StopSoundWithId(soundId);

// by hash
Citizen.invokeNative('0x3210BCB36AF7621B', soundId);
```

### C#

```csharp
Function.Call((Hash)0x3210BCB36AF7621B, soundId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::_STOP_SOUND_WITH_NAME

- **Hash:** `0x0F2A2175734926D8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopSoundWithName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_SOUND_WITH_NAME

## Signature

```c
void _STOP_SOUND_WITH_NAME(const char* audioName, const char* audioRef);
```

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
StopSoundWithName(audioName, audioRef)

-- always available, by hash
Citizen.InvokeNative(0x0F2A2175734926D8, audioName, audioRef)
```

### JavaScript

```js
StopSoundWithName(audioName, audioRef);

// by hash
Citizen.invokeNative('0x0F2A2175734926D8', audioName, audioRef);
```

### C#

```csharp
Function.Call((Hash)0x0F2A2175734926D8, audioName, audioRef);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::STOP_STREAM

- **Hash:** `0xA4718A1419D18151`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopStream`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/STOP_STREAM

## Signature

```c
void STOP_STREAM(int streamId);
```

## Parameters

- `streamId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StopStream(streamId)

-- always available, by hash
Citizen.InvokeNative(0xA4718A1419D18151, streamId)
```

### JavaScript

```js
StopStream(streamId);

// by hash
Citizen.invokeNative('0xA4718A1419D18151', streamId);
```

### C#

```csharp
Function.Call((Hash)0xA4718A1419D18151, streamId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::TRIGGER_MUSIC_EVENT

- **Hash:** `0x706D57B0F50DA710`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `TriggerMusicEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/TRIGGER_MUSIC_EVENT

## Signature

```c
BOOL TRIGGER_MUSIC_EVENT(const char* eventName);
```

## Parameters

- `eventName` (`const char*`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/audio/music_events/music_events.lua

## Usage

### Lua

```lua
local retval = TriggerMusicEvent(eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x706D57B0F50DA710, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TriggerMusicEvent(eventName);

// by hash
const retval = Citizen.invokeNative('0x706D57B0F50DA710', eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x706D57B0F50DA710, eventName);
```

## See also

- [AUDIO::PREPARE_MUSIC_EVENT](https://natives.borderlinerp.com/natives/AUDIO/PREPARE_MUSIC_EVENT.md)
- [AUDIO::CANCEL_MUSIC_EVENT](https://natives.borderlinerp.com/natives/AUDIO/CANCEL_MUSIC_EVENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_TRIGGER_MUSIC_EVENT_WITH_HASH

- **Hash:** `0x05D6195FB4D428F4`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `TriggerMusicEventWithHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_TRIGGER_MUSIC_EVENT_WITH_HASH

## Signature

```c
Any _TRIGGER_MUSIC_EVENT_WITH_HASH(Hash eventName);
```

## Parameters

- `eventName` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = TriggerMusicEventWithHash(eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x05D6195FB4D428F4, eventName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = TriggerMusicEventWithHash(eventName);

// by hash
const retval = Citizen.invokeNative('0x05D6195FB4D428F4', eventName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x05D6195FB4D428F4, eventName);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_UNLOAD_SPEECH_CONTEXT

- **Hash:** `0x87E6302FC61208CC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `UnloadSpeechContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_UNLOAD_SPEECH_CONTEXT

## Signature

```c
void _UNLOAD_SPEECH_CONTEXT(const char* speechContext);
```

## Parameters

- `speechContext` (`const char*`)

## Returns

`void`

## Description

_UNLOAD_[A-C]* - USE_*

## Usage

### Lua

```lua
UnloadSpeechContext(speechContext)

-- always available, by hash
Citizen.InvokeNative(0x87E6302FC61208CC, speechContext)
```

### JavaScript

```js
UnloadSpeechContext(speechContext);

// by hash
Citizen.invokeNative('0x87E6302FC61208CC', speechContext);
```

### C#

```csharp
Function.Call((Hash)0x87E6302FC61208CC, speechContext);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AUDIO::_BLOCK_SPEECH_CONTEXT](https://natives.borderlinerp.com/natives/AUDIO/_BLOCK_SPEECH_CONTEXT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::UNREGISTER_SCRIPT_WITH_AUDIO

- **Hash:** `0xA8638BE228D4751A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `UnregisterScriptWithAudio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/UNREGISTER_SCRIPT_WITH_AUDIO

## Signature

```c
void UNREGISTER_SCRIPT_WITH_AUDIO();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
UnregisterScriptWithAudio()

-- always available, by hash
Citizen.InvokeNative(0xA8638BE228D4751A)
```

### JavaScript

```js
UnregisterScriptWithAudio();

// by hash
Citizen.invokeNative('0xA8638BE228D4751A');
```

### C#

```csharp
Function.Call((Hash)0xA8638BE228D4751A);
```

## See also

- [AUDIO::REGISTER_SCRIPT_WITH_AUDIO](https://natives.borderlinerp.com/natives/AUDIO/REGISTER_SCRIPT_WITH_AUDIO.md) — nullsub, doesn't do anything

*Sources: alloc8or RDR3 NativeDB.*

---

# AUDIO::_UPDATE_SOUND_POSITION

- **Hash:** `0x0286617C8FC50A53`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `UpdateSoundPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `UPDATE_SOUND_COORD`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_UPDATE_SOUND_POSITION

## Signature

```c
void _UPDATE_SOUND_POSITION(int soundId, float x, float y, float z);
```

## Parameters

- `soundId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Only used in R* SP Scripts

*Source: VORPCORE RDR3natives*

Only used in R* SP Scripts
Old Name: _UPDATE_SOUND_POSITION

## Usage

### Lua

```lua
UpdateSoundPosition(soundId, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x0286617C8FC50A53, soundId, x, y, z)
```

### JavaScript

```js
UpdateSoundPosition(soundId, x, y, z);

// by hash
Citizen.invokeNative('0x0286617C8FC50A53', soundId, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0286617C8FC50A53, soundId, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# AUDIO::USE_FOOTSTEP_SCRIPT_SWEETENERS

- **Hash:** `0xBF4DC1784BE94DFA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `UseFootstepScriptSweeteners`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/USE_FOOTSTEP_SCRIPT_SWEETENERS

## Signature

```c
void USE_FOOTSTEP_SCRIPT_SWEETENERS(Ped ped, BOOL p1, Hash hash);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `hash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UseFootstepScriptSweeteners(ped, p1, hash)

-- always available, by hash
Citizen.InvokeNative(0xBF4DC1784BE94DFA, ped, p1, hash)
```

### JavaScript

```js
UseFootstepScriptSweeteners(ped, p1, hash);

// by hash
Citizen.invokeNative('0xBF4DC1784BE94DFA', ped, p1, hash);
```

### C#

```csharp
Function.Call((Hash)0xBF4DC1784BE94DFA, ped, p1, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_0x27D3A0E1FE090A43

- **Hash:** `0x27D3A0E1FE090A43`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0x27d3a0e1fe090a43`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0x27D3A0E1FE090A43

## Signature

```c
BOOL _0x27D3A0E1FE090A43(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Description

_BOUNTY_IS_* or _BOUNTY_REQUEST_*

## Usage

### Lua

```lua
local retval, p0 = N_0x27d3a0e1fe090a43(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x27D3A0E1FE090A43, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x27d3a0e1fe090a43(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x27D3A0E1FE090A43', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x27D3A0E1FE090A43, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x27d3a0e1fe090a43` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_0x81847C2134039BDC

- **Hash:** `0x81847C2134039BDC`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0x81847c2134039bdc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0x81847C2134039BDC

## Signature

```c
BOOL _0x81847C2134039BDC(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = N_0x81847c2134039bdc(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x81847C2134039BDC, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x81847c2134039bdc(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x81847C2134039BDC', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x81847C2134039BDC, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x81847c2134039bdc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_0x86EC5F83867C4B70

- **Hash:** `0x86EC5F83867C4B70`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0x86ec5f83867c4b70`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0x86EC5F83867C4B70

## Signature

```c
BOOL _0x86EC5F83867C4B70(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Description

_BOUNTY_C* or _BOUNTY_GET_*

## Usage

### Lua

```lua
local retval, p0 = N_0x86ec5f83867c4b70(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x86EC5F83867C4B70, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x86ec5f83867c4b70(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x86EC5F83867C4B70', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x86EC5F83867C4B70, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x86ec5f83867c4b70` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_0xD6A67E2FF373D0E3

- **Hash:** `0xD6A67E2FF373D0E3`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0xd6a67e2ff373d0e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0xD6A67E2FF373D0E3

## Signature

```c
int _0xD6A67E2FF373D0E3(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Description

_BOUNTY_GET_*

## Usage

### Lua

```lua
local retval = N_0xd6a67e2ff373d0e3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6A67E2FF373D0E3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd6a67e2ff373d0e3(p0);

// by hash
const retval = Citizen.invokeNative('0xD6A67E2FF373D0E3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD6A67E2FF373D0E3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd6a67e2ff373d0e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_0xF8BCC5ECA33AC9C1

- **Hash:** `0xF8BCC5ECA33AC9C1`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `N_0xf8bcc5eca33ac9c1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/0xF8BCC5ECA33AC9C1

## Signature

```c
int _0xF8BCC5ECA33AC9C1();
```

## Returns

`int`

## Description

_BOUNTY_GET_*

## Usage

### Lua

```lua
local retval = N_0xf8bcc5eca33ac9c1()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8BCC5ECA33AC9C1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf8bcc5eca33ac9c1();

// by hash
const retval = Citizen.invokeNative('0xF8BCC5ECA33AC9C1', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF8BCC5ECA33AC9C1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8bcc5eca33ac9c1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_CANCEL_LEGENDARY_MISSION

- **Hash:** `0x2BA1BCC99826CDA2`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyCancelLegendaryMission`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_CANCEL_LEGENDARY_MISSION

## Signature

```c
void _BOUNTY_CANCEL_LEGENDARY_MISSION();
```

## Returns

`void`

## Usage

### Lua

```lua
BountyCancelLegendaryMission()

-- always available, by hash
Citizen.InvokeNative(0x2BA1BCC99826CDA2)
```

### JavaScript

```js
BountyCancelLegendaryMission();

// by hash
Citizen.invokeNative('0x2BA1BCC99826CDA2');
```

### C#

```csharp
Function.Call((Hash)0x2BA1BCC99826CDA2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_CANCEL_WANTED_POSTER

- **Hash:** `0x6A9DF0FCD0C87FF9`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyCancelWantedPoster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_CANCEL_WANTED_POSTER

## Signature

```c
void _BOUNTY_CANCEL_WANTED_POSTER();
```

## Returns

`void`

## Usage

### Lua

```lua
BountyCancelWantedPoster()

-- always available, by hash
Citizen.InvokeNative(0x6A9DF0FCD0C87FF9)
```

### JavaScript

```js
BountyCancelWantedPoster();

// by hash
Citizen.invokeNative('0x6A9DF0FCD0C87FF9');
```

### C#

```csharp
Function.Call((Hash)0x6A9DF0FCD0C87FF9);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_CLEAR_BEING_BOUNTY_HUNTER

- **Hash:** `0xA59D1997ECD99F0A`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyClearBeingBountyHunter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_CLEAR_BEING_BOUNTY_HUNTER

## Signature

```c
void _BOUNTY_CLEAR_BEING_BOUNTY_HUNTER();
```

## Returns

`void`

## Usage

### Lua

```lua
BountyClearBeingBountyHunter()

-- always available, by hash
Citizen.InvokeNative(0xA59D1997ECD99F0A)
```

### JavaScript

```js
BountyClearBeingBountyHunter();

// by hash
Citizen.invokeNative('0xA59D1997ECD99F0A');
```

### C#

```csharp
Function.Call((Hash)0xA59D1997ECD99F0A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_CLEAR_BEING_TARGET

- **Hash:** `0x932DB3C05A7465D1`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyClearBeingTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_CLEAR_BEING_TARGET

## Signature

```c
void _BOUNTY_CLEAR_BEING_TARGET();
```

## Returns

`void`

## Usage

### Lua

```lua
BountyClearBeingTarget()

-- always available, by hash
Citizen.InvokeNative(0x932DB3C05A7465D1)
```

### JavaScript

```js
BountyClearBeingTarget();

// by hash
Citizen.invokeNative('0x932DB3C05A7465D1');
```

### C#

```csharp
Function.Call((Hash)0x932DB3C05A7465D1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::BOUNTY_GET_BOUNTY_ON_PLAYER

- **Hash:** `0x4EF23E04A0C8FF51`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyGetBountyOnPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_GET_BOUNTY_ON_PLAYER

## Signature

```c
BOOL BOUNTY_GET_BOUNTY_ON_PLAYER(Any* gamerHandle, Any* bountyData);
```

## Parameters

- `gamerHandle` (`Any*`)
- `bountyData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle, bountyData = BountyGetBountyOnPlayer()

-- always available, by hash
local retval, gamerHandle, bountyData = Citizen.InvokeNative(0x4EF23E04A0C8FF51, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle, bountyData] = BountyGetBountyOnPlayer();

// by hash
const [retval, gamerHandle, bountyData] = Citizen.invokeNative('0x4EF23E04A0C8FF51', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
var bountyData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4EF23E04A0C8FF51, gamerHandle, bountyData);
// gamerHandle.GetResult<int>()
// bountyData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::BOUNTY_GET_COOLDOWN_COLLECTION

- **Hash:** `0x8FAF4D262FABA99C`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyGetCooldownCollection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_GET_COOLDOWN_COLLECTION

## Signature

```c
BOOL BOUNTY_GET_COOLDOWN_COLLECTION(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = BountyGetCooldownCollection(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x8FAF4D262FABA99C, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = BountyGetCooldownCollection(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x8FAF4D262FABA99C', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8FAF4D262FABA99C, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::BOUNTY_GET_LEGENDARY_TARGET

- **Hash:** `0x85E4D7B225A30ED1`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyGetLegendaryTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_GET_LEGENDARY_TARGET

## Signature

```c
BOOL BOUNTY_GET_LEGENDARY_TARGET(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = BountyGetLegendaryTarget(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x85E4D7B225A30ED1, p0, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = BountyGetLegendaryTarget(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x85E4D7B225A30ED1', p0, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x85E4D7B225A30ED1, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::BOUNTY_GET_WANTED_POSTER_SLOT

- **Hash:** `0xB395A44A0C7CA615`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyGetWantedPosterSlot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_GET_WANTED_POSTER_SLOT

## Signature

```c
BOOL BOUNTY_GET_WANTED_POSTER_SLOT(Hash p0, Hash p1, Any* p2);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2 = BountyGetWantedPosterSlot(p0, p1, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0xB395A44A0C7CA615, p0, p1, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = BountyGetWantedPosterSlot(p0, p1, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0xB395A44A0C7CA615', p0, p1, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB395A44A0C7CA615, p0, p1, p2);
// p2.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_IS_REQUEST_PENDING

- **Hash:** `0x03B61CD51097DE60`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyIsRequestPending`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_IS_REQUEST_PENDING

## Signature

```c
BOOL _BOUNTY_IS_REQUEST_PENDING(Any* rpcGuid);
```

## Parameters

- `rpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid = BountyIsRequestPending(rpcGuid)

-- always available, by hash
local retval, rpcGuid = Citizen.InvokeNative(0x03B61CD51097DE60, Citizen.PointerValueIntInitialized(rpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid] = BountyIsRequestPending(rpcGuid);

// by hash
const [retval, rpcGuid] = Citizen.invokeNative('0x03B61CD51097DE60', Citizen.pointerValueIntInitialized(rpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var rpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x03B61CD51097DE60, rpcGuid);
// rpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_BECOME_TARGET_OF_CHARACTER_BOUNTY_HUNT

- **Hash:** `0xB096547D61868254`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestBecomeTargetOfCharacterBountyHunt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_BECOME_TARGET_OF_CHARACTER_BOUNTY_HUNT

## Signature

```c
BOOL _BOUNTY_REQUEST_BECOME_TARGET_OF_CHARACTER_BOUNTY_HUNT(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestBecomeTargetOfCharacterBountyHunt(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0xB096547D61868254, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestBecomeTargetOfCharacterBountyHunt(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0xB096547D61868254', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB096547D61868254, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION

- **Hash:** `0xFC81D7C7A151CFAA`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestBeginLegendaryMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION

## Signature

```c
BOOL BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION(Any* outRpcGuid, int p1, int p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestBeginLegendaryMission(p1, p2)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0xFC81D7C7A151CFAA, Citizen.PointerValueInt(), p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestBeginLegendaryMission(p1, p2);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0xFC81D7C7A151CFAA', Citizen.pointerValueInt(), p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFC81D7C7A151CFAA, outRpcGuid, p1, p2);
// outRpcGuid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION_FOR_POSSE

- **Hash:** `0x48E4E23F1739E197`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestBeginLegendaryMissionForPosse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION_FOR_POSSE

## Signature

```c
BOOL BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION_FOR_POSSE(Any* outRpcGuid, int p1, int p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestBeginLegendaryMissionForPosse(p1, p2)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x48E4E23F1739E197, Citizen.PointerValueInt(), p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestBeginLegendaryMissionForPosse(p1, p2);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x48E4E23F1739E197', Citizen.pointerValueInt(), p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x48E4E23F1739E197, outRpcGuid, p1, p2);
// outRpcGuid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_BEGIN_WANTED_POSTER

- **Hash:** `0xFFA13742E43507E3`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestBeginWantedPoster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_BEGIN_WANTED_POSTER

## Signature

```c
BOOL _BOUNTY_REQUEST_BEGIN_WANTED_POSTER(Any* outRpcGuid, int p1);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestBeginWantedPoster(p1)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0xFFA13742E43507E3, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestBeginWantedPoster(p1);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0xFFA13742E43507E3', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFFA13742E43507E3, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_BRIBE_JAIL_GUARD

- **Hash:** `0x28717806D3BDD0D0`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestBribeJailGuard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_BRIBE_JAIL_GUARD

## Signature

```c
BOOL _BOUNTY_REQUEST_BRIBE_JAIL_GUARD(Any* outRpcGuid, int p1);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestBribeJailGuard(p1)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x28717806D3BDD0D0, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestBribeJailGuard(p1);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x28717806D3BDD0D0', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x28717806D3BDD0D0, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY

- **Hash:** `0xA9C3B0F746375162`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestClaimCharacterBounty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY

## Signature

```c
BOOL _BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY(Any* outRpcGuid, int p1, Any* p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid, p2 = BountyRequestClaimCharacterBounty(p1)

-- always available, by hash
local retval, outRpcGuid, p2 = Citizen.InvokeNative(0xA9C3B0F746375162, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid, p2] = BountyRequestClaimCharacterBounty(p1);

// by hash
const [retval, outRpcGuid, p2] = Citizen.invokeNative('0xA9C3B0F746375162', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA9C3B0F746375162, outRpcGuid, p1, p2);
// outRpcGuid.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_COMPLETE_LEGENDARY_MISSION

- **Hash:** `0xA7309AC0DCF6D950`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestCompleteLegendaryMission`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_COMPLETE_LEGENDARY_MISSION

## Signature

```c
BOOL _BOUNTY_REQUEST_COMPLETE_LEGENDARY_MISSION(Any* outRpcGuid, Any* p1);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid, p1 = BountyRequestCompleteLegendaryMission()

-- always available, by hash
local retval, outRpcGuid, p1 = Citizen.InvokeNative(0xA7309AC0DCF6D950, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid, p1] = BountyRequestCompleteLegendaryMission();

// by hash
const [retval, outRpcGuid, p1] = Citizen.invokeNative('0xA7309AC0DCF6D950', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA7309AC0DCF6D950, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_COMPLETE_SPLIT_WANTED_POSTER

- **Hash:** `0xFBD137BF0EC50FC9`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestCompleteSplitWantedPoster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_COMPLETE_SPLIT_WANTED_POSTER

## Signature

```c
BOOL _BOUNTY_REQUEST_COMPLETE_SPLIT_WANTED_POSTER(Any* outRpcGuid, Any* p1);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid, p1 = BountyRequestCompleteSplitWantedPoster()

-- always available, by hash
local retval, outRpcGuid, p1 = Citizen.InvokeNative(0xFBD137BF0EC50FC9, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid, p1] = BountyRequestCompleteSplitWantedPoster();

// by hash
const [retval, outRpcGuid, p1] = Citizen.invokeNative('0xFBD137BF0EC50FC9', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFBD137BF0EC50FC9, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_COMPLETE_WANTED_POSTER

- **Hash:** `0x727AB6F008BB9F29`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestCompleteWantedPoster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_COMPLETE_WANTED_POSTER

## Signature

```c
BOOL _BOUNTY_REQUEST_COMPLETE_WANTED_POSTER(Any* outRpcGuid, Any* p1);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid, p1 = BountyRequestCompleteWantedPoster()

-- always available, by hash
local retval, outRpcGuid, p1 = Citizen.InvokeNative(0x727AB6F008BB9F29, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid, p1] = BountyRequestCompleteWantedPoster();

// by hash
const [retval, outRpcGuid, p1] = Citizen.invokeNative('0x727AB6F008BB9F29', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x727AB6F008BB9F29, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_ESCAPED_CHARACTER_BOUNTY_HUNT

- **Hash:** `0x12E981D53B07BF48`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestEscapedCharacterBountyHunt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_ESCAPED_CHARACTER_BOUNTY_HUNT

## Signature

```c
BOOL _BOUNTY_REQUEST_ESCAPED_CHARACTER_BOUNTY_HUNT(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestEscapedCharacterBountyHunt(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x12E981D53B07BF48, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestEscapedCharacterBountyHunt(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x12E981D53B07BF48', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x12E981D53B07BF48, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_PAY_OFF_BOUNTY

- **Hash:** `0x537CE992BD2D7BCB`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestPayOffBounty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_PAY_OFF_BOUNTY

## Signature

```c
BOOL _BOUNTY_REQUEST_PAY_OFF_BOUNTY(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestPayOffBounty(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x537CE992BD2D7BCB, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestPayOffBounty(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x537CE992BD2D7BCB', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x537CE992BD2D7BCB, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_PAY_OFF_BOUNTY_EX

- **Hash:** `0x587BCEC31D64F382`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestPayOffBountyEx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_PAY_OFF_BOUNTY_EX

## Signature

```c
BOOL _BOUNTY_REQUEST_PAY_OFF_BOUNTY_EX(Any* outRpcGuid, Hash p1, Hash costType);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`Hash`)
- `costType` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestPayOffBountyEx(p1, costType)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x587BCEC31D64F382, Citizen.PointerValueInt(), p1, costType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestPayOffBountyEx(p1, costType);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x587BCEC31D64F382', Citizen.pointerValueInt(), p1, costType, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x587BCEC31D64F382, outRpcGuid, p1, costType);
// outRpcGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_POSSE_LEADER_CLAIM_CHARACTER_BOUNTY

- **Hash:** `0x5B53CA0E2AC3FF45`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestPosseLeaderClaimCharacterBounty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_POSSE_LEADER_CLAIM_CHARACTER_BOUNTY

## Signature

```c
BOOL _BOUNTY_REQUEST_POSSE_LEADER_CLAIM_CHARACTER_BOUNTY(Any* outRpcGuid, int p1, Any* p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid, p2 = BountyRequestPosseLeaderClaimCharacterBounty(p1)

-- always available, by hash
local retval, outRpcGuid, p2 = Citizen.InvokeNative(0x5B53CA0E2AC3FF45, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid, p2] = BountyRequestPosseLeaderClaimCharacterBounty(p1);

// by hash
const [retval, outRpcGuid, p2] = Citizen.invokeNative('0x5B53CA0E2AC3FF45', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5B53CA0E2AC3FF45, outRpcGuid, p1, p2);
// outRpcGuid.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_POSSE_LEADER_ESCAPED_CHARACTER_BOUNTY_HUNT

- **Hash:** `0x2D874BA20E8E1F20`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestPosseLeaderEscapedCharacterBountyHunt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_POSSE_LEADER_ESCAPED_CHARACTER_BOUNTY_HUNT

## Signature

```c
BOOL _BOUNTY_REQUEST_POSSE_LEADER_ESCAPED_CHARACTER_BOUNTY_HUNT(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestPosseLeaderEscapedCharacterBountyHunt(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x2D874BA20E8E1F20, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestPosseLeaderEscapedCharacterBountyHunt(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x2D874BA20E8E1F20', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2D874BA20E8E1F20, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_POSSE_MEMBER_CLAIM_CHARACTER_BOUNTY_SHARE

- **Hash:** `0x22D3A61CE053270C`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestPosseMemberClaimCharacterBountyShare`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_POSSE_MEMBER_CLAIM_CHARACTER_BOUNTY_SHARE

## Signature

```c
BOOL _BOUNTY_REQUEST_POSSE_MEMBER_CLAIM_CHARACTER_BOUNTY_SHARE(Any* outRpcGuid, Any* p1);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid, p1 = BountyRequestPosseMemberClaimCharacterBountyShare()

-- always available, by hash
local retval, outRpcGuid, p1 = Citizen.InvokeNative(0x22D3A61CE053270C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid, p1] = BountyRequestPosseMemberClaimCharacterBountyShare();

// by hash
const [retval, outRpcGuid, p1] = Citizen.invokeNative('0x22D3A61CE053270C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x22D3A61CE053270C, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_POSSE_MEMBER_ESCAPED_CHARACTER_BOUNTY_HUNT

- **Hash:** `0x8521C2E235558278`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestPosseMemberEscapedCharacterBountyHunt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_POSSE_MEMBER_ESCAPED_CHARACTER_BOUNTY_HUNT

## Signature

```c
BOOL _BOUNTY_REQUEST_POSSE_MEMBER_ESCAPED_CHARACTER_BOUNTY_HUNT(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestPosseMemberEscapedCharacterBountyHunt(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x8521C2E235558278, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestPosseMemberEscapedCharacterBountyHunt(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x8521C2E235558278', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8521C2E235558278, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_SELF_REPORT_CRIME

- **Hash:** `0x188B748861B5BA17`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestSelfReportCrime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_SELF_REPORT_CRIME

## Signature

```c
BOOL _BOUNTY_REQUEST_SELF_REPORT_CRIME(Any* outRpcGuid, Hash crimeType, BOOL p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `crimeType` (`Hash`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

crimeType: see _REPORT_CRIME

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestSelfReportCrime(crimeType, p2)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x188B748861B5BA17, Citizen.PointerValueInt(), crimeType, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestSelfReportCrime(crimeType, p2);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x188B748861B5BA17', Citizen.pointerValueInt(), crimeType, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x188B748861B5BA17, outRpcGuid, crimeType, p2);
// outRpcGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_SELF_REPORT_KILLED_BY_BOUNTY_HUNTER

- **Hash:** `0xB462D69D406A2602`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestSelfReportKilledByBountyHunter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_SELF_REPORT_KILLED_BY_BOUNTY_HUNTER

## Signature

```c
BOOL _BOUNTY_REQUEST_SELF_REPORT_KILLED_BY_BOUNTY_HUNTER(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestSelfReportKilledByBountyHunter(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0xB462D69D406A2602, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestSelfReportKilledByBountyHunter(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0xB462D69D406A2602', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB462D69D406A2602, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BOUNTY::_BOUNTY_REQUEST_SERVED_FULL_JAIL_SENTENCE

- **Hash:** `0x3F73AED12A5EF0FF`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestServedFullJailSentence`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_SERVED_FULL_JAIL_SENTENCE

## Signature

```c
BOOL _BOUNTY_REQUEST_SERVED_FULL_JAIL_SENTENCE(Any* outRpcGuid);
```

## Parameters

- `outRpcGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestServedFullJailSentence(outRpcGuid)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x3F73AED12A5EF0FF, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestServedFullJailSentence(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x3F73AED12A5EF0FF', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3F73AED12A5EF0FF, outRpcGuid);
// outRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::_0x4AA5EA1EDFB25786

- **Hash:** `0x4AA5EA1EDFB25786`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `N_0x4aa5ea1edfb25786`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/0x4AA5EA1EDFB25786

## Signature

```c
void _0x4AA5EA1EDFB25786(int flag);
```

## Parameters

- `flag` (`int`)

## Returns

`void`

## Description

Called with flag 0 before 0xA6AC35DB4A7957A8 in net_entity_brain
_SET_SCRIPT_BRAIN*

## Usage

### Lua

```lua
N_0x4aa5ea1edfb25786(flag)

-- always available, by hash
Citizen.InvokeNative(0x4AA5EA1EDFB25786, flag)
```

### JavaScript

```js
N_0x4aa5ea1edfb25786(flag);

// by hash
Citizen.invokeNative('0x4AA5EA1EDFB25786', flag);
```

### C#

```csharp
Function.Call((Hash)0x4AA5EA1EDFB25786, flag);
```

- This native has no known name, so the runtime exposes it only as `N_0x4aa5ea1edfb25786` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::_0xA6AC35DB4A7957A8

- **Hash:** `0xA6AC35DB4A7957A8`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `N_0xa6ac35db4a7957a8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/0xA6AC35DB4A7957A8

## Signature

```c
void _0xA6AC35DB4A7957A8(int flag);
```

## Parameters

- `flag` (`int`)

## Returns

`void`

## Description

Common flags: 250, 99999
_SET_SCRIPT_BRAIN*

## Usage

### Lua

```lua
N_0xa6ac35db4a7957a8(flag)

-- always available, by hash
Citizen.InvokeNative(0xA6AC35DB4A7957A8, flag)
```

### JavaScript

```js
N_0xa6ac35db4a7957a8(flag);

// by hash
Citizen.invokeNative('0xA6AC35DB4A7957A8', flag);
```

### C#

```csharp
Function.Call((Hash)0xA6AC35DB4A7957A8, flag);
```

- This native has no known name, so the runtime exposes it only as `N_0xa6ac35db4a7957a8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::DISABLE_SCRIPT_BRAIN_SET

- **Hash:** `0x3F44EA613A5B2676`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `DisableScriptBrainSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/DISABLE_SCRIPT_BRAIN_SET

## Signature

```c
void DISABLE_SCRIPT_BRAIN_SET(int brainSet);
```

## Parameters

- `brainSet` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DisableScriptBrainSet(brainSet)

-- always available, by hash
Citizen.InvokeNative(0x3F44EA613A5B2676, brainSet)
```

### JavaScript

```js
DisableScriptBrainSet(brainSet);

// by hash
Citizen.invokeNative('0x3F44EA613A5B2676', brainSet);
```

### C#

```csharp
Function.Call((Hash)0x3F44EA613A5B2676, brainSet);
```

## See also

- [BRAIN::ENABLE_SCRIPT_BRAIN_SET](https://natives.borderlinerp.com/natives/BRAIN/ENABLE_SCRIPT_BRAIN_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::ENABLE_SCRIPT_BRAIN_SET

- **Hash:** `0x1CF6E5C6750EADBD`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `EnableScriptBrainSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/ENABLE_SCRIPT_BRAIN_SET

## Signature

```c
void ENABLE_SCRIPT_BRAIN_SET(int brainSet);
```

## Parameters

- `brainSet` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EnableScriptBrainSet(brainSet)

-- always available, by hash
Citizen.InvokeNative(0x1CF6E5C6750EADBD, brainSet)
```

### JavaScript

```js
EnableScriptBrainSet(brainSet);

// by hash
Citizen.invokeNative('0x1CF6E5C6750EADBD', brainSet);
```

### C#

```csharp
Function.Call((Hash)0x1CF6E5C6750EADBD, brainSet);
```

## See also

- [BRAIN::DISABLE_SCRIPT_BRAIN_SET](https://natives.borderlinerp.com/natives/BRAIN/DISABLE_SCRIPT_BRAIN_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::_GET_SCRIPT_BRAIN_ENTITY

- **Hash:** `0x6818D1A194E29983`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `GetScriptBrainEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/_GET_SCRIPT_BRAIN_ENTITY

## Signature

```c
Entity _GET_SCRIPT_BRAIN_ENTITY();
```

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetScriptBrainEntity()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6818D1A194E29983, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScriptBrainEntity();

// by hash
const retval = Citizen.invokeNative('0x6818D1A194E29983', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6818D1A194E29983);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [BRAIN::_REMOVE_SCRIPT_BRAIN_ENTITY](https://natives.borderlinerp.com/natives/BRAIN/_REMOVE_SCRIPT_BRAIN_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::REACTIVATE_ALL_OBJECT_BRAINS_THAT_ARE_WAITING_TILL_OUT_OF_RANGE

- **Hash:** `0xA32B0B05EFF75730`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `ReactivateAllObjectBrainsThatAreWaitingTillOutOfRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/REACTIVATE_ALL_OBJECT_BRAINS_THAT_ARE_WAITING_TILL_OUT_OF_RANGE

## Signature

```c
void REACTIVATE_ALL_OBJECT_BRAINS_THAT_ARE_WAITING_TILL_OUT_OF_RANGE();
```

## Returns

`void`

## Description

Called before starting a new thread_monitor script thread in startup_mp/startup_tlg
Alternative name _REGISTER_SCRIPT_BRAIN

Old name: _PREPARE_SCRIPT_BRAIN

## Usage

### Lua

```lua
ReactivateAllObjectBrainsThatAreWaitingTillOutOfRange()

-- always available, by hash
Citizen.InvokeNative(0xA32B0B05EFF75730)
```

### JavaScript

```js
ReactivateAllObjectBrainsThatAreWaitingTillOutOfRange();

// by hash
Citizen.invokeNative('0xA32B0B05EFF75730');
```

### C#

```csharp
Function.Call((Hash)0xA32B0B05EFF75730);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::REACTIVATE_NAMED_OBJECT_BRAINS_WAITING_TILL_OUT_OF_RANGE

- **Hash:** `0x74C333E34DF74E8A`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `ReactivateNamedObjectBrainsWaitingTillOutOfRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/REACTIVATE_NAMED_OBJECT_BRAINS_WAITING_TILL_OUT_OF_RANGE

## Signature

```c
void REACTIVATE_NAMED_OBJECT_BRAINS_WAITING_TILL_OUT_OF_RANGE(const char* scriptName);
```

## Parameters

- `scriptName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ReactivateNamedObjectBrainsWaitingTillOutOfRange(scriptName)

-- always available, by hash
Citizen.InvokeNative(0x74C333E34DF74E8A, scriptName)
```

### JavaScript

```js
ReactivateNamedObjectBrainsWaitingTillOutOfRange(scriptName);

// by hash
Citizen.invokeNative('0x74C333E34DF74E8A', scriptName);
```

### C#

```csharp
Function.Call((Hash)0x74C333E34DF74E8A, scriptName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::REGISTER_OBJECT_SCRIPT_BRAIN

- **Hash:** `0x16AF9B4EEAC3B305`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `RegisterObjectScriptBrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/REGISTER_OBJECT_SCRIPT_BRAIN

## Signature

```c
void REGISTER_OBJECT_SCRIPT_BRAIN(const char* scriptName, Hash modelHash, int p2, float activationRange, int p4, int p5);
```

## Parameters

- `scriptName` (`const char*`)
- `modelHash` (`Hash`)
- `p2` (`int`)
- `activationRange` (`float`)
- `p4` (`int`)
- `p5` (`int`)

## Returns

`void`

## Description

Registers a script for any object with a specific model hash.

## Usage

### Lua

```lua
RegisterObjectScriptBrain(scriptName, modelHash, p2, activationRange, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x16AF9B4EEAC3B305, scriptName, modelHash, p2, activationRange, p4, p5)
```

### JavaScript

```js
RegisterObjectScriptBrain(scriptName, modelHash, p2, activationRange, p4, p5);

// by hash
Citizen.invokeNative('0x16AF9B4EEAC3B305', scriptName, modelHash, p2, activationRange + 0.0000001, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x16AF9B4EEAC3B305, scriptName, modelHash, p2, activationRange, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::_REMOVE_SCRIPT_BRAIN_ENTITY

- **Hash:** `0x38F1E09224EECA09`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `RemoveScriptBrainEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/_REMOVE_SCRIPT_BRAIN_ENTITY

## Signature

```c
void _REMOVE_SCRIPT_BRAIN_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveScriptBrainEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0x38F1E09224EECA09, entity)
```

### JavaScript

```js
RemoveScriptBrainEntity(entity);

// by hash
Citizen.invokeNative('0x38F1E09224EECA09', entity);
```

### C#

```csharp
Function.Call((Hash)0x38F1E09224EECA09, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [BRAIN::_GET_SCRIPT_BRAIN_ENTITY](https://natives.borderlinerp.com/natives/BRAIN/_GET_SCRIPT_BRAIN_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::_START_PRELOADED_SCRIPT_BRAIN

- **Hash:** `0x4E4507CC5E4DB869`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `StartPreloadedScriptBrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/_START_PRELOADED_SCRIPT_BRAIN

## Signature

```c
int _START_PRELOADED_SCRIPT_BRAIN(Entity entity, const char* scriptName, int scriptStackSize, BOOL p3);
```

## Parameters

- `entity` (`Entity`)
- `scriptName` (`const char*`)
- `scriptStackSize` (`int`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Returns threadId

## Usage

### Lua

```lua
local retval = StartPreloadedScriptBrain(entity, scriptName, scriptStackSize, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4E4507CC5E4DB869, entity, scriptName, scriptStackSize, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartPreloadedScriptBrain(entity, scriptName, scriptStackSize, p3);

// by hash
const retval = Citizen.invokeNative('0x4E4507CC5E4DB869', entity, scriptName, scriptStackSize, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4E4507CC5E4DB869, entity, scriptName, scriptStackSize, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BRAIN::_START_SCRIPT_BRAIN

- **Hash:** `0x6F62FAE266DCFC81`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `StartScriptBrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/_START_SCRIPT_BRAIN

## Signature

```c
int _START_SCRIPT_BRAIN(Entity entity, const char* scriptName, int p2, Any* p3, int p4, BOOL p5);
```

## Parameters

- `entity` (`Entity`)
- `scriptName` (`const char*`)
- `p2` (`int`)
- `p3` (`Any*`)
- `p4` (`int`)
- `p5` (`BOOL`)

## Returns

`int`

## Description

Returns threadId

## Usage

### Lua

```lua
local retval, p3 = StartScriptBrain(entity, scriptName, p2, p4, p5)

-- always available, by hash
local retval, p3 = Citizen.InvokeNative(0x6F62FAE266DCFC81, entity, scriptName, p2, Citizen.PointerValueInt(), p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p3] = StartScriptBrain(entity, scriptName, p2, p4, p5);

// by hash
const [retval, p3] = Citizen.invokeNative('0x6F62FAE266DCFC81', entity, scriptName, p2, Citizen.pointerValueInt(), p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p3 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6F62FAE266DCFC81, entity, scriptName, p2, p3, p4, p5);
// p3.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::CEIL

- **Hash:** `0x11E019C8F43ACC8A`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Ceil`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/CEIL

## Signature

```c
int CEIL(float value);
```

## Parameters

- `value` (`float`)

## Returns

`int`

## Description

Rounds a float value up to the next whole number

## Usage

### Lua

```lua
local retval = Ceil(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11E019C8F43ACC8A, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Ceil(value);

// by hash
const retval = Citizen.invokeNative('0x11E019C8F43ACC8A', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x11E019C8F43ACC8A, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::COS

- **Hash:** `0xD0FFB162F40A139C`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Cos`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/COS

## Signature

```c
float COS(float value);
```

## Parameters

- `value` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Cos(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0FFB162F40A139C, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Cos(value);

// by hash
const retval = Citizen.invokeNative('0xD0FFB162F40A139C', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD0FFB162F40A139C, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::FLOOR

- **Hash:** `0xF34EE736CF047844`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Floor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/FLOOR

## Signature

```c
int FLOOR(float value);
```

## Parameters

- `value` (`float`)

## Returns

`int`

## Description

Rounds a float value down to the next whole number

## Usage

### Lua

```lua
local retval = Floor(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF34EE736CF047844, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Floor(value);

// by hash
const retval = Citizen.invokeNative('0xF34EE736CF047844', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF34EE736CF047844, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::LOG10

- **Hash:** `0xE816E655DE37FE20`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Log10`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/LOG10

## Signature

```c
float LOG10(float value);
```

## Parameters

- `value` (`float`)

## Returns

`float`

## Description

Old name: _LOG10

## Usage

### Lua

```lua
local retval = Log10(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE816E655DE37FE20, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Log10(value);

// by hash
const retval = Citizen.invokeNative('0xE816E655DE37FE20', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE816E655DE37FE20, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::POW

- **Hash:** `0xE3621CC40F31FE2E`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Pow`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/POW

## Signature

```c
float POW(float base, float exponent);
```

## Parameters

- `base` (`float`)
- `exponent` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Pow(base, exponent)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE3621CC40F31FE2E, base, exponent, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Pow(base, exponent);

// by hash
const retval = Citizen.invokeNative('0xE3621CC40F31FE2E', base + 0.0000001, exponent + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE3621CC40F31FE2E, base, exponent);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::ROUND

- **Hash:** `0xF2DB717A73826179`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Round`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/ROUND

## Signature

```c
int ROUND(float value);
```

## Parameters

- `value` (`float`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = Round(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF2DB717A73826179, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Round(value);

// by hash
const retval = Citizen.invokeNative('0xF2DB717A73826179', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF2DB717A73826179, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SET_THIS_THREAD_PRIORITY

- **Hash:** `0x42B65DEEF2EDF2A1`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `SetThisThreadPriority`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SET_THIS_THREAD_PRIORITY

## Signature

```c
void SET_THIS_THREAD_PRIORITY(int priority);
```

## Parameters

- `priority` (`int`)

## Returns

`void`

## Description

THREAD_PRIO_HIGHEST = 0
THREAD_PRIO_NORMAL = 1
THREAD_PRIO_LOWEST = 2
THREAD_PRIO_MANUAL_UPDATE = 100

## Usage

### Lua

```lua
SetThisThreadPriority(priority)

-- always available, by hash
Citizen.InvokeNative(0x42B65DEEF2EDF2A1, priority)
```

### JavaScript

```js
SetThisThreadPriority(priority);

// by hash
Citizen.invokeNative('0x42B65DEEF2EDF2A1', priority);
```

### C#

```csharp
Function.Call((Hash)0x42B65DEEF2EDF2A1, priority);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SETTIMERA

- **Hash:** `0xC1B1E9A034A63A62`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Settimera`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SETTIMERA

## Signature

```c
void SETTIMERA(int value);
```

## Parameters

- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
Settimera(value)

-- always available, by hash
Citizen.InvokeNative(0xC1B1E9A034A63A62, value)
```

### JavaScript

```js
Settimera(value);

// by hash
Citizen.invokeNative('0xC1B1E9A034A63A62', value);
```

### C#

```csharp
Function.Call((Hash)0xC1B1E9A034A63A62, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SETTIMERB

- **Hash:** `0x5AE11BC36633DE4E`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Settimerb`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SETTIMERB

## Signature

```c
void SETTIMERB(int value);
```

## Parameters

- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
Settimerb(value)

-- always available, by hash
Citizen.InvokeNative(0x5AE11BC36633DE4E, value)
```

### JavaScript

```js
Settimerb(value);

// by hash
Citizen.invokeNative('0x5AE11BC36633DE4E', value);
```

### C#

```csharp
Function.Call((Hash)0x5AE11BC36633DE4E, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SHIFT_LEFT

- **Hash:** `0xEDD95A39E5544DE8`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `ShiftLeft`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SHIFT_LEFT

## Signature

```c
int SHIFT_LEFT(int value, int bitShift);
```

## Parameters

- `value` (`int`)
- `bitShift` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ShiftLeft(value, bitShift)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEDD95A39E5544DE8, value, bitShift, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ShiftLeft(value, bitShift);

// by hash
const retval = Citizen.invokeNative('0xEDD95A39E5544DE8', value, bitShift, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEDD95A39E5544DE8, value, bitShift);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SHIFT_RIGHT

- **Hash:** `0x97EF1E5BCE9DC075`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `ShiftRight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SHIFT_RIGHT

## Signature

```c
int SHIFT_RIGHT(int value, int bitShift);
```

## Parameters

- `value` (`int`)
- `bitShift` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ShiftRight(value, bitShift)

-- always available, by hash
local retval = Citizen.InvokeNative(0x97EF1E5BCE9DC075, value, bitShift, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ShiftRight(value, bitShift);

// by hash
const retval = Citizen.invokeNative('0x97EF1E5BCE9DC075', value, bitShift, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x97EF1E5BCE9DC075, value, bitShift);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SIN

- **Hash:** `0x0BADBFA3B172435F`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Sin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SIN

## Signature

```c
float SIN(float value);
```

## Parameters

- `value` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Sin(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0BADBFA3B172435F, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Sin(value);

// by hash
const retval = Citizen.invokeNative('0x0BADBFA3B172435F', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0BADBFA3B172435F, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::SQRT

- **Hash:** `0x71D93B57D07F9804`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Sqrt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/SQRT

## Signature

```c
float SQRT(float value);
```

## Parameters

- `value` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Sqrt(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x71D93B57D07F9804, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Sqrt(value);

// by hash
const retval = Citizen.invokeNative('0x71D93B57D07F9804', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x71D93B57D07F9804, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::TIMERA

- **Hash:** `0x83666F9FB8FEBD4B`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Timera`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/TIMERA

## Signature

```c
int TIMERA();
```

## Returns

`int`

## Description

Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)).

## Usage

### Lua

```lua
local retval = Timera()

-- always available, by hash
local retval = Citizen.InvokeNative(0x83666F9FB8FEBD4B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Timera();

// by hash
const retval = Citizen.invokeNative('0x83666F9FB8FEBD4B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x83666F9FB8FEBD4B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::TIMERB

- **Hash:** `0xC9D9444186B5A374`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Timerb`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/TIMERB

## Signature

```c
int TIMERB();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = Timerb()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC9D9444186B5A374, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Timerb();

// by hash
const retval = Citizen.invokeNative('0xC9D9444186B5A374', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC9D9444186B5A374);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::TIMESTEP

- **Hash:** `0x0000000050597EE2`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Timestep`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/TIMESTEP

## Signature

```c
float TIMESTEP();
```

## Returns

`float`

## Description

Gets the current frame time.

## Usage

### Lua

```lua
local retval = Timestep()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0000000050597EE2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Timestep();

// by hash
const retval = Citizen.invokeNative('0x0000000050597EE2', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0000000050597EE2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::TO_FLOAT

- **Hash:** `0xBBDA792448DB5A89`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `ToFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/TO_FLOAT

## Signature

```c
float TO_FLOAT(int value);
```

## Parameters

- `value` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = ToFloat(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBDA792448DB5A89, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = ToFloat(value);

// by hash
const retval = Citizen.invokeNative('0xBBDA792448DB5A89', value, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xBBDA792448DB5A89, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::VDIST

- **Hash:** `0x2A488C176D52CCA5`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Vdist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/VDIST

## Signature

```c
float VDIST(float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`float`

## Description

Calculates distance between vectors.
The value returned will be in meters.

## Usage

### Lua

```lua
local retval = Vdist(x1, y1, z1, x2, y2, z2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A488C176D52CCA5, x1, y1, z1, x2, y2, z2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Vdist(x1, y1, z1, x2, y2, z2);

// by hash
const retval = Citizen.invokeNative('0x2A488C176D52CCA5', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2A488C176D52CCA5, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::VDIST2

- **Hash:** `0xB7A628320EFF8E47`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Vdist2`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/VDIST2

## Signature

```c
float VDIST2(float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`float`

## Description

Calculates distance between vectors but does not perform Sqrt operations. (Its way faster)
The value returned will be in RAGE units.

## Usage

### Lua

```lua
local retval = Vdist2(x1, y1, z1, x2, y2, z2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB7A628320EFF8E47, x1, y1, z1, x2, y2, z2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Vdist2(x1, y1, z1, x2, y2, z2);

// by hash
const retval = Citizen.invokeNative('0xB7A628320EFF8E47', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xB7A628320EFF8E47, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::VMAG

- **Hash:** `0x652D2EEEF1D3E62C`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Vmag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/VMAG

## Signature

```c
float VMAG(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`float`

## Description

Calculates the magnitude of a vector.

## Usage

### Lua

```lua
local retval = Vmag(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x652D2EEEF1D3E62C, x, y, z, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Vmag(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x652D2EEEF1D3E62C', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x652D2EEEF1D3E62C, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::VMAG2

- **Hash:** `0xA8CEACB4F35AE058`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Vmag2`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/VMAG2

## Signature

```c
float VMAG2(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`float`

## Description

Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster)

## Usage

### Lua

```lua
local retval = Vmag2(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8CEACB4F35AE058, x, y, z, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Vmag2(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xA8CEACB4F35AE058', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA8CEACB4F35AE058, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# BUILTIN::WAIT

- **Hash:** `0x4EDE34FBADD967A6`
- **Namespace:** BUILTIN
- **Runtime name (Lua/JS):** `Wait`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BUILTIN/WAIT

## Signature

```c
void WAIT(int ms);
```

## Parameters

- `ms` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
Wait(ms)

-- always available, by hash
Citizen.InvokeNative(0x4EDE34FBADD967A6, ms)
```

### JavaScript

```js
Wait(ms);

// by hash
Citizen.invokeNative('0x4EDE34FBADD967A6', ms);
```

### C#

```csharp
Function.Call((Hash)0x4EDE34FBADD967A6, ms);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x0060B31968E60E41

- **Hash:** `0x0060B31968E60E41`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x0060b31968e60e41`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x0060B31968E60E41

## Signature

```c
BOOL _0x0060B31968E60E41(const char* shakeName);
```

## Parameters

- `shakeName` (`const char*`)

## Returns

`BOOL`

## Description

shakeNames in script_rel: CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, POV_DRUNK_SHAKE, DRUNK_SHAKE, MINIGAME_TRAIN_SHAKE
_IS_GAMEPLAY_*

## Usage

### Lua

```lua
local retval = N_0x0060b31968e60e41(shakeName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0060B31968E60E41, shakeName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0060b31968e60e41(shakeName);

// by hash
const retval = Citizen.invokeNative('0x0060B31968E60E41', shakeName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0060B31968E60E41, shakeName);
```

- This native has no known name, so the runtime exposes it only as `N_0x0060b31968e60e41` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x04084490CC302CFB

- **Hash:** `0x04084490CC302CFB`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x04084490cc302cfb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x04084490CC302CFB

## Signature

```c
void _0x04084490CC302CFB();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x04084490cc302cfb()

-- always available, by hash
Citizen.InvokeNative(0x04084490CC302CFB)
```

### JavaScript

```js
N_0x04084490cc302cfb();

// by hash
Citizen.invokeNative('0x04084490CC302CFB');
```

### C#

```csharp
Function.Call((Hash)0x04084490CC302CFB);
```

- This native has no known name, so the runtime exposes it only as `N_0x04084490cc302cfb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x06557F6D96C86881

- **Hash:** `0x06557F6D96C86881`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x06557f6d96c86881`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x06557F6D96C86881

## Signature

```c
void _0x06557F6D96C86881();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x06557f6d96c86881()

-- always available, by hash
Citizen.InvokeNative(0x06557F6D96C86881)
```

### JavaScript

```js
N_0x06557f6d96c86881();

// by hash
Citizen.invokeNative('0x06557F6D96C86881');
```

### C#

```csharp
Function.Call((Hash)0x06557F6D96C86881);
```

- This native has no known name, so the runtime exposes it only as `N_0x06557f6d96c86881` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x0961B089947BA6D0

- **Hash:** `0x0961B089947BA6D0`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x0961b089947ba6d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x0961B089947BA6D0

## Signature

```c
void _0x0961B089947BA6D0(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0961b089947ba6d0(p0)

-- always available, by hash
Citizen.InvokeNative(0x0961B089947BA6D0, p0)
```

### JavaScript

```js
N_0x0961b089947ba6d0(p0);

// by hash
Citizen.invokeNative('0x0961B089947BA6D0', p0);
```

### C#

```csharp
Function.Call((Hash)0x0961B089947BA6D0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0961b089947ba6d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x0F1FFEF5D54AE832

- **Hash:** `0x0F1FFEF5D54AE832`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x0f1ffef5d54ae832`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x0F1FFEF5D54AE832

## Signature

```c
void _0x0F1FFEF5D54AE832();
```

## Returns

`void`

## Description

NPLOI_UPDATE__GUN_SPINNING_PREVIEW - Adjusting Camera / Ped Reset Flags This Frame
_DISABLE_*

## Usage

### Lua

```lua
N_0x0f1ffef5d54ae832()

-- always available, by hash
Citizen.InvokeNative(0x0F1FFEF5D54AE832)
```

### JavaScript

```js
N_0x0f1ffef5d54ae832();

// by hash
Citizen.invokeNative('0x0F1FFEF5D54AE832');
```

### C#

```csharp
Function.Call((Hash)0x0F1FFEF5D54AE832);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f1ffef5d54ae832` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x0FF7125F07DEB84F

- **Hash:** `0x0FF7125F07DEB84F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x0ff7125f07deb84f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x0FF7125F07DEB84F

## Signature

```c
void _0x0FF7125F07DEB84F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0ff7125f07deb84f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0FF7125F07DEB84F, p0, p1)
```

### JavaScript

```js
N_0x0ff7125f07deb84f(p0, p1);

// by hash
Citizen.invokeNative('0x0FF7125F07DEB84F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0FF7125F07DEB84F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0ff7125f07deb84f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x1204EB53A5FBC63D

- **Hash:** `0x1204EB53A5FBC63D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x1204eb53a5fbc63d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x1204EB53A5FBC63D

## Signature

```c
BOOL _0x1204EB53A5FBC63D();
```

## Returns

`BOOL`

## Description

Used for DUELING_LOCK_CAMERA_CONTROLS_THIS_FRAME: Disabling look/aim controls
_IS_SC(REEN_)* (?)

## Usage

### Lua

```lua
local retval = N_0x1204eb53a5fbc63d()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1204EB53A5FBC63D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1204eb53a5fbc63d();

// by hash
const retval = Citizen.invokeNative('0x1204EB53A5FBC63D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1204EB53A5FBC63D);
```

- This native has no known name, so the runtime exposes it only as `N_0x1204eb53a5fbc63d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x14C4A49E36C29E49

- **Hash:** `0x14C4A49E36C29E49`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x14c4a49e36c29e49`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x14C4A49E36C29E49

## Signature

```c
Any _0x14C4A49E36C29E49();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x14c4a49e36c29e49()

-- always available, by hash
local retval = Citizen.InvokeNative(0x14C4A49E36C29E49, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x14c4a49e36c29e49();

// by hash
const retval = Citizen.invokeNative('0x14C4A49E36C29E49', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x14C4A49E36C29E49);
```

- This native has no known name, so the runtime exposes it only as `N_0x14c4a49e36c29e49` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x16E9ABDD34DDD931

- **Hash:** `0x16E9ABDD34DDD931`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x16e9abdd34ddd931`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x16E9ABDD34DDD931

## Signature

```c
void _0x16E9ABDD34DDD931();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x16e9abdd34ddd931()

-- always available, by hash
Citizen.InvokeNative(0x16E9ABDD34DDD931)
```

### JavaScript

```js
N_0x16e9abdd34ddd931();

// by hash
Citizen.invokeNative('0x16E9ABDD34DDD931');
```

### C#

```csharp
Function.Call((Hash)0x16E9ABDD34DDD931);
```

- This native has no known name, so the runtime exposes it only as `N_0x16e9abdd34ddd931` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x1811A02277A9E49D

- **Hash:** `0x1811A02277A9E49D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x1811a02277a9e49d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x1811A02277A9E49D

## Signature

```c
BOOL _0x1811A02277A9E49D();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x1811a02277a9e49d()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1811A02277A9E49D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1811a02277a9e49d();

// by hash
const retval = Citizen.invokeNative('0x1811A02277A9E49D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1811A02277A9E49D);
```

- This native has no known name, so the runtime exposes it only as `N_0x1811a02277a9e49d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x18C3DFAC458783BB

- **Hash:** `0x18C3DFAC458783BB`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x18c3dfac458783bb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x18C3DFAC458783BB

## Signature

```c
void _0x18C3DFAC458783BB();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x18c3dfac458783bb()

-- always available, by hash
Citizen.InvokeNative(0x18C3DFAC458783BB)
```

### JavaScript

```js
N_0x18c3dfac458783bb();

// by hash
Citizen.invokeNative('0x18C3DFAC458783BB');
```

### C#

```csharp
Function.Call((Hash)0x18C3DFAC458783BB);
```

- This native has no known name, so the runtime exposes it only as `N_0x18c3dfac458783bb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x190F7DA1AC09A8EF

- **Hash:** `0x190F7DA1AC09A8EF`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x190f7da1ac09a8ef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x190F7DA1AC09A8EF

## Signature

```c
Any _0x190F7DA1AC09A8EF();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x190f7da1ac09a8ef()

-- always available, by hash
local retval = Citizen.InvokeNative(0x190F7DA1AC09A8EF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x190f7da1ac09a8ef();

// by hash
const retval = Citizen.invokeNative('0x190F7DA1AC09A8EF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x190F7DA1AC09A8EF);
```

- This native has no known name, so the runtime exposes it only as `N_0x190f7da1ac09a8ef` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x1D931B7CC0EE3956

- **Hash:** `0x1D931B7CC0EE3956`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x1d931b7cc0ee3956`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x1D931B7CC0EE3956

## Signature

```c
BOOL _0x1D931B7CC0EE3956(const char* dictionary, const char* shotName, const char* cameraName);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `cameraName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x1d931b7cc0ee3956(dictionary, shotName, cameraName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1D931B7CC0EE3956, dictionary, shotName, cameraName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1d931b7cc0ee3956(dictionary, shotName, cameraName);

// by hash
const retval = Citizen.invokeNative('0x1D931B7CC0EE3956', dictionary, shotName, cameraName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1D931B7CC0EE3956, dictionary, shotName, cameraName);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d931b7cc0ee3956` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x1D9F72DD4FD9A9D7

- **Hash:** `0x1D9F72DD4FD9A9D7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x1d9f72dd4fd9a9d7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x1D9F72DD4FD9A9D7

## Signature

```c
void _0x1D9F72DD4FD9A9D7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1d9f72dd4fd9a9d7(p0)

-- always available, by hash
Citizen.InvokeNative(0x1D9F72DD4FD9A9D7, p0)
```

### JavaScript

```js
N_0x1d9f72dd4fd9a9d7(p0);

// by hash
Citizen.invokeNative('0x1D9F72DD4FD9A9D7', p0);
```

### C#

```csharp
Function.Call((Hash)0x1D9F72DD4FD9A9D7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d9f72dd4fd9a9d7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x1F6EBD94680252CE

- **Hash:** `0x1F6EBD94680252CE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x1f6ebd94680252ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x1F6EBD94680252CE

## Signature

```c
void _0x1F6EBD94680252CE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1f6ebd94680252ce(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1F6EBD94680252CE, p0, p1)
```

### JavaScript

```js
N_0x1f6ebd94680252ce(p0, p1);

// by hash
Citizen.invokeNative('0x1F6EBD94680252CE', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1F6EBD94680252CE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f6ebd94680252ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x1FC6C727D30FFDDE

- **Hash:** `0x1FC6C727D30FFDDE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x1fc6c727d30ffdde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x1FC6C727D30FFDDE

## Signature

```c
void _0x1FC6C727D30FFDDE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1fc6c727d30ffdde(p0)

-- always available, by hash
Citizen.InvokeNative(0x1FC6C727D30FFDDE, p0)
```

### JavaScript

```js
N_0x1fc6c727d30ffdde(p0);

// by hash
Citizen.invokeNative('0x1FC6C727D30FFDDE', p0);
```

### C#

```csharp
Function.Call((Hash)0x1FC6C727D30FFDDE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1fc6c727d30ffdde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x29E6655DF3590B0D

- **Hash:** `0x29E6655DF3590B0D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x29e6655df3590b0d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x29E6655DF3590B0D

## Signature

```c
void _0x29E6655DF3590B0D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x29e6655df3590b0d(p0)

-- always available, by hash
Citizen.InvokeNative(0x29E6655DF3590B0D, p0)
```

### JavaScript

```js
N_0x29e6655df3590b0d(p0);

// by hash
Citizen.invokeNative('0x29E6655DF3590B0D', p0);
```

### C#

```csharp
Function.Call((Hash)0x29E6655DF3590B0D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x29e6655df3590b0d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x2AB7C81B3F70570C

- **Hash:** `0x2AB7C81B3F70570C`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x2ab7c81b3f70570c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x2AB7C81B3F70570C

## Signature

```c
Any _0x2AB7C81B3F70570C();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2ab7c81b3f70570c()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2AB7C81B3F70570C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2ab7c81b3f70570c();

// by hash
const retval = Citizen.invokeNative('0x2AB7C81B3F70570C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2AB7C81B3F70570C);
```

- This native has no known name, so the runtime exposes it only as `N_0x2ab7c81b3f70570c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x2DD3149DC34A3F4C

- **Hash:** `0x2DD3149DC34A3F4C`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x2dd3149dc34a3f4c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x2DD3149DC34A3F4C

## Signature

```c
void _0x2DD3149DC34A3F4C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2dd3149dc34a3f4c(p0)

-- always available, by hash
Citizen.InvokeNative(0x2DD3149DC34A3F4C, p0)
```

### JavaScript

```js
N_0x2dd3149dc34a3f4c(p0);

// by hash
Citizen.invokeNative('0x2DD3149DC34A3F4C', p0);
```

### C#

```csharp
Function.Call((Hash)0x2DD3149DC34A3F4C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2dd3149dc34a3f4c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x39073DA4EDDBC91D

- **Hash:** `0x39073DA4EDDBC91D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x39073da4eddbc91d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x39073DA4EDDBC91D

## Signature

```c
void _0x39073DA4EDDBC91D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x39073da4eddbc91d(p0)

-- always available, by hash
Citizen.InvokeNative(0x39073DA4EDDBC91D, p0)
```

### JavaScript

```js
N_0x39073da4eddbc91d(p0);

// by hash
Citizen.invokeNative('0x39073DA4EDDBC91D', p0);
```

### C#

```csharp
Function.Call((Hash)0x39073DA4EDDBC91D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x39073da4eddbc91d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x3B8E3AD9677CE12B

- **Hash:** `0x3B8E3AD9677CE12B`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x3b8e3ad9677ce12b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x3B8E3AD9677CE12B

## Signature

```c
void _0x3B8E3AD9677CE12B(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3b8e3ad9677ce12b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3B8E3AD9677CE12B, p0, p1, p2)
```

### JavaScript

```js
N_0x3b8e3ad9677ce12b(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3B8E3AD9677CE12B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3B8E3AD9677CE12B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3b8e3ad9677ce12b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x3C486E334520579D

- **Hash:** `0x3C486E334520579D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x3c486e334520579d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x3C486E334520579D

## Signature

```c
void _0x3C486E334520579D();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x3c486e334520579d()

-- always available, by hash
Citizen.InvokeNative(0x3C486E334520579D)
```

### JavaScript

```js
N_0x3c486e334520579d();

// by hash
Citizen.invokeNative('0x3C486E334520579D');
```

### C#

```csharp
Function.Call((Hash)0x3C486E334520579D);
```

- This native has no known name, so the runtime exposes it only as `N_0x3c486e334520579d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x3C8F74E8FE751614

- **Hash:** `0x3C8F74E8FE751614`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x3c8f74e8fe751614`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x3C8F74E8FE751614

## Signature

```c
void _0x3C8F74E8FE751614();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x3c8f74e8fe751614()

-- always available, by hash
Citizen.InvokeNative(0x3C8F74E8FE751614)
```

### JavaScript

```js
N_0x3c8f74e8fe751614();

// by hash
Citizen.invokeNative('0x3C8F74E8FE751614');
```

### C#

```csharp
Function.Call((Hash)0x3C8F74E8FE751614);
```

- This native has no known name, so the runtime exposes it only as `N_0x3c8f74e8fe751614` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x4138EE36BC3DC0A7

- **Hash:** `0x4138EE36BC3DC0A7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x4138ee36bc3dc0a7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x4138EE36BC3DC0A7

## Signature

```c
Any _0x4138EE36BC3DC0A7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x4138ee36bc3dc0a7(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4138EE36BC3DC0A7, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4138ee36bc3dc0a7(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x4138EE36BC3DC0A7', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4138EE36BC3DC0A7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4138ee36bc3dc0a7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x41E452A3C580D1A7

- **Hash:** `0x41E452A3C580D1A7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x41e452a3c580d1a7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x41E452A3C580D1A7

## Signature

```c
void _0x41E452A3C580D1A7();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x41e452a3c580d1a7()

-- always available, by hash
Citizen.InvokeNative(0x41E452A3C580D1A7)
```

### JavaScript

```js
N_0x41e452a3c580d1a7();

// by hash
Citizen.invokeNative('0x41E452A3C580D1A7');
```

### C#

```csharp
Function.Call((Hash)0x41E452A3C580D1A7);
```

- This native has no known name, so the runtime exposes it only as `N_0x41e452a3c580d1a7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x450769C833D58844

- **Hash:** `0x450769C833D58844`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x450769c833d58844`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x450769C833D58844

## Signature

```c
Any _0x450769C833D58844();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x450769c833d58844()

-- always available, by hash
local retval = Citizen.InvokeNative(0x450769C833D58844, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x450769c833d58844();

// by hash
const retval = Citizen.invokeNative('0x450769C833D58844', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x450769C833D58844);
```

- This native has no known name, so the runtime exposes it only as `N_0x450769c833d58844` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x465F04F68AD38197

- **Hash:** `0x465F04F68AD38197`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x465f04f68ad38197`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x465F04F68AD38197

## Signature

```c
Any _0x465F04F68AD38197(const char* dictionary, const char* shotName, int duration);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `duration` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x465f04f68ad38197(dictionary, shotName, duration)

-- always available, by hash
local retval = Citizen.InvokeNative(0x465F04F68AD38197, dictionary, shotName, duration, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x465f04f68ad38197(dictionary, shotName, duration);

// by hash
const retval = Citizen.invokeNative('0x465F04F68AD38197', dictionary, shotName, duration, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x465F04F68AD38197, dictionary, shotName, duration);
```

- This native has no known name, so the runtime exposes it only as `N_0x465f04f68ad38197` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x4D2F46D1B28D90FB

- **Hash:** `0x4D2F46D1B28D90FB`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x4d2f46d1b28d90fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x4D2F46D1B28D90FB

## Signature

```c
void _0x4D2F46D1B28D90FB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4d2f46d1b28d90fb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x4D2F46D1B28D90FB, p0, p1)
```

### JavaScript

```js
N_0x4d2f46d1b28d90fb(p0, p1);

// by hash
Citizen.invokeNative('0x4D2F46D1B28D90FB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x4D2F46D1B28D90FB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4d2f46d1b28d90fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x5060FA977CEA4455

- **Hash:** `0x5060FA977CEA4455`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x5060fa977cea4455`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x5060FA977CEA4455

## Signature

```c
Any _0x5060FA977CEA4455();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5060fa977cea4455()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5060FA977CEA4455, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5060fa977cea4455();

// by hash
const retval = Citizen.invokeNative('0x5060FA977CEA4455', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5060FA977CEA4455);
```

- This native has no known name, so the runtime exposes it only as `N_0x5060fa977cea4455` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x5B637D6F3B67716A

- **Hash:** `0x5B637D6F3B67716A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x5b637d6f3b67716a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x5B637D6F3B67716A

## Signature

```c
void _0x5B637D6F3B67716A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5b637d6f3b67716a(p0)

-- always available, by hash
Citizen.InvokeNative(0x5B637D6F3B67716A, p0)
```

### JavaScript

```js
N_0x5b637d6f3b67716a(p0);

// by hash
Citizen.invokeNative('0x5B637D6F3B67716A', p0);
```

### C#

```csharp
Function.Call((Hash)0x5B637D6F3B67716A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5b637d6f3b67716a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x6072B7420A83A03F

- **Hash:** `0x6072B7420A83A03F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x6072b7420a83a03f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x6072B7420A83A03F

## Signature

```c
Any _0x6072B7420A83A03F();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6072b7420a83a03f()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6072B7420A83A03F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6072b7420a83a03f();

// by hash
const retval = Citizen.invokeNative('0x6072B7420A83A03F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6072B7420A83A03F);
```

- This native has no known name, so the runtime exposes it only as `N_0x6072b7420a83a03f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x632BE8D84846FA56

- **Hash:** `0x632BE8D84846FA56`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x632be8d84846fa56`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x632BE8D84846FA56

## Signature

```c
void _0x632BE8D84846FA56();
```

## Returns

`void`

## Description

Zooms in the gameplay camera to the next zoom level?
USE_* - WAS_*

## Usage

### Lua

```lua
N_0x632be8d84846fa56()

-- always available, by hash
Citizen.InvokeNative(0x632BE8D84846FA56)
```

### JavaScript

```js
N_0x632be8d84846fa56();

// by hash
Citizen.invokeNative('0x632BE8D84846FA56');
```

### C#

```csharp
Function.Call((Hash)0x632BE8D84846FA56);
```

- This native has no known name, so the runtime exposes it only as `N_0x632be8d84846fa56` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x63E5841A9264D016

- **Hash:** `0x63E5841A9264D016`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x63e5841a9264d016`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x63E5841A9264D016

## Signature

```c
void _0x63E5841A9264D016(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Maintains the death camera after respawn

## Usage

### Lua

```lua
N_0x63e5841a9264d016(toggle)

-- always available, by hash
Citizen.InvokeNative(0x63E5841A9264D016, toggle)
```

### JavaScript

```js
N_0x63e5841a9264d016(toggle);

// by hash
Citizen.invokeNative('0x63E5841A9264D016', toggle);
```

### C#

```csharp
Function.Call((Hash)0x63E5841A9264D016, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x63e5841a9264d016` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x641092322A8852AB

- **Hash:** `0x641092322A8852AB`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x641092322a8852ab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x641092322A8852AB

## Signature

```c
void _0x641092322A8852AB();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x641092322a8852ab()

-- always available, by hash
Citizen.InvokeNative(0x641092322A8852AB)
```

### JavaScript

```js
N_0x641092322a8852ab();

// by hash
Citizen.invokeNative('0x641092322A8852AB');
```

### C#

```csharp
Function.Call((Hash)0x641092322A8852AB);
```

- This native has no known name, so the runtime exposes it only as `N_0x641092322a8852ab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x6519238858AF5479

- **Hash:** `0x6519238858AF5479`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x6519238858af5479`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x6519238858AF5479

## Signature

```c
void _0x6519238858AF5479(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6519238858af5479(p0)

-- always available, by hash
Citizen.InvokeNative(0x6519238858AF5479, p0)
```

### JavaScript

```js
N_0x6519238858af5479(p0);

// by hash
Citizen.invokeNative('0x6519238858AF5479', p0);
```

### C#

```csharp
Function.Call((Hash)0x6519238858AF5479, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6519238858af5479` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x6CAB0BA160B168D2

- **Hash:** `0x6CAB0BA160B168D2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x6cab0ba160b168d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x6CAB0BA160B168D2

## Signature

```c
void _0x6CAB0BA160B168D2();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x6cab0ba160b168d2()

-- always available, by hash
Citizen.InvokeNative(0x6CAB0BA160B168D2)
```

### JavaScript

```js
N_0x6cab0ba160b168d2();

// by hash
Citizen.invokeNative('0x6CAB0BA160B168D2');
```

### C#

```csharp
Function.Call((Hash)0x6CAB0BA160B168D2);
```

- This native has no known name, so the runtime exposes it only as `N_0x6cab0ba160b168d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x6DFD37E586D4F44F

- **Hash:** `0x6DFD37E586D4F44F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x6dfd37e586d4f44f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x6DFD37E586D4F44F

## Signature

```c
Any _0x6DFD37E586D4F44F();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6dfd37e586d4f44f()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6DFD37E586D4F44F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6dfd37e586d4f44f();

// by hash
const retval = Citizen.invokeNative('0x6DFD37E586D4F44F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6DFD37E586D4F44F);
```

- This native has no known name, so the runtime exposes it only as `N_0x6dfd37e586d4f44f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x70A6658D476C6187

- **Hash:** `0x70A6658D476C6187`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x70a6658d476c6187`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x70A6658D476C6187

## Signature

```c
void _0x70A6658D476C6187();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x70a6658d476c6187()

-- always available, by hash
Citizen.InvokeNative(0x70A6658D476C6187)
```

### JavaScript

```js
N_0x70a6658d476c6187();

// by hash
Citizen.invokeNative('0x70A6658D476C6187');
```

### C#

```csharp
Function.Call((Hash)0x70A6658D476C6187);
```

- This native has no known name, so the runtime exposes it only as `N_0x70a6658d476c6187` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x71D71E08A7ED5BD7

- **Hash:** `0x71D71E08A7ED5BD7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x71d71e08a7ed5bd7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x71D71E08A7ED5BD7

## Signature

```c
void _0x71D71E08A7ED5BD7(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Zooms in the third person camera closer to ground level.
Must be called every frame to interpolate.
Pass false to reset.

## Usage

### Lua

```lua
N_0x71d71e08a7ed5bd7(toggle)

-- always available, by hash
Citizen.InvokeNative(0x71D71E08A7ED5BD7, toggle)
```

### JavaScript

```js
N_0x71d71e08a7ed5bd7(toggle);

// by hash
Citizen.invokeNative('0x71D71E08A7ED5BD7', toggle);
```

### C#

```csharp
Function.Call((Hash)0x71D71E08A7ED5BD7, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x71d71e08a7ed5bd7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# CAMERA::_0x728491FB3DFFEF99

- **Hash:** `0x728491FB3DFFEF99`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x728491fb3dffef99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x728491FB3DFFEF99

## Signature

```c
void _0x728491FB3DFFEF99(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x728491fb3dffef99(p0)

-- always available, by hash
Citizen.InvokeNative(0x728491FB3DFFEF99, p0)
```

### JavaScript

```js
N_0x728491fb3dffef99(p0);

// by hash
Citizen.invokeNative('0x728491FB3DFFEF99', p0);
```

### C#

```csharp
Function.Call((Hash)0x728491FB3DFFEF99, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x728491fb3dffef99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x73FF6BE63DC18819

- **Hash:** `0x73FF6BE63DC18819`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x73ff6be63dc18819`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x73FF6BE63DC18819

## Signature

```c
Any _0x73FF6BE63DC18819();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x73ff6be63dc18819()

-- always available, by hash
local retval = Citizen.InvokeNative(0x73FF6BE63DC18819, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x73ff6be63dc18819();

// by hash
const retval = Citizen.invokeNative('0x73FF6BE63DC18819', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x73FF6BE63DC18819);
```

- This native has no known name, so the runtime exposes it only as `N_0x73ff6be63dc18819` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x796085220ADCC847

- **Hash:** `0x796085220ADCC847`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x796085220adcc847`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x796085220ADCC847

## Signature

```c
Any _0x796085220ADCC847();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x796085220adcc847()

-- always available, by hash
local retval = Citizen.InvokeNative(0x796085220ADCC847, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x796085220adcc847();

// by hash
const retval = Citizen.invokeNative('0x796085220ADCC847', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x796085220ADCC847);
```

- This native has no known name, so the runtime exposes it only as `N_0x796085220adcc847` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x7CE9DC58E3E4755F

- **Hash:** `0x7CE9DC58E3E4755F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x7ce9dc58e3e4755f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x7CE9DC58E3E4755F

## Signature

```c
Any _0x7CE9DC58E3E4755F();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7ce9dc58e3e4755f()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7CE9DC58E3E4755F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7ce9dc58e3e4755f();

// by hash
const retval = Citizen.invokeNative('0x7CE9DC58E3E4755F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7CE9DC58E3E4755F);
```

- This native has no known name, so the runtime exposes it only as `N_0x7ce9dc58e3e4755f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x7E40A01B11398FCB

- **Hash:** `0x7E40A01B11398FCB`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x7e40a01b11398fcb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x7E40A01B11398FCB

## Signature

```c
void _0x7E40A01B11398FCB();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x7e40a01b11398fcb()

-- always available, by hash
Citizen.InvokeNative(0x7E40A01B11398FCB)
```

### JavaScript

```js
N_0x7e40a01b11398fcb();

// by hash
Citizen.invokeNative('0x7E40A01B11398FCB');
```

### C#

```csharp
Function.Call((Hash)0x7E40A01B11398FCB);
```

- This native has no known name, so the runtime exposes it only as `N_0x7e40a01b11398fcb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x80D7A3E39B120BC4

- **Hash:** `0x80D7A3E39B120BC4`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x80d7a3e39b120bc4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x80D7A3E39B120BC4

## Signature

```c
Any _0x80D7A3E39B120BC4();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x80d7a3e39b120bc4()

-- always available, by hash
local retval = Citizen.InvokeNative(0x80D7A3E39B120BC4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x80d7a3e39b120bc4();

// by hash
const retval = Citizen.invokeNative('0x80D7A3E39B120BC4', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x80D7A3E39B120BC4);
```

- This native has no known name, so the runtime exposes it only as `N_0x80d7a3e39b120bc4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x8505E05FC8822843

- **Hash:** `0x8505E05FC8822843`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x8505e05fc8822843`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x8505E05FC8822843

## Signature

```c
void _0x8505E05FC8822843(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8505e05fc8822843(p0)

-- always available, by hash
Citizen.InvokeNative(0x8505E05FC8822843, p0)
```

### JavaScript

```js
N_0x8505e05fc8822843(p0);

// by hash
Citizen.invokeNative('0x8505E05FC8822843', p0);
```

### C#

```csharp
Function.Call((Hash)0x8505E05FC8822843, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8505e05fc8822843` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x88544C0E3291DCAE

- **Hash:** `0x88544C0E3291DCAE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x88544c0e3291dcae`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x88544C0E3291DCAE

## Signature

```c
void _0x88544C0E3291DCAE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

UPDATE_PLAYER_PLAYING_STATE - Releasing Lasso Hint Cam
Return type char in ida
_SET_GAMEPLAY_HINT_*

## Usage

### Lua

```lua
N_0x88544c0e3291dcae(p0)

-- always available, by hash
Citizen.InvokeNative(0x88544C0E3291DCAE, p0)
```

### JavaScript

```js
N_0x88544c0e3291dcae(p0);

// by hash
Citizen.invokeNative('0x88544C0E3291DCAE', p0);
```

### C#

```csharp
Function.Call((Hash)0x88544C0E3291DCAE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x88544c0e3291dcae` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x8B1A5FE7E41E52B2

- **Hash:** `0x8B1A5FE7E41E52B2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x8b1a5fe7e41e52b2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x8B1A5FE7E41E52B2

## Signature

```c
Any _0x8B1A5FE7E41E52B2();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8b1a5fe7e41e52b2()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8B1A5FE7E41E52B2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8b1a5fe7e41e52b2();

// by hash
const retval = Citizen.invokeNative('0x8B1A5FE7E41E52B2', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8B1A5FE7E41E52B2);
```

- This native has no known name, so the runtime exposes it only as `N_0x8b1a5fe7e41e52b2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x8E036B41C37D0E5F

- **Hash:** `0x8E036B41C37D0E5F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x8e036b41c37d0e5f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x8E036B41C37D0E5F

## Signature

```c
void _0x8E036B41C37D0E5F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8e036b41c37d0e5f(p0)

-- always available, by hash
Citizen.InvokeNative(0x8E036B41C37D0E5F, p0)
```

### JavaScript

```js
N_0x8e036b41c37d0e5f(p0);

// by hash
Citizen.invokeNative('0x8E036B41C37D0E5F', p0);
```

### C#

```csharp
Function.Call((Hash)0x8E036B41C37D0E5F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e036b41c37d0e5f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x975F6EBB62632FE3

- **Hash:** `0x975F6EBB62632FE3`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x975f6ebb62632fe3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x975F6EBB62632FE3

## Signature

```c
BOOL _0x975F6EBB62632FE3();
```

## Returns

`BOOL`

## Description

_IS_SCRIPTED_S*

## Usage

### Lua

```lua
local retval = N_0x975f6ebb62632fe3()

-- always available, by hash
local retval = Citizen.InvokeNative(0x975F6EBB62632FE3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x975f6ebb62632fe3();

// by hash
const retval = Citizen.invokeNative('0x975F6EBB62632FE3', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x975F6EBB62632FE3);
```

- This native has no known name, so the runtime exposes it only as `N_0x975f6ebb62632fe3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0x9AC65A36D3C0C189

- **Hash:** `0x9AC65A36D3C0C189`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0x9ac65a36d3c0c189`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0x9AC65A36D3C0C189

## Signature

```c
void _0x9AC65A36D3C0C189(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9ac65a36d3c0c189(p0)

-- always available, by hash
Citizen.InvokeNative(0x9AC65A36D3C0C189, p0)
```

### JavaScript

```js
N_0x9ac65a36d3c0c189(p0);

// by hash
Citizen.invokeNative('0x9AC65A36D3C0C189', p0);
```

### C#

```csharp
Function.Call((Hash)0x9AC65A36D3C0C189, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9ac65a36d3c0c189` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xA54D643D0773EB65

- **Hash:** `0xA54D643D0773EB65`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xa54d643d0773eb65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xA54D643D0773EB65

## Signature

```c
void _0xA54D643D0773EB65(const char* dictionary, const char* shotName, int duration);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa54d643d0773eb65(dictionary, shotName, duration)

-- always available, by hash
Citizen.InvokeNative(0xA54D643D0773EB65, dictionary, shotName, duration)
```

### JavaScript

```js
N_0xa54d643d0773eb65(dictionary, shotName, duration);

// by hash
Citizen.invokeNative('0xA54D643D0773EB65', dictionary, shotName, duration);
```

### C#

```csharp
Function.Call((Hash)0xA54D643D0773EB65, dictionary, shotName, duration);
```

- This native has no known name, so the runtime exposes it only as `N_0xa54d643d0773eb65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xA8BA2E0204D8486F

- **Hash:** `0xA8BA2E0204D8486F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xa8ba2e0204d8486f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xA8BA2E0204D8486F

## Signature

```c
void _0xA8BA2E0204D8486F();
```

## Returns

`void`

## Description

NPLOI_UPDATE__GUN_SPINNING_PREVIEW - Adjusting Camera / Ped Reset Flags This Frame
_DISABLE_*

## Usage

### Lua

```lua
N_0xa8ba2e0204d8486f()

-- always available, by hash
Citizen.InvokeNative(0xA8BA2E0204D8486F)
```

### JavaScript

```js
N_0xa8ba2e0204d8486f();

// by hash
Citizen.invokeNative('0xA8BA2E0204D8486F');
```

### C#

```csharp
Function.Call((Hash)0xA8BA2E0204D8486F);
```

- This native has no known name, so the runtime exposes it only as `N_0xa8ba2e0204d8486f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xAC77757C05DE9E5A

- **Hash:** `0xAC77757C05DE9E5A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xac77757c05de9e5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xAC77757C05DE9E5A

## Signature

```c
void _0xAC77757C05DE9E5A(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xac77757c05de9e5a(cameraDictionary)

-- always available, by hash
Citizen.InvokeNative(0xAC77757C05DE9E5A, cameraDictionary)
```

### JavaScript

```js
N_0xac77757c05de9e5a(cameraDictionary);

// by hash
Citizen.invokeNative('0xAC77757C05DE9E5A', cameraDictionary);
```

### C#

```csharp
Function.Call((Hash)0xAC77757C05DE9E5A, cameraDictionary);
```

- This native has no known name, so the runtime exposes it only as `N_0xac77757c05de9e5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xB6A80E1E3A5444F1

- **Hash:** `0xB6A80E1E3A5444F1`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xb6a80e1e3a5444f1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xB6A80E1E3A5444F1

## Signature

```c
Any _0xB6A80E1E3A5444F1();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xb6a80e1e3a5444f1()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6A80E1E3A5444F1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb6a80e1e3a5444f1();

// by hash
const retval = Citizen.invokeNative('0xB6A80E1E3A5444F1', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB6A80E1E3A5444F1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb6a80e1e3a5444f1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xB85C13E0BF1F2A1C

- **Hash:** `0xB85C13E0BF1F2A1C`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xb85c13e0bf1f2a1c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xB85C13E0BF1F2A1C

## Signature

```c
void _0xB85C13E0BF1F2A1C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb85c13e0bf1f2a1c(p0)

-- always available, by hash
Citizen.InvokeNative(0xB85C13E0BF1F2A1C, p0)
```

### JavaScript

```js
N_0xb85c13e0bf1f2a1c(p0);

// by hash
Citizen.invokeNative('0xB85C13E0BF1F2A1C', p0);
```

### C#

```csharp
Function.Call((Hash)0xB85C13E0BF1F2A1C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb85c13e0bf1f2a1c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xC205B3C54C6A4E37

- **Hash:** `0xC205B3C54C6A4E37`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xc205b3c54c6a4e37`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xC205B3C54C6A4E37

## Signature

```c
void _0xC205B3C54C6A4E37(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc205b3c54c6a4e37(p0)

-- always available, by hash
Citizen.InvokeNative(0xC205B3C54C6A4E37, p0)
```

### JavaScript

```js
N_0xc205b3c54c6a4e37(p0);

// by hash
Citizen.invokeNative('0xC205B3C54C6A4E37', p0);
```

### C#

```csharp
Function.Call((Hash)0xC205B3C54C6A4E37, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc205b3c54c6a4e37` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xC252C0CC969AF79A

- **Hash:** `0xC252C0CC969AF79A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xc252c0cc969af79a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xC252C0CC969AF79A

## Signature

```c
void _0xC252C0CC969AF79A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc252c0cc969af79a(p0)

-- always available, by hash
Citizen.InvokeNative(0xC252C0CC969AF79A, p0)
```

### JavaScript

```js
N_0xc252c0cc969af79a(p0);

// by hash
Citizen.invokeNative('0xC252C0CC969AF79A', p0);
```

### C#

```csharp
Function.Call((Hash)0xC252C0CC969AF79A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc252c0cc969af79a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xC285FD21294A1C49

- **Hash:** `0xC285FD21294A1C49`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xc285fd21294a1c49`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xC285FD21294A1C49

## Signature

```c
BOOL _0xC285FD21294A1C49(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xc285fd21294a1c49(cameraDictionary)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC285FD21294A1C49, cameraDictionary, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xc285fd21294a1c49(cameraDictionary);

// by hash
const retval = Citizen.invokeNative('0xC285FD21294A1C49', cameraDictionary, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC285FD21294A1C49, cameraDictionary);
```

- This native has no known name, so the runtime exposes it only as `N_0xc285fd21294a1c49` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xC3742F1FDF0A6824

- **Hash:** `0xC3742F1FDF0A6824`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xc3742f1fdf0a6824`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xC3742F1FDF0A6824

## Signature

```c
void _0xC3742F1FDF0A6824();
```

## Returns

`void`

## Description

Camera will be or is running

## Usage

### Lua

```lua
N_0xc3742f1fdf0a6824()

-- always available, by hash
Citizen.InvokeNative(0xC3742F1FDF0A6824)
```

### JavaScript

```js
N_0xc3742f1fdf0a6824();

// by hash
Citizen.invokeNative('0xC3742F1FDF0A6824');
```

### C#

```csharp
Function.Call((Hash)0xC3742F1FDF0A6824);
```

- This native has no known name, so the runtime exposes it only as `N_0xc3742f1fdf0a6824` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xC3AEBB276825A359

- **Hash:** `0xC3AEBB276825A359`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xc3aebb276825a359`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xC3AEBB276825A359

## Signature

```c
BOOL _0xC3AEBB276825A359(const char* dictionary, const char* shotName, int duration);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `duration` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xc3aebb276825a359(dictionary, shotName, duration)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC3AEBB276825A359, dictionary, shotName, duration, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xc3aebb276825a359(dictionary, shotName, duration);

// by hash
const retval = Citizen.invokeNative('0xC3AEBB276825A359', dictionary, shotName, duration, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC3AEBB276825A359, dictionary, shotName, duration);
```

- This native has no known name, so the runtime exposes it only as `N_0xc3aebb276825a359` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xCF69EA05CD9C33C9

- **Hash:** `0xCF69EA05CD9C33C9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xcf69ea05cd9c33c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xCF69EA05CD9C33C9

## Signature

```c
void _0xCF69EA05CD9C33C9();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xcf69ea05cd9c33c9()

-- always available, by hash
Citizen.InvokeNative(0xCF69EA05CD9C33C9)
```

### JavaScript

```js
N_0xcf69ea05cd9c33c9();

// by hash
Citizen.invokeNative('0xCF69EA05CD9C33C9');
```

### C#

```csharp
Function.Call((Hash)0xCF69EA05CD9C33C9);
```

- This native has no known name, so the runtime exposes it only as `N_0xcf69ea05cd9c33c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xDB382FE20C2DA222

- **Hash:** `0xDB382FE20C2DA222`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xdb382fe20c2da222`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xDB382FE20C2DA222

## Signature

```c
void _0xDB382FE20C2DA222(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdb382fe20c2da222(p0)

-- always available, by hash
Citizen.InvokeNative(0xDB382FE20C2DA222, p0)
```

### JavaScript

```js
N_0xdb382fe20c2da222(p0);

// by hash
Citizen.invokeNative('0xDB382FE20C2DA222', p0);
```

### C#

```csharp
Function.Call((Hash)0xDB382FE20C2DA222, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdb382fe20c2da222` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xDC62CD70658E7A02

- **Hash:** `0xDC62CD70658E7A02`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xdc62cd70658e7a02`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xDC62CD70658E7A02

## Signature

```c
Any _0xDC62CD70658E7A02();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xdc62cd70658e7a02()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC62CD70658E7A02, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdc62cd70658e7a02();

// by hash
const retval = Citizen.invokeNative('0xDC62CD70658E7A02', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC62CD70658E7A02);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc62cd70658e7a02` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xDF7F5BE9150E47E4

- **Hash:** `0xDF7F5BE9150E47E4`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xdf7f5be9150e47e4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xDF7F5BE9150E47E4

## Signature

```c
void _0xDF7F5BE9150E47E4(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdf7f5be9150e47e4(p0)

-- always available, by hash
Citizen.InvokeNative(0xDF7F5BE9150E47E4, p0)
```

### JavaScript

```js
N_0xdf7f5be9150e47e4(p0);

// by hash
Citizen.invokeNative('0xDF7F5BE9150E47E4', p0);
```

### C#

```csharp
Function.Call((Hash)0xDF7F5BE9150E47E4, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf7f5be9150e47e4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xE28F73212A813E82

- **Hash:** `0xE28F73212A813E82`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xe28f73212a813e82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xE28F73212A813E82

## Signature

```c
void _0xE28F73212A813E82(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe28f73212a813e82(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xE28F73212A813E82, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xe28f73212a813e82(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xE28F73212A813E82', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xE28F73212A813E82, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xe28f73212a813e82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xE2BB2D6A9FE2ECDE

- **Hash:** `0xE2BB2D6A9FE2ECDE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xe2bb2d6a9fe2ecde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xE2BB2D6A9FE2ECDE

## Signature

```c
void _0xE2BB2D6A9FE2ECDE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe2bb2d6a9fe2ecde(p0)

-- always available, by hash
Citizen.InvokeNative(0xE2BB2D6A9FE2ECDE, p0)
```

### JavaScript

```js
N_0xe2bb2d6a9fe2ecde(p0);

// by hash
Citizen.invokeNative('0xE2BB2D6A9FE2ECDE', p0);
```

### C#

```csharp
Function.Call((Hash)0xE2BB2D6A9FE2ECDE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe2bb2d6a9fe2ecde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xE6F364DE6C2FDEFE

- **Hash:** `0xE6F364DE6C2FDEFE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xe6f364de6c2fdefe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xE6F364DE6C2FDEFE

## Signature

```c
void _0xE6F364DE6C2FDEFE();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe6f364de6c2fdefe()

-- always available, by hash
Citizen.InvokeNative(0xE6F364DE6C2FDEFE)
```

### JavaScript

```js
N_0xe6f364de6c2fdefe();

// by hash
Citizen.invokeNative('0xE6F364DE6C2FDEFE');
```

### C#

```csharp
Function.Call((Hash)0xE6F364DE6C2FDEFE);
```

- This native has no known name, so the runtime exposes it only as `N_0xe6f364de6c2fdefe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xEA113BF9B0C0C5D7

- **Hash:** `0xEA113BF9B0C0C5D7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xea113bf9b0c0c5d7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xEA113BF9B0C0C5D7

## Signature

```c
Any _0xEA113BF9B0C0C5D7(const char* dictionary, const char* shotName, int duration);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `duration` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xea113bf9b0c0c5d7(dictionary, shotName, duration)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA113BF9B0C0C5D7, dictionary, shotName, duration, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xea113bf9b0c0c5d7(dictionary, shotName, duration);

// by hash
const retval = Citizen.invokeNative('0xEA113BF9B0C0C5D7', dictionary, shotName, duration, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEA113BF9B0C0C5D7, dictionary, shotName, duration);
```

- This native has no known name, so the runtime exposes it only as `N_0xea113bf9b0c0c5d7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xEF9A3132A0AA6B19

- **Hash:** `0xEF9A3132A0AA6B19`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xef9a3132a0aa6b19`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xEF9A3132A0AA6B19

## Signature

```c
Any _0xEF9A3132A0AA6B19();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xef9a3132a0aa6b19()

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF9A3132A0AA6B19, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xef9a3132a0aa6b19();

// by hash
const retval = Citizen.invokeNative('0xEF9A3132A0AA6B19', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEF9A3132A0AA6B19);
```

- This native has no known name, so the runtime exposes it only as `N_0xef9a3132a0aa6b19` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xF1A6FEEDF3776EF9

- **Hash:** `0xF1A6FEEDF3776EF9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xf1a6feedf3776ef9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xF1A6FEEDF3776EF9

## Signature

```c
void _0xF1A6FEEDF3776EF9();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf1a6feedf3776ef9()

-- always available, by hash
Citizen.InvokeNative(0xF1A6FEEDF3776EF9)
```

### JavaScript

```js
N_0xf1a6feedf3776ef9();

// by hash
Citizen.invokeNative('0xF1A6FEEDF3776EF9');
```

### C#

```csharp
Function.Call((Hash)0xF1A6FEEDF3776EF9);
```

- This native has no known name, so the runtime exposes it only as `N_0xf1a6feedf3776ef9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xF48664E9C83825E3

- **Hash:** `0xF48664E9C83825E3`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xf48664e9c83825e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xF48664E9C83825E3

## Signature

```c
void _0xF48664E9C83825E3(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf48664e9c83825e3(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF48664E9C83825E3, p0, p1)
```

### JavaScript

```js
N_0xf48664e9c83825e3(p0, p1);

// by hash
Citizen.invokeNative('0xF48664E9C83825E3', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF48664E9C83825E3, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf48664e9c83825e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xF824530B612FE0CE

- **Hash:** `0xF824530B612FE0CE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xf824530b612fe0ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xF824530B612FE0CE

## Signature

```c
Any _0xF824530B612FE0CE();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf824530b612fe0ce()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF824530B612FE0CE, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf824530b612fe0ce();

// by hash
const retval = Citizen.invokeNative('0xF824530B612FE0CE', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF824530B612FE0CE);
```

- This native has no known name, so the runtime exposes it only as `N_0xf824530b612fe0ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xFC3F638BE2B6BB02

- **Hash:** `0xFC3F638BE2B6BB02`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xfc3f638be2b6bb02`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xFC3F638BE2B6BB02

## Signature

```c
void _0xFC3F638BE2B6BB02();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xfc3f638be2b6bb02()

-- always available, by hash
Citizen.InvokeNative(0xFC3F638BE2B6BB02)
```

### JavaScript

```js
N_0xfc3f638be2b6bb02();

// by hash
Citizen.invokeNative('0xFC3F638BE2B6BB02');
```

### C#

```csharp
Function.Call((Hash)0xFC3F638BE2B6BB02);
```

- This native has no known name, so the runtime exposes it only as `N_0xfc3f638be2b6bb02` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xFEB8646818294C75

- **Hash:** `0xFEB8646818294C75`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xfeb8646818294c75`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xFEB8646818294C75

## Signature

```c
void _0xFEB8646818294C75(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfeb8646818294c75(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFEB8646818294C75, p0, p1)
```

### JavaScript

```js
N_0xfeb8646818294c75(p0, p1);

// by hash
Citizen.invokeNative('0xFEB8646818294C75', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFEB8646818294C75, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfeb8646818294c75` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_0xFEFDDC6E8FDF8A75

- **Hash:** `0xFEFDDC6E8FDF8A75`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `N_0xfefddc6e8fdf8a75`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/0xFEFDDC6E8FDF8A75

## Signature

```c
void _0xFEFDDC6E8FDF8A75(const char* shakeName, float intensity);
```

## Parameters

- `shakeName` (`const char*`)
- `intensity` (`float`)

## Returns

`void`

## Description

_SET_GAMEPLAY_P* - _SET_GAMEPLAY_V*

## Usage

### Lua

```lua
N_0xfefddc6e8fdf8a75(shakeName, intensity)

-- always available, by hash
Citizen.InvokeNative(0xFEFDDC6E8FDF8A75, shakeName, intensity)
```

### JavaScript

```js
N_0xfefddc6e8fdf8a75(shakeName, intensity);

// by hash
Citizen.invokeNative('0xFEFDDC6E8FDF8A75', shakeName, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFEFDDC6E8FDF8A75, shakeName, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xfefddc6e8fdf8a75` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::ADD_CAM_SPLINE_NODE

- **Hash:** `0xF1F57F9D230F9CD1`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `AddCamSplineNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/ADD_CAM_SPLINE_NODE

## Signature

```c
void ADD_CAM_SPLINE_NODE(Cam camera, float x, float y, float z, float xRot, float yRot, float zRot, int length, int p8, int p9);
```

## Parameters

- `camera` (`Cam`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `length` (`int`)
- `p8` (`int`)
- `p9` (`int`)

## Returns

`void`

## Description

p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one

p8 big values ~100 will slow down the camera movement before reaching this node

p9 != 0 seems to override the rotation/pitch (bool?)

## Usage

### Lua

```lua
AddCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xF1F57F9D230F9CD1, camera, x, y, z, xRot, yRot, zRot, length, p8, p9)
```

### JavaScript

```js
AddCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9);

// by hash
Citizen.invokeNative('0xF1F57F9D230F9CD1', camera, x + 0.0000001, y + 0.0000001, z + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, length, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0xF1F57F9D230F9CD1, camera, x, y, z, xRot, yRot, zRot, length, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::ALLOW_MOTION_BLUR_DECAY

- **Hash:** `0x42ED56B02E05D109`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `AllowMotionBlurDecay`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/ALLOW_MOTION_BLUR_DECAY

## Signature

```c
void ALLOW_MOTION_BLUR_DECAY(Cam cam, BOOL p1);
```

## Parameters

- `cam` (`Cam`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AllowMotionBlurDecay(cam, p1)

-- always available, by hash
Citizen.InvokeNative(0x42ED56B02E05D109, cam, p1)
```

### JavaScript

```js
AllowMotionBlurDecay(cam, p1);

// by hash
Citizen.invokeNative('0x42ED56B02E05D109', cam, p1);
```

### C#

```csharp
Function.Call((Hash)0x42ED56B02E05D109, cam, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::ATTACH_CAM_TO_ENTITY

- **Hash:** `0xFDC0DF7F6FB0A592`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `AttachCamToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/ATTACH_CAM_TO_ENTITY

## Signature

```c
void ATTACH_CAM_TO_ENTITY(Cam cam, Entity entity, float xOffset, float yOffset, float zOffset, BOOL isRelative);
```

## Parameters

- `cam` (`Cam`)
- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `isRelative` (`BOOL`)

## Returns

`void`

## Description

Last param determines if its relative to the Entity

## Usage

### Lua

```lua
AttachCamToEntity(cam, entity, xOffset, yOffset, zOffset, isRelative)

-- always available, by hash
Citizen.InvokeNative(0xFDC0DF7F6FB0A592, cam, entity, xOffset, yOffset, zOffset, isRelative)
```

### JavaScript

```js
AttachCamToEntity(cam, entity, xOffset, yOffset, zOffset, isRelative);

// by hash
Citizen.invokeNative('0xFDC0DF7F6FB0A592', cam, entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, isRelative);
```

### C#

```csharp
Function.Call((Hash)0xFDC0DF7F6FB0A592, cam, entity, xOffset, yOffset, zOffset, isRelative);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::ATTACH_CAM_TO_PED_BONE

- **Hash:** `0xDFC1E4A44C0324CA`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `AttachCamToPedBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/ATTACH_CAM_TO_PED_BONE

## Signature

```c
void ATTACH_CAM_TO_PED_BONE(Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL heading);
```

## Parameters

- `cam` (`Cam`)
- `ped` (`Ped`)
- `boneIndex` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`BOOL`)

## Returns

`void`

## Description

boneIndex: https://github.com/femga/rdr3_discoveries/tree/master/boneNames

## Usage

### Lua

```lua
AttachCamToPedBone(cam, ped, boneIndex, x, y, z, heading)

-- always available, by hash
Citizen.InvokeNative(0xDFC1E4A44C0324CA, cam, ped, boneIndex, x, y, z, heading)
```

### JavaScript

```js
AttachCamToPedBone(cam, ped, boneIndex, x, y, z, heading);

// by hash
Citizen.invokeNative('0xDFC1E4A44C0324CA', cam, ped, boneIndex, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading);
```

### C#

```csharp
Function.Call((Hash)0xDFC1E4A44C0324CA, cam, ped, boneIndex, x, y, z, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_CAM_CREATE

- **Hash:** `0xB8B207C34285E978`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CamCreate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_CAM_CREATE

## Signature

```c
void _CAM_CREATE(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
CamCreate(cameraDictionary)

-- always available, by hash
Citizen.InvokeNative(0xB8B207C34285E978, cameraDictionary)
```

### JavaScript

```js
CamCreate(cameraDictionary);

// by hash
Citizen.invokeNative('0xB8B207C34285E978', cameraDictionary);
```

### C#

```csharp
Function.Call((Hash)0xB8B207C34285E978, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_CAM_CREATE_2

- **Hash:** `0x7B0279170961A73F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CamCreate_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_CAM_CREATE_2

## Signature

```c
void _CAM_CREATE_2(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
CamCreate_2(cameraDictionary)

-- always available, by hash
Citizen.InvokeNative(0x7B0279170961A73F, cameraDictionary)
```

### JavaScript

```js
CamCreate_2(cameraDictionary);

// by hash
Citizen.invokeNative('0x7B0279170961A73F', cameraDictionary);
```

### C#

```csharp
Function.Call((Hash)0x7B0279170961A73F, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_CAM_DESTROY

- **Hash:** `0x0A5A4F1979ABB40E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CamDestroy`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_CAM_DESTROY

## Signature

```c
void _CAM_DESTROY(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
CamDestroy(cameraDictionary)

-- always available, by hash
Citizen.InvokeNative(0x0A5A4F1979ABB40E, cameraDictionary)
```

### JavaScript

```js
CamDestroy(cameraDictionary);

// by hash
Citizen.invokeNative('0x0A5A4F1979ABB40E', cameraDictionary);
```

### C#

```csharp
Function.Call((Hash)0x0A5A4F1979ABB40E, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CINEMATIC_LOCATION_OVERRIDE_TARGET_ENTITY_THIS_UPDATE

- **Hash:** `0x0B0F914459731F60`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CinematicLocationOverrideTargetEntityThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CINEMATIC_LOCATION_OVERRIDE_TARGET_ENTITY_THIS_UPDATE

## Signature

```c
void CINEMATIC_LOCATION_OVERRIDE_TARGET_ENTITY_THIS_UPDATE(const char* name, Entity entity);
```

## Parameters

- `name` (`const char*`)
- `entity` (`Entity`)

## Returns

`void`

## Description

Only used in R* Script fm_mission_controller

## Usage

### Lua

```lua
CinematicLocationOverrideTargetEntityThisUpdate(name, entity)

-- always available, by hash
Citizen.InvokeNative(0x0B0F914459731F60, name, entity)
```

### JavaScript

```js
CinematicLocationOverrideTargetEntityThisUpdate(name, entity);

// by hash
Citizen.invokeNative('0x0B0F914459731F60', name, entity);
```

### C#

```csharp
Function.Call((Hash)0x0B0F914459731F60, name, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_CINEMATIC_LOCATION_SET_LOCATION_AND_ROTATION

- **Hash:** `0x0E94C95EC3185FA9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CinematicLocationSetLocationAndRotation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_CINEMATIC_LOCATION_SET_LOCATION_AND_ROTATION

## Signature

```c
void _CINEMATIC_LOCATION_SET_LOCATION_AND_ROTATION(const char* name, float x, float y, float z, float rotX, float rotY, float rotZ);
```

## Parameters

- `name` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
CinematicLocationSetLocationAndRotation(name, x, y, z, rotX, rotY, rotZ)

-- always available, by hash
Citizen.InvokeNative(0x0E94C95EC3185FA9, name, x, y, z, rotX, rotY, rotZ)
```

### JavaScript

```js
CinematicLocationSetLocationAndRotation(name, x, y, z, rotX, rotY, rotZ);

// by hash
Citizen.invokeNative('0x0E94C95EC3185FA9', name, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0E94C95EC3185FA9, name, x, y, z, rotX, rotY, rotZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CINEMATIC_LOCATION_STOP_SCRIPTED_SHOT_EVENT

- **Hash:** `0x6D4D25C2137FF511`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CinematicLocationStopScriptedShotEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CINEMATIC_LOCATION_STOP_SCRIPTED_SHOT_EVENT

## Signature

```c
void CINEMATIC_LOCATION_STOP_SCRIPTED_SHOT_EVENT(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CinematicLocationStopScriptedShotEvent(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x6D4D25C2137FF511, p0, p1, p2)
```

### JavaScript

```js
CinematicLocationStopScriptedShotEvent(p0, p1, p2);

// by hash
Citizen.invokeNative('0x6D4D25C2137FF511', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x6D4D25C2137FF511, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CINEMATIC_LOCATION_TRIGGER_SCRIPTED_SHOT_EVENT

- **Hash:** `0x02389579A53C3276`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CinematicLocationTriggerScriptedShotEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CINEMATIC_LOCATION_TRIGGER_SCRIPTED_SHOT_EVENT

## Signature

```c
void CINEMATIC_LOCATION_TRIGGER_SCRIPTED_SHOT_EVENT(const char* dictionary, const char* shotName, const char* cameraName, Any p3);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `cameraName` (`const char*`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CinematicLocationTriggerScriptedShotEvent(dictionary, shotName, cameraName, p3)

-- always available, by hash
Citizen.InvokeNative(0x02389579A53C3276, dictionary, shotName, cameraName, p3)
```

### JavaScript

```js
CinematicLocationTriggerScriptedShotEvent(dictionary, shotName, cameraName, p3);

// by hash
Citizen.invokeNative('0x02389579A53C3276', dictionary, shotName, cameraName, p3);
```

### C#

```csharp
Function.Call((Hash)0x02389579A53C3276, dictionary, shotName, cameraName, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_CINEMATIC_LOCATION_TRIGGER_SCRIPTED_SHOT_EVENT_2

- **Hash:** `0xBC016635D6A73B31`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CinematicLocationTriggerScriptedShotEvent_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_CINEMATIC_LOCATION_TRIGGER_SCRIPTED_SHOT_EVENT_2

## Signature

```c
void _CINEMATIC_LOCATION_TRIGGER_SCRIPTED_SHOT_EVENT_2(const char* dictionary, const char* shotName, int duration);
```

## Parameters

- `dictionary` (`const char*`)
- `shotName` (`const char*`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
CinematicLocationTriggerScriptedShotEvent_2(dictionary, shotName, duration)

-- always available, by hash
Citizen.InvokeNative(0xBC016635D6A73B31, dictionary, shotName, duration)
```

### JavaScript

```js
CinematicLocationTriggerScriptedShotEvent_2(dictionary, shotName, duration);

// by hash
Citizen.invokeNative('0xBC016635D6A73B31', dictionary, shotName, duration);
```

### C#

```csharp
Function.Call((Hash)0xBC016635D6A73B31, dictionary, shotName, duration);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CREATE_CAM

- **Hash:** `0xE72CDBA7F0A02DD6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CreateCam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CREATE_CAM

## Signature

```c
Cam CREATE_CAM(const char* camName, BOOL p1);
```

## Parameters

- `camName` (`const char*`)
- `p1` (`BOOL`)

## Returns

`Cam`

## Usage

### Lua

```lua
local retval = CreateCam(camName, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE72CDBA7F0A02DD6, camName, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateCam(camName, p1);

// by hash
const retval = Citizen.invokeNative('0xE72CDBA7F0A02DD6', camName, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE72CDBA7F0A02DD6, camName, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CREATE_CAM_WITH_PARAMS

- **Hash:** `0x40C23491CE83708E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CreateCamWithParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CREATE_CAM_WITH_PARAMS

## Signature

```c
Cam CREATE_CAM_WITH_PARAMS(const char* camName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, int p9);
```

## Parameters

- `camName` (`const char*`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `fov` (`float`)
- `p8` (`BOOL`)
- `p9` (`int`)

## Returns

`Cam`

## Usage

### Lua

```lua
local retval = CreateCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40C23491CE83708E, camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x40C23491CE83708E', camName, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, fov + 0.0000001, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x40C23491CE83708E, camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CREATE_CAMERA

- **Hash:** `0x57CDF879EA466C46`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CreateCamera`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CREATE_CAMERA

## Signature

```c
Cam CREATE_CAMERA(Hash camHash, BOOL p1);
```

## Parameters

- `camHash` (`Hash`)
- `p1` (`BOOL`)

## Returns

`Cam`

## Usage

### Lua

```lua
local retval = CreateCamera(camHash, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57CDF879EA466C46, camHash, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateCamera(camHash, p1);

// by hash
const retval = Citizen.invokeNative('0x57CDF879EA466C46', camHash, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57CDF879EA466C46, camHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::CREATE_CAMERA_WITH_PARAMS

- **Hash:** `0x98B99B9F27E2D60B`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CreateCameraWithParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/CREATE_CAMERA_WITH_PARAMS

## Signature

```c
Cam CREATE_CAMERA_WITH_PARAMS(Hash camHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, Any p9);
```

## Parameters

- `camHash` (`Hash`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `fov` (`float`)
- `p8` (`BOOL`)
- `p9` (`Any`)

## Returns

`Cam`

## Usage

### Lua

```lua
local retval = CreateCameraWithParams(camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98B99B9F27E2D60B, camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateCameraWithParams(camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x98B99B9F27E2D60B', camHash, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, fov + 0.0000001, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x98B99B9F27E2D60B, camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_CREATE_KILL_CAM

- **Hash:** `0x2F994CC29CAA9D22`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `CreateKillCam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_CREATE_KILL_CAM

## Signature

```c
void _CREATE_KILL_CAM(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Creates Kill Cam for specified Ped Handle

## Usage

### Lua

```lua
CreateKillCam(ped)

-- always available, by hash
Citizen.InvokeNative(0x2F994CC29CAA9D22, ped)
```

### JavaScript

```js
CreateKillCam(ped);

// by hash
Citizen.invokeNative('0x2F994CC29CAA9D22', ped);
```

### C#

```csharp
Function.Call((Hash)0x2F994CC29CAA9D22, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DESTROY_ALL_CAMS

- **Hash:** `0x163600D6E136C9F8`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DestroyAllCams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DESTROY_ALL_CAMS

## Signature

```c
void DESTROY_ALL_CAMS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.

## Usage

### Lua

```lua
DestroyAllCams(p0)

-- always available, by hash
Citizen.InvokeNative(0x163600D6E136C9F8, p0)
```

### JavaScript

```js
DestroyAllCams(p0);

// by hash
Citizen.invokeNative('0x163600D6E136C9F8', p0);
```

### C#

```csharp
Function.Call((Hash)0x163600D6E136C9F8, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DESTROY_CAM

- **Hash:** `0x4E67E0B6D7FD5145`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DestroyCam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DESTROY_CAM

## Signature

```c
void DESTROY_CAM(Cam cam, BOOL p1);
```

## Parameters

- `cam` (`Cam`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.

## Usage

### Lua

```lua
DestroyCam(cam, p1)

-- always available, by hash
Citizen.InvokeNative(0x4E67E0B6D7FD5145, cam, p1)
```

### JavaScript

```js
DestroyCam(cam, p1);

// by hash
Citizen.invokeNative('0x4E67E0B6D7FD5145', cam, p1);
```

### C#

```csharp
Function.Call((Hash)0x4E67E0B6D7FD5145, cam, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DETACH_CAM

- **Hash:** `0x05B41DDBEB559556`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DetachCam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DETACH_CAM

## Signature

```c
void DETACH_CAM(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`void`

## Usage

### Lua

```lua
DetachCam(cam)

-- always available, by hash
Citizen.InvokeNative(0x05B41DDBEB559556, cam)
```

### JavaScript

```js
DetachCam(cam);

// by hash
Citizen.invokeNative('0x05B41DDBEB559556', cam);
```

### C#

```csharp
Function.Call((Hash)0x05B41DDBEB559556, cam);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DISABLE_CAM_COLLISION_FOR_OBJECT

- **Hash:** `0x7E3F546ACFE6C8D9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DisableCamCollisionForObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DISABLE_CAM_COLLISION_FOR_OBJECT

## Signature

```c
void DISABLE_CAM_COLLISION_FOR_OBJECT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
DisableCamCollisionForObject(entity)

-- always available, by hash
Citizen.InvokeNative(0x7E3F546ACFE6C8D9, entity)
```

### JavaScript

```js
DisableCamCollisionForObject(entity);

// by hash
Citizen.invokeNative('0x7E3F546ACFE6C8D9', entity);
```

### C#

```csharp
Function.Call((Hash)0x7E3F546ACFE6C8D9, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DISABLE_CINEMATIC_BONNET_CAMERA_THIS_UPDATE

- **Hash:** `0xA5929C2E57AC90D1`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DisableCinematicBonnetCameraThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DISABLE_CINEMATIC_BONNET_CAMERA_THIS_UPDATE

## Signature

```c
void DISABLE_CINEMATIC_BONNET_CAMERA_THIS_UPDATE();
```

## Returns

`void`

## Description

Old name: _DISABLE_VEHICLE_FIRST_PERSON_CAM_THIS_FRAME

## Usage

### Lua

```lua
DisableCinematicBonnetCameraThisUpdate()

-- always available, by hash
Citizen.InvokeNative(0xA5929C2E57AC90D1)
```

### JavaScript

```js
DisableCinematicBonnetCameraThisUpdate();

// by hash
Citizen.invokeNative('0xA5929C2E57AC90D1');
```

### C#

```csharp
Function.Call((Hash)0xA5929C2E57AC90D1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_DISABLE_CINEMATIC_MODE_THIS_FRAME

- **Hash:** `0x8910C24B7E0046EC`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DisableCinematicModeThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_DISABLE_CINEMATIC_MODE_THIS_FRAME

## Signature

```c
void _DISABLE_CINEMATIC_MODE_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
DisableCinematicModeThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x8910C24B7E0046EC)
```

### JavaScript

```js
DisableCinematicModeThisFrame();

// by hash
Citizen.invokeNative('0x8910C24B7E0046EC');
```

### C#

```csharp
Function.Call((Hash)0x8910C24B7E0046EC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DISABLE_FIRST_PERSON_FLASH_EFFECT_THIS_UPDATE

- **Hash:** `0x77D65669A05D1A1A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DisableFirstPersonFlashEffectThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DISABLE_FIRST_PERSON_FLASH_EFFECT_THIS_UPDATE

## Signature

```c
void DISABLE_FIRST_PERSON_FLASH_EFFECT_THIS_UPDATE();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
DisableFirstPersonFlashEffectThisUpdate()

-- always available, by hash
Citizen.InvokeNative(0x77D65669A05D1A1A)
```

### JavaScript

```js
DisableFirstPersonFlashEffectThisUpdate();

// by hash
Citizen.invokeNative('0x77D65669A05D1A1A');
```

### C#

```csharp
Function.Call((Hash)0x77D65669A05D1A1A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE

- **Hash:** `0x9C473089A934C930`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DisableOnFootFirstPersonViewThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE

## Signature

```c
void DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE();
```

## Returns

`void`

## Description

Old name: _DISABLE_FIRST_PERSON_CAM_THIS_FRAME

## Usage

### Lua

```lua
DisableOnFootFirstPersonViewThisUpdate()

-- always available, by hash
Citizen.InvokeNative(0x9C473089A934C930)
```

### JavaScript

```js
DisableOnFootFirstPersonViewThisUpdate();

// by hash
Citizen.invokeNative('0x9C473089A934C930');
```

### C#

```csharp
Function.Call((Hash)0x9C473089A934C930);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE_2

- **Hash:** `0x05AB44D906738426`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DisableOnFootFirstPersonViewThisUpdate_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE_2

## Signature

```c
void _DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE_2();
```

## Returns

`void`

## Description

Does the same as 0x9C473089A934C930 (DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE)

## Usage

### Lua

```lua
DisableOnFootFirstPersonViewThisUpdate_2()

-- always available, by hash
Citizen.InvokeNative(0x05AB44D906738426)
```

### JavaScript

```js
DisableOnFootFirstPersonViewThisUpdate_2();

// by hash
Citizen.invokeNative('0x05AB44D906738426');
```

### C#

```csharp
Function.Call((Hash)0x05AB44D906738426);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DO_SCREEN_FADE_IN

- **Hash:** `0x6A053CF596F67DF7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DoScreenFadeIn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DO_SCREEN_FADE_IN

## Signature

```c
void DO_SCREEN_FADE_IN(int duration);
```

## Parameters

- `duration` (`int`)

## Returns

`void`

## Description

Fades the screen in.

duration: The time the fade should take, in milliseconds.

## Usage

### Lua

```lua
DoScreenFadeIn(duration)

-- always available, by hash
Citizen.InvokeNative(0x6A053CF596F67DF7, duration)
```

### JavaScript

```js
DoScreenFadeIn(duration);

// by hash
Citizen.invokeNative('0x6A053CF596F67DF7', duration);
```

### C#

```csharp
Function.Call((Hash)0x6A053CF596F67DF7, duration);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DO_SCREEN_FADE_OUT

- **Hash:** `0x40C719A5E410B9E4`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DoScreenFadeOut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DO_SCREEN_FADE_OUT

## Signature

```c
void DO_SCREEN_FADE_OUT(int duration);
```

## Parameters

- `duration` (`int`)

## Returns

`void`

## Description

Fades the screen out.

duration: The time the fade should take, in milliseconds.

## Usage

### Lua

```lua
DoScreenFadeOut(duration)

-- always available, by hash
Citizen.InvokeNative(0x40C719A5E410B9E4, duration)
```

### JavaScript

```js
DoScreenFadeOut(duration);

// by hash
Citizen.invokeNative('0x40C719A5E410B9E4', duration);
```

### C#

```csharp
Function.Call((Hash)0x40C719A5E410B9E4, duration);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::DOES_CAM_EXIST

- **Hash:** `0x153AD457764FD704`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `DoesCamExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/DOES_CAM_EXIST

## Signature

```c
BOOL DOES_CAM_EXIST(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`BOOL`

## Description

Returns whether or not the passed camera handle exists.

## Usage

### Lua

```lua
local retval = DoesCamExist(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x153AD457764FD704, cam, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesCamExist(cam);

// by hash
const retval = Citizen.invokeNative('0x153AD457764FD704', cam, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x153AD457764FD704, cam);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_FORCE_CINEMATIC_DEATH_CAM_ON_PED

- **Hash:** `0xE3639DB78B3B5400`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceCinematicDeathCamOnPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FORCE_CINEMATIC_DEATH_CAM_ON_PED

## Signature

```c
void _FORCE_CINEMATIC_DEATH_CAM_ON_PED(Ped targetPed);
```

## Parameters

- `targetPed` (`Ped`)

## Returns

`void`

## Description

Used for DUELING_MANAGE_DEATH_CAMERA - Initializing death camera
Params: targetPed = death cam focuses on it

## Usage

### Lua

```lua
ForceCinematicDeathCamOnPed(targetPed)

-- always available, by hash
Citizen.InvokeNative(0xE3639DB78B3B5400, targetPed)
```

### JavaScript

```js
ForceCinematicDeathCamOnPed(targetPed);

// by hash
Citizen.invokeNative('0xE3639DB78B3B5400', targetPed);
```

### C#

```csharp
Function.Call((Hash)0xE3639DB78B3B5400, targetPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::FORCE_CINEMATIC_RENDERING_THIS_UPDATE

- **Hash:** `0x702B75DC9D3EDE56`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceCinematicRenderingThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/FORCE_CINEMATIC_RENDERING_THIS_UPDATE

## Signature

```c
void FORCE_CINEMATIC_RENDERING_THIS_UPDATE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ForceCinematicRenderingThisUpdate(p0)

-- always available, by hash
Citizen.InvokeNative(0x702B75DC9D3EDE56, p0)
```

### JavaScript

```js
ForceCinematicRenderingThisUpdate(p0);

// by hash
Citizen.invokeNative('0x702B75DC9D3EDE56', p0);
```

### C#

```csharp
Function.Call((Hash)0x702B75DC9D3EDE56, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_FORCE_FIRST_PERSON_CAM_THIS_FRAME

- **Hash:** `0x90DA5BA5C2635416`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceFirstPersonCamThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FORCE_FIRST_PERSON_CAM_THIS_FRAME

## Signature

```c
BOOL _FORCE_FIRST_PERSON_CAM_THIS_FRAME();
```

## Returns

`BOOL`

## Description

Returns true if first person camera is active in saloon1.ysc

## Usage

### Lua

```lua
local retval = ForceFirstPersonCamThisFrame()

-- always available, by hash
local retval = Citizen.InvokeNative(0x90DA5BA5C2635416, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ForceFirstPersonCamThisFrame();

// by hash
const retval = Citizen.invokeNative('0x90DA5BA5C2635416', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x90DA5BA5C2635416);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# CAMERA::_FORCE_LETTER_BOX_THIS_UPDATE

- **Hash:** `0xC64ABC0676AF262B`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceLetterBoxThisUpdate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FORCE_LETTER_BOX_THIS_UPDATE

## Signature

```c
void _FORCE_LETTER_BOX_THIS_UPDATE();
```

## Returns

`void`

## Usage

### Lua

```lua
ForceLetterBoxThisUpdate()

-- always available, by hash
Citizen.InvokeNative(0xC64ABC0676AF262B)
```

### JavaScript

```js
ForceLetterBoxThisUpdate();

// by hash
Citizen.invokeNative('0xC64ABC0676AF262B');
```

### C#

```csharp
Function.Call((Hash)0xC64ABC0676AF262B);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_FORCE_THIRD_PERSON_CAM_FAR_THIS_FRAME

- **Hash:** `0x1CFB749AD4317BDE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceThirdPersonCamFarThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FORCE_THIRD_PERSON_CAM_FAR_THIS_FRAME

## Signature

```c
void _FORCE_THIRD_PERSON_CAM_FAR_THIS_FRAME();
```

## Returns

`void`

## Description

Forces camera position to furthest 3rd person

## Usage

### Lua

```lua
ForceThirdPersonCamFarThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x1CFB749AD4317BDE)
```

### JavaScript

```js
ForceThirdPersonCamFarThisFrame();

// by hash
Citizen.invokeNative('0x1CFB749AD4317BDE');
```

### C#

```csharp
Function.Call((Hash)0x1CFB749AD4317BDE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# CAMERA::_FORCE_THIRD_PERSON_CAM_THIS_FRAME

- **Hash:** `0x8370D34BD2E60B73`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceThirdPersonCamThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FORCE_THIRD_PERSON_CAM_THIS_FRAME

## Signature

```c
void _FORCE_THIRD_PERSON_CAM_THIS_FRAME();
```

## Returns

`void`

## Description

Forces camera position to second furthest 3rd person

## Usage

### Lua

```lua
ForceThirdPersonCamThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x8370D34BD2E60B73)
```

### JavaScript

```js
ForceThirdPersonCamThisFrame();

// by hash
Citizen.invokeNative('0x8370D34BD2E60B73');
```

### C#

```csharp
Function.Call((Hash)0x8370D34BD2E60B73);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# CAMERA::_FORCE_THIRD_PERSON_CLOSE_THIS_FRAME

- **Hash:** `0x718C6ECF5E8CBDD4`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ForceThirdPersonCloseThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FORCE_THIRD_PERSON_CLOSE_THIS_FRAME

## Signature

```c
void _FORCE_THIRD_PERSON_CLOSE_THIS_FRAME();
```

## Returns

`void`

## Description

Forces camera position to closest 3rd person

## Usage

### Lua

```lua
ForceThirdPersonCloseThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x718C6ECF5E8CBDD4)
```

### JavaScript

```js
ForceThirdPersonCloseThisFrame();

// by hash
Citizen.invokeNative('0x718C6ECF5E8CBDD4');
```

### C#

```csharp
Function.Call((Hash)0x718C6ECF5E8CBDD4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# CAMERA::_FREEZE_GAMEPLAY_CAM_THIS_FRAME

- **Hash:** `0x027CAB2C3AF27010`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `FreezeGameplayCamThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_FREEZE_GAMEPLAY_CAM_THIS_FRAME

## Signature

```c
void _FREEZE_GAMEPLAY_CAM_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
FreezeGameplayCamThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x027CAB2C3AF27010)
```

### JavaScript

```js
FreezeGameplayCamThisFrame();

// by hash
Citizen.invokeNative('0x027CAB2C3AF27010');
```

### C#

```csharp
Function.Call((Hash)0x027CAB2C3AF27010);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_CAM_COORD

- **Hash:** `0x6B12F11C2A9F0344`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetCamCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_COORD

## Signature

```c
Vector3 GET_CAM_COORD(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetCamCoord(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B12F11C2A9F0344, cam, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetCamCoord(cam);

// by hash
const retval = Citizen.invokeNative('0x6B12F11C2A9F0344', cam, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x6B12F11C2A9F0344, cam);
```

## See also

- [CAMERA::SET_CAM_COORD](https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_COORD.md) — Sets the position of the cam.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_CAM_FOV

- **Hash:** `0x8101D32A0A6B0F60`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetCamFov`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_FOV

## Signature

```c
float GET_CAM_FOV(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetCamFov(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8101D32A0A6B0F60, cam, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetCamFov(cam);

// by hash
const retval = Citizen.invokeNative('0x8101D32A0A6B0F60', cam, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8101D32A0A6B0F60, cam);
```

## See also

- [CAMERA::SET_CAM_FOV](https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_FOV.md) — Sets a scripted camera's field of view. The value must be a real float.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_CAM_ROT

- **Hash:** `0x9BF96B57254E7889`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetCamRot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_ROT

## Signature

```c
Vector3 GET_CAM_ROT(Cam cam, int rotationOrder);
```

## Parameters

- `cam` (`Cam`)
- `rotationOrder` (`int`)

## Returns

`Vector3`

## Description

rotationOrder: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEulerRotationOrder

## Usage

### Lua

```lua
local retval = GetCamRot(cam, rotationOrder)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9BF96B57254E7889, cam, rotationOrder, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetCamRot(cam, rotationOrder);

// by hash
const retval = Citizen.invokeNative('0x9BF96B57254E7889', cam, rotationOrder, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x9BF96B57254E7889, cam, rotationOrder);
```

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

## See also

- [CAMERA::SET_CAM_ROT](https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_ROT.md) — Sets the rotation of the cam.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_CAM_SPLINE_PHASE

- **Hash:** `0x095EDCD24D90033A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetCamSplinePhase`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_SPLINE_PHASE

## Signature

```c
float GET_CAM_SPLINE_PHASE(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`float`

## Description

Can use this with SET_CAM_SPLINE_PHASE to set the float it this native returns.

(returns 1.0f when no nodes has been added, reached end of non existing spline)

## Usage

### Lua

```lua
local retval = GetCamSplinePhase(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x095EDCD24D90033A, cam, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetCamSplinePhase(cam);

// by hash
const retval = Citizen.invokeNative('0x095EDCD24D90033A', cam, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x095EDCD24D90033A, cam);
```

## See also

- [CAMERA::SET_CAM_SPLINE_PHASE](https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_SPLINE_PHASE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_FINAL_RENDERED_CAM_COORD

- **Hash:** `0x5352E025EC2B416F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetFinalRenderedCamCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_FINAL_RENDERED_CAM_COORD

## Signature

```c
Vector3 GET_FINAL_RENDERED_CAM_COORD();
```

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetFinalRenderedCamCoord()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5352E025EC2B416F, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetFinalRenderedCamCoord();

// by hash
const retval = Citizen.invokeNative('0x5352E025EC2B416F', Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x5352E025EC2B416F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_FINAL_RENDERED_CAM_FOV

- **Hash:** `0x04AF77971E508F6A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetFinalRenderedCamFov`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_FINAL_RENDERED_CAM_FOV

## Signature

```c
float GET_FINAL_RENDERED_CAM_FOV();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetFinalRenderedCamFov()

-- always available, by hash
local retval = Citizen.InvokeNative(0x04AF77971E508F6A, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetFinalRenderedCamFov();

// by hash
const retval = Citizen.invokeNative('0x04AF77971E508F6A', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x04AF77971E508F6A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_FINAL_RENDERED_CAM_ROT

- **Hash:** `0x602685BD85DD26CA`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetFinalRenderedCamRot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_FINAL_RENDERED_CAM_ROT

## Signature

```c
Vector3 GET_FINAL_RENDERED_CAM_ROT(int rotationOrder);
```

## Parameters

- `rotationOrder` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetFinalRenderedCamRot(rotationOrder)

-- always available, by hash
local retval = Citizen.InvokeNative(0x602685BD85DD26CA, rotationOrder, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetFinalRenderedCamRot(rotationOrder);

// by hash
const retval = Citizen.invokeNative('0x602685BD85DD26CA', rotationOrder, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x602685BD85DD26CA, rotationOrder);
```

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR

- **Hash:** `0xB4132CA1B0EE1365`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetFirstPersonAimCamZoomFactor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR

## Signature

```c
float GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetFirstPersonAimCamZoomFactor()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4132CA1B0EE1365, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetFirstPersonAimCamZoomFactor();

// by hash
const retval = Citizen.invokeNative('0xB4132CA1B0EE1365', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xB4132CA1B0EE1365);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_GAMEPLAY_CAM_COORD

- **Hash:** `0x595320200B98596E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetGameplayCamCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_COORD

## Signature

```c
Vector3 GET_GAMEPLAY_CAM_COORD();
```

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetGameplayCamCoord()

-- always available, by hash
local retval = Citizen.InvokeNative(0x595320200B98596E, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetGameplayCamCoord();

// by hash
const retval = Citizen.invokeNative('0x595320200B98596E', Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x595320200B98596E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_GAMEPLAY_CAM_FOV

- **Hash:** `0xF6A96E5ACEEC6E50`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetGameplayCamFov`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_FOV

## Signature

```c
float GET_GAMEPLAY_CAM_FOV();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetGameplayCamFov()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6A96E5ACEEC6E50, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetGameplayCamFov();

// by hash
const retval = Citizen.invokeNative('0xF6A96E5ACEEC6E50', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xF6A96E5ACEEC6E50);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_GAMEPLAY_CAM_RELATIVE_HEADING

- **Hash:** `0xC4ABF536048998AA`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetGameplayCamRelativeHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_RELATIVE_HEADING

## Signature

```c
float GET_GAMEPLAY_CAM_RELATIVE_HEADING();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetGameplayCamRelativeHeading()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC4ABF536048998AA, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetGameplayCamRelativeHeading();

// by hash
const retval = Citizen.invokeNative('0xC4ABF536048998AA', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xC4ABF536048998AA);
```

## See also

- [CAMERA::SET_GAMEPLAY_CAM_RELATIVE_HEADING](https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_RELATIVE_HEADING.md) — Sets the camera position relative to heading in float from -360 to +360.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_GAMEPLAY_CAM_RELATIVE_PITCH

- **Hash:** `0x99AADEBBA803F827`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetGameplayCamRelativePitch`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_RELATIVE_PITCH

## Signature

```c
float GET_GAMEPLAY_CAM_RELATIVE_PITCH();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetGameplayCamRelativePitch()

-- always available, by hash
local retval = Citizen.InvokeNative(0x99AADEBBA803F827, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetGameplayCamRelativePitch();

// by hash
const retval = Citizen.invokeNative('0x99AADEBBA803F827', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x99AADEBBA803F827);
```

## See also

- [CAMERA::SET_GAMEPLAY_CAM_RELATIVE_PITCH](https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_RELATIVE_PITCH.md) — Sets the camera pitch.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_GAMEPLAY_CAM_ROT

- **Hash:** `0x0252D2B5582957A6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetGameplayCamRot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_ROT

## Signature

```c
Vector3 GET_GAMEPLAY_CAM_ROT(int rotationOrder);
```

## Parameters

- `rotationOrder` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetGameplayCamRot(rotationOrder)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0252D2B5582957A6, rotationOrder, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetGameplayCamRot(rotationOrder);

// by hash
const retval = Citizen.invokeNative('0x0252D2B5582957A6', rotationOrder, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x0252D2B5582957A6, rotationOrder);
```

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_LETTER_BOX_RATIO

- **Hash:** `0xA2B1C7EF759A63CE`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetLetterBoxRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_LETTER_BOX_RATIO

## Signature

```c
float GET_LETTER_BOX_RATIO();
```

## Returns

`float`

## Description

More info: see HAS_LETTER_BOX

## Usage

### Lua

```lua
local retval = GetLetterBoxRatio()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2B1C7EF759A63CE, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetLetterBoxRatio();

// by hash
const retval = Citizen.invokeNative('0xA2B1C7EF759A63CE', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA2B1C7EF759A63CE);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_GET_PHOTO_MODE_DOF

- **Hash:** `0x4653A741D17F2CD0`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetPhotoModeDof`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_GET_PHOTO_MODE_DOF

## Signature

```c
float _GET_PHOTO_MODE_DOF();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPhotoModeDof()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4653A741D17F2CD0, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPhotoModeDof();

// by hash
const retval = Citizen.invokeNative('0x4653A741D17F2CD0', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4653A741D17F2CD0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_GET_PHOTO_MODE_FOCAL_LENGTH

- **Hash:** `0x2533BAFFBE737E54`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetPhotoModeFocalLength`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_GET_PHOTO_MODE_FOCAL_LENGTH

## Signature

```c
float _GET_PHOTO_MODE_FOCAL_LENGTH();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPhotoModeFocalLength()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2533BAFFBE737E54, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPhotoModeFocalLength();

// by hash
const retval = Citizen.invokeNative('0x2533BAFFBE737E54', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2533BAFFBE737E54);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_GET_PHOTO_MODE_FOCUS_DISTANCE

- **Hash:** `0x18FC740FFDCD7454`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetPhotoModeFocusDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_GET_PHOTO_MODE_FOCUS_DISTANCE

## Signature

```c
float _GET_PHOTO_MODE_FOCUS_DISTANCE();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPhotoModeFocusDistance()

-- always available, by hash
local retval = Citizen.InvokeNative(0x18FC740FFDCD7454, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPhotoModeFocusDistance();

// by hash
const retval = Citizen.invokeNative('0x18FC740FFDCD7454', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x18FC740FFDCD7454);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::GET_RENDERING_CAM

- **Hash:** `0x03A8931ECC8015D6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `GetRenderingCam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/GET_RENDERING_CAM

## Signature

```c
Cam GET_RENDERING_CAM();
```

## Returns

`Cam`

## Usage

### Lua

```lua
local retval = GetRenderingCam()

-- always available, by hash
local retval = Citizen.InvokeNative(0x03A8931ECC8015D6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRenderingCam();

// by hash
const retval = Citizen.invokeNative('0x03A8931ECC8015D6', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x03A8931ECC8015D6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::HAS_LETTER_BOX

- **Hash:** `0x81DCFD13CF39920E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `HasLetterBox`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/HAS_LETTER_BOX

## Signature

```c
BOOL HAS_LETTER_BOX();
```

## Returns

`BOOL`

## Description

More info: https://en.wikipedia.org/wiki/Letterboxing_(filming)

## Usage

### Lua

```lua
local retval = HasLetterBox()

-- always available, by hash
local retval = Citizen.InvokeNative(0x81DCFD13CF39920E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasLetterBox();

// by hash
const retval = Citizen.invokeNative('0x81DCFD13CF39920E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x81DCFD13CF39920E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::INVALIDATE_CINEMATIC_VEHICLE_IDLE_MODE

- **Hash:** `0x634F4A0562CF19B8`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `InvalidateCinematicVehicleIdleMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/INVALIDATE_CINEMATIC_VEHICLE_IDLE_MODE

## Signature

```c
void INVALIDATE_CINEMATIC_VEHICLE_IDLE_MODE();
```

## Returns

`void`

## Description

Old name: _INVALIDATE_VEHICLE_IDLE_CAM

## Usage

### Lua

```lua
InvalidateCinematicVehicleIdleMode()

-- always available, by hash
Citizen.InvokeNative(0x634F4A0562CF19B8)
```

### JavaScript

```js
InvalidateCinematicVehicleIdleMode();

// by hash
Citizen.invokeNative('0x634F4A0562CF19B8');
```

### C#

```csharp
Function.Call((Hash)0x634F4A0562CF19B8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_AIM_CAM_ACTIVE

- **Hash:** `0x698F456FB909E077`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsAimCamActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_AIM_CAM_ACTIVE

## Signature

```c
BOOL IS_AIM_CAM_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAimCamActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x698F456FB909E077, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAimCamActive();

// by hash
const retval = Citizen.invokeNative('0x698F456FB909E077', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x698F456FB909E077);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_ANIM_SCENE_CAM_ACTIVE

- **Hash:** `0x20389408F0E93B9A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsAnimSceneCamActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_ANIM_SCENE_CAM_ACTIVE

## Signature

```c
BOOL _IS_ANIM_SCENE_CAM_ACTIVE();
```

## Returns

`BOOL`

## Description

Only used in R* Script camera_photomode

## Usage

### Lua

```lua
local retval = IsAnimSceneCamActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x20389408F0E93B9A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimSceneCamActive();

// by hash
const retval = Citizen.invokeNative('0x20389408F0E93B9A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x20389408F0E93B9A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_CAM_ACTIVE

- **Hash:** `0x63EFCC7E1810B8E6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCamActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_CAM_ACTIVE

## Signature

```c
BOOL IS_CAM_ACTIVE(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`BOOL`

## Description

Returns whether or not the passed camera handle is active.

## Usage

### Lua

```lua
local retval = IsCamActive(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x63EFCC7E1810B8E6, cam, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCamActive(cam);

// by hash
const retval = Citizen.invokeNative('0x63EFCC7E1810B8E6', cam, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x63EFCC7E1810B8E6, cam);
```

## See also

- [CAMERA::SET_CAM_ACTIVE](https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_ACTIVE.md) — Set camera as active/inactive.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_CAM_DATA_DICT_LOADED

- **Hash:** `0xDD0B7C5AE58F721D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCamDataDictLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_CAM_DATA_DICT_LOADED

## Signature

```c
BOOL _IS_CAM_DATA_DICT_LOADED(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCamDataDictLoaded(cameraDictionary)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDD0B7C5AE58F721D, cameraDictionary, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCamDataDictLoaded(cameraDictionary);

// by hash
const retval = Citizen.invokeNative('0xDD0B7C5AE58F721D', cameraDictionary, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDD0B7C5AE58F721D, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_CAM_INTERPOLATING

- **Hash:** `0x578F8F1CAA17BD2B`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCamInterpolating`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_CAM_INTERPOLATING

## Signature

```c
BOOL IS_CAM_INTERPOLATING(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCamInterpolating(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x578F8F1CAA17BD2B, cam, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCamInterpolating(cam);

// by hash
const retval = Citizen.invokeNative('0x578F8F1CAA17BD2B', cam, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x578F8F1CAA17BD2B, cam);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_CAM_PHOTOFX_RUNNING

- **Hash:** `0xA14D5FE82BCB1D9E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCamPhotofxRunning`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_CAM_PHOTOFX_RUNNING

## Signature

```c
BOOL _IS_CAM_PHOTOFX_RUNNING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCamPhotofxRunning()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA14D5FE82BCB1D9E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCamPhotofxRunning();

// by hash
const retval = Citizen.invokeNative('0xA14D5FE82BCB1D9E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA14D5FE82BCB1D9E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_CAM_RENDERING

- **Hash:** `0x4415F8A6C536D39F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCamRendering`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_CAM_RENDERING

## Signature

```c
BOOL IS_CAM_RENDERING(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCamRendering(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4415F8A6C536D39F, cam, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCamRendering(cam);

// by hash
const retval = Citizen.invokeNative('0x4415F8A6C536D39F', cam, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4415F8A6C536D39F, cam);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_CAM_SHAKING

- **Hash:** `0x2EEB402BD7320159`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCamShaking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_CAM_SHAKING

## Signature

```c
BOOL IS_CAM_SHAKING(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCamShaking(cam)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2EEB402BD7320159, cam, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCamShaking(cam);

// by hash
const retval = Citizen.invokeNative('0x2EEB402BD7320159', cam, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2EEB402BD7320159, cam);
```

## See also

- [CAMERA::STOP_CAM_SHAKING](https://natives.borderlinerp.com/natives/CAMERA/STOP_CAM_SHAKING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_CAMERA_AVAILABLE

- **Hash:** `0x927B810E43E99932`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCameraAvailable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_CAMERA_AVAILABLE

## Signature

```c
BOOL _IS_CAMERA_AVAILABLE(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCameraAvailable(cameraDictionary)

-- always available, by hash
local retval = Citizen.InvokeNative(0x927B810E43E99932, cameraDictionary, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCameraAvailable(cameraDictionary);

// by hash
const retval = Citizen.invokeNative('0x927B810E43E99932', cameraDictionary, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x927B810E43E99932, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_CINEMATIC_CAM_LOCATION_LOADED

- **Hash:** `0xAA235E2F2C09E952`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCinematicCamLocationLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_CINEMATIC_CAM_LOCATION_LOADED

## Signature

```c
BOOL _IS_CINEMATIC_CAM_LOCATION_LOADED(const char* sLocationDictName);
```

## Parameters

- `sLocationDictName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCinematicCamLocationLoaded(sLocationDictName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA235E2F2C09E952, sLocationDictName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCinematicCamLocationLoaded(sLocationDictName);

// by hash
const retval = Citizen.invokeNative('0xAA235E2F2C09E952', sLocationDictName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA235E2F2C09E952, sLocationDictName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_CINEMATIC_CAM_LOCATION_LOADED_2

- **Hash:** `0x595550376B7EA230`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCinematicCamLocationLoaded_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_CINEMATIC_CAM_LOCATION_LOADED_2

## Signature

```c
BOOL _IS_CINEMATIC_CAM_LOCATION_LOADED_2(const char* locationDictName);
```

## Parameters

- `locationDictName` (`const char*`)

## Returns

`BOOL`

## Description

Checks data related to Cinematic Cam Locations, if the check fails, the location is being loaded using 0x1B3C2D961F5FC0E1.

## Usage

### Lua

```lua
local retval = IsCinematicCamLocationLoaded_2(locationDictName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x595550376B7EA230, locationDictName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCinematicCamLocationLoaded_2(locationDictName);

// by hash
const retval = Citizen.invokeNative('0x595550376B7EA230', locationDictName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x595550376B7EA230, locationDictName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_CINEMATIC_CAM_RENDERING

- **Hash:** `0xBF7C780731AADBF8`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsCinematicCamRendering`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_CINEMATIC_CAM_RENDERING

## Signature

```c
BOOL IS_CINEMATIC_CAM_RENDERING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCinematicCamRendering()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF7C780731AADBF8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCinematicCamRendering();

// by hash
const retval = Citizen.invokeNative('0xBF7C780731AADBF8', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBF7C780731AADBF8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_DEATH_FAIL_CAMERA_RUNNING

- **Hash:** `0x139EFB0A71DD9011`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsDeathFailCameraRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_DEATH_FAIL_CAMERA_RUNNING

## Signature

```c
BOOL IS_DEATH_FAIL_CAMERA_RUNNING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDeathFailCameraRunning()

-- always available, by hash
local retval = Citizen.InvokeNative(0x139EFB0A71DD9011, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDeathFailCameraRunning();

// by hash
const retval = Citizen.invokeNative('0x139EFB0A71DD9011', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x139EFB0A71DD9011);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_FIRST_PERSON_AIM_CAM_ACTIVE

- **Hash:** `0xF63134C54B6EC212`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsFirstPersonAimCamActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_FIRST_PERSON_AIM_CAM_ACTIVE

## Signature

```c
BOOL IS_FIRST_PERSON_AIM_CAM_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsFirstPersonAimCamActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF63134C54B6EC212, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsFirstPersonAimCamActive();

// by hash
const retval = Citizen.invokeNative('0xF63134C54B6EC212', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF63134C54B6EC212);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_FIRST_PERSON_CAMERA_ACTIVE

- **Hash:** `0xA24C1D341C6E0D53`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsFirstPersonCameraActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_FIRST_PERSON_CAMERA_ACTIVE

## Signature

```c
BOOL IS_FIRST_PERSON_CAMERA_ACTIVE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsFirstPersonCameraActive(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA24C1D341C6E0D53, p0, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsFirstPersonCameraActive(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xA24C1D341C6E0D53', p0, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA24C1D341C6E0D53, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_FOLLOW_VEHICLE_CAM_ACTIVE

- **Hash:** `0xA40C2F51FB589E9A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsFollowVehicleCamActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_FOLLOW_VEHICLE_CAM_ACTIVE

## Signature

```c
BOOL IS_FOLLOW_VEHICLE_CAM_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsFollowVehicleCamActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA40C2F51FB589E9A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsFollowVehicleCamActive();

// by hash
const retval = Citizen.invokeNative('0xA40C2F51FB589E9A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA40C2F51FB589E9A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_GAMEPLAY_CAM_LOOKING_BEHIND

- **Hash:** `0x8FE0D24FFD04D5A2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsGameplayCamLookingBehind`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_GAMEPLAY_CAM_LOOKING_BEHIND

## Signature

```c
BOOL IS_GAMEPLAY_CAM_LOOKING_BEHIND();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGameplayCamLookingBehind()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8FE0D24FFD04D5A2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGameplayCamLookingBehind();

// by hash
const retval = Citizen.invokeNative('0x8FE0D24FFD04D5A2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8FE0D24FFD04D5A2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_GAMEPLAY_CAM_RENDERING

- **Hash:** `0x8660EA714834E412`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsGameplayCamRendering`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_GAMEPLAY_CAM_RENDERING

## Signature

```c
BOOL IS_GAMEPLAY_CAM_RENDERING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGameplayCamRendering()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8660EA714834E412, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGameplayCamRendering();

// by hash
const retval = Citizen.invokeNative('0x8660EA714834E412', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8660EA714834E412);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_GAMEPLAY_CAM_SHAKING

- **Hash:** `0xEA4C5F4AA0A4DBEF`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsGameplayCamShaking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_GAMEPLAY_CAM_SHAKING

## Signature

```c
BOOL IS_GAMEPLAY_CAM_SHAKING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGameplayCamShaking()

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA4C5F4AA0A4DBEF, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGameplayCamShaking();

// by hash
const retval = Citizen.invokeNative('0xEA4C5F4AA0A4DBEF', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEA4C5F4AA0A4DBEF);
```

## See also

- [CAMERA::STOP_GAMEPLAY_CAM_SHAKING](https://natives.borderlinerp.com/natives/CAMERA/STOP_GAMEPLAY_CAM_SHAKING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_GAMEPLAY_HINT_ACTIVE

- **Hash:** `0x2E04AB5FEE042D4A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsGameplayHintActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_GAMEPLAY_HINT_ACTIVE

## Signature

```c
BOOL IS_GAMEPLAY_HINT_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGameplayHintActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E04AB5FEE042D4A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGameplayHintActive();

// by hash
const retval = Citizen.invokeNative('0x2E04AB5FEE042D4A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2E04AB5FEE042D4A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_IN_CINEMATIC_MODE

- **Hash:** `0x74F1D22EFA71FAB8`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsInCinematicMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_IN_CINEMATIC_MODE

## Signature

```c
BOOL _IS_IN_CINEMATIC_MODE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInCinematicMode()

-- always available, by hash
local retval = Citizen.InvokeNative(0x74F1D22EFA71FAB8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInCinematicMode();

// by hash
const retval = Citizen.invokeNative('0x74F1D22EFA71FAB8', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x74F1D22EFA71FAB8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_IS_IN_FULL_FIRST_PERSON_MODE

- **Hash:** `0xD1BA66940E94C547`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsInFullFirstPersonMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_IS_IN_FULL_FIRST_PERSON_MODE

## Signature

```c
BOOL _IS_IN_FULL_FIRST_PERSON_MODE();
```

## Returns

`BOOL`

## Description

Returns true if player is in first person

## Usage

### Lua

```lua
local retval = IsInFullFirstPersonMode()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1BA66940E94C547, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInFullFirstPersonMode();

// by hash
const retval = Citizen.invokeNative('0xD1BA66940E94C547', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD1BA66940E94C547);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_INTERPOLATING_FROM_SCRIPT_CAMS

- **Hash:** `0x251241CAEC707106`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsInterpolatingFromScriptCams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_INTERPOLATING_FROM_SCRIPT_CAMS

## Signature

```c
BOOL IS_INTERPOLATING_FROM_SCRIPT_CAMS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInterpolatingFromScriptCams()

-- always available, by hash
local retval = Citizen.InvokeNative(0x251241CAEC707106, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInterpolatingFromScriptCams();

// by hash
const retval = Citizen.invokeNative('0x251241CAEC707106', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x251241CAEC707106);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_INTERPOLATING_TO_SCRIPT_CAMS

- **Hash:** `0x43AB9D5A7D415478`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsInterpolatingToScriptCams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_INTERPOLATING_TO_SCRIPT_CAMS

## Signature

```c
BOOL IS_INTERPOLATING_TO_SCRIPT_CAMS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInterpolatingToScriptCams()

-- always available, by hash
local retval = Citizen.InvokeNative(0x43AB9D5A7D415478, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInterpolatingToScriptCams();

// by hash
const retval = Citizen.invokeNative('0x43AB9D5A7D415478', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x43AB9D5A7D415478);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_SCREEN_FADED_IN

- **Hash:** `0x37F9A426FBCF4AF2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsScreenFadedIn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_SCREEN_FADED_IN

## Signature

```c
BOOL IS_SCREEN_FADED_IN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScreenFadedIn()

-- always available, by hash
local retval = Citizen.InvokeNative(0x37F9A426FBCF4AF2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScreenFadedIn();

// by hash
const retval = Citizen.invokeNative('0x37F9A426FBCF4AF2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x37F9A426FBCF4AF2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_SCREEN_FADED_OUT

- **Hash:** `0xF5472C80DF2FF847`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsScreenFadedOut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_SCREEN_FADED_OUT

## Signature

```c
BOOL IS_SCREEN_FADED_OUT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScreenFadedOut()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF5472C80DF2FF847, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScreenFadedOut();

// by hash
const retval = Citizen.invokeNative('0xF5472C80DF2FF847', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF5472C80DF2FF847);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_SCREEN_FADING_IN

- **Hash:** `0x0CECCC63FFA2EF24`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsScreenFadingIn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_SCREEN_FADING_IN

## Signature

```c
BOOL IS_SCREEN_FADING_IN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScreenFadingIn()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CECCC63FFA2EF24, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScreenFadingIn();

// by hash
const retval = Citizen.invokeNative('0x0CECCC63FFA2EF24', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CECCC63FFA2EF24);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_SCREEN_FADING_OUT

- **Hash:** `0x02F39BEFE7B88D00`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsScreenFadingOut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_SCREEN_FADING_OUT

## Signature

```c
BOOL IS_SCREEN_FADING_OUT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScreenFadingOut()

-- always available, by hash
local retval = Citizen.InvokeNative(0x02F39BEFE7B88D00, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScreenFadingOut();

// by hash
const retval = Citizen.invokeNative('0x02F39BEFE7B88D00', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x02F39BEFE7B88D00);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::IS_SPHERE_VISIBLE

- **Hash:** `0x2E941B5FFA2989C6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `IsSphereVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/IS_SPHERE_VISIBLE

## Signature

```c
BOOL IS_SPHERE_VISIBLE(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSphereVisible(x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E941B5FFA2989C6, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSphereVisible(x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x2E941B5FFA2989C6', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2E941B5FFA2989C6, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_LOAD_CAMERA_DATA_DICT

- **Hash:** `0x6A4D224FC7643941`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `LoadCameraDataDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_LOAD_CAMERA_DATA_DICT

## Signature

```c
void _LOAD_CAMERA_DATA_DICT(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
LoadCameraDataDict(cameraDictionary)

-- always available, by hash
Citizen.InvokeNative(0x6A4D224FC7643941, cameraDictionary)
```

### JavaScript

```js
LoadCameraDataDict(cameraDictionary);

// by hash
Citizen.invokeNative('0x6A4D224FC7643941', cameraDictionary);
```

### C#

```csharp
Function.Call((Hash)0x6A4D224FC7643941, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [CAMERA::_UNLOAD_CAMERA_DATA_DICT](https://natives.borderlinerp.com/natives/CAMERA/_UNLOAD_CAMERA_DATA_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_LOAD_CINEMATIC_CAM_LOCATION

- **Hash:** `0x1B3C2D961F5FC0E1`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `LoadCinematicCamLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_LOAD_CINEMATIC_CAM_LOCATION

## Signature

```c
void _LOAD_CINEMATIC_CAM_LOCATION(const char* locationDictName);
```

## Parameters

- `locationDictName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
LoadCinematicCamLocation(locationDictName)

-- always available, by hash
Citizen.InvokeNative(0x1B3C2D961F5FC0E1, locationDictName)
```

### JavaScript

```js
LoadCinematicCamLocation(locationDictName);

// by hash
Citizen.invokeNative('0x1B3C2D961F5FC0E1', locationDictName);
```

### C#

```csharp
Function.Call((Hash)0x1B3C2D961F5FC0E1, locationDictName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_PAUSE_CAMERA_FOCUS

- **Hash:** `0x9F97E85EC142255E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `PauseCameraFocus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_PAUSE_CAMERA_FOCUS

## Signature

```c
void _PAUSE_CAMERA_FOCUS(Cam cam, BOOL pause);
```

## Parameters

- `cam` (`Cam`)
- `pause` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PauseCameraFocus(cam, pause)

-- always available, by hash
Citizen.InvokeNative(0x9F97E85EC142255E, cam, pause)
```

### JavaScript

```js
PauseCameraFocus(cam, pause);

// by hash
Citizen.invokeNative('0x9F97E85EC142255E', cam, pause);
```

### C#

```csharp
Function.Call((Hash)0x9F97E85EC142255E, cam, pause);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::PLAY_CAM_ANIM

- **Hash:** `0xA263DDF694D563F6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `PlayCamAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/PLAY_CAM_ANIM

## Signature

```c
BOOL PLAY_CAM_ANIM(Cam cam, const char* animName, const char* animDictionary, float x, float y, float z, float xRot, float yRot, float zRot, int animFlags, int rotOrder);
```

## Parameters

- `cam` (`Cam`)
- `animName` (`const char*`)
- `animDictionary` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `animFlags` (`int`)
- `rotOrder` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PlayCamAnim(cam, animName, animDictionary, x, y, z, xRot, yRot, zRot, animFlags, rotOrder)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA263DDF694D563F6, cam, animName, animDictionary, x, y, z, xRot, yRot, zRot, animFlags, rotOrder, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PlayCamAnim(cam, animName, animDictionary, x, y, z, xRot, yRot, zRot, animFlags, rotOrder);

// by hash
const retval = Citizen.invokeNative('0xA263DDF694D563F6', cam, animName, animDictionary, x + 0.0000001, y + 0.0000001, z + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, animFlags, rotOrder, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA263DDF694D563F6, cam, animName, animDictionary, x, y, z, xRot, yRot, zRot, animFlags, rotOrder);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::POINT_CAM_AT_COORD

- **Hash:** `0x948B39341C3A40C2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `PointCamAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/POINT_CAM_AT_COORD

## Signature

```c
void POINT_CAM_AT_COORD(Cam cam, float x, float y, float z);
```

## Parameters

- `cam` (`Cam`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
PointCamAtCoord(cam, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x948B39341C3A40C2, cam, x, y, z)
```

### JavaScript

```js
PointCamAtCoord(cam, x, y, z);

// by hash
Citizen.invokeNative('0x948B39341C3A40C2', cam, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x948B39341C3A40C2, cam, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::POINT_CAM_AT_ENTITY

- **Hash:** `0xFC2867E6074D3A61`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `PointCamAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/POINT_CAM_AT_ENTITY

## Signature

```c
void POINT_CAM_AT_ENTITY(Cam cam, Entity entity, float p2, float p3, float p4, BOOL p5);
```

## Parameters

- `cam` (`Cam`)
- `entity` (`Entity`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PointCamAtEntity(cam, entity, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xFC2867E6074D3A61, cam, entity, p2, p3, p4, p5)
```

### JavaScript

```js
PointCamAtEntity(cam, entity, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xFC2867E6074D3A61', cam, entity, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5);
```

### C#

```csharp
Function.Call((Hash)0xFC2867E6074D3A61, cam, entity, p2, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_REACTIVATE_PED_HEADSHOT_EXECUTE_SLOWCAM

- **Hash:** `0x986F7A51EE3E1F92`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ReactivatePedHeadshotExecuteSlowcam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_REACTIVATE_PED_HEADSHOT_EXECUTE_SLOWCAM

## Signature

```c
void _REACTIVATE_PED_HEADSHOT_EXECUTE_SLOWCAM(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

Used to enable headshot kill replay when you headshot set ped.
Params: p1 seems to be 0 or 1 in R* Scripts

## Usage

### Lua

```lua
ReactivatePedHeadshotExecuteSlowcam(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x986F7A51EE3E1F92, ped, p1)
```

### JavaScript

```js
ReactivatePedHeadshotExecuteSlowcam(ped, p1);

// by hash
Citizen.invokeNative('0x986F7A51EE3E1F92', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x986F7A51EE3E1F92, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::RENDER_SCRIPT_CAMS

- **Hash:** `0x33281167E4942E4F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `RenderScriptCams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/RENDER_SCRIPT_CAMS

## Signature

```c
void RENDER_SCRIPT_CAMS(BOOL render, BOOL ease, int easeTime, BOOL p3, BOOL p4, int renderingFlags);
```

## Parameters

- `render` (`BOOL`)
- `ease` (`BOOL`)
- `easeTime` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `renderingFlags` (`int`)

## Returns

`void`

## Description

ease - smooth transition between the camera's positions
easeTime - Time in milliseconds for the transition to happen

If you have created a script (rendering) camera, and want to go back to the 
character (gameplay) camera, call this native with render set to FALSE.
Setting ease to TRUE will smooth the transition.

## Usage

### Lua

```lua
RenderScriptCams(render, ease, easeTime, p3, p4, renderingFlags)

-- always available, by hash
Citizen.InvokeNative(0x33281167E4942E4F, render, ease, easeTime, p3, p4, renderingFlags)
```

### JavaScript

```js
RenderScriptCams(render, ease, easeTime, p3, p4, renderingFlags);

// by hash
Citizen.invokeNative('0x33281167E4942E4F', render, ease, easeTime, p3, p4, renderingFlags);
```

### C#

```csharp
Function.Call((Hash)0x33281167E4942E4F, render, ease, easeTime, p3, p4, renderingFlags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_REQUEST_LETTER_BOX_NOW

- **Hash:** `0x69D65E89FFD72313`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `RequestLetterBoxNow`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_REQUEST_LETTER_BOX_NOW

## Signature

```c
void _REQUEST_LETTER_BOX_NOW(BOOL state, BOOL p1);
```

## Parameters

- `state` (`BOOL`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Creates Cinematic Black Bars (at top and bottom)
Disable instantly: false/false, Enable instantly: true/true

## Usage

### Lua

```lua
RequestLetterBoxNow(state, p1)

-- always available, by hash
Citizen.InvokeNative(0x69D65E89FFD72313, state, p1)
```

### JavaScript

```js
RequestLetterBoxNow(state, p1);

// by hash
Citizen.invokeNative('0x69D65E89FFD72313', state, p1);
```

### C#

```csharp
Function.Call((Hash)0x69D65E89FFD72313, state, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# CAMERA::_REQUEST_LETTER_BOX_OVERTIME

- **Hash:** `0xE296208C273BD7F0`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `RequestLetterBoxOvertime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_REQUEST_LETTER_BOX_OVERTIME

## Signature

```c
void _REQUEST_LETTER_BOX_OVERTIME(int startTransitionTime, int endTransitionTime, BOOL p2, int p3, BOOL p4, BOOL p5);
```

## Parameters

- `startTransitionTime` (`int`)
- `endTransitionTime` (`int`)
- `p2` (`BOOL`)
- `p3` (`int`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Creates Cinematic Black Bars (at top and bottom) (this frame)

## Usage

### Lua

```lua
RequestLetterBoxOvertime(startTransitionTime, endTransitionTime, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xE296208C273BD7F0, startTransitionTime, endTransitionTime, p2, p3, p4, p5)
```

### JavaScript

```js
RequestLetterBoxOvertime(startTransitionTime, endTransitionTime, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xE296208C273BD7F0', startTransitionTime, endTransitionTime, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xE296208C273BD7F0, startTransitionTime, endTransitionTime, p2, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
CreateThread(function()
    local inLetterBoxFrom = GetGameTimer()
    while GetGameTimer() - inLetterBoxFrom >= 10000 do
        Wait(0)
        RequestLetterBoxOvertime(1000, 1000)
    end
end)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# CAMERA::_RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME

- **Hash:** `0xC3E9E5D4F413B773`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `RestartGameplayCamShakeWithName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SHAKE_GAMEPLAY_CAM_WITH_NAME`
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME

## Signature

```c
void _RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME(const char* shakeName, float intensity);
```

## Parameters

- `shakeName` (`const char*`)
- `intensity` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Starts or restarts a predefined gameplay camera shake by name and sets its intensity.
If the named shake is already active, the existing shake instance is restarted and its intensity is updated; otherwise the shake is created from camBaseShakeMetadata.
Observed script usage pairs this with _STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME("REINFORCED_LASSO_STRUGGLE_SHAKE", false). Confirmed shakeName values include DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE, and HAND_SHAKE.

*Source: VORPCORE RDR3natives*

shakeName: REINFORCED_LASSO_STRUGGLE_SHAKE
_RES*

## Usage

### Lua

```lua
RestartGameplayCamShakeWithName(shakeName, intensity)

-- always available, by hash
Citizen.InvokeNative(0xC3E9E5D4F413B773, shakeName, intensity)
```

### JavaScript

```js
RestartGameplayCamShakeWithName(shakeName, intensity);

// by hash
Citizen.invokeNative('0xC3E9E5D4F413B773', shakeName, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC3E9E5D4F413B773, shakeName, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# CAMERA::SET_CAM_ACTIVE

- **Hash:** `0x87295BCA613800C8`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_ACTIVE

## Signature

```c
void SET_CAM_ACTIVE(Cam cam, BOOL active);
```

## Parameters

- `cam` (`Cam`)
- `active` (`BOOL`)

## Returns

`void`

## Description

Set camera as active/inactive.

## Usage

### Lua

```lua
SetCamActive(cam, active)

-- always available, by hash
Citizen.InvokeNative(0x87295BCA613800C8, cam, active)
```

### JavaScript

```js
SetCamActive(cam, active);

// by hash
Citizen.invokeNative('0x87295BCA613800C8', cam, active);
```

### C#

```csharp
Function.Call((Hash)0x87295BCA613800C8, cam, active);
```

## See also

- [CAMERA::IS_CAM_ACTIVE](https://natives.borderlinerp.com/natives/CAMERA/IS_CAM_ACTIVE.md) — Returns whether or not the passed camera handle is active.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_ACTIVE_WITH_INTERP

- **Hash:** `0x8B15AE2987C1AC8F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamActiveWithInterp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_ACTIVE_WITH_INTERP

## Signature

```c
void SET_CAM_ACTIVE_WITH_INTERP(Cam camTo, Cam camFrom, int duration, int easeLocation, int easeRotation);
```

## Parameters

- `camTo` (`Cam`)
- `camFrom` (`Cam`)
- `duration` (`int`)
- `easeLocation` (`int`)
- `easeRotation` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamActiveWithInterp(camTo, camFrom, duration, easeLocation, easeRotation)

-- always available, by hash
Citizen.InvokeNative(0x8B15AE2987C1AC8F, camTo, camFrom, duration, easeLocation, easeRotation)
```

### JavaScript

```js
SetCamActiveWithInterp(camTo, camFrom, duration, easeLocation, easeRotation);

// by hash
Citizen.invokeNative('0x8B15AE2987C1AC8F', camTo, camFrom, duration, easeLocation, easeRotation);
```

### C#

```csharp
Function.Call((Hash)0x8B15AE2987C1AC8F, camTo, camFrom, duration, easeLocation, easeRotation);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_AFFECTS_AIMING

- **Hash:** `0x3CB9E8BDE5E76F33`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamAffectsAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_AFFECTS_AIMING

## Signature

```c
void SET_CAM_AFFECTS_AIMING(Cam cam, BOOL toggle);
```

## Parameters

- `cam` (`Cam`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Allows you to aim and shoot at the direction the camera is facing.

## Usage

### Lua

```lua
SetCamAffectsAiming(cam, toggle)

-- always available, by hash
Citizen.InvokeNative(0x3CB9E8BDE5E76F33, cam, toggle)
```

### JavaScript

```js
SetCamAffectsAiming(cam, toggle);

// by hash
Citizen.invokeNative('0x3CB9E8BDE5E76F33', cam, toggle);
```

### C#

```csharp
Function.Call((Hash)0x3CB9E8BDE5E76F33, cam, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_CONTROLS_MINI_MAP_HEADING

- **Hash:** `0x1B8F3CE5A6001298`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamControlsMiniMapHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_CONTROLS_MINI_MAP_HEADING

## Signature

```c
void SET_CAM_CONTROLS_MINI_MAP_HEADING(Cam cam, BOOL p1);
```

## Parameters

- `cam` (`Cam`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamControlsMiniMapHeading(cam, p1)

-- always available, by hash
Citizen.InvokeNative(0x1B8F3CE5A6001298, cam, p1)
```

### JavaScript

```js
SetCamControlsMiniMapHeading(cam, p1);

// by hash
Citizen.invokeNative('0x1B8F3CE5A6001298', cam, p1);
```

### C#

```csharp
Function.Call((Hash)0x1B8F3CE5A6001298, cam, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_COORD

- **Hash:** `0xF9EE7D419EE49DE6`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_COORD

## Signature

```c
void SET_CAM_COORD(Cam cam, float posX, float posY, float posZ);
```

## Parameters

- `cam` (`Cam`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)

## Returns

`void`

## Description

Sets the position of the cam.

## Usage

### Lua

```lua
SetCamCoord(cam, posX, posY, posZ)

-- always available, by hash
Citizen.InvokeNative(0xF9EE7D419EE49DE6, cam, posX, posY, posZ)
```

### JavaScript

```js
SetCamCoord(cam, posX, posY, posZ);

// by hash
Citizen.invokeNative('0xF9EE7D419EE49DE6', cam, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF9EE7D419EE49DE6, cam, posX, posY, posZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CAMERA::GET_CAM_COORD](https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_COORD.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_CAM_DOF_PARAMS

- **Hash:** `0xE4B7945EF4F1BFB2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamDofParams`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_CAM_DOF_PARAMS

## Signature

```c
void _SET_CAM_DOF_PARAMS(Cam cam, Any* args);
```

## Parameters

- `cam` (`Cam`)
- `args` (`Any*`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Set cam DOF and focal settings

## Usage

### Lua

```lua
local args = SetCamDofParams(cam, args)

-- always available, by hash
local args = Citizen.InvokeNative(0xE4B7945EF4F1BFB2, cam, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = SetCamDofParams(cam, args);

// by hash
const args = Citizen.invokeNative('0xE4B7945EF4F1BFB2', cam, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0xE4B7945EF4F1BFB2, cam, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local struct = DataView.ArrayBuffer(10*8)
struct:SetFloat32(0*8, 5.0)
struct:SetFloat32(1*8, 2.0)
struct:SetFloat32(2*8, 128.0)
struct:SetFloat32(3*8, 25.0)
struct:SetFloat32(4*8, 25.0)
struct:SetFloat32(5*8, 60.0)
struct:SetInt32(6*8, 1)
struct:SetInt32(7*8, 0)
struct:SetInt32(8*8, 1)
struct:SetInt32(9*8, 1)
Citizen.InvokeNative(0xE4B7945EF4F1BFB2, cam, struct:Buffer())
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# CAMERA::SET_CAM_FAR_CLIP

- **Hash:** `0x5E32817BF6302111`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamFarClip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_FAR_CLIP

## Signature

```c
void SET_CAM_FAR_CLIP(Cam cam, float farClip);
```

## Parameters

- `cam` (`Cam`)
- `farClip` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamFarClip(cam, farClip)

-- always available, by hash
Citizen.InvokeNative(0x5E32817BF6302111, cam, farClip)
```

### JavaScript

```js
SetCamFarClip(cam, farClip);

// by hash
Citizen.invokeNative('0x5E32817BF6302111', cam, farClip + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5E32817BF6302111, cam, farClip);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_CAM_FOCUS_DISTANCE

- **Hash:** `0x11F32BB61B756732`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamFocusDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_CAM_FOCUS_DISTANCE

## Signature

```c
void _SET_CAM_FOCUS_DISTANCE(Cam cam, float distance);
```

## Parameters

- `cam` (`Cam`)
- `distance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamFocusDistance(cam, distance)

-- always available, by hash
Citizen.InvokeNative(0x11F32BB61B756732, cam, distance)
```

### JavaScript

```js
SetCamFocusDistance(cam, distance);

// by hash
Citizen.invokeNative('0x11F32BB61B756732', cam, distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x11F32BB61B756732, cam, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_FOV

- **Hash:** `0x27666E5988D9D429`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamFov`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_FOV

## Signature

```c
void SET_CAM_FOV(Cam cam, float fieldOfView);
```

## Parameters

- `cam` (`Cam`)
- `fieldOfView` (`float`) — Vertical field of view in degrees, as a float.

## Returns

`void`

## Description

Sets the field of view of the cam.

Min: 1.0f
Max: 130.0f

## Verified notes

A whole number coming from NUI or JSON (a slider value `35`, a stored `1.0` serialised as `1`) arrives in Lua 5.4 as an integer. Passed here it is read as the wrong bits and ignored: no error, the FOV just does not change.

It is easy to miss: interpolated values are already floats, so a camera path with several keyframes works and one with a single keyframe does not.

```lua
SetCamFov(cam, (tonumber(data.fov) or 50) + 0.0)
```

This applies to every float parameter of every native. Integers that really are integers (handles, hashes, hours) must not be converted.

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
SetCamFov(cam, fieldOfView)

-- always available, by hash
Citizen.InvokeNative(0x27666E5988D9D429, cam, fieldOfView)
```

### JavaScript

```js
SetCamFov(cam, fieldOfView);

// by hash
Citizen.invokeNative('0x27666E5988D9D429', cam, fieldOfView + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x27666E5988D9D429, cam, fieldOfView);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CAMERA::CREATE_CAM_WITH_PARAMS](https://natives.borderlinerp.com/natives/CAMERA/CREATE_CAM_WITH_PARAMS.md)
- [CAMERA::GET_CAM_FOV](https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_FOV.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# CAMERA::SET_CAM_MOTION_BLUR_STRENGTH

- **Hash:** `0x45FD891364181F9E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamMotionBlurStrength`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_MOTION_BLUR_STRENGTH

## Signature

```c
void SET_CAM_MOTION_BLUR_STRENGTH(Cam cam, float strength);
```

## Parameters

- `cam` (`Cam`)
- `strength` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamMotionBlurStrength(cam, strength)

-- always available, by hash
Citizen.InvokeNative(0x45FD891364181F9E, cam, strength)
```

### JavaScript

```js
SetCamMotionBlurStrength(cam, strength);

// by hash
Citizen.invokeNative('0x45FD891364181F9E', cam, strength + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x45FD891364181F9E, cam, strength);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_NEAR_CLIP

- **Hash:** `0xA924028272A61364`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamNearClip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_NEAR_CLIP

## Signature

```c
void SET_CAM_NEAR_CLIP(Cam cam, float nearClip);
```

## Parameters

- `cam` (`Cam`)
- `nearClip` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamNearClip(cam, nearClip)

-- always available, by hash
Citizen.InvokeNative(0xA924028272A61364, cam, nearClip)
```

### JavaScript

```js
SetCamNearClip(cam, nearClip);

// by hash
Citizen.invokeNative('0xA924028272A61364', cam, nearClip + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA924028272A61364, cam, nearClip);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_PARAMS

- **Hash:** `0xA47BBFFFB83D4D0A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_PARAMS

## Signature

```c
void SET_CAM_PARAMS(Cam cam, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fieldOfView, Any p8, int graphType1, int graphType2, int rotationOrder, Any p12, Any p13);
```

## Parameters

- `cam` (`Cam`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `fieldOfView` (`float`)
- `p8` (`Any`)
- `graphType1` (`int`)
- `graphType2` (`int`)
- `rotationOrder` (`int`)
- `p12` (`Any`)
- `p13` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamParams(cam, posX, posY, posZ, rotX, rotY, rotZ, fieldOfView, p8, graphType1, graphType2, rotationOrder, p12, p13)

-- always available, by hash
Citizen.InvokeNative(0xA47BBFFFB83D4D0A, cam, posX, posY, posZ, rotX, rotY, rotZ, fieldOfView, p8, graphType1, graphType2, rotationOrder, p12, p13)
```

### JavaScript

```js
SetCamParams(cam, posX, posY, posZ, rotX, rotY, rotZ, fieldOfView, p8, graphType1, graphType2, rotationOrder, p12, p13);

// by hash
Citizen.invokeNative('0xA47BBFFFB83D4D0A', cam, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, fieldOfView + 0.0000001, p8, graphType1, graphType2, rotationOrder, p12, p13);
```

### C#

```csharp
Function.Call((Hash)0xA47BBFFFB83D4D0A, cam, posX, posY, posZ, rotX, rotY, rotZ, fieldOfView, p8, graphType1, graphType2, rotationOrder, p12, p13);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_ROT

- **Hash:** `0x63DFA6810AD78719`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamRot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_ROT

## Signature

```c
void SET_CAM_ROT(Cam cam, float rotX, float rotY, float rotZ, int rotationOrder);
```

## Parameters

- `cam` (`Cam`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `rotationOrder` (`int`)

## Returns

`void`

## Description

Sets the rotation of the cam.

## Usage

### Lua

```lua
SetCamRot(cam, rotX, rotY, rotZ, rotationOrder)

-- always available, by hash
Citizen.InvokeNative(0x63DFA6810AD78719, cam, rotX, rotY, rotZ, rotationOrder)
```

### JavaScript

```js
SetCamRot(cam, rotX, rotY, rotZ, rotationOrder);

// by hash
Citizen.invokeNative('0x63DFA6810AD78719', cam, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, rotationOrder);
```

### C#

```csharp
Function.Call((Hash)0x63DFA6810AD78719, cam, rotX, rotY, rotZ, rotationOrder);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

## See also

- [CAMERA::GET_CAM_ROT](https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_ROT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_SPLINE_DURATION

- **Hash:** `0xFF6311652CA91015`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamSplineDuration`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_SPLINE_DURATION

## Signature

```c
void SET_CAM_SPLINE_DURATION(Cam cam, int timeDuration);
```

## Parameters

- `cam` (`Cam`)
- `timeDuration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamSplineDuration(cam, timeDuration)

-- always available, by hash
Citizen.InvokeNative(0xFF6311652CA91015, cam, timeDuration)
```

### JavaScript

```js
SetCamSplineDuration(cam, timeDuration);

// by hash
Citizen.invokeNative('0xFF6311652CA91015', cam, timeDuration);
```

### C#

```csharp
Function.Call((Hash)0xFF6311652CA91015, cam, timeDuration);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_SPLINE_PHASE

- **Hash:** `0xF1898A68E7C15636`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamSplinePhase`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_SPLINE_PHASE

## Signature

```c
void SET_CAM_SPLINE_PHASE(Cam cam, float p1);
```

## Parameters

- `cam` (`Cam`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamSplinePhase(cam, p1)

-- always available, by hash
Citizen.InvokeNative(0xF1898A68E7C15636, cam, p1)
```

### JavaScript

```js
SetCamSplinePhase(cam, p1);

// by hash
Citizen.invokeNative('0xF1898A68E7C15636', cam, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF1898A68E7C15636, cam, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CAMERA::GET_CAM_SPLINE_PHASE](https://natives.borderlinerp.com/natives/CAMERA/GET_CAM_SPLINE_PHASE.md) — Can use this with SET_CAM_SPLINE_PHASE to set the float it this native returns.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CAM_SPLINE_SMOOTHING_STYLE

- **Hash:** `0x84B3645618E726B0`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCamSplineSmoothingStyle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CAM_SPLINE_SMOOTHING_STYLE

## Signature

```c
void SET_CAM_SPLINE_SMOOTHING_STYLE(Cam cam, int smoothingStyle);
```

## Parameters

- `cam` (`Cam`)
- `smoothingStyle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetCamSplineSmoothingStyle(cam, smoothingStyle)

-- always available, by hash
Citizen.InvokeNative(0x84B3645618E726B0, cam, smoothingStyle)
```

### JavaScript

```js
SetCamSplineSmoothingStyle(cam, smoothingStyle);

// by hash
Citizen.invokeNative('0x84B3645618E726B0', cam, smoothingStyle);
```

### C#

```csharp
Function.Call((Hash)0x84B3645618E726B0, cam, smoothingStyle);
```

## Related enums

- [eBlendBackSmoothing](https://natives.borderlinerp.com/enums/eBlendBackSmoothing.md) — 26 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CINEMATIC_BUTTON_ACTIVE

- **Hash:** `0xB90411F480457A6C`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCinematicButtonActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CINEMATIC_BUTTON_ACTIVE

## Signature

```c
void SET_CINEMATIC_BUTTON_ACTIVE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCinematicButtonActive(p0)

-- always available, by hash
Citizen.InvokeNative(0xB90411F480457A6C, p0)
```

### JavaScript

```js
SetCinematicButtonActive(p0);

// by hash
Citizen.invokeNative('0xB90411F480457A6C', p0);
```

### C#

```csharp
Function.Call((Hash)0xB90411F480457A6C, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_CINEMATIC_MODE_ACTIVE

- **Hash:** `0xCE7A90B160F75046`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetCinematicModeActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_CINEMATIC_MODE_ACTIVE

## Signature

```c
void SET_CINEMATIC_MODE_ACTIVE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCinematicModeActive(p0)

-- always available, by hash
Citizen.InvokeNative(0xCE7A90B160F75046, p0)
```

### JavaScript

```js
SetCinematicModeActive(p0);

// by hash
Citizen.invokeNative('0xCE7A90B160F75046', p0);
```

### C#

```csharp
Function.Call((Hash)0xCE7A90B160F75046, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_FIRST_PERSON_AIM_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE

- **Hash:** `0x05BD5E4088B30A66`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetFirstPersonAimCamRelativeHeadingLimitsThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_FIRST_PERSON_AIM_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE

## Signature

```c
void SET_FIRST_PERSON_AIM_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE(float p0, float p1);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetFirstPersonAimCamRelativeHeadingLimitsThisUpdate(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x05BD5E4088B30A66, p0, p1)
```

### JavaScript

```js
SetFirstPersonAimCamRelativeHeadingLimitsThisUpdate(p0, p1);

// by hash
Citizen.invokeNative('0x05BD5E4088B30A66', p0 + 0.0000001, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x05BD5E4088B30A66, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_FIRST_PERSON_AIM_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE

- **Hash:** `0x715B7F5E8BED32A2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetFirstPersonAimCamRelativePitchLimitsThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_FIRST_PERSON_AIM_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE

## Signature

```c
void SET_FIRST_PERSON_AIM_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE(float p0, float p1);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)

## Returns

`void`

## Description

Old name: _SET_FIRST_PERSON_CAM_PITCH_RANGE

## Usage

### Lua

```lua
SetFirstPersonAimCamRelativePitchLimitsThisUpdate(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x715B7F5E8BED32A2, p0, p1)
```

### JavaScript

```js
SetFirstPersonAimCamRelativePitchLimitsThisUpdate(p0, p1);

// by hash
Citizen.invokeNative('0x715B7F5E8BED32A2', p0 + 0.0000001, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x715B7F5E8BED32A2, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE

- **Hash:** `0x82E41D6ADE924FCA`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamFollowPedThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE

## Signature

```c
void SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Forces gameplay cam to specified ped as if you were the ped or spectating it

## Usage

### Lua

```lua
SetGameplayCamFollowPedThisUpdate(ped)

-- always available, by hash
Citizen.InvokeNative(0x82E41D6ADE924FCA, ped)
```

### JavaScript

```js
SetGameplayCamFollowPedThisUpdate(ped);

// by hash
Citizen.invokeNative('0x82E41D6ADE924FCA', ped);
```

### C#

```csharp
Function.Call((Hash)0x82E41D6ADE924FCA, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_CAM_IGNORE_ENTITY_COLLISION_THIS_UPDATE

- **Hash:** `0xD904F75DBD7AB865`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamIgnoreEntityCollisionThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_IGNORE_ENTITY_COLLISION_THIS_UPDATE

## Signature

```c
void SET_GAMEPLAY_CAM_IGNORE_ENTITY_COLLISION_THIS_UPDATE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

Old name: _DISABLE_CAM_COLLISION_FOR_ENTITY

## Usage

### Lua

```lua
SetGameplayCamIgnoreEntityCollisionThisUpdate(entity)

-- always available, by hash
Citizen.InvokeNative(0xD904F75DBD7AB865, entity)
```

### JavaScript

```js
SetGameplayCamIgnoreEntityCollisionThisUpdate(entity);

// by hash
Citizen.invokeNative('0xD904F75DBD7AB865', entity);
```

### C#

```csharp
Function.Call((Hash)0xD904F75DBD7AB865, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_GAMEPLAY_CAM_INITIAL_HEADING

- **Hash:** `0x6C1053C433A573CF`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamInitialHeading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_GAMEPLAY_CAM_INITIAL_HEADING

## Signature

```c
void _SET_GAMEPLAY_CAM_INITIAL_HEADING(float camInitialHeading);
```

## Parameters

- `camInitialHeading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayCamInitialHeading(camInitialHeading)

-- always available, by hash
Citizen.InvokeNative(0x6C1053C433A573CF, camInitialHeading)
```

### JavaScript

```js
SetGameplayCamInitialHeading(camInitialHeading);

// by hash
Citizen.invokeNative('0x6C1053C433A573CF', camInitialHeading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6C1053C433A573CF, camInitialHeading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_GAMEPLAY_CAM_INITIAL_PITCH

- **Hash:** `0x449995EA846D3FC2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamInitialPitch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_GAMEPLAY_CAM_INITIAL_PITCH

## Signature

```c
void _SET_GAMEPLAY_CAM_INITIAL_PITCH(float camInitialPitch);
```

## Parameters

- `camInitialPitch` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayCamInitialPitch(camInitialPitch)

-- always available, by hash
Citizen.InvokeNative(0x449995EA846D3FC2, camInitialPitch)
```

### JavaScript

```js
SetGameplayCamInitialPitch(camInitialPitch);

// by hash
Citizen.invokeNative('0x449995EA846D3FC2', camInitialPitch + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x449995EA846D3FC2, camInitialPitch);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_GAMEPLAY_CAM_INITIAL_ZOOM

- **Hash:** `0xBCDA0BA8762FACB9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamInitialZoom`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_GAMEPLAY_CAM_INITIAL_ZOOM

## Signature

```c
void _SET_GAMEPLAY_CAM_INITIAL_ZOOM(float camInitialZoom);
```

## Parameters

- `camInitialZoom` (`float`)

## Returns

`void`

## Description

Used in Script Function SHOP_CAMERA_SUPPORT_START_NEW_ORBIT

## Usage

### Lua

```lua
SetGameplayCamInitialZoom(camInitialZoom)

-- always available, by hash
Citizen.InvokeNative(0xBCDA0BA8762FACB9, camInitialZoom)
```

### JavaScript

```js
SetGameplayCamInitialZoom(camInitialZoom);

// by hash
Citizen.invokeNative('0xBCDA0BA8762FACB9', camInitialZoom + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBCDA0BA8762FACB9, camInitialZoom);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_CAM_MAX_MOTION_BLUR_STRENGTH_THIS_UPDATE

- **Hash:** `0x8459B3E64257B21D`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamMaxMotionBlurStrengthThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_MAX_MOTION_BLUR_STRENGTH_THIS_UPDATE

## Signature

```c
void SET_GAMEPLAY_CAM_MAX_MOTION_BLUR_STRENGTH_THIS_UPDATE(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayCamMaxMotionBlurStrengthThisUpdate(p0)

-- always available, by hash
Citizen.InvokeNative(0x8459B3E64257B21D, p0)
```

### JavaScript

```js
SetGameplayCamMaxMotionBlurStrengthThisUpdate(p0);

// by hash
Citizen.invokeNative('0x8459B3E64257B21D', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8459B3E64257B21D, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_GAMEPLAY_CAM_PARAMS_THIS_UPDATE

- **Hash:** `0x066167C63111D8CF`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamParamsThisUpdate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_GAMEPLAY_CAM_PARAMS_THIS_UPDATE

## Signature

```c
void _SET_GAMEPLAY_CAM_PARAMS_THIS_UPDATE(float speed, BOOL respectHorizontalOffset, float horizontalOffset, BOOL respectDistance, float distance);
```

## Parameters

- `speed` (`float`)
- `respectHorizontalOffset` (`BOOL`)
- `horizontalOffset` (`float`)
- `respectDistance` (`BOOL`)
- `distance` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the third person gameplay camera zoom level and blends in.
Must be called every frame to interpolate.
Offset and distance permanently affects subtle zoom in weapon wheel and possibly in menus too.

Params: p1 and p3 are usually true.

*Source: VORPCORE RDR3natives*

Not official name
This native allows to move the gameplay cam with the given speed, enableSlide will allow to move the cam to the slideOffset, enableZoom will allow to move the cam to the zoomOffset. 

EXAMPLE:
Citizen.InvokeNative(0x066167c63111d8cf,1.0, true, -1.0, true, 2.0)

## Usage

### Lua

```lua
SetGameplayCamParamsThisUpdate(speed, respectHorizontalOffset, horizontalOffset, respectDistance, distance)

-- always available, by hash
Citizen.InvokeNative(0x066167C63111D8CF, speed, respectHorizontalOffset, horizontalOffset, respectDistance, distance)
```

### JavaScript

```js
SetGameplayCamParamsThisUpdate(speed, respectHorizontalOffset, horizontalOffset, respectDistance, distance);

// by hash
Citizen.invokeNative('0x066167C63111D8CF', speed + 0.0000001, respectHorizontalOffset, horizontalOffset + 0.0000001, respectDistance, distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x066167C63111D8CF, speed, respectHorizontalOffset, horizontalOffset, respectDistance, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# CAMERA::SET_GAMEPLAY_CAM_RELATIVE_HEADING

- **Hash:** `0x5D1EB123EAC5D071`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamRelativeHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_RELATIVE_HEADING

## Signature

```c
void SET_GAMEPLAY_CAM_RELATIVE_HEADING(float heading, float p1);
```

## Parameters

- `heading` (`float`)
- `p1` (`float`)

## Returns

`void`

## Description

Sets the camera position relative to heading in float from -360 to +360.

Heading is always 0 in aiming camera.

## Usage

### Lua

```lua
SetGameplayCamRelativeHeading(heading, p1)

-- always available, by hash
Citizen.InvokeNative(0x5D1EB123EAC5D071, heading, p1)
```

### JavaScript

```js
SetGameplayCamRelativeHeading(heading, p1);

// by hash
Citizen.invokeNative('0x5D1EB123EAC5D071', heading + 0.0000001, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5D1EB123EAC5D071, heading, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CAMERA::GET_GAMEPLAY_CAM_RELATIVE_HEADING](https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_RELATIVE_HEADING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_CAM_RELATIVE_PITCH

- **Hash:** `0xFB760AF4F537B8BF`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamRelativePitch`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_RELATIVE_PITCH

## Signature

```c
void SET_GAMEPLAY_CAM_RELATIVE_PITCH(float x, float Value2);
```

## Parameters

- `x` (`float`)
- `Value2` (`float`)

## Returns

`void`

## Description

Sets the camera pitch.

Parameters:
x = pitches the camera on the x axis.
Value2 = always seems to be hex 0x3F800000 (1.000000 float).

## Usage

### Lua

```lua
SetGameplayCamRelativePitch(x, Value2)

-- always available, by hash
Citizen.InvokeNative(0xFB760AF4F537B8BF, x, Value2)
```

### JavaScript

```js
SetGameplayCamRelativePitch(x, Value2);

// by hash
Citizen.invokeNative('0xFB760AF4F537B8BF', x + 0.0000001, Value2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFB760AF4F537B8BF, x, Value2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [CAMERA::GET_GAMEPLAY_CAM_RELATIVE_PITCH](https://natives.borderlinerp.com/natives/CAMERA/GET_GAMEPLAY_CAM_RELATIVE_PITCH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE

- **Hash:** `0x570E35F5C4A44838`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCamShakeAmplitude`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE

## Signature

```c
void SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE(float amplitude);
```

## Parameters

- `amplitude` (`float`)

## Returns

`void`

## Description

Sets the amplitude for the gameplay (i.e. 3rd or 1st) camera to shake.

## Usage

### Lua

```lua
SetGameplayCamShakeAmplitude(amplitude)

-- always available, by hash
Citizen.InvokeNative(0x570E35F5C4A44838, amplitude)
```

### JavaScript

```js
SetGameplayCamShakeAmplitude(amplitude);

// by hash
Citizen.invokeNative('0x570E35F5C4A44838', amplitude + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x570E35F5C4A44838, amplitude);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_COORD_HINT

- **Hash:** `0xFA33B8C69A4A6A0F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayCoordHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_COORD_HINT

## Signature

```c
void SET_GAMEPLAY_COORD_HINT(float x, float y, float z, int duration, int blendOutDuration, int blendInDuration, Hash p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)
- `blendOutDuration` (`int`)
- `blendInDuration` (`int`)
- `p6` (`Hash`)

## Returns

`void`

## Description

Hash used in finale1.ysc: 1726668277

## Usage

### Lua

```lua
SetGameplayCoordHint(x, y, z, duration, blendOutDuration, blendInDuration, p6)

-- always available, by hash
Citizen.InvokeNative(0xFA33B8C69A4A6A0F, x, y, z, duration, blendOutDuration, blendInDuration, p6)
```

### JavaScript

```js
SetGameplayCoordHint(x, y, z, duration, blendOutDuration, blendInDuration, p6);

// by hash
Citizen.invokeNative('0xFA33B8C69A4A6A0F', x + 0.0000001, y + 0.0000001, z + 0.0000001, duration, blendOutDuration, blendInDuration, p6);
```

### C#

```csharp
Function.Call((Hash)0xFA33B8C69A4A6A0F, x, y, z, duration, blendOutDuration, blendInDuration, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_ENTITY_HINT

- **Hash:** `0xD1F7F32640ADFD12`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayEntityHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_ENTITY_HINT

## Signature

```c
void SET_GAMEPLAY_ENTITY_HINT(Entity entity, float xOffset, float yOffset, float zOffset, BOOL p4, int p5, int p6, int p7, Any p8);
```

## Parameters

- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `p4` (`BOOL`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`Any`)

## Returns

`void`

## Description

p6 & p7 - possibly length or time

## Usage

### Lua

```lua
SetGameplayEntityHint(entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xD1F7F32640ADFD12, entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8)
```

### JavaScript

```js
SetGameplayEntityHint(entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xD1F7F32640ADFD12', entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xD1F7F32640ADFD12, entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET

- **Hash:** `0x421192A2DA48FD01`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayHintBaseOrbitPitchOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET

## Signature

```c
void SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayHintBaseOrbitPitchOffset(p0)

-- always available, by hash
Citizen.InvokeNative(0x421192A2DA48FD01, p0)
```

### JavaScript

```js
SetGameplayHintBaseOrbitPitchOffset(p0);

// by hash
Citizen.invokeNative('0x421192A2DA48FD01', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x421192A2DA48FD01, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_HINT_CAMERA_RELATIVE_SIDE_OFFSET

- **Hash:** `0xF86B6F93727C59C9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayHintCameraRelativeSideOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_HINT_CAMERA_RELATIVE_SIDE_OFFSET

## Signature

```c
void SET_GAMEPLAY_HINT_CAMERA_RELATIVE_SIDE_OFFSET(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Description

Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETX

## Usage

### Lua

```lua
SetGameplayHintCameraRelativeSideOffset(p0)

-- always available, by hash
Citizen.InvokeNative(0xF86B6F93727C59C9, p0)
```

### JavaScript

```js
SetGameplayHintCameraRelativeSideOffset(p0);

// by hash
Citizen.invokeNative('0xF86B6F93727C59C9', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF86B6F93727C59C9, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_HINT_CAMERA_RELATIVE_VERTICAL_OFFSET

- **Hash:** `0x29E74F819150CC32`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayHintCameraRelativeVerticalOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_HINT_CAMERA_RELATIVE_VERTICAL_OFFSET

## Signature

```c
void SET_GAMEPLAY_HINT_CAMERA_RELATIVE_VERTICAL_OFFSET(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Description

Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETY

## Usage

### Lua

```lua
SetGameplayHintCameraRelativeVerticalOffset(p0)

-- always available, by hash
Citizen.InvokeNative(0x29E74F819150CC32, p0)
```

### JavaScript

```js
SetGameplayHintCameraRelativeVerticalOffset(p0);

// by hash
Citizen.invokeNative('0x29E74F819150CC32', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x29E74F819150CC32, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR

- **Hash:** `0xDDDC54181868F81F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayHintFollowDistanceScalar`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR

## Signature

```c
void SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayHintFollowDistanceScalar(p0)

-- always available, by hash
Citizen.InvokeNative(0xDDDC54181868F81F, p0)
```

### JavaScript

```js
SetGameplayHintFollowDistanceScalar(p0);

// by hash
Citizen.invokeNative('0xDDDC54181868F81F', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDDDC54181868F81F, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_HINT_FOV

- **Hash:** `0x661E58BC6F00A49A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayHintFov`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_HINT_FOV

## Signature

```c
void SET_GAMEPLAY_HINT_FOV(float FOV);
```

## Parameters

- `FOV` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayHintFov(FOV)

-- always available, by hash
Citizen.InvokeNative(0x661E58BC6F00A49A, FOV)
```

### JavaScript

```js
SetGameplayHintFov(FOV);

// by hash
Citizen.invokeNative('0x661E58BC6F00A49A', FOV + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x661E58BC6F00A49A, FOV);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_OBJECT_HINT

- **Hash:** `0xC40551D65F2BF297`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayObjectHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_OBJECT_HINT

## Signature

```c
void SET_GAMEPLAY_OBJECT_HINT(Any p0, float p1, float p2, float p3, BOOL p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayObjectHint(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xC40551D65F2BF297, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
SetGameplayObjectHint(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xC40551D65F2BF297', p0, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xC40551D65F2BF297, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_PED_HINT

- **Hash:** `0x90FB951648851733`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayPedHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_PED_HINT

## Signature

```c
void SET_GAMEPLAY_PED_HINT(Ped p0, float x1, float y1, float z1, BOOL p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Ped`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `p4` (`BOOL`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayPedHint(p0, x1, y1, z1, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x90FB951648851733, p0, x1, y1, z1, p4, p5, p6, p7)
```

### JavaScript

```js
SetGameplayPedHint(p0, x1, y1, z1, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x90FB951648851733', p0, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x90FB951648851733, p0, x1, y1, z1, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_GAMEPLAY_VEHICLE_HINT

- **Hash:** `0xE2B2BB7DAC280515`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayVehicleHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_VEHICLE_HINT

## Signature

```c
void SET_GAMEPLAY_VEHICLE_HINT(Any p0, float p1, float p2, float p3, BOOL p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetGameplayVehicleHint(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xE2B2BB7DAC280515, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
SetGameplayVehicleHint(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xE2B2BB7DAC280515', p0, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xE2B2BB7DAC280515, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE

- **Hash:** `0xFA1D5E8D1C3CCD67`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetInVehicleCamStateThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE

## Signature

```c
void SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE(Vehicle vehicle, int p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`int`)

## Returns

`void`

## Description

Forces gameplay cam to specified vehicle as if you were in it

## Usage

### Lua

```lua
SetInVehicleCamStateThisUpdate(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xFA1D5E8D1C3CCD67, vehicle, p1)
```

### JavaScript

```js
SetInVehicleCamStateThisUpdate(vehicle, p1);

// by hash
Citizen.invokeNative('0xFA1D5E8D1C3CCD67', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xFA1D5E8D1C3CCD67, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_SCRIPTED_CAMERA_IS_FIRST_PERSON_THIS_FRAME

- **Hash:** `0x1DD95A8D6B24A0C9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetScriptedCameraIsFirstPersonThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_SCRIPTED_CAMERA_IS_FIRST_PERSON_THIS_FRAME

## Signature

```c
void SET_SCRIPTED_CAMERA_IS_FIRST_PERSON_THIS_FRAME(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScriptedCameraIsFirstPersonThisFrame(p0)

-- always available, by hash
Citizen.InvokeNative(0x1DD95A8D6B24A0C9, p0)
```

### JavaScript

```js
SetScriptedCameraIsFirstPersonThisFrame(p0);

// by hash
Citizen.invokeNative('0x1DD95A8D6B24A0C9', p0);
```

### C#

```csharp
Function.Call((Hash)0x1DD95A8D6B24A0C9, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_SET_START_CINEMATIC_DEATH_CAM

- **Hash:** `0x6E969927CF632608`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetStartCinematicDeathCam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_SET_START_CINEMATIC_DEATH_CAM

## Signature

```c
void _SET_START_CINEMATIC_DEATH_CAM(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Used for DUELING_MANAGE_DEATH_CAMERA - Initializing death camera
_SET_P* - _SET_S*

## Usage

### Lua

```lua
SetStartCinematicDeathCam(p0)

-- always available, by hash
Citizen.InvokeNative(0x6E969927CF632608, p0)
```

### JavaScript

```js
SetStartCinematicDeathCam(p0);

// by hash
Citizen.invokeNative('0x6E969927CF632608', p0);
```

### C#

```csharp
Function.Call((Hash)0x6E969927CF632608, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_THIRD_PERSON_CAM_ORBIT_DISTANCE_LIMITS_THIS_UPDATE

- **Hash:** `0x2126C740A4AC370B`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetThirdPersonCamOrbitDistanceLimitsThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_THIRD_PERSON_CAM_ORBIT_DISTANCE_LIMITS_THIS_UPDATE

## Signature

```c
void SET_THIRD_PERSON_CAM_ORBIT_DISTANCE_LIMITS_THIS_UPDATE(float p0, float distance);
```

## Parameters

- `p0` (`float`)
- `distance` (`float`)

## Returns

`void`

## Description

Old name: _ANIMATE_GAMEPLAY_CAM_ZOOM

## Usage

### Lua

```lua
SetThirdPersonCamOrbitDistanceLimitsThisUpdate(p0, distance)

-- always available, by hash
Citizen.InvokeNative(0x2126C740A4AC370B, p0, distance)
```

### JavaScript

```js
SetThirdPersonCamOrbitDistanceLimitsThisUpdate(p0, distance);

// by hash
Citizen.invokeNative('0x2126C740A4AC370B', p0 + 0.0000001, distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2126C740A4AC370B, p0, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_THIRD_PERSON_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE

- **Hash:** `0x14F3947318CA8AD2`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetThirdPersonCamRelativeHeadingLimitsThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_THIRD_PERSON_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE

## Signature

```c
void SET_THIRD_PERSON_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE(float minimum, float maximum);
```

## Parameters

- `minimum` (`float`)
- `maximum` (`float`)

## Returns

`void`

## Description

minimum: Degrees between -180f and 180f.
maximum: Degrees between -180f and 180f.

Clamps the gameplay camera's current yaw.

Eg. _CLAMP_GAMEPLAY_CAM_YAW(0.0f, 0.0f) will set the horizontal angle directly behind the player.

Old name: _CLAMP_GAMEPLAY_CAM_YAW

## Usage

### Lua

```lua
SetThirdPersonCamRelativeHeadingLimitsThisUpdate(minimum, maximum)

-- always available, by hash
Citizen.InvokeNative(0x14F3947318CA8AD2, minimum, maximum)
```

### JavaScript

```js
SetThirdPersonCamRelativeHeadingLimitsThisUpdate(minimum, maximum);

// by hash
Citizen.invokeNative('0x14F3947318CA8AD2', minimum + 0.0000001, maximum + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x14F3947318CA8AD2, minimum, maximum);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_THIRD_PERSON_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE

- **Hash:** `0x326C7AA308F3DF6A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetThirdPersonCamRelativePitchLimitsThisUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_THIRD_PERSON_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE

## Signature

```c
void SET_THIRD_PERSON_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE(float minimum, float maximum);
```

## Parameters

- `minimum` (`float`)
- `maximum` (`float`)

## Returns

`void`

## Description

minimum: Degrees between -90f and 90f.
maximum: Degrees between -90f and 90f.

Clamps the gameplay camera's current pitch.

Eg. _CLAMP_GAMEPLAY_CAM_PITCH(0.0f, 0.0f) will set the vertical angle directly behind the player.

Old name: _CLAMP_GAMEPLAY_CAM_PITCH

## Usage

### Lua

```lua
SetThirdPersonCamRelativePitchLimitsThisUpdate(minimum, maximum)

-- always available, by hash
Citizen.InvokeNative(0x326C7AA308F3DF6A, minimum, maximum)
```

### JavaScript

```js
SetThirdPersonCamRelativePitchLimitsThisUpdate(minimum, maximum);

// by hash
Citizen.invokeNative('0x326C7AA308F3DF6A', minimum + 0.0000001, maximum + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x326C7AA308F3DF6A, minimum, maximum);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SET_WIDESCREEN_BORDERS

- **Hash:** `0xD7F4D54CF80AFA34`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetWidescreenBorders`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_WIDESCREEN_BORDERS

## Signature

```c
void SET_WIDESCREEN_BORDERS(BOOL p0, int p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetWidescreenBorders(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD7F4D54CF80AFA34, p0, p1)
```

### JavaScript

```js
SetWidescreenBorders(p0, p1);

// by hash
Citizen.invokeNative('0xD7F4D54CF80AFA34', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD7F4D54CF80AFA34, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SHAKE_CAM

- **Hash:** `0xF9A7BCF5D050D4E7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ShakeCam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SHAKE_CAM

## Signature

```c
void SHAKE_CAM(Cam cam, const char* type, float amplitude);
```

## Parameters

- `cam` (`Cam`)
- `type` (`const char*`)
- `amplitude` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ShakeCam(cam, type, amplitude)

-- always available, by hash
Citizen.InvokeNative(0xF9A7BCF5D050D4E7, cam, type, amplitude)
```

### JavaScript

```js
ShakeCam(cam, type, amplitude);

// by hash
Citizen.invokeNative('0xF9A7BCF5D050D4E7', cam, type, amplitude + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF9A7BCF5D050D4E7, cam, type, amplitude);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::SHAKE_GAMEPLAY_CAM

- **Hash:** `0xD9B31B4650520529`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `ShakeGameplayCam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SHAKE_GAMEPLAY_CAM

## Signature

```c
void SHAKE_GAMEPLAY_CAM(const char* shakeName, float intensity);
```

## Parameters

- `shakeName` (`const char*`)
- `intensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ShakeGameplayCam(shakeName, intensity)

-- always available, by hash
Citizen.InvokeNative(0xD9B31B4650520529, shakeName, intensity)
```

### JavaScript

```js
ShakeGameplayCam(shakeName, intensity);

// by hash
Citizen.invokeNative('0xD9B31B4650520529', shakeName, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD9B31B4650520529, shakeName, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_START_CAMERA_ORBIT

- **Hash:** `0x65B205BF30C13DDB`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StartCameraOrbit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_START_CAMERA_ORBIT

## Signature

```c
void _START_CAMERA_ORBIT(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`void`

## Description

[SHOP_CAMERA_SUPPORT_START_NEW_ORBIT]
p0: struct<32> /*256*/

## Usage

### Lua

```lua
local p0 = StartCameraOrbit(p0)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x65B205BF30C13DDB, Citizen.PointerValueIntInitialized(p0))
```

### JavaScript

```js
const p0 = StartCameraOrbit(p0);

// by hash
const p0 = Citizen.invokeNative('0x65B205BF30C13DDB', Citizen.pointerValueIntInitialized(p0));
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x65B205BF30C13DDB, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::STOP_CAM_POINTING

- **Hash:** `0xCA1B30A3357C71F1`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopCamPointing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/STOP_CAM_POINTING

## Signature

```c
void STOP_CAM_POINTING(Cam cam);
```

## Parameters

- `cam` (`Cam`)

## Returns

`void`

## Usage

### Lua

```lua
StopCamPointing(cam)

-- always available, by hash
Citizen.InvokeNative(0xCA1B30A3357C71F1, cam)
```

### JavaScript

```js
StopCamPointing(cam);

// by hash
Citizen.invokeNative('0xCA1B30A3357C71F1', cam);
```

### C#

```csharp
Function.Call((Hash)0xCA1B30A3357C71F1, cam);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::STOP_CAM_SHAKING

- **Hash:** `0xB78CC4B4706614B0`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopCamShaking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/STOP_CAM_SHAKING

## Signature

```c
void STOP_CAM_SHAKING(Cam cam, BOOL p1);
```

## Parameters

- `cam` (`Cam`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopCamShaking(cam, p1)

-- always available, by hash
Citizen.InvokeNative(0xB78CC4B4706614B0, cam, p1)
```

### JavaScript

```js
StopCamShaking(cam, p1);

// by hash
Citizen.invokeNative('0xB78CC4B4706614B0', cam, p1);
```

### C#

```csharp
Function.Call((Hash)0xB78CC4B4706614B0, cam, p1);
```

## See also

- [CAMERA::IS_CAM_SHAKING](https://natives.borderlinerp.com/natives/CAMERA/IS_CAM_SHAKING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::STOP_CODE_GAMEPLAY_HINT

- **Hash:** `0x93759A83D0D844E7`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopCodeGameplayHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/STOP_CODE_GAMEPLAY_HINT

## Signature

```c
void STOP_CODE_GAMEPLAY_HINT(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopCodeGameplayHint(p0)

-- always available, by hash
Citizen.InvokeNative(0x93759A83D0D844E7, p0)
```

### JavaScript

```js
StopCodeGameplayHint(p0);

// by hash
Citizen.invokeNative('0x93759A83D0D844E7', p0);
```

### C#

```csharp
Function.Call((Hash)0x93759A83D0D844E7, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::STOP_GAMEPLAY_CAM_SHAKING

- **Hash:** `0xE0DE43D290FB65F9`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopGameplayCamShaking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/STOP_GAMEPLAY_CAM_SHAKING

## Signature

```c
void STOP_GAMEPLAY_CAM_SHAKING(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopGameplayCamShaking(p0)

-- always available, by hash
Citizen.InvokeNative(0xE0DE43D290FB65F9, p0)
```

### JavaScript

```js
StopGameplayCamShaking(p0);

// by hash
Citizen.invokeNative('0xE0DE43D290FB65F9', p0);
```

### C#

```csharp
Function.Call((Hash)0xE0DE43D290FB65F9, p0);
```

## See also

- [CAMERA::IS_GAMEPLAY_CAM_SHAKING](https://natives.borderlinerp.com/natives/CAMERA/IS_GAMEPLAY_CAM_SHAKING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME

- **Hash:** `0x4285804FD65D8066`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopGameplayCamShakingWithName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME

## Signature

```c
void _STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME(const char* shakeName, BOOL p1);
```

## Parameters

- `shakeName` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

script_rel: DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE, CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, HAND_SHAKE, MINIGAME_TRAIN_SHAKE
script_mp_rel: DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE
_STOP_GAMEPLAY_CAM* - _STOP_I*

## Usage

### Lua

```lua
StopGameplayCamShakingWithName(shakeName, p1)

-- always available, by hash
Citizen.InvokeNative(0x4285804FD65D8066, shakeName, p1)
```

### JavaScript

```js
StopGameplayCamShakingWithName(shakeName, p1);

// by hash
Citizen.invokeNative('0x4285804FD65D8066', shakeName, p1);
```

### C#

```csharp
Function.Call((Hash)0x4285804FD65D8066, shakeName, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::STOP_GAMEPLAY_HINT

- **Hash:** `0x1BCEC33D54CFCA8A`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopGameplayHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/STOP_GAMEPLAY_HINT

## Signature

```c
void STOP_GAMEPLAY_HINT(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopGameplayHint(p0)

-- always available, by hash
Citizen.InvokeNative(0x1BCEC33D54CFCA8A, p0)
```

### JavaScript

```js
StopGameplayHint(p0);

// by hash
Citizen.invokeNative('0x1BCEC33D54CFCA8A', p0);
```

### C#

```csharp
Function.Call((Hash)0x1BCEC33D54CFCA8A, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP

- **Hash:** `0x8C7C7FF7CF0E5153`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopRenderingScriptCamsUsingCatchUp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP

## Signature

```c
void STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP(BOOL render, float distance, int blendBackSmoothingType, BOOL p3, BOOL p4, BOOL p5);
```

## Parameters

- `render` (`BOOL`)
- `distance` (`float`)
- `blendBackSmoothingType` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

This native makes the gameplay camera zoom into first person/third person with a special effect.
blendBackSmoothingType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eBlendBackSmoothing

## Usage

### Lua

```lua
StopRenderingScriptCamsUsingCatchUp(render, distance, blendBackSmoothingType, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x8C7C7FF7CF0E5153, render, distance, blendBackSmoothingType, p3, p4, p5)
```

### JavaScript

```js
StopRenderingScriptCamsUsingCatchUp(render, distance, blendBackSmoothingType, p3, p4, p5);

// by hash
Citizen.invokeNative('0x8C7C7FF7CF0E5153', render, distance + 0.0000001, blendBackSmoothingType, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x8C7C7FF7CF0E5153, render, distance, blendBackSmoothingType, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eBlendBackSmoothing](https://natives.borderlinerp.com/enums/eBlendBackSmoothing.md) — 26 values

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_TRIGGER_MISSION_FAILED_CAM

- **Hash:** `0x9A92C06ACBAF9731`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `TriggerMissionFailedCam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_TRIGGER_MISSION_FAILED_CAM

## Signature

```c
void _TRIGGER_MISSION_FAILED_CAM();
```

## Returns

`void`

## Usage

### Lua

```lua
TriggerMissionFailedCam()

-- always available, by hash
Citizen.InvokeNative(0x9A92C06ACBAF9731)
```

### JavaScript

```js
TriggerMissionFailedCam();

// by hash
Citizen.invokeNative('0x9A92C06ACBAF9731');
```

### C#

```csharp
Function.Call((Hash)0x9A92C06ACBAF9731);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_UNLOAD_CAMERA_DATA_DICT

- **Hash:** `0x798BE43C9393632B`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `UnloadCameraDataDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_UNLOAD_CAMERA_DATA_DICT

## Signature

```c
void _UNLOAD_CAMERA_DATA_DICT(const char* cameraDictionary);
```

## Parameters

- `cameraDictionary` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UnloadCameraDataDict(cameraDictionary)

-- always available, by hash
Citizen.InvokeNative(0x798BE43C9393632B, cameraDictionary)
```

### JavaScript

```js
UnloadCameraDataDict(cameraDictionary);

// by hash
Citizen.invokeNative('0x798BE43C9393632B', cameraDictionary);
```

### C#

```csharp
Function.Call((Hash)0x798BE43C9393632B, cameraDictionary);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [CAMERA::_LOAD_CAMERA_DATA_DICT](https://natives.borderlinerp.com/natives/CAMERA/_LOAD_CAMERA_DATA_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CAMERA::_UNLOAD_CINEMATIC_CAMERA_LOCATION

- **Hash:** `0x2412216FCC7B4E3E`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `UnloadCinematicCameraLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_UNLOAD_CINEMATIC_CAMERA_LOCATION

## Signature

```c
void _UNLOAD_CINEMATIC_CAMERA_LOCATION(const char* dictionaryName);
```

## Parameters

- `dictionaryName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UnloadCinematicCameraLocation(dictionaryName)

-- always available, by hash
Citizen.InvokeNative(0x2412216FCC7B4E3E, dictionaryName)
```

### JavaScript

```js
UnloadCinematicCameraLocation(dictionaryName);

// by hash
Citizen.invokeNative('0x2412216FCC7B4E3E', dictionaryName);
```

### C#

```csharp
Function.Call((Hash)0x2412216FCC7B4E3E, dictionaryName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::_ADD_TIME_TO_DATE_TIME

- **Hash:** `0x28EEACE9B43D9597`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `AddTimeToDateTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_ADD_TIME_TO_DATE_TIME

## Signature

```c
void _ADD_TIME_TO_DATE_TIME(Any* inDateTime, Any* timeToAdd, Any* outDateTime);
```

## Parameters

- `inDateTime` (`Any*`)
- `timeToAdd` (`Any*`)
- `outDateTime` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local inDateTime, timeToAdd, outDateTime = AddTimeToDateTime()

-- always available, by hash
local inDateTime, timeToAdd, outDateTime = Citizen.InvokeNative(0x28EEACE9B43D9597, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [inDateTime, timeToAdd, outDateTime] = AddTimeToDateTime();

// by hash
const [inDateTime, timeToAdd, outDateTime] = Citizen.invokeNative('0x28EEACE9B43D9597', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var inDateTime = new OutputArgument();
var timeToAdd = new OutputArgument();
var outDateTime = new OutputArgument();
Function.Call((Hash)0x28EEACE9B43D9597, inDateTime, timeToAdd, outDateTime);
// inDateTime.GetResult<int>()
// timeToAdd.GetResult<int>()
// outDateTime.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::ADD_TO_CLOCK_TIME

- **Hash:** `0xAB7C251C7701D336`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `AddToClockTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/ADD_TO_CLOCK_TIME

## Signature

```c
void ADD_TO_CLOCK_TIME(int hours, int minutes, int seconds);
```

## Parameters

- `hours` (`int`)
- `minutes` (`int`)
- `seconds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AddToClockTime(hours, minutes, seconds)

-- always available, by hash
Citizen.InvokeNative(0xAB7C251C7701D336, hours, minutes, seconds)
```

### JavaScript

```js
AddToClockTime(hours, minutes, seconds);

// by hash
Citizen.invokeNative('0xAB7C251C7701D336', hours, minutes, seconds);
```

### C#

```csharp
Function.Call((Hash)0xAB7C251C7701D336, hours, minutes, seconds);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::ADVANCE_CLOCK_TIME_TO

- **Hash:** `0x0184750AE88D0B1D`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `AdvanceClockTimeTo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/ADVANCE_CLOCK_TIME_TO

## Signature

```c
void ADVANCE_CLOCK_TIME_TO(int hour, int minute, int second);
```

## Parameters

- `hour` (`int`)
- `minute` (`int`)
- `second` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AdvanceClockTimeTo(hour, minute, second)

-- always available, by hash
Citizen.InvokeNative(0x0184750AE88D0B1D, hour, minute, second)
```

### JavaScript

```js
AdvanceClockTimeTo(hour, minute, second);

// by hash
Citizen.invokeNative('0x0184750AE88D0B1D', hour, minute, second);
```

### C#

```csharp
Function.Call((Hash)0x0184750AE88D0B1D, hour, minute, second);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_DAY_OF_MONTH

- **Hash:** `0xDF2FD796C54480A5`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockDayOfMonth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_DAY_OF_MONTH

## Signature

```c
int GET_CLOCK_DAY_OF_MONTH();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetClockDayOfMonth()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF2FD796C54480A5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockDayOfMonth();

// by hash
const retval = Citizen.invokeNative('0xDF2FD796C54480A5', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF2FD796C54480A5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_DAY_OF_WEEK

- **Hash:** `0x4DD02D4C7FB30076`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockDayOfWeek`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_DAY_OF_WEEK

## Signature

```c
int GET_CLOCK_DAY_OF_WEEK();
```

## Returns

`int`

## Description

Gets the current day of the week.

0: Sunday
1: Monday
2: Tuesday
3: Wednesday
4: Thursday
5: Friday
6: Saturday

## Usage

### Lua

```lua
local retval = GetClockDayOfWeek()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4DD02D4C7FB30076, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockDayOfWeek();

// by hash
const retval = Citizen.invokeNative('0x4DD02D4C7FB30076', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4DD02D4C7FB30076);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_HOURS

- **Hash:** `0xC82CF208C2B19199`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockHours`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_HOURS

## Signature

```c
int GET_CLOCK_HOURS();
```

## Returns

`int`

## Description

Gets the current ingame hour, expressed without zeros. (09:34 will be represented as 9)

## Usage

### Lua

```lua
local retval = GetClockHours()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC82CF208C2B19199, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockHours();

// by hash
const retval = Citizen.invokeNative('0xC82CF208C2B19199', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC82CF208C2B19199);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_MINUTES

- **Hash:** `0x4E162231B823DBBF`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockMinutes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_MINUTES

## Signature

```c
int GET_CLOCK_MINUTES();
```

## Returns

`int`

## Description

Gets the current ingame clock minute.

## Usage

### Lua

```lua
local retval = GetClockMinutes()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4E162231B823DBBF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockMinutes();

// by hash
const retval = Citizen.invokeNative('0x4E162231B823DBBF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4E162231B823DBBF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_MONTH

- **Hash:** `0x2D44E8FC79EAB1AC`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockMonth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_MONTH

## Signature

```c
int GET_CLOCK_MONTH();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetClockMonth()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D44E8FC79EAB1AC, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockMonth();

// by hash
const retval = Citizen.invokeNative('0x2D44E8FC79EAB1AC', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2D44E8FC79EAB1AC);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_SECONDS

- **Hash:** `0xB6101ABE62B5F080`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockSeconds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_SECONDS

## Signature

```c
int GET_CLOCK_SECONDS();
```

## Returns

`int`

## Description

Gets the current ingame clock second. Note that ingame clock seconds change really fast since a day in RDR is only 48 minutes in real life.

## Usage

### Lua

```lua
local retval = GetClockSeconds()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6101ABE62B5F080, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockSeconds();

// by hash
const retval = Citizen.invokeNative('0xB6101ABE62B5F080', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB6101ABE62B5F080);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_CLOCK_YEAR

- **Hash:** `0xE136DCA28C4A48BA`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetClockYear`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_CLOCK_YEAR

## Signature

```c
int GET_CLOCK_YEAR();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetClockYear()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE136DCA28C4A48BA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClockYear();

// by hash
const retval = Citizen.invokeNative('0xE136DCA28C4A48BA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE136DCA28C4A48BA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_MILLISECONDS_PER_GAME_MINUTE

- **Hash:** `0xE4CB8D126501EC52`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetMillisecondsPerGameMinute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_MILLISECONDS_PER_GAME_MINUTE

## Signature

```c
int GET_MILLISECONDS_PER_GAME_MINUTE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetMillisecondsPerGameMinute()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4CB8D126501EC52, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMillisecondsPerGameMinute();

// by hash
const retval = Citizen.invokeNative('0xE4CB8D126501EC52', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE4CB8D126501EC52);
```

## See also

- [CLOCK::_SET_MILLISECONDS_PER_GAME_MINUTE](https://natives.borderlinerp.com/natives/CLOCK/_SET_MILLISECONDS_PER_GAME_MINUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::GET_POSIX_TIME

- **Hash:** `0x90338AD4A784E455`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetPosixTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/GET_POSIX_TIME

## Signature

```c
void GET_POSIX_TIME(int* year, int* month, int* day, int* hour, int* minute, int* second);
```

## Parameters

- `year` (`int*`)
- `month` (`int*`)
- `day` (`int*`)
- `hour` (`int*`)
- `minute` (`int*`)
- `second` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local year, month, day, hour, minute, second = GetPosixTime()

-- always available, by hash
local year, month, day, hour, minute, second = Citizen.InvokeNative(0x90338AD4A784E455, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [year, month, day, hour, minute, second] = GetPosixTime();

// by hash
const [year, month, day, hour, minute, second] = Citizen.invokeNative('0x90338AD4A784E455', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var year = new OutputArgument();
var month = new OutputArgument();
var day = new OutputArgument();
var hour = new OutputArgument();
var minute = new OutputArgument();
var second = new OutputArgument();
Function.Call((Hash)0x90338AD4A784E455, year, month, day, hour, minute, second);
// year.GetResult<int>()
// month.GetResult<int>()
// day.GetResult<int>()
// hour.GetResult<int>()
// minute.GetResult<int>()
// second.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::_GET_POSIX_TIME_STRUCT

- **Hash:** `0x86A68E84E5884951`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetPosixTimeStruct`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_GET_POSIX_TIME_STRUCT

## Signature

```c
void _GET_POSIX_TIME_STRUCT(Any* outTime);
```

## Parameters

- `outTime` (`Any*`)

## Returns

`void`

## Description

Same as GET_POSIX_TIME except that it takes a single pointer to a struct.

## Usage

### Lua

```lua
local outTime = GetPosixTimeStruct(outTime)

-- always available, by hash
local outTime = Citizen.InvokeNative(0x86A68E84E5884951, Citizen.PointerValueIntInitialized(outTime))
```

### JavaScript

```js
const outTime = GetPosixTimeStruct(outTime);

// by hash
const outTime = Citizen.invokeNative('0x86A68E84E5884951', Citizen.pointerValueIntInitialized(outTime));
```

### C#

```csharp
var outTime = new OutputArgument();
Function.Call((Hash)0x86A68E84E5884951, outTime);
// outTime.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::_GET_SECONDS_SINCE_BASE_YEAR

- **Hash:** `0x78FD8BE812E436B2`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `GetSecondsSinceBaseYear`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_GET_SECONDS_SINCE_BASE_YEAR

## Signature

```c
int _GET_SECONDS_SINCE_BASE_YEAR();
```

## Returns

`int`

## Description

Base year is 1898.

## Usage

### Lua

```lua
local retval = GetSecondsSinceBaseYear()

-- always available, by hash
local retval = Citizen.InvokeNative(0x78FD8BE812E436B2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetSecondsSinceBaseYear();

// by hash
const retval = Citizen.invokeNative('0x78FD8BE812E436B2', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x78FD8BE812E436B2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::PAUSE_CLOCK

- **Hash:** `0x4D1A590C92BF377E`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `PauseClock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/PAUSE_CLOCK

## Signature

```c
void PAUSE_CLOCK(BOOL toggle, Any unused);
```

## Parameters

- `toggle` (`BOOL`)
- `unused` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
PauseClock(toggle, unused)

-- always available, by hash
Citizen.InvokeNative(0x4D1A590C92BF377E, toggle, unused)
```

### JavaScript

```js
PauseClock(toggle, unused);

// by hash
Citizen.invokeNative('0x4D1A590C92BF377E', toggle, unused);
```

### C#

```csharp
Function.Call((Hash)0x4D1A590C92BF377E, toggle, unused);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::_PAUSE_CLOCK_THIS_FRAME

- **Hash:** `0x568D998A9FF96774`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `PauseClockThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_PAUSE_CLOCK_THIS_FRAME

## Signature

```c
void _PAUSE_CLOCK_THIS_FRAME(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PauseClockThisFrame(toggle)

-- always available, by hash
Citizen.InvokeNative(0x568D998A9FF96774, toggle)
```

### JavaScript

```js
PauseClockThisFrame(toggle);

// by hash
Citizen.invokeNative('0x568D998A9FF96774', toggle);
```

### C#

```csharp
Function.Call((Hash)0x568D998A9FF96774, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::SET_CLOCK_DATE

- **Hash:** `0x02AD3092562941E2`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `SetClockDate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/SET_CLOCK_DATE

## Signature

```c
void SET_CLOCK_DATE(int day, int month, int year);
```

## Parameters

- `day` (`int`)
- `month` (`int`)
- `year` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetClockDate(day, month, year)

-- always available, by hash
Citizen.InvokeNative(0x02AD3092562941E2, day, month, year)
```

### JavaScript

```js
SetClockDate(day, month, year);

// by hash
Citizen.invokeNative('0x02AD3092562941E2', day, month, year);
```

### C#

```csharp
Function.Call((Hash)0x02AD3092562941E2, day, month, year);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::SET_CLOCK_TIME

- **Hash:** `0x3A52C59FFB2DEED8`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `SetClockTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/SET_CLOCK_TIME

## Signature

```c
void SET_CLOCK_TIME(int hour, int minute, int second);
```

## Parameters

- `hour` (`int`)
- `minute` (`int`)
- `second` (`int`)

## Returns

`void`

## Description

SET_CLOCK_TIME(12, 34, 56);

## Usage

### Lua

```lua
SetClockTime(hour, minute, second)

-- always available, by hash
Citizen.InvokeNative(0x3A52C59FFB2DEED8, hour, minute, second)
```

### JavaScript

```js
SetClockTime(hour, minute, second);

// by hash
Citizen.invokeNative('0x3A52C59FFB2DEED8', hour, minute, second);
```

### C#

```csharp
Function.Call((Hash)0x3A52C59FFB2DEED8, hour, minute, second);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CLOCK::_SET_MILLISECONDS_PER_GAME_MINUTE

- **Hash:** `0x04EEDB3848DACF68`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `SetMillisecondsPerGameMinute`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_SET_MILLISECONDS_PER_GAME_MINUTE

## Signature

```c
void _SET_MILLISECONDS_PER_GAME_MINUTE(int ms);
```

## Parameters

- `ms` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMillisecondsPerGameMinute(ms)

-- always available, by hash
Citizen.InvokeNative(0x04EEDB3848DACF68, ms)
```

### JavaScript

```js
SetMillisecondsPerGameMinute(ms);

// by hash
Citizen.invokeNative('0x04EEDB3848DACF68', ms);
```

### C#

```csharp
Function.Call((Hash)0x04EEDB3848DACF68, ms);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [CLOCK::GET_MILLISECONDS_PER_GAME_MINUTE](https://natives.borderlinerp.com/natives/CLOCK/GET_MILLISECONDS_PER_GAME_MINUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x33825A7388A6B9F6

- **Hash:** `0x33825A7388A6B9F6`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x33825a7388a6b9f6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x33825A7388A6B9F6

## Signature

```c
int _0x33825A7388A6B9F6(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x33825a7388a6b9f6(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x33825A7388A6B9F6, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x33825a7388a6b9f6(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0x33825A7388A6B9F6', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x33825A7388A6B9F6, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x33825a7388a6b9f6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x3FD91F1A148A0468

- **Hash:** `0x3FD91F1A148A0468`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x3fd91f1a148a0468`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x3FD91F1A148A0468

## Signature

```c
Any _0x3FD91F1A148A0468(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3fd91f1a148a0468(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FD91F1A148A0468, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3fd91f1a148a0468(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0x3FD91F1A148A0468', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3FD91F1A148A0468, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3fd91f1a148a0468` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x61BEFBA3CE7A3BC8

- **Hash:** `0x61BEFBA3CE7A3BC8`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x61befba3ce7a3bc8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x61BEFBA3CE7A3BC8

## Signature

```c
BOOL _0x61BEFBA3CE7A3BC8(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

Params: collectableCategory = WEEKLY_COLLECTABLES

## Usage

### Lua

```lua
local retval = N_0x61befba3ce7a3bc8(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61BEFBA3CE7A3BC8, collectableCategory, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x61befba3ce7a3bc8(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0x61BEFBA3CE7A3BC8', collectableCategory, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x61BEFBA3CE7A3BC8, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x61befba3ce7a3bc8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x6BAB7ACED1017204

- **Hash:** `0x6BAB7ACED1017204`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x6bab7aced1017204`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x6BAB7ACED1017204

## Signature

```c
BOOL _0x6BAB7ACED1017204(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

Params: collectableCategory = WEEKLY_COLLECTABLES

## Usage

### Lua

```lua
local retval = N_0x6bab7aced1017204(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6BAB7ACED1017204, collectableCategory, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x6bab7aced1017204(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0x6BAB7ACED1017204', collectableCategory, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6BAB7ACED1017204, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x6bab7aced1017204` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x755901C7598B97BC

- **Hash:** `0x755901C7598B97BC`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x755901c7598b97bc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x755901C7598B97BC

## Signature

```c
int _0x755901C7598B97BC(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`int`

## Description

Returns p2 (index?) for 0xB9020EC89C07DF04

## Usage

### Lua

```lua
local retval = N_0x755901c7598b97bc(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x755901C7598B97BC, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x755901c7598b97bc(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0x755901C7598B97BC', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x755901C7598B97BC, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x755901c7598b97bc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x775FA1FC87666847

- **Hash:** `0x775FA1FC87666847`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x775fa1fc87666847`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x775FA1FC87666847

## Signature

```c
Any _0x775FA1FC87666847(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x775fa1fc87666847(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x775FA1FC87666847, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x775fa1fc87666847(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0x775FA1FC87666847', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x775FA1FC87666847, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x775fa1fc87666847` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x93F2E7B5DB85657B

- **Hash:** `0x93F2E7B5DB85657B`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x93f2e7b5db85657b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x93F2E7B5DB85657B

## Signature

```c
Any _0x93F2E7B5DB85657B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x93f2e7b5db85657b(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x93F2E7B5DB85657B, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x93f2e7b5db85657b(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x93F2E7B5DB85657B', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x93F2E7B5DB85657B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x93f2e7b5db85657b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0x9ADEE485726025D4

- **Hash:** `0x9ADEE485726025D4`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0x9adee485726025d4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0x9ADEE485726025D4

## Signature

```c
Hash _0x9ADEE485726025D4(Hash collectableCategory);
```

## Parameters

- `collectableCategory` (`Hash`)

## Returns

`Hash`

## Description

Params: collectableCategory = WEEKLY_COLLECTABLES

## Usage

### Lua

```lua
local retval = N_0x9adee485726025d4(collectableCategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9ADEE485726025D4, collectableCategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x9adee485726025d4(collectableCategory);

// by hash
const retval = Citizen.invokeNative('0x9ADEE485726025D4', collectableCategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9ADEE485726025D4, collectableCategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x9adee485726025d4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0xB9020EC89C07DF04

- **Hash:** `0xB9020EC89C07DF04`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0xb9020ec89c07df04`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0xB9020EC89C07DF04

## Signature

```c
Any _0xB9020EC89C07DF04(Hash collectableCategory, int p1, int index);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)
- `index` (`int`)

## Returns

`Any`

## Description

Accepts more hashes than 0xCC644BC1DD655269
Such as: CAROLINA_PARAKEETS, DINO_BONES, EGRET_FEATHERS, ...

## Usage

### Lua

```lua
local retval = N_0xb9020ec89c07df04(collectableCategory, p1, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB9020EC89C07DF04, collectableCategory, p1, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb9020ec89c07df04(collectableCategory, p1, index);

// by hash
const retval = Citizen.invokeNative('0xB9020EC89C07DF04', collectableCategory, p1, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB9020EC89C07DF04, collectableCategory, p1, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xb9020ec89c07df04` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0xC3CA424E1F12ED0C

- **Hash:** `0xC3CA424E1F12ED0C`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0xc3ca424e1f12ed0c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0xC3CA424E1F12ED0C

## Signature

```c
Any _0xC3CA424E1F12ED0C(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc3ca424e1f12ed0c(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC3CA424E1F12ED0C, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc3ca424e1f12ed0c(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xC3CA424E1F12ED0C', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC3CA424E1F12ED0C, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xc3ca424e1f12ed0c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0xC4AC39719C1BB559

- **Hash:** `0xC4AC39719C1BB559`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0xc4ac39719c1bb559`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0xC4AC39719C1BB559

## Signature

```c
Any _0xC4AC39719C1BB559(Hash collectableCategory, Any p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc4ac39719c1bb559(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC4AC39719C1BB559, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc4ac39719c1bb559(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xC4AC39719C1BB559', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC4AC39719C1BB559, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xc4ac39719c1bb559` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0xD1806FB3EDED6D11

- **Hash:** `0xD1806FB3EDED6D11`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0xd1806fb3eded6d11`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0xD1806FB3EDED6D11

## Signature

```c
Any _0xD1806FB3EDED6D11(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd1806fb3eded6d11(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1806FB3EDED6D11, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd1806fb3eded6d11(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xD1806FB3EDED6D11', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD1806FB3EDED6D11, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd1806fb3eded6d11` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0xD297F68928A58130

- **Hash:** `0xD297F68928A58130`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0xd297f68928a58130`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0xD297F68928A58130

## Signature

```c
Any _0xD297F68928A58130(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd297f68928a58130(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD297F68928A58130, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd297f68928a58130(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xD297F68928A58130', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD297F68928A58130, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd297f68928a58130` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_0xFC832B06127D8E99

- **Hash:** `0xFC832B06127D8E99`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `N_0xfc832b06127d8e99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/0xFC832B06127D8E99

## Signature

```c
BOOL _0xFC832B06127D8E99(Hash collectableCategory, int p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xfc832b06127d8e99(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC832B06127D8E99, collectableCategory, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xfc832b06127d8e99(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xFC832B06127D8E99', collectableCategory, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFC832B06127D8E99, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xfc832b06127d8e99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_CATEGORY_GET_NUM_COLLECTABLES

- **Hash:** `0x62CAB7DB62EAD434`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableCategoryGetNumCollectables`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_CATEGORY_GET_NUM_COLLECTABLES

## Signature

```c
int _COLLECTABLE_CATEGORY_GET_NUM_COLLECTABLES(Hash collectableCategory, Hash collectableSubcategory);
```

## Parameters

- `collectableCategory` (`Hash`)
- `collectableSubcategory` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CollectableCategoryGetNumCollectables(collectableCategory, collectableSubcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62CAB7DB62EAD434, collectableCategory, collectableSubcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableCategoryGetNumCollectables(collectableCategory, collectableSubcategory);

// by hash
const retval = Citizen.invokeNative('0x62CAB7DB62EAD434', collectableCategory, collectableSubcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x62CAB7DB62EAD434, collectableCategory, collectableSubcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_CATEGORY_GET_NUM_FOUND

- **Hash:** `0x5461C821D00FE15A`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableCategoryGetNumFound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_CATEGORY_GET_NUM_FOUND

## Signature

```c
int _COLLECTABLE_CATEGORY_GET_NUM_FOUND(Hash collectableCategory, Hash collectableSubcategory);
```

## Parameters

- `collectableCategory` (`Hash`)
- `collectableSubcategory` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CollectableCategoryGetNumFound(collectableCategory, collectableSubcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5461C821D00FE15A, collectableCategory, collectableSubcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableCategoryGetNumFound(collectableCategory, collectableSubcategory);

// by hash
const retval = Citizen.invokeNative('0x5461C821D00FE15A', collectableCategory, collectableSubcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5461C821D00FE15A, collectableCategory, collectableSubcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_CATEGORY_GET_NUM_TURNED_IN

- **Hash:** `0x3A65F4844913A047`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableCategoryGetNumTurnedIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_CATEGORY_GET_NUM_TURNED_IN

## Signature

```c
int _COLLECTABLE_CATEGORY_GET_NUM_TURNED_IN(Hash collectableCategory, Hash collectableSubcategory);
```

## Parameters

- `collectableCategory` (`Hash`)
- `collectableSubcategory` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CollectableCategoryGetNumTurnedIn(collectableCategory, collectableSubcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A65F4844913A047, collectableCategory, collectableSubcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableCategoryGetNumTurnedIn(collectableCategory, collectableSubcategory);

// by hash
const retval = Citizen.invokeNative('0x3A65F4844913A047', collectableCategory, collectableSubcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3A65F4844913A047, collectableCategory, collectableSubcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_CATEGORY_GET_TOAST_TEXTURE_DICTIONARY

- **Hash:** `0x13AAECDA43318BFE`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableCategoryGetToastTextureDictionary`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_CATEGORY_GET_TOAST_TEXTURE_DICTIONARY

## Signature

```c
Hash _COLLECTABLE_CATEGORY_GET_TOAST_TEXTURE_DICTIONARY(Hash collectableCategory, Hash collectableSubcategory);
```

## Parameters

- `collectableCategory` (`Hash`)
- `collectableSubcategory` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CollectableCategoryGetToastTextureDictionary(collectableCategory, collectableSubcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13AAECDA43318BFE, collectableCategory, collectableSubcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableCategoryGetToastTextureDictionary(collectableCategory, collectableSubcategory);

// by hash
const retval = Citizen.invokeNative('0x13AAECDA43318BFE', collectableCategory, collectableSubcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13AAECDA43318BFE, collectableCategory, collectableSubcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_CATEGORY_GET_TOAST_TEXTURE_NAME

- **Hash:** `0xD52D20B0C76BB26D`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableCategoryGetToastTextureName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_CATEGORY_GET_TOAST_TEXTURE_NAME

## Signature

```c
Hash _COLLECTABLE_CATEGORY_GET_TOAST_TEXTURE_NAME(Hash collectableCategory, Hash collectableSubcategory);
```

## Parameters

- `collectableCategory` (`Hash`)
- `collectableSubcategory` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CollectableCategoryGetToastTextureName(collectableCategory, collectableSubcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD52D20B0C76BB26D, collectableCategory, collectableSubcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableCategoryGetToastTextureName(collectableCategory, collectableSubcategory);

// by hash
const retval = Citizen.invokeNative('0xD52D20B0C76BB26D', collectableCategory, collectableSubcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD52D20B0C76BB26D, collectableCategory, collectableSubcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::COLLECTABLE_CATEGORY_SET_HAS_RECEIVED_LIST

- **Hash:** `0x0B6D275D2F242E17`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableCategorySetHasReceivedList`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/COLLECTABLE_CATEGORY_SET_HAS_RECEIVED_LIST

## Signature

```c
void COLLECTABLE_CATEGORY_SET_HAS_RECEIVED_LIST(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CollectableCategorySetHasReceivedList(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0B6D275D2F242E17, p0, p1, p2)
```

### JavaScript

```js
CollectableCategorySetHasReceivedList(p0, p1, p2);

// by hash
Citizen.invokeNative('0x0B6D275D2F242E17', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x0B6D275D2F242E17, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_CATEGORY

- **Hash:** `0x725D52F21A5E9EF6`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetCategory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_CATEGORY

## Signature

```c
Hash _COLLECTABLE_GET_CATEGORY(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`Hash`

## Description

Used in Script Function NET_COLLECTABLES_HANDLE_ITEM_ADDED
Returns collectableCategory Hash

## Usage

### Lua

```lua
local retval = CollectableGetCategory(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0x725D52F21A5E9EF6, collectableItem, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetCategory(collectableItem);

// by hash
const retval = Citizen.invokeNative('0x725D52F21A5E9EF6', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x725D52F21A5E9EF6, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::COLLECTABLE_GET_CATEGORY_ITEM_SET_BUY_AWARD

- **Hash:** `0xCC644BC1DD655269`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetCategoryItemSetBuyAward`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/COLLECTABLE_GET_CATEGORY_ITEM_SET_BUY_AWARD

## Signature

```c
Hash COLLECTABLE_GET_CATEGORY_ITEM_SET_BUY_AWARD(Hash collectableCategory, Hash p1);
```

## Parameters

- `collectableCategory` (`Hash`)
- `p1` (`Hash`)

## Returns

`Hash`

## Description

collectableCategory: ANTIQUE_BOTTLES, BIRD_EGGS, ARROWHEADS, FAMILY_HEIRLOOMS, WILD_FLOWERS, COINS, LOST_JEWELRY_RINGS, LOST_JEWELRY_BRACELETS, LOST_JEWELRY_EARRINGS, LOST_JEWELRY_NECKLACES, TAROT_CARDS_CUPS, TAROT_CARDS_PENTACLES, TAROT_CARDS_SWORDS, TAROT_CARDS_WANDS, FOSSILS_COMMON, FOSSILS_UNCOMMON, FOSSILS_RARE

## Usage

### Lua

```lua
local retval = CollectableGetCategoryItemSetBuyAward(collectableCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC644BC1DD655269, collectableCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetCategoryItemSetBuyAward(collectableCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xCC644BC1DD655269', collectableCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCC644BC1DD655269, collectableCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_COLLECTABLE_ITEM_HASH

- **Hash:** `0x126CBEBBA46693CF`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetCollectableItemHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_COLLECTABLE_ITEM_HASH

## Signature

```c
Hash _COLLECTABLE_GET_COLLECTABLE_ITEM_HASH(int index, Hash collectableCategory, Hash collectableSubcategory);
```

## Parameters

- `index` (`int`)
- `collectableCategory` (`Hash`)
- `collectableSubcategory` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CollectableGetCollectableItemHash(index, collectableCategory, collectableSubcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x126CBEBBA46693CF, index, collectableCategory, collectableSubcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetCollectableItemHash(index, collectableCategory, collectableSubcategory);

// by hash
const retval = Citizen.invokeNative('0x126CBEBBA46693CF', index, collectableCategory, collectableSubcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x126CBEBBA46693CF, index, collectableCategory, collectableSubcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_IPL

- **Hash:** `0x922A79CD4A033B8B`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetIpl`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_IPL

## Signature

```c
Hash _COLLECTABLE_GET_IPL(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CollectableGetIpl(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0x922A79CD4A033B8B, collectableItem, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetIpl(collectableItem);

// by hash
const retval = Citizen.invokeNative('0x922A79CD4A033B8B', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x922A79CD4A033B8B, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_NUM_FOUND

- **Hash:** `0xF83D3DDA4D3C8169`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetNumFound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_NUM_FOUND

## Signature

```c
int _COLLECTABLE_GET_NUM_FOUND(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CollectableGetNumFound(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF83D3DDA4D3C8169, collectableItem, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetNumFound(collectableItem);

// by hash
const retval = Citizen.invokeNative('0xF83D3DDA4D3C8169', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF83D3DDA4D3C8169, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_NUM_TURNED_IN

- **Hash:** `0x9A03F22AD446EEAC`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetNumTurnedIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_NUM_TURNED_IN

## Signature

```c
int _COLLECTABLE_GET_NUM_TURNED_IN(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CollectableGetNumTurnedIn(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A03F22AD446EEAC, collectableItem, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetNumTurnedIn(collectableItem);

// by hash
const retval = Citizen.invokeNative('0x9A03F22AD446EEAC', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9A03F22AD446EEAC, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_PLACEMENT_LOCATION

- **Hash:** `0x1F1DD794908C2BFA`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetPlacementLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_PLACEMENT_LOCATION

## Signature

```c
Vector3 _COLLECTABLE_GET_PLACEMENT_LOCATION(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = CollectableGetPlacementLocation(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F1DD794908C2BFA, collectableItem, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = CollectableGetPlacementLocation(collectableItem);

// by hash
const retval = Citizen.invokeNative('0x1F1DD794908C2BFA', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1F1DD794908C2BFA, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_GET_SUBCATEGORY

- **Hash:** `0x6052B4DE6657684F`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetSubcategory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_SUBCATEGORY

## Signature

```c
Hash _COLLECTABLE_GET_SUBCATEGORY(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CollectableGetSubcategory(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6052B4DE6657684F, collectableItem, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableGetSubcategory(collectableItem);

// by hash
const retval = Citizen.invokeNative('0x6052B4DE6657684F', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6052B4DE6657684F, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_INCREMENT_NUM_FOUND

- **Hash:** `0x3EA62E56F386C997`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableIncrementNumFound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_INCREMENT_NUM_FOUND

## Signature

```c
void _COLLECTABLE_INCREMENT_NUM_FOUND(Hash collectableItem, int amount);
```

## Parameters

- `collectableItem` (`Hash`)
- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
CollectableIncrementNumFound(collectableItem, amount)

-- always available, by hash
Citizen.InvokeNative(0x3EA62E56F386C997, collectableItem, amount)
```

### JavaScript

```js
CollectableIncrementNumFound(collectableItem, amount);

// by hash
Citizen.invokeNative('0x3EA62E56F386C997', collectableItem, amount);
```

### C#

```csharp
Function.Call((Hash)0x3EA62E56F386C997, collectableItem, amount);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_INCREMENT_NUM_TURNED_IN

- **Hash:** `0x398FAB9C96A81924`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableIncrementNumTurnedIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_INCREMENT_NUM_TURNED_IN

## Signature

```c
void _COLLECTABLE_INCREMENT_NUM_TURNED_IN(Hash collectableItem, int amount);
```

## Parameters

- `collectableItem` (`Hash`)
- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
CollectableIncrementNumTurnedIn(collectableItem, amount)

-- always available, by hash
Citizen.InvokeNative(0x398FAB9C96A81924, collectableItem, amount)
```

### JavaScript

```js
CollectableIncrementNumTurnedIn(collectableItem, amount);

// by hash
Citizen.invokeNative('0x398FAB9C96A81924', collectableItem, amount);
```

### C#

```csharp
Function.Call((Hash)0x398FAB9C96A81924, collectableItem, amount);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COLLECTABLE::_COLLECTABLE_SET_ITEM_HASH_DISCOVERED

- **Hash:** `0xEC3959E9950BF56B`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableSetItemHashDiscovered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_SET_ITEM_HASH_DISCOVERED

## Signature

```c
Hash _COLLECTABLE_SET_ITEM_HASH_DISCOVERED(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`Hash`

## Description

Returns discoveredItemHash
_COLLECTABLE_C* - _COLLECTABLE_G*

## Usage

### Lua

```lua
local retval = CollectableSetItemHashDiscovered(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC3959E9950BF56B, collectableItem, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CollectableSetItemHashDiscovered(collectableItem);

// by hash
const retval = Citizen.invokeNative('0xEC3959E9950BF56B', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC3959E9950BF56B, collectableItem);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x0A8FD91EDE7B328A

- **Hash:** `0x0A8FD91EDE7B328A`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x0a8fd91ede7b328a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x0A8FD91EDE7B328A

## Signature

```c
void _0x0A8FD91EDE7B328A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0a8fd91ede7b328a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0A8FD91EDE7B328A, p0, p1)
```

### JavaScript

```js
N_0x0a8fd91ede7b328a(p0, p1);

// by hash
Citizen.invokeNative('0x0A8FD91EDE7B328A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0A8FD91EDE7B328A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0a8fd91ede7b328a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x0C6A00DAE896614C

- **Hash:** `0x0C6A00DAE896614C`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x0c6a00dae896614c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x0C6A00DAE896614C

## Signature

```c
void _0x0C6A00DAE896614C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0c6a00dae896614c(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0C6A00DAE896614C, p0, p1)
```

### JavaScript

```js
N_0x0c6a00dae896614c(p0, p1);

// by hash
Citizen.invokeNative('0x0C6A00DAE896614C', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0C6A00DAE896614C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0c6a00dae896614c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x0DE02DA3C0F66955

- **Hash:** `0x0DE02DA3C0F66955`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x0de02da3c0f66955`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x0DE02DA3C0F66955

## Signature

```c
void _0x0DE02DA3C0F66955(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0de02da3c0f66955(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x0DE02DA3C0F66955, ped, p1)
```

### JavaScript

```js
N_0x0de02da3c0f66955(ped, p1);

// by hash
Citizen.invokeNative('0x0DE02DA3C0F66955', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x0DE02DA3C0F66955, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x0de02da3c0f66955` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x2917E634206B9E17

- **Hash:** `0x2917E634206B9E17`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x2917e634206b9e17`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x2917E634206B9E17

## Signature

```c
void _0x2917E634206B9E17(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2917e634206b9e17(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x2917E634206B9E17, ped, p1)
```

### JavaScript

```js
N_0x2917e634206b9e17(ped, p1);

// by hash
Citizen.invokeNative('0x2917E634206B9E17', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x2917E634206B9E17, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2917e634206b9e17` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x3CAAD93FA5B9579A

- **Hash:** `0x3CAAD93FA5B9579A`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x3caad93fa5b9579a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x3CAAD93FA5B9579A

## Signature

```c
void _0x3CAAD93FA5B9579A(Volume volume, int p1, int p2);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3caad93fa5b9579a(volume, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3CAAD93FA5B9579A, volume, p1, p2)
```

### JavaScript

```js
N_0x3caad93fa5b9579a(volume, p1, p2);

// by hash
Citizen.invokeNative('0x3CAAD93FA5B9579A', volume, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3CAAD93FA5B9579A, volume, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3caad93fa5b9579a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x61BDA07407754A5C

- **Hash:** `0x61BDA07407754A5C`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x61bda07407754a5c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x61BDA07407754A5C

## Signature

```c
void _0x61BDA07407754A5C(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x61bda07407754a5c(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x61BDA07407754A5C, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x61bda07407754a5c(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x61BDA07407754A5C', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x61BDA07407754A5C, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x61bda07407754a5c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x722FBE08EF5B87BD

- **Hash:** `0x722FBE08EF5B87BD`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x722fbe08ef5b87bd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x722FBE08EF5B87BD

## Signature

```c
Any _0x722FBE08EF5B87BD(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x722fbe08ef5b87bd(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x722FBE08EF5B87BD, p0, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x722fbe08ef5b87bd(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x722FBE08EF5B87BD', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x722FBE08EF5B87BD, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x722fbe08ef5b87bd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x7274F84B1501B523

- **Hash:** `0x7274F84B1501B523`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x7274f84b1501b523`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x7274F84B1501B523

## Signature

```c
void _0x7274F84B1501B523(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7274f84b1501b523(p0)

-- always available, by hash
Citizen.InvokeNative(0x7274F84B1501B523, p0)
```

### JavaScript

```js
N_0x7274f84b1501b523(p0);

// by hash
Citizen.invokeNative('0x7274F84B1501B523', p0);
```

### C#

```csharp
Function.Call((Hash)0x7274F84B1501B523, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7274f84b1501b523` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x8FB98B719AA0075A

- **Hash:** `0x8FB98B719AA0075A`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x8fb98b719aa0075a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x8FB98B719AA0075A

## Signature

```c
void _0x8FB98B719AA0075A(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8fb98b719aa0075a(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x8FB98B719AA0075A, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x8fb98b719aa0075a(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x8FB98B719AA0075A', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x8FB98B719AA0075A, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x8fb98b719aa0075a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x991E3346D788F20F

- **Hash:** `0x991E3346D788F20F`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x991e3346d788f20f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x991E3346D788F20F

## Signature

```c
void _0x991E3346D788F20F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x991e3346d788f20f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x991E3346D788F20F, p0, p1)
```

### JavaScript

```js
N_0x991e3346d788f20f(p0, p1);

// by hash
Citizen.invokeNative('0x991E3346D788F20F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x991E3346D788F20F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x991e3346d788f20f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0x9C902084F48D2E6C

- **Hash:** `0x9C902084F48D2E6C`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0x9c902084f48d2e6c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0x9C902084F48D2E6C

## Signature

```c
void _0x9C902084F48D2E6C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9c902084f48d2e6c(p0)

-- always available, by hash
Citizen.InvokeNative(0x9C902084F48D2E6C, p0)
```

### JavaScript

```js
N_0x9c902084f48d2e6c(p0);

// by hash
Citizen.invokeNative('0x9C902084F48D2E6C', p0);
```

### C#

```csharp
Function.Call((Hash)0x9C902084F48D2E6C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9c902084f48d2e6c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xA079FF7CFB9AC8BD

- **Hash:** `0xA079FF7CFB9AC8BD`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xa079ff7cfb9ac8bd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xA079FF7CFB9AC8BD

## Signature

```c
void _0xA079FF7CFB9AC8BD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa079ff7cfb9ac8bd(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA079FF7CFB9AC8BD, p0, p1)
```

### JavaScript

```js
N_0xa079ff7cfb9ac8bd(p0, p1);

// by hash
Citizen.invokeNative('0xA079FF7CFB9AC8BD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA079FF7CFB9AC8BD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa079ff7cfb9ac8bd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xBF6583E926D13890

- **Hash:** `0xBF6583E926D13890`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xbf6583e926d13890`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xBF6583E926D13890

## Signature

```c
void _0xBF6583E926D13890(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbf6583e926d13890(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBF6583E926D13890, p0, p1)
```

### JavaScript

```js
N_0xbf6583e926d13890(p0, p1);

// by hash
Citizen.invokeNative('0xBF6583E926D13890', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBF6583E926D13890, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbf6583e926d13890` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xCE27824B5968B79A

- **Hash:** `0xCE27824B5968B79A`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xce27824b5968b79a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xCE27824B5968B79A

## Signature

```c
void _0xCE27824B5968B79A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xce27824b5968b79a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCE27824B5968B79A, p0, p1)
```

### JavaScript

```js
N_0xce27824b5968b79a(p0, p1);

// by hash
Citizen.invokeNative('0xCE27824B5968B79A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCE27824B5968B79A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xce27824b5968b79a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xD428C3F92FC3F6F8

- **Hash:** `0xD428C3F92FC3F6F8`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xd428c3f92fc3f6f8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xD428C3F92FC3F6F8

## Signature

```c
void _0xD428C3F92FC3F6F8(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd428c3f92fc3f6f8(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD428C3F92FC3F6F8, ped, p1)
```

### JavaScript

```js
N_0xd428c3f92fc3f6f8(ped, p1);

// by hash
Citizen.invokeNative('0xD428C3F92FC3F6F8', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD428C3F92FC3F6F8, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd428c3f92fc3f6f8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xD55A871E1CE3481B

- **Hash:** `0xD55A871E1CE3481B`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xd55a871e1ce3481b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xD55A871E1CE3481B

## Signature

```c
void _0xD55A871E1CE3481B(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd55a871e1ce3481b(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xD55A871E1CE3481B, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xd55a871e1ce3481b(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xD55A871E1CE3481B', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xD55A871E1CE3481B, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xd55a871e1ce3481b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xD730281E496621FB

- **Hash:** `0xD730281E496621FB`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xd730281e496621fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xD730281E496621FB

## Signature

```c
void _0xD730281E496621FB(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd730281e496621fb(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD730281E496621FB, ped, p1)
```

### JavaScript

```js
N_0xd730281e496621fb(ped, p1);

// by hash
Citizen.invokeNative('0xD730281E496621FB', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD730281E496621FB, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd730281e496621fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xD747979C053EFA7A

- **Hash:** `0xD747979C053EFA7A`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xd747979c053efa7a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xD747979C053EFA7A

## Signature

```c
void _0xD747979C053EFA7A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd747979c053efa7a(p0)

-- always available, by hash
Citizen.InvokeNative(0xD747979C053EFA7A, p0)
```

### JavaScript

```js
N_0xd747979c053efa7a(p0);

// by hash
Citizen.invokeNative('0xD747979C053EFA7A', p0);
```

### C#

```csharp
Function.Call((Hash)0xD747979C053EFA7A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd747979c053efa7a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_0xF06CBB8CCCA823C0

- **Hash:** `0xF06CBB8CCCA823C0`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `N_0xf06cbb8ccca823c0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/0xF06CBB8CCCA823C0

## Signature

```c
void _0xF06CBB8CCCA823C0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf06cbb8ccca823c0(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF06CBB8CCCA823C0, p0, p1)
```

### JavaScript

```js
N_0xf06cbb8ccca823c0(p0, p1);

// by hash
Citizen.invokeNative('0xF06CBB8CCCA823C0', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF06CBB8CCCA823C0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf06cbb8ccca823c0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_ACTIVATE_COMPANION_ANALYSIS

- **Hash:** `0xCBD9EC60495C728C`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `ActivateCompanionAnalysis`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/_ACTIVATE_COMPANION_ANALYSIS

## Signature

```c
void _ACTIVATE_COMPANION_ANALYSIS(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ActivateCompanionAnalysis(groupId)

-- always available, by hash
Citizen.InvokeNative(0xCBD9EC60495C728C, groupId)
```

### JavaScript

```js
ActivateCompanionAnalysis(groupId);

// by hash
Citizen.invokeNative('0xCBD9EC60495C728C', groupId);
```

### C#

```csharp
Function.Call((Hash)0xCBD9EC60495C728C, groupId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [COMPANION::_DEACTIVATE_COMPANION_ANALYSIS](https://natives.borderlinerp.com/natives/COMPANION/_DEACTIVATE_COMPANION_ANALYSIS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_ADD_COMPANION_FLAG

- **Hash:** `0xDEB369F6AD168C58`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `AddCompanionFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/_ADD_COMPANION_FLAG

## Signature

```c
void _ADD_COMPANION_FLAG(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

Used for Script Function NET_FETCH_CLIENT_ACTIVATE_COMAPNION_ANALYSIS: Hiding! Ped

## Usage

### Lua

```lua
AddCompanionFlag(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xDEB369F6AD168C58, ped, p1)
```

### JavaScript

```js
AddCompanionFlag(ped, p1);

// by hash
Citizen.invokeNative('0xDEB369F6AD168C58', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xDEB369F6AD168C58, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [COMPANION::_REMOVE_COMPANION_FLAG](https://natives.borderlinerp.com/natives/COMPANION/_REMOVE_COMPANION_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_DEACTIVATE_COMPANION_ANALYSIS

- **Hash:** `0x72B7F65F11FC8896`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `DeactivateCompanionAnalysis`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/_DEACTIVATE_COMPANION_ANALYSIS

## Signature

```c
void _DEACTIVATE_COMPANION_ANALYSIS(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DeactivateCompanionAnalysis(groupId)

-- always available, by hash
Citizen.InvokeNative(0x72B7F65F11FC8896, groupId)
```

### JavaScript

```js
DeactivateCompanionAnalysis(groupId);

// by hash
Citizen.invokeNative('0x72B7F65F11FC8896', groupId);
```

### C#

```csharp
Function.Call((Hash)0x72B7F65F11FC8896, groupId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [COMPANION::_ACTIVATE_COMPANION_ANALYSIS](https://natives.borderlinerp.com/natives/COMPANION/_ACTIVATE_COMPANION_ANALYSIS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_GET_COMPANION_ACTIVITY

- **Hash:** `0xB7E0590C86E1711F`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `GetCompanionActivity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/_GET_COMPANION_ACTIVITY

## Signature

```c
Hash _GET_COMPANION_ACTIVITY(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`Hash`

## Description

enum _0x18F77396

## Usage

### Lua

```lua
local retval = GetCompanionActivity(groupId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB7E0590C86E1711F, groupId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCompanionActivity(groupId);

// by hash
const retval = Citizen.invokeNative('0xB7E0590C86E1711F', groupId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB7E0590C86E1711F, groupId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [COMPANION::_SET_COMPANION_ACTIVITY](https://natives.borderlinerp.com/natives/COMPANION/_SET_COMPANION_ACTIVITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_REMOVE_COMPANION_FLAG

- **Hash:** `0x1740E3DEE0AE4D27`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `RemoveCompanionFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/_REMOVE_COMPANION_FLAG

## Signature

```c
void _REMOVE_COMPANION_FLAG(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveCompanionFlag(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x1740E3DEE0AE4D27, ped, p1)
```

### JavaScript

```js
RemoveCompanionFlag(ped, p1);

// by hash
Citizen.invokeNative('0x1740E3DEE0AE4D27', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x1740E3DEE0AE4D27, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [COMPANION::_ADD_COMPANION_FLAG](https://natives.borderlinerp.com/natives/COMPANION/_ADD_COMPANION_FLAG.md) — Used for Script Function NET_FETCH_CLIENT_ACTIVATE_COMAPNION_ANALYSIS: Hiding!

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPANION::_SET_COMPANION_ACTIVITY

- **Hash:** `0x0F1CD8CA9E65D5F6`
- **Namespace:** COMPANION
- **Runtime name (Lua/JS):** `SetCompanionActivity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPANION/_SET_COMPANION_ACTIVITY

## Signature

```c
void _SET_COMPANION_ACTIVITY(int groupId, Hash activity);
```

## Parameters

- `groupId` (`int`)
- `activity` (`Hash`)

## Returns

`void`

## Description

enum _0x18F77396

## Usage

### Lua

```lua
SetCompanionActivity(groupId, activity)

-- always available, by hash
Citizen.InvokeNative(0x0F1CD8CA9E65D5F6, groupId, activity)
```

### JavaScript

```js
SetCompanionActivity(groupId, activity);

// by hash
Citizen.invokeNative('0x0F1CD8CA9E65D5F6', groupId, activity);
```

### C#

```csharp
Function.Call((Hash)0x0F1CD8CA9E65D5F6, groupId, activity);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [COMPANION::_GET_COMPANION_ACTIVITY](https://natives.borderlinerp.com/natives/COMPANION/_GET_COMPANION_ACTIVITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPAPP::_0x29C733459A9011EB

- **Hash:** `0x29C733459A9011EB`
- **Namespace:** COMPAPP
- **Runtime name (Lua/JS):** `N_0x29c733459a9011eb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPAPP/0x29C733459A9011EB

## Signature

```c
void _0x29C733459A9011EB(Hash p0, const char* p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x29c733459a9011eb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x29C733459A9011EB, p0, p1)
```

### JavaScript

```js
N_0x29c733459a9011eb(p0, p1);

// by hash
Citizen.invokeNative('0x29C733459A9011EB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x29C733459A9011EB, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x29c733459a9011eb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPAPP::_0x74BCCEB233AD95B2

- **Hash:** `0x74BCCEB233AD95B2`
- **Namespace:** COMPAPP
- **Runtime name (Lua/JS):** `N_0x74bcceb233ad95b2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPAPP/0x74BCCEB233AD95B2

## Signature

```c
void _0x74BCCEB233AD95B2(Hash p0, Hash p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x74bcceb233ad95b2(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x74BCCEB233AD95B2, p0, p1)
```

### JavaScript

```js
N_0x74bcceb233ad95b2(p0, p1);

// by hash
Citizen.invokeNative('0x74BCCEB233AD95B2', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x74BCCEB233AD95B2, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x74bcceb233ad95b2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPAPP::_0x7AF1BB4504EA5ED9

- **Hash:** `0x7AF1BB4504EA5ED9`
- **Namespace:** COMPAPP
- **Runtime name (Lua/JS):** `N_0x7af1bb4504ea5ed9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPAPP/0x7AF1BB4504EA5ED9

## Signature

```c
BOOL _0x7AF1BB4504EA5ED9();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = N_0x7af1bb4504ea5ed9()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7AF1BB4504EA5ED9, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x7af1bb4504ea5ed9();

// by hash
const retval = Citizen.invokeNative('0x7AF1BB4504EA5ED9', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7AF1BB4504EA5ED9);
```

- This native has no known name, so the runtime exposes it only as `N_0x7af1bb4504ea5ed9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPAPP::_0xB6FD96420C0126A1

- **Hash:** `0xB6FD96420C0126A1`
- **Namespace:** COMPAPP
- **Runtime name (Lua/JS):** `N_0xb6fd96420c0126a1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPAPP/0xB6FD96420C0126A1

## Signature

```c
void _0xB6FD96420C0126A1(Hash p0, BOOL p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xb6fd96420c0126a1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB6FD96420C0126A1, p0, p1)
```

### JavaScript

```js
N_0xb6fd96420c0126a1(p0, p1);

// by hash
Citizen.invokeNative('0xB6FD96420C0126A1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB6FD96420C0126A1, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xb6fd96420c0126a1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPAPP::_0xCCB4635A071FB62D

- **Hash:** `0xCCB4635A071FB62D`
- **Namespace:** COMPAPP
- **Runtime name (Lua/JS):** `N_0xccb4635a071fb62d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPAPP/0xCCB4635A071FB62D

## Signature

```c
void _0xCCB4635A071FB62D();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xccb4635a071fb62d()

-- always available, by hash
Citizen.InvokeNative(0xCCB4635A071FB62D)
```

### JavaScript

```js
N_0xccb4635a071fb62d();

// by hash
Citizen.invokeNative('0xCCB4635A071FB62D');
```

### C#

```csharp
Function.Call((Hash)0xCCB4635A071FB62D);
```

- This native has no known name, so the runtime exposes it only as `N_0xccb4635a071fb62d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::_0x725D52F21A5E9E22

- **Hash:** `0x725D52F21A5E9E22`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `N_0x725d52f21a5e9e22`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/0x725D52F21A5E9E22

## Signature

```c
float _0x725D52F21A5E9E22(Hash category);
```

## Parameters

- `category` (`Hash`)

## Returns

`float`

## Description

Only used in R* SP Scripts, category = GANGS
_COMPENDIUM_GET_*

## Usage

### Lua

```lua
local retval = N_0x725d52f21a5e9e22(category)

-- always available, by hash
local retval = Citizen.InvokeNative(0x725D52F21A5E9E22, category, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x725d52f21a5e9e22(category);

// by hash
const retval = Citizen.invokeNative('0x725D52F21A5E9E22', category, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x725D52F21A5E9E22, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x725d52f21a5e9e22` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::_0x729D52461AEA9E22

- **Hash:** `0x729D52461AEA9E22`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `N_0x729d52461aea9e22`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/0x729D52461AEA9E22

## Signature

```c
int _0x729D52461AEA9E22(Hash category);
```

## Parameters

- `category` (`Hash`)

## Returns

`int`

## Description

Only used in R* SP Scripts, category = GANGS
_COMPENDIUM_GET_NUM_OF_ENTRIES_IN_*

## Usage

### Lua

```lua
local retval = N_0x729d52461aea9e22(category)

-- always available, by hash
local retval = Citizen.InvokeNative(0x729D52461AEA9E22, category, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x729d52461aea9e22(category);

// by hash
const retval = Citizen.invokeNative('0x729D52461AEA9E22', category, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x729D52461AEA9E22, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x729d52461aea9e22` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_ANIMAL_GET_SAMPLE_INVENTORY_ITEM

- **Hash:** `0x4E4ACAE1C671A9DA`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumAnimalGetSampleInventoryItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_ANIMAL_GET_SAMPLE_INVENTORY_ITEM

## Signature

```c
Any COMPENDIUM_ANIMAL_GET_SAMPLE_INVENTORY_ITEM(int compendiumEntry);
```

## Parameters

- `compendiumEntry` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = CompendiumAnimalGetSampleInventoryItem(compendiumEntry)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4E4ACAE1C671A9DA, compendiumEntry, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumAnimalGetSampleInventoryItem(compendiumEntry);

// by hash
const retval = Citizen.invokeNative('0x4E4ACAE1C671A9DA', compendiumEntry, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4E4ACAE1C671A9DA, compendiumEntry);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_ANIMAL_HAS_SAMPLE

- **Hash:** `0x6FC24625E4FCAC27`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumAnimalHasSample`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_ANIMAL_HAS_SAMPLE

## Signature

```c
BOOL COMPENDIUM_ANIMAL_HAS_SAMPLE(int compendiumEntry);
```

## Parameters

- `compendiumEntry` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CompendiumAnimalHasSample(compendiumEntry)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6FC24625E4FCAC27, compendiumEntry, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CompendiumAnimalHasSample(compendiumEntry);

// by hash
const retval = Citizen.invokeNative('0x6FC24625E4FCAC27', compendiumEntry, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6FC24625E4FCAC27, compendiumEntry);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_ANIMAL_HAS_STAMP

- **Hash:** `0xBCF569FC32FFF456`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumAnimalHasStamp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_ANIMAL_HAS_STAMP

## Signature

```c
BOOL COMPENDIUM_ANIMAL_HAS_STAMP(int compendiumEntry);
```

## Parameters

- `compendiumEntry` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CompendiumAnimalHasStamp(compendiumEntry)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBCF569FC32FFF456, compendiumEntry, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CompendiumAnimalHasStamp(compendiumEntry);

// by hash
const retval = Citizen.invokeNative('0xBCF569FC32FFF456', compendiumEntry, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBCF569FC32FFF456, compendiumEntry);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_ANIMAL_OBSERVED_BY_STAT_NAME

- **Hash:** `0x725D52F26A5E9E10`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumAnimalObservedByStatName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_ANIMAL_OBSERVED_BY_STAT_NAME

## Signature

```c
void COMPENDIUM_ANIMAL_OBSERVED_BY_STAT_NAME(Hash animalType, BOOL disableCompendiumToast);
```

## Parameters

- `animalType` (`Hash`)
- `disableCompendiumToast` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumAnimalObservedByStatName(animalType, disableCompendiumToast)

-- always available, by hash
Citizen.InvokeNative(0x725D52F26A5E9E10, animalType, disableCompendiumToast)
```

### JavaScript

```js
CompendiumAnimalObservedByStatName(animalType, disableCompendiumToast);

// by hash
Citizen.invokeNative('0x725D52F26A5E9E10', animalType, disableCompendiumToast);
```

### C#

```csharp
Function.Call((Hash)0x725D52F26A5E9E10, animalType, disableCompendiumToast);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_ANIMAL_SET_DISCOVERED

- **Hash:** `0x67F35C7C9F2BDCFE`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumAnimalSetDiscovered`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_ANIMAL_SET_DISCOVERED

## Signature

```c
void COMPENDIUM_ANIMAL_SET_DISCOVERED(int compendiumEntry);
```

## Parameters

- `compendiumEntry` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumAnimalSetDiscovered(compendiumEntry)

-- always available, by hash
Citizen.InvokeNative(0x67F35C7C9F2BDCFE, compendiumEntry)
```

### JavaScript

```js
CompendiumAnimalSetDiscovered(compendiumEntry);

// by hash
Citizen.invokeNative('0x67F35C7C9F2BDCFE', compendiumEntry);
```

### C#

```csharp
Function.Call((Hash)0x67F35C7C9F2BDCFE, compendiumEntry);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_FISH_CAUGHT

- **Hash:** `0x725D52F21A5E9E00`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumFishCaught`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_FISH_CAUGHT

## Signature

```c
void COMPENDIUM_FISH_CAUGHT(Ped ped, Hash category);
```

## Parameters

- `ped` (`Ped`)
- `category` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumFishCaught(ped, category)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E00, ped, category)
```

### JavaScript

```js
CompendiumFishCaught(ped, category);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E00', ped, category);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E00, ped, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_FISH_GET_LURE_SUITABILITY_BY_STAT_ITEM

- **Hash:** `0x725D52F21A5E9E81`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumFishGetLureSuitabilityByStatItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_FISH_GET_LURE_SUITABILITY_BY_STAT_ITEM

## Signature

```c
int COMPENDIUM_FISH_GET_LURE_SUITABILITY_BY_STAT_ITEM(Hash animalType, Hash baitType);
```

## Parameters

- `animalType` (`Hash`)
- `baitType` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompendiumFishGetLureSuitabilityByStatItem(animalType, baitType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x725D52F21A5E9E81, animalType, baitType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumFishGetLureSuitabilityByStatItem(animalType, baitType);

// by hash
const retval = Citizen.invokeNative('0x725D52F21A5E9E81', animalType, baitType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x725D52F21A5E9E81, animalType, baitType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GANG_AMBUSH_SURVIVED

- **Hash:** `0x725D52F21A5E9E04`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGangAmbushSurvived`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GANG_AMBUSH_SURVIVED

## Signature

```c
void COMPENDIUM_GANG_AMBUSH_SURVIVED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumGangAmbushSurvived(p0)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E04, p0)
```

### JavaScript

```js
CompendiumGangAmbushSurvived(p0);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E04', p0);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E04, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GANG_BOUNTY_CAPTURED

- **Hash:** `0x725D52F21A5E9E06`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGangBountyCaptured`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GANG_BOUNTY_CAPTURED

## Signature

```c
void COMPENDIUM_GANG_BOUNTY_CAPTURED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumGangBountyCaptured(p0)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E06, p0)
```

### JavaScript

```js
CompendiumGangBountyCaptured(p0);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E06', p0);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E06, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GANG_CAMP_FOUND

- **Hash:** `0x725D52F21A5E9E03`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGangCampFound`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GANG_CAMP_FOUND

## Signature

```c
void COMPENDIUM_GANG_CAMP_FOUND(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumGangCampFound(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E03, p0, p1)
```

### JavaScript

```js
CompendiumGangCampFound(p0, p1);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E03', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E03, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GANG_ENCOUNTERED

- **Hash:** `0x725D52F21A5E9E05`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGangEncountered`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GANG_ENCOUNTERED

## Signature

```c
void COMPENDIUM_GANG_ENCOUNTERED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumGangEncountered(p0)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E05, p0)
```

### JavaScript

```js
CompendiumGangEncountered(p0);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E05', p0);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E05, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GANG_HIDEOUT_FOUND

- **Hash:** `0x725D52F21A5E9E08`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGangHideoutFound`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GANG_HIDEOUT_FOUND

## Signature

```c
void COMPENDIUM_GANG_HIDEOUT_FOUND(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumGangHideoutFound(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E08, p0, p1)
```

### JavaScript

```js
CompendiumGangHideoutFound(p0, p1);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E08', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E08, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GANG_MEMBER_KILLED

- **Hash:** `0x725D52F21A5E9E07`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGangMemberKilled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GANG_MEMBER_KILLED

## Signature

```c
void COMPENDIUM_GANG_MEMBER_KILLED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumGangMemberKilled(p0)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E07, p0)
```

### JavaScript

```js
CompendiumGangMemberKilled(p0);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E07', p0);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E07, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_ENTRY_BY_INDEX_IN_SUBCATEGORY

- **Hash:** `0x5CEB63B2E3D9895F`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetEntryByIndexInSubcategory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_ENTRY_BY_INDEX_IN_SUBCATEGORY

## Signature

```c
int COMPENDIUM_GET_ENTRY_BY_INDEX_IN_SUBCATEGORY(Hash category, Hash subcategory, int count);
```

## Parameters

- `category` (`Hash`)
- `subcategory` (`Hash`)
- `count` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompendiumGetEntryByIndexInSubcategory(category, subcategory, count)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CEB63B2E3D9895F, category, subcategory, count, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetEntryByIndexInSubcategory(category, subcategory, count);

// by hash
const retval = Citizen.invokeNative('0x5CEB63B2E3D9895F', category, subcategory, count, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5CEB63B2E3D9895F, category, subcategory, count);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_ENTRY_BY_PED_INDEX

- **Hash:** `0x1CFA0219D8E1CF25`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetEntryByPedIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_ENTRY_BY_PED_INDEX

## Signature

```c
int COMPENDIUM_GET_ENTRY_BY_PED_INDEX(Hash category, Ped ped);
```

## Parameters

- `category` (`Hash`)
- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompendiumGetEntryByPedIndex(category, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1CFA0219D8E1CF25, category, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetEntryByPedIndex(category, ped);

// by hash
const retval = Citizen.invokeNative('0x1CFA0219D8E1CF25', category, ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1CFA0219D8E1CF25, category, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_ENTRY_BY_STAT_ITEM

- **Hash:** `0x66EC938394D76C85`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetEntryByStatItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_ENTRY_BY_STAT_ITEM

## Signature

```c
int COMPENDIUM_GET_ENTRY_BY_STAT_ITEM(Hash category, Hash animalType);
```

## Parameters

- `category` (`Hash`)
- `animalType` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompendiumGetEntryByStatItem(category, animalType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x66EC938394D76C85, category, animalType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetEntryByStatItem(category, animalType);

// by hash
const retval = Citizen.invokeNative('0x66EC938394D76C85', category, animalType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x66EC938394D76C85, category, animalType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_MAP_DISCOVERABLE_FROM_STAT_ITEM

- **Hash:** `0x729D54121A5E9E20`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetMapDiscoverableFromStatItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_MAP_DISCOVERABLE_FROM_STAT_ITEM

## Signature

```c
Hash COMPENDIUM_GET_MAP_DISCOVERABLE_FROM_STAT_ITEM(Hash animalStatItem, float x, float y, float z);
```

## Parameters

- `animalStatItem` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CompendiumGetMapDiscoverableFromStatItem(animalStatItem, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x729D54121A5E9E20, animalStatItem, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetMapDiscoverableFromStatItem(animalStatItem, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x729D54121A5E9E20', animalStatItem, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x729D54121A5E9E20, animalStatItem, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_NUM_ENTRIES_IN_SUBCATEGORY

- **Hash:** `0xF58A0C0E086E8E36`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetNumEntriesInSubcategory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_NUM_ENTRIES_IN_SUBCATEGORY

## Signature

```c
int COMPENDIUM_GET_NUM_ENTRIES_IN_SUBCATEGORY(Hash category, Hash subcategory);
```

## Parameters

- `category` (`Hash`)
- `subcategory` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompendiumGetNumEntriesInSubcategory(category, subcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF58A0C0E086E8E36, category, subcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetNumEntriesInSubcategory(category, subcategory);

// by hash
const retval = Citizen.invokeNative('0xF58A0C0E086E8E36', category, subcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF58A0C0E086E8E36, category, subcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::_COMPENDIUM_GET_NUM_OF_ENTRIES_IN_CATEGORY

- **Hash:** `0x729D52F61A5A9E22`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetNumOfEntriesInCategory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/_COMPENDIUM_GET_NUM_OF_ENTRIES_IN_CATEGORY

## Signature

```c
int _COMPENDIUM_GET_NUM_OF_ENTRIES_IN_CATEGORY(Hash category);
```

## Parameters

- `category` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompendiumGetNumOfEntriesInCategory(category)

-- always available, by hash
local retval = Citizen.InvokeNative(0x729D52F61A5A9E22, category, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetNumOfEntriesInCategory(category);

// by hash
const retval = Citizen.invokeNative('0x729D52F61A5A9E22', category, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x729D52F61A5A9E22, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_SHORT_DESCRIPTION_FROM_PED

- **Hash:** `0x6C5E5D48E48B4C65`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetShortDescriptionFromPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_SHORT_DESCRIPTION_FROM_PED

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CompendiumGetShortDescriptionFromPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C5E5D48E48B4C65, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6C5E5D48E48B4C65', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C5E5D48E48B4C65, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_STUDY_AWARD_ID

- **Hash:** `0x9F678782720349E4`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetStudyAwardId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_STUDY_AWARD_ID

## Signature

```c
Any COMPENDIUM_GET_STUDY_AWARD_ID(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = CompendiumGetStudyAwardId(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9F678782720349E4, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9F678782720349E4', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9F678782720349E4, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::_COMPENDIUM_GET_SUBCATEGORY_HASH_FROM_ANIMAL_TYPE

- **Hash:** `0xCD278B6BFBDBDC22`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetSubcategoryHashFromAnimalType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/_COMPENDIUM_GET_SUBCATEGORY_HASH_FROM_ANIMAL_TYPE

## Signature

```c
Hash _COMPENDIUM_GET_SUBCATEGORY_HASH_FROM_ANIMAL_TYPE(Hash category, Hash animalType);
```

## Parameters

- `category` (`Hash`)
- `animalType` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CompendiumGetSubcategoryHashFromAnimalType(category, animalType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD278B6BFBDBDC22, category, animalType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetSubcategoryHashFromAnimalType(category, animalType);

// by hash
const retval = Citizen.invokeNative('0xCD278B6BFBDBDC22', category, animalType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCD278B6BFBDBDC22, category, animalType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_SUBCATEGORY_PED_IS_IN

- **Hash:** `0x9B657550DF55EC96`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetSubcategoryPedIsIn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_SUBCATEGORY_PED_IS_IN

## Signature

```c
Hash COMPENDIUM_GET_SUBCATEGORY_PED_IS_IN(Hash category, Ped ped);
```

## Parameters

- `category` (`Hash`)
- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CompendiumGetSubcategoryPedIsIn(category, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9B657550DF55EC96, category, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetSubcategoryPedIsIn(category, ped);

// by hash
const retval = Citizen.invokeNative('0x9B657550DF55EC96', category, ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9B657550DF55EC96, category, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_COMPLETE

- **Hash:** `0x59D4D68CDB82427C`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetSubcategorySampleToastDescComplete`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_COMPLETE

## Signature

```c
const char* COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_COMPLETE(Hash category, Hash subcategory);
```

## Parameters

- `category` (`Hash`)
- `subcategory` (`Hash`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = CompendiumGetSubcategorySampleToastDescComplete(category, subcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59D4D68CDB82427C, category, subcategory, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = CompendiumGetSubcategorySampleToastDescComplete(category, subcategory);

// by hash
const retval = Citizen.invokeNative('0x59D4D68CDB82427C', category, subcategory, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x59D4D68CDB82427C, category, subcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_PROGRESS

- **Hash:** `0x82BFB5B367957699`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetSubcategorySampleToastDescProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_PROGRESS

## Signature

```c
const char* COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_PROGRESS(Hash category, Hash subcategory);
```

## Parameters

- `category` (`Hash`)
- `subcategory` (`Hash`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = CompendiumGetSubcategorySampleToastDescProgress(category, subcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x82BFB5B367957699, category, subcategory, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = CompendiumGetSubcategorySampleToastDescProgress(category, subcategory);

// by hash
const retval = Citizen.invokeNative('0x82BFB5B367957699', category, subcategory, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x82BFB5B367957699, category, subcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_TITLE

- **Hash:** `0x5E50C67EB60951E6`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetSubcategorySampleToastTitle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_TITLE

## Signature

```c
const char* COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_TITLE(Hash category, Hash subcategory);
```

## Parameters

- `category` (`Hash`)
- `subcategory` (`Hash`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = CompendiumGetSubcategorySampleToastTitle(category, subcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E50C67EB60951E6, category, subcategory, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = CompendiumGetSubcategorySampleToastTitle(category, subcategory);

// by hash
const retval = Citizen.invokeNative('0x5E50C67EB60951E6', category, subcategory, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x5E50C67EB60951E6, category, subcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_GET_SUBCATEGORY_TOAST_APP_ID

- **Hash:** `0x2BF30D9D4D680112`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumGetSubcategoryToastAppId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_GET_SUBCATEGORY_TOAST_APP_ID

## Signature

```c
Any COMPENDIUM_GET_SUBCATEGORY_TOAST_APP_ID(Hash category, Hash subcategory);
```

## Parameters

- `category` (`Hash`)
- `subcategory` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = CompendiumGetSubcategoryToastAppId(category, subcategory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2BF30D9D4D680112, category, subcategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompendiumGetSubcategoryToastAppId(category, subcategory);

// by hash
const retval = Citizen.invokeNative('0x2BF30D9D4D680112', category, subcategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2BF30D9D4D680112, category, subcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_HERB_PICKED

- **Hash:** `0x725D52F21A5E9E09`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumHerbPicked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_HERB_PICKED

## Signature

```c
void COMPENDIUM_HERB_PICKED(Hash herbType, float x, float y, float z);
```

## Parameters

- `herbType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

herbType: https://alloc8or.re/rdr3/doc/enums/eHerbType.txt
Vector3: Player Location

## Usage

### Lua

```lua
CompendiumHerbPicked(herbType, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E09, herbType, x, y, z)
```

### JavaScript

```js
CompendiumHerbPicked(herbType, x, y, z);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E09', herbType, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E09, herbType, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_HORSE_BONDING

- **Hash:** `0x725D52F21A5E9E50`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumHorseBonding`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_HORSE_BONDING

## Signature

```c
void COMPENDIUM_HORSE_BONDING(Ped ped, int bondingLevel);
```

## Parameters

- `ped` (`Ped`)
- `bondingLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
CompendiumHorseBonding(ped, bondingLevel)

-- always available, by hash
Citizen.InvokeNative(0x725D52F21A5E9E50, ped, bondingLevel)
```

### JavaScript

```js
CompendiumHorseBonding(ped, bondingLevel);

// by hash
Citizen.invokeNative('0x725D52F21A5E9E50', ped, bondingLevel);
```

### C#

```csharp
Function.Call((Hash)0x725D52F21A5E9E50, ped, bondingLevel);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_HORSE_OBSERVED

- **Hash:** `0x725D58F2125E5E50`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumHorseObserved`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_HORSE_OBSERVED

## Signature

```c
void COMPENDIUM_HORSE_OBSERVED(Ped ped, BOOL disableCompendiumToast);
```

## Parameters

- `ped` (`Ped`)
- `disableCompendiumToast` (`BOOL`)

## Returns

`void`

## Description

Only gets called if bSetObserved is true and animalType is matching

## Usage

### Lua

```lua
CompendiumHorseObserved(ped, disableCompendiumToast)

-- always available, by hash
Citizen.InvokeNative(0x725D58F2125E5E50, ped, disableCompendiumToast)
```

### JavaScript

```js
CompendiumHorseObserved(ped, disableCompendiumToast);

// by hash
Citizen.invokeNative('0x725D58F2125E5E50', ped, disableCompendiumToast);
```

### C#

```csharp
Function.Call((Hash)0x725D58F2125E5E50, ped, disableCompendiumToast);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_HORSE_WILD_BROKEN

- **Hash:** `0x725852D21A2E9E50`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumHorseWildBroken`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_HORSE_WILD_BROKEN

## Signature

```c
void COMPENDIUM_HORSE_WILD_BROKEN(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

NET_PLAYER_HORSE_PROCESS_EVENT_HORSE_BREAKING

## Usage

### Lua

```lua
CompendiumHorseWildBroken(ped)

-- always available, by hash
Citizen.InvokeNative(0x725852D21A2E9E50, ped)
```

### JavaScript

```js
CompendiumHorseWildBroken(ped);

// by hash
Citizen.invokeNative('0x725852D21A2E9E50', ped);
```

### C#

```csharp
Function.Call((Hash)0x725852D21A2E9E50, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# COMPENDIUM::COMPENDIUM_WAS_ANIMAL_OBSERVED

- **Hash:** `0x23B5E9C5160BC04F`
- **Namespace:** COMPENDIUM
- **Runtime name (Lua/JS):** `CompendiumWasAnimalObserved`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/COMPENDIUM/COMPENDIUM_WAS_ANIMAL_OBSERVED

## Signature

```c
BOOL COMPENDIUM_WAS_ANIMAL_OBSERVED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CompendiumWasAnimalObserved(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23B5E9C5160BC04F, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x23B5E9C5160BC04F', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x23B5E9C5160BC04F, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x0FD3ECF9D0C8655F

- **Hash:** `0x0FD3ECF9D0C8655F`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x0fd3ecf9d0c8655f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x0FD3ECF9D0C8655F

## Signature

```c
void _0x0FD3ECF9D0C8655F(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0fd3ecf9d0c8655f(p0)

-- always available, by hash
Citizen.InvokeNative(0x0FD3ECF9D0C8655F, p0)
```

### JavaScript

```js
N_0x0fd3ecf9d0c8655f(p0);

// by hash
Citizen.invokeNative('0x0FD3ECF9D0C8655F', p0);
```

### C#

```csharp
Function.Call((Hash)0x0FD3ECF9D0C8655F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0fd3ecf9d0c8655f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x23CCAB8F40B9CBEE

- **Hash:** `0x23CCAB8F40B9CBEE`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x23ccab8f40b9cbee`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x23CCAB8F40B9CBEE

## Signature

```c
BOOL _0x23CCAB8F40B9CBEE(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x23ccab8f40b9cbee(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23CCAB8F40B9CBEE, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x23ccab8f40b9cbee(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x23CCAB8F40B9CBEE', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x23CCAB8F40B9CBEE, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x23ccab8f40b9cbee` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x33C1D63E55FA4284

- **Hash:** `0x33C1D63E55FA4284`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x33c1d63e55fa4284`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x33C1D63E55FA4284

## Signature

```c
BOOL _0x33C1D63E55FA4284(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x33c1d63e55fa4284(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x33C1D63E55FA4284, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x33c1d63e55fa4284(p0);

// by hash
const retval = Citizen.invokeNative('0x33C1D63E55FA4284', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x33C1D63E55FA4284, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x33c1d63e55fa4284` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x3A66F1963B223F61

- **Hash:** `0x3A66F1963B223F61`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x3a66f1963b223f61`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x3A66F1963B223F61

## Signature

```c
BOOL _0x3A66F1963B223F61(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3a66f1963b223f61(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A66F1963B223F61, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3a66f1963b223f61(p0);

// by hash
const retval = Citizen.invokeNative('0x3A66F1963B223F61', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3A66F1963B223F61, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3a66f1963b223f61` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x4E42CA5BCD45444A

- **Hash:** `0x4E42CA5BCD45444A`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x4e42ca5bcd45444a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x4E42CA5BCD45444A

## Signature

```c
void _0x4E42CA5BCD45444A();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4e42ca5bcd45444a()

-- always available, by hash
Citizen.InvokeNative(0x4E42CA5BCD45444A)
```

### JavaScript

```js
N_0x4e42ca5bcd45444a();

// by hash
Citizen.invokeNative('0x4E42CA5BCD45444A');
```

### C#

```csharp
Function.Call((Hash)0x4E42CA5BCD45444A);
```

- This native has no known name, so the runtime exposes it only as `N_0x4e42ca5bcd45444a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x7C680FF55617F82F

- **Hash:** `0x7C680FF55617F82F`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x7c680ff55617f82f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x7C680FF55617F82F

## Signature

```c
BOOL _0x7C680FF55617F82F();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x7c680ff55617f82f()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C680FF55617F82F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x7c680ff55617f82f();

// by hash
const retval = Citizen.invokeNative('0x7C680FF55617F82F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C680FF55617F82F);
```

- This native has no known name, so the runtime exposes it only as `N_0x7c680ff55617f82f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0x87F005C969EF1563

- **Hash:** `0x87F005C969EF1563`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0x87f005c969ef1563`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0x87F005C969EF1563

## Signature

```c
BOOL _0x87F005C969EF1563(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x87f005c969ef1563(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x87F005C969EF1563, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x87f005c969ef1563(p0);

// by hash
const retval = Citizen.invokeNative('0x87F005C969EF1563', p0 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x87F005C969EF1563, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x87f005c969ef1563` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0xA67F0B039D9CD513

- **Hash:** `0xA67F0B039D9CD513`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xa67f0b039d9cd513`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xA67F0B039D9CD513

## Signature

```c
BOOL _0xA67F0B039D9CD513(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xa67f0b039d9cd513(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA67F0B039D9CD513, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa67f0b039d9cd513(p0);

// by hash
const retval = Citizen.invokeNative('0xA67F0B039D9CD513', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA67F0B039D9CD513, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa67f0b039d9cd513` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0xCA0BAC376C541978

- **Hash:** `0xCA0BAC376C541978`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xca0bac376c541978`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xCA0BAC376C541978

## Signature

```c
void _0xCA0BAC376C541978(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xca0bac376c541978(p0)

-- always available, by hash
Citizen.InvokeNative(0xCA0BAC376C541978, p0)
```

### JavaScript

```js
N_0xca0bac376c541978(p0);

// by hash
Citizen.invokeNative('0xCA0BAC376C541978', p0);
```

### C#

```csharp
Function.Call((Hash)0xCA0BAC376C541978, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xca0bac376c541978` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0xD8E3D22AA4F0E0A5

- **Hash:** `0xD8E3D22AA4F0E0A5`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xd8e3d22aa4f0e0a5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xD8E3D22AA4F0E0A5

## Signature

```c
BOOL _0xD8E3D22AA4F0E0A5(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd8e3d22aa4f0e0a5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD8E3D22AA4F0E0A5, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd8e3d22aa4f0e0a5(p0);

// by hash
const retval = Citizen.invokeNative('0xD8E3D22AA4F0E0A5', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD8E3D22AA4F0E0A5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd8e3d22aa4f0e0a5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0xDA05310EA94DC8C6

- **Hash:** `0xDA05310EA94DC8C6`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xda05310ea94dc8c6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xDA05310EA94DC8C6

## Signature

```c
void _0xDA05310EA94DC8C6(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`void`

## Description

unused = true

## Usage

### Lua

```lua
N_0xda05310ea94dc8c6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDA05310EA94DC8C6, p0, p1)
```

### JavaScript

```js
N_0xda05310ea94dc8c6(p0, p1);

// by hash
Citizen.invokeNative('0xDA05310EA94DC8C6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDA05310EA94DC8C6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xda05310ea94dc8c6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0xE72E234B30DA7B7A

- **Hash:** `0xE72E234B30DA7B7A`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xe72e234b30da7b7a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xE72E234B30DA7B7A

## Signature

```c
BOOL _0xE72E234B30DA7B7A(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xe72e234b30da7b7a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE72E234B30DA7B7A, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe72e234b30da7b7a(p0);

// by hash
const retval = Citizen.invokeNative('0xE72E234B30DA7B7A', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE72E234B30DA7B7A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe72e234b30da7b7a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CRASHLOG::_0xF0D545C1EEAD614A

- **Hash:** `0xF0D545C1EEAD614A`
- **Namespace:** CRASHLOG
- **Runtime name (Lua/JS):** `N_0xf0d545c1eead614a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/CRASHLOG/0xF0D545C1EEAD614A

## Signature

```c
BOOL _0xF0D545C1EEAD614A();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xf0d545c1eead614a()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF0D545C1EEAD614A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xf0d545c1eead614a();

// by hash
const retval = Citizen.invokeNative('0xF0D545C1EEAD614A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF0D545C1EEAD614A);
```

- This native has no known name, so the runtime exposes it only as `N_0xf0d545c1eead614a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::_0x58D378AF2C8765B7

- **Hash:** `0x58D378AF2C8765B7`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `N_0x58d378af2c8765b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/0x58D378AF2C8765B7

## Signature

```c
BOOL _0x58D378AF2C8765B7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x58d378af2c8765b7(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58D378AF2C8765B7, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x58d378af2c8765b7(p0);

// by hash
const retval = Citizen.invokeNative('0x58D378AF2C8765B7', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x58D378AF2C8765B7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x58d378af2c8765b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::_NETWORK_ACCEPT_CLAN_INVITE

- **Hash:** `0x8E2143144B8E188D`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkAcceptClanInvite`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/_NETWORK_ACCEPT_CLAN_INVITE

## Signature

```c
BOOL _NETWORK_ACCEPT_CLAN_INVITE(int crewInviteIndex);
```

## Parameters

- `crewInviteIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAcceptClanInvite(crewInviteIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E2143144B8E188D, crewInviteIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAcceptClanInvite(crewInviteIndex);

// by hash
const retval = Citizen.invokeNative('0x8E2143144B8E188D', crewInviteIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8E2143144B8E188D, crewInviteIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT

- **Hash:** `0x1F471B79ACC90BEF`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanGetLocalMembershipsCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT

## Signature

```c
int NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkClanGetLocalMembershipsCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F471B79ACC90BEF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkClanGetLocalMembershipsCount();

// by hash
const retval = Citizen.invokeNative('0x1F471B79ACC90BEF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F471B79ACC90BEF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_GET_MEMBERSHIP_DESC

- **Hash:** `0x48DE78AF2C8885B8`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanGetMembershipDesc`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_GET_MEMBERSHIP_DESC

## Signature

```c
BOOL NETWORK_CLAN_GET_MEMBERSHIP_DESC(Any* memberDesc, int p1);
```

## Parameters

- `memberDesc` (`Any*`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, memberDesc = NetworkClanGetMembershipDesc(p1)

-- always available, by hash
local retval, memberDesc = Citizen.InvokeNative(0x48DE78AF2C8885B8, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, memberDesc] = NetworkClanGetMembershipDesc(p1);

// by hash
const [retval, memberDesc] = Citizen.invokeNative('0x48DE78AF2C8885B8', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var memberDesc = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x48DE78AF2C8885B8, memberDesc, p1);
// memberDesc.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::_NETWORK_CLAN_INVITE_PLAYER

- **Hash:** `0xC685B014CE3D988B`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanInvitePlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/_NETWORK_CLAN_INVITE_PLAYER

## Signature

```c
BOOL _NETWORK_CLAN_INVITE_PLAYER(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkClanInvitePlayer(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC685B014CE3D988B, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkClanInvitePlayer(p0);

// by hash
const retval = Citizen.invokeNative('0xC685B014CE3D988B', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC685B014CE3D988B, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_IS_EMBLEM_READY

- **Hash:** `0xA134777FF7F33331`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanIsEmblemReady`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_IS_EMBLEM_READY

## Signature

```c
BOOL NETWORK_CLAN_IS_EMBLEM_READY(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = NetworkClanIsEmblemReady(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xA134777FF7F33331, p0, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = NetworkClanIsEmblemReady(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xA134777FF7F33331', p0, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA134777FF7F33331, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_PLAYER_GET_DESC

- **Hash:** `0xEEE6EACBE8874FBA`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanPlayerGetDesc`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_PLAYER_GET_DESC

## Signature

```c
BOOL NETWORK_CLAN_PLAYER_GET_DESC(Any* clanDesc, int bufferSize, Any* gamerHandle);
```

## Parameters

- `clanDesc` (`Any*`)
- `bufferSize` (`int`)
- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, clanDesc, gamerHandle = NetworkClanPlayerGetDesc(bufferSize)

-- always available, by hash
local retval, clanDesc, gamerHandle = Citizen.InvokeNative(0xEEE6EACBE8874FBA, Citizen.PointerValueInt(), bufferSize, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, clanDesc, gamerHandle] = NetworkClanPlayerGetDesc(bufferSize);

// by hash
const [retval, clanDesc, gamerHandle] = Citizen.invokeNative('0xEEE6EACBE8874FBA', Citizen.pointerValueInt(), bufferSize, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var clanDesc = new OutputArgument();
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xEEE6EACBE8874FBA, clanDesc, bufferSize, gamerHandle);
// clanDesc.GetResult<int>()
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_PLAYER_IS_ACTIVE

- **Hash:** `0xB124B57F571D8F18`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanPlayerIsActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_PLAYER_IS_ACTIVE

## Signature

```c
BOOL NETWORK_CLAN_PLAYER_IS_ACTIVE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkClanPlayerIsActive(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xB124B57F571D8F18, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkClanPlayerIsActive(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xB124B57F571D8F18', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB124B57F571D8F18, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_RELEASE_EMBLEM

- **Hash:** `0x113E6E3E50E286B0`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanReleaseEmblem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_RELEASE_EMBLEM

## Signature

```c
void NETWORK_CLAN_RELEASE_EMBLEM(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkClanReleaseEmblem(p0)

-- always available, by hash
Citizen.InvokeNative(0x113E6E3E50E286B0, p0)
```

### JavaScript

```js
NetworkClanReleaseEmblem(p0);

// by hash
Citizen.invokeNative('0x113E6E3E50E286B0', p0);
```

### C#

```csharp
Function.Call((Hash)0x113E6E3E50E286B0, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_REQUEST_EMBLEM

- **Hash:** `0x13518FF1C6B28938`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanRequestEmblem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_REQUEST_EMBLEM

## Signature

```c
BOOL NETWORK_CLAN_REQUEST_EMBLEM(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkClanRequestEmblem(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13518FF1C6B28938, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkClanRequestEmblem(p0);

// by hash
const retval = Citizen.invokeNative('0x13518FF1C6B28938', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x13518FF1C6B28938, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_CLAN_SERVICE_IS_VALID

- **Hash:** `0x579CCED0265D4896`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanServiceIsValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_CLAN_SERVICE_IS_VALID

## Signature

```c
BOOL NETWORK_CLAN_SERVICE_IS_VALID();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkClanServiceIsValid()

-- always available, by hash
local retval = Citizen.InvokeNative(0x579CCED0265D4896, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkClanServiceIsValid();

// by hash
const retval = Citizen.invokeNative('0x579CCED0265D4896', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x579CCED0265D4896);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::_NETWORK_CLAN_SET_ACTIVE

- **Hash:** `0xC080FF658B2E51DA`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkClanSetActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/_NETWORK_CLAN_SET_ACTIVE

## Signature

```c
Any _NETWORK_CLAN_SET_ACTIVE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = NetworkClanSetActive(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC080FF658B2E51DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkClanSetActive(p0);

// by hash
const retval = Citizen.invokeNative('0xC080FF658B2E51DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC080FF658B2E51DA, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_FIND_GAMERS_IN_CREW

- **Hash:** `0xE532D6811B3A4D2A`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkFindGamersInCrew`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_FIND_GAMERS_IN_CREW

## Signature

```c
BOOL NETWORK_FIND_GAMERS_IN_CREW(int crewId);
```

## Parameters

- `crewId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkFindGamersInCrew(crewId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE532D6811B3A4D2A, crewId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkFindGamersInCrew(crewId);

// by hash
const retval = Citizen.invokeNative('0xE532D6811B3A4D2A', crewId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE532D6811B3A4D2A, crewId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_CLEAR

- **Hash:** `0x9AA46BADAD0E27ED`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataClear`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_GET_PRIMARY_CLAN_DATA_CLEAR

## Signature

```c
Any NETWORK_GET_PRIMARY_CLAN_DATA_CLEAR();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = NetworkGetPrimaryClanDataClear()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9AA46BADAD0E27ED, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetPrimaryClanDataClear();

// by hash
const retval = Citizen.invokeNative('0x9AA46BADAD0E27ED', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9AA46BADAD0E27ED);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_NEW

- **Hash:** `0xC080FF658B2E41DA`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataNew`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_GET_PRIMARY_CLAN_DATA_NEW

## Signature

```c
BOOL NETWORK_GET_PRIMARY_CLAN_DATA_NEW(Any* p0, Any* p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = NetworkGetPrimaryClanDataNew()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xC080FF658B2E41DA, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = NetworkGetPrimaryClanDataNew();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xC080FF658B2E41DA', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xC080FF658B2E41DA, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_PENDING

- **Hash:** `0xB5074DB804E28CE7`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataPending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_GET_PRIMARY_CLAN_DATA_PENDING

## Signature

```c
BOOL NETWORK_GET_PRIMARY_CLAN_DATA_PENDING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkGetPrimaryClanDataPending()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB5074DB804E28CE7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkGetPrimaryClanDataPending();

// by hash
const retval = Citizen.invokeNative('0xB5074DB804E28CE7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB5074DB804E28CE7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_START

- **Hash:** `0xCE86D8191B762107`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataStart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_GET_PRIMARY_CLAN_DATA_START

## Signature

```c
BOOL NETWORK_GET_PRIMARY_CLAN_DATA_START(Any* p0, Any p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = NetworkGetPrimaryClanDataStart(p1)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xCE86D8191B762107, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = NetworkGetPrimaryClanDataStart(p1);

// by hash
const [retval, p0] = Citizen.invokeNative('0xCE86D8191B762107', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCE86D8191B762107, p0, p1);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# CREW::NETWORK_GET_PRIMARY_CLAN_DATA_SUCCESS

- **Hash:** `0x5B4F04F19376A0BA`
- **Namespace:** CREW
- **Runtime name (Lua/JS):** `NetworkGetPrimaryClanDataSuccess`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CREW/NETWORK_GET_PRIMARY_CLAN_DATA_SUCCESS

## Signature

```c
BOOL NETWORK_GET_PRIMARY_CLAN_DATA_SUCCESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkGetPrimaryClanDataSuccess()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B4F04F19376A0BA, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkGetPrimaryClanDataSuccess();

// by hash
const retval = Citizen.invokeNative('0x5B4F04F19376A0BA', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5B4F04F19376A0BA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x02B21B6BEEDD83CC

- **Hash:** `0x02B21B6BEEDD83CC`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x02b21b6beedd83cc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x02B21B6BEEDD83CC

## Signature

```c
Any _0x02B21B6BEEDD83CC(Hash entryId, int p1);
```

## Parameters

- `entryId` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x02b21b6beedd83cc(entryId, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x02B21B6BEEDD83CC, entryId, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x02b21b6beedd83cc(entryId, p1);

// by hash
const retval = Citizen.invokeNative('0x02B21B6BEEDD83CC', entryId, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x02B21B6BEEDD83CC, entryId, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x02b21b6beedd83cc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x05AC9E1E02975AFB

- **Hash:** `0x05AC9E1E02975AFB`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x05ac9e1e02975afb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x05AC9E1E02975AFB

## Signature

```c
void _0x05AC9E1E02975AFB(Any p0, const char* p1, float p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`float`)

## Returns

`void`

## Description

_DATABINDING_WRITE_DATA_*

## Usage

### Lua

```lua
N_0x05ac9e1e02975afb(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x05AC9E1E02975AFB, p0, p1, p2)
```

### JavaScript

```js
N_0x05ac9e1e02975afb(p0, p1, p2);

// by hash
Citizen.invokeNative('0x05AC9E1E02975AFB', p0, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x05AC9E1E02975AFB, p0, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x05ac9e1e02975afb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x1919D59E60FD516E

- **Hash:** `0x1919D59E60FD516E`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x1919d59e60fd516e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x1919D59E60FD516E

## Signature

```c
void _0x1919D59E60FD516E(Any p0, int p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1919d59e60fd516e(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1919D59E60FD516E, p0, p1, p2)
```

### JavaScript

```js
N_0x1919d59e60fd516e(p0, p1, p2);

// by hash
Citizen.invokeNative('0x1919D59E60FD516E', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x1919D59E60FD516E, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x1919d59e60fd516e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x294AF5323F44B053

- **Hash:** `0x294AF5323F44B053`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x294af5323f44b053`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x294AF5323F44B053

## Signature

```c
Any _0x294AF5323F44B053(Any p0, const char* p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x294af5323f44b053(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x294AF5323F44B053, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x294af5323f44b053(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x294AF5323F44B053', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x294AF5323F44B053, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x294af5323f44b053` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x3BF0767CF33FCC88

- **Hash:** `0x3BF0767CF33FCC88`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x3bf0767cf33fcc88`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x3BF0767CF33FCC88

## Signature

```c
void _0x3BF0767CF33FCC88(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3bf0767cf33fcc88(entryId)

-- always available, by hash
Citizen.InvokeNative(0x3BF0767CF33FCC88, entryId)
```

### JavaScript

```js
N_0x3bf0767cf33fcc88(entryId);

// by hash
Citizen.invokeNative('0x3BF0767CF33FCC88', entryId);
```

### C#

```csharp
Function.Call((Hash)0x3BF0767CF33FCC88, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3bf0767cf33fcc88` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x422179C7F6AD9304

- **Hash:** `0x422179C7F6AD9304`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x422179c7f6ad9304`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x422179C7F6AD9304

## Signature

```c
void _0x422179C7F6AD9304(Any p0, Any* gamerHandle);
```

## Parameters

- `p0` (`Any`)
- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = N_0x422179c7f6ad9304(p0, gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0x422179C7F6AD9304, p0, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = N_0x422179c7f6ad9304(p0, gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0x422179C7F6AD9304', p0, Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x422179C7F6AD9304, p0, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x422179c7f6ad9304` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x6329C34BEE5BFF4B

- **Hash:** `0x6329C34BEE5BFF4B`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x6329c34bee5bff4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x6329C34BEE5BFF4B

## Signature

```c
Any _0x6329C34BEE5BFF4B(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6329c34bee5bff4b(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6329C34BEE5BFF4B, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6329c34bee5bff4b(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x6329C34BEE5BFF4B', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6329C34BEE5BFF4B, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x6329c34bee5bff4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0x7FC60C94C83C5CD7

- **Hash:** `0x7FC60C94C83C5CD7`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x7fc60c94c83c5cd7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x7FC60C94C83C5CD7

## Signature

```c
void _0x7FC60C94C83C5CD7(Any p0, Hash p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7fc60c94c83c5cd7(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x7FC60C94C83C5CD7, p0, p1, p2)
```

### JavaScript

```js
N_0x7fc60c94c83c5cd7(p0, p1, p2);

// by hash
Citizen.invokeNative('0x7FC60C94C83C5CD7', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x7FC60C94C83C5CD7, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x7fc60c94c83c5cd7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xB138CA787F3DD858

- **Hash:** `0xB138CA787F3DD858`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xb138ca787f3dd858`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xB138CA787F3DD858

## Signature

```c
void _0xB138CA787F3DD858(Any p0, const char* p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb138ca787f3dd858(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xB138CA787F3DD858, p0, p1, p2)
```

### JavaScript

```js
N_0xb138ca787f3dd858(p0, p1, p2);

// by hash
Citizen.invokeNative('0xB138CA787F3DD858', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xB138CA787F3DD858, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xb138ca787f3dd858` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xBFC83DA249BEFCC9

- **Hash:** `0xBFC83DA249BEFCC9`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xbfc83da249befcc9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xBFC83DA249BEFCC9

## Signature

```c
void _0xBFC83DA249BEFCC9(Any p0, Hash p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`Any`)

## Returns

`void`

## Description

_DATABINDING_WRITE_DATA_*

## Usage

### Lua

```lua
N_0xbfc83da249befcc9(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBFC83DA249BEFCC9, p0, p1, p2)
```

### JavaScript

```js
N_0xbfc83da249befcc9(p0, p1, p2);

// by hash
Citizen.invokeNative('0xBFC83DA249BEFCC9', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBFC83DA249BEFCC9, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xbfc83da249befcc9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xC900CEC8A172375B

- **Hash:** `0xC900CEC8A172375B`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xc900cec8a172375b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xC900CEC8A172375B

## Signature

```c
void _0xC900CEC8A172375B(Any p0, const char* p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc900cec8a172375b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xC900CEC8A172375B, p0, p1, p2)
```

### JavaScript

```js
N_0xc900cec8a172375b(p0, p1, p2);

// by hash
Citizen.invokeNative('0xC900CEC8A172375B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xC900CEC8A172375B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc900cec8a172375b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xD48993A61938C64D

- **Hash:** `0xD48993A61938C64D`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xd48993a61938c64d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xD48993A61938C64D

## Signature

```c
Any _0xD48993A61938C64D(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd48993a61938c64d(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD48993A61938C64D, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd48993a61938c64d(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xD48993A61938C64D', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD48993A61938C64D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd48993a61938c64d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xE6AAB897120492D6

- **Hash:** `0xE6AAB897120492D6`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xe6aab897120492d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xE6AAB897120492D6

## Signature

```c
Any _0xE6AAB897120492D6(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe6aab897120492d6(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE6AAB897120492D6, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe6aab897120492d6(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xE6AAB897120492D6', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE6AAB897120492D6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe6aab897120492d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xE6AAB897120492D7

- **Hash:** `0xE6AAB897120492D7`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xe6aab897120492d7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xE6AAB897120492D7

## Signature

```c
void _0xE6AAB897120492D7(Any p0, const char* p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe6aab897120492d7(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE6AAB897120492D7, p0, p1, p2)
```

### JavaScript

```js
N_0xe6aab897120492d7(p0, p1, p2);

// by hash
Citizen.invokeNative('0xE6AAB897120492D7', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE6AAB897120492D7, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe6aab897120492d7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_0xF47E33F8D2523825

- **Hash:** `0xF47E33F8D2523825`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xf47e33f8d2523825`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xF47E33F8D2523825

## Signature

```c
Any _0xF47E33F8D2523825(Any p0, int p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf47e33f8d2523825(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF47E33F8D2523825, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf47e33f8d2523825(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xF47E33F8D2523825', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF47E33F8D2523825, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf47e33f8d2523825` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_BOOL

- **Hash:** `0x58BAA5F635DA2FF4`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_BOOL

## Signature

```c
Any _DATABINDING_ADD_DATA_BOOL(Any p0, const char* p1, BOOL p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataBool(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58BAA5F635DA2FF4, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataBool(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x58BAA5F635DA2FF4', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58BAA5F635DA2FF4, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_BOOL_BY_HASH

- **Hash:** `0xBC95D3AE2ECA70D6`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataBoolByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_BOOL_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_BOOL_BY_HASH(Any p0, Hash p1, BOOL p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataBoolByHash(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC95D3AE2ECA70D6, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataBoolByHash(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xBC95D3AE2ECA70D6', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBC95D3AE2ECA70D6, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_BOOL_FROM_PATH

- **Hash:** `0x37BB86A751148A6A`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataBoolFromPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_BOOL_FROM_PATH

## Signature

```c
Any _DATABINDING_ADD_DATA_BOOL_FROM_PATH(const char* p0, const char* p1, BOOL p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)
- `p2` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataBoolFromPath(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37BB86A751148A6A, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataBoolFromPath(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x37BB86A751148A6A', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37BB86A751148A6A, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_CONTAINER

- **Hash:** `0xEB4F9A3537EEABCD`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataContainer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_CONTAINER

## Signature

```c
Hash _DATABINDING_ADD_DATA_CONTAINER(Hash entryId, const char* p1);
```

## Parameters

- `entryId` (`Hash`)
- `p1` (`const char*`)

## Returns

`Hash`

## Description

Returns entryId Hash

## Usage

### Lua

```lua
local retval = DatabindingAddDataContainer(entryId, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB4F9A3537EEABCD, entryId, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataContainer(entryId, p1);

// by hash
const retval = Citizen.invokeNative('0xEB4F9A3537EEABCD', entryId, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEB4F9A3537EEABCD, entryId, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_CONTAINER_BY_HASH

- **Hash:** `0x98BB14345BB68257`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataContainerByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_CONTAINER_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_CONTAINER_BY_HASH(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataContainerByHash(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98BB14345BB68257, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataContainerByHash(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x98BB14345BB68257', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x98BB14345BB68257, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_CONTAINER_FROM_PATH

- **Hash:** `0x0C827D175F1292F4`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataContainerFromPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_CONTAINER_FROM_PATH

## Signature

```c
Hash _DATABINDING_ADD_DATA_CONTAINER_FROM_PATH(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = DatabindingAddDataContainerFromPath(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C827D175F1292F4, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataContainerFromPath(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x0C827D175F1292F4', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C827D175F1292F4, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_CONTAINER_FROM_PATH_BY_HASH

- **Hash:** `0xD7DB94AB78E8EBE4`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataContainerFromPathByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_CONTAINER_FROM_PATH_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_CONTAINER_FROM_PATH_BY_HASH(const char* p0, Hash path);
```

## Parameters

- `p0` (`const char*`)
- `path` (`Hash`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

p0 seems to always be empty string, p1 is the hash of the path

## Usage

### Lua

```lua
local retval = DatabindingAddDataContainerFromPathByHash(p0, path)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7DB94AB78E8EBE4, p0, path, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataContainerFromPathByHash(p0, path);

// by hash
const retval = Citizen.invokeNative('0xD7DB94AB78E8EBE4', p0, path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD7DB94AB78E8EBE4, p0, path);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# DATABINDING::_DATABINDING_ADD_DATA_FLOAT

- **Hash:** `0x5154228273ADB9A6`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_FLOAT

## Signature

```c
Any _DATABINDING_ADD_DATA_FLOAT(Any p0, const char* p1, float p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`float`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataFloat(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5154228273ADB9A6, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataFloat(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x5154228273ADB9A6', p0, p1, p2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5154228273ADB9A6, p0, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_GANG_ID

- **Hash:** `0x7D0F2014DB28DD00`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataGangId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_GANG_ID

## Signature

```c
Any _DATABINDING_ADD_DATA_GANG_ID(Any p0, const char* p1, Any gangId);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `gangId` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataGangId(p0, p1, gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7D0F2014DB28DD00, p0, p1, gangId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataGangId(p0, p1, gangId);

// by hash
const retval = Citizen.invokeNative('0x7D0F2014DB28DD00', p0, p1, gangId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7D0F2014DB28DD00, p0, p1, gangId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_HASH

- **Hash:** `0x8538F1205D60ECA6`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_HASH(Any p0, const char* p1, Hash p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataHash(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8538F1205D60ECA6, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataHash(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x8538F1205D60ECA6', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8538F1205D60ECA6, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_HASH_BY_HASH

- **Hash:** `0x8E173DFB041993C6`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataHashByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_HASH_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_HASH_BY_HASH(Any p0, Hash p1, Hash p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataHashByHash(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E173DFB041993C6, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataHashByHash(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x8E173DFB041993C6', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8E173DFB041993C6, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_INT

- **Hash:** `0x307A3247C5457BDE`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_INT

## Signature

```c
Any _DATABINDING_ADD_DATA_INT(Any p0, const char* p1, Hash p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataInt(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x307A3247C5457BDE, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataInt(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x307A3247C5457BDE', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x307A3247C5457BDE, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_INT_BY_HASH

- **Hash:** `0x267F9527F4350ADE`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataIntByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_INT_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_INT_BY_HASH(Any p0, Hash p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataIntByHash(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x267F9527F4350ADE, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataIntByHash(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x267F9527F4350ADE', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x267F9527F4350ADE, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_POSSE_ID

- **Hash:** `0x7D0F2014DB28DD01`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataPosseId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_POSSE_ID

## Signature

```c
Any _DATABINDING_ADD_DATA_POSSE_ID(Any p0, const char* p1, Any posseId);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `posseId` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataPosseId(p0, p1, posseId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7D0F2014DB28DD01, p0, p1, posseId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataPosseId(p0, p1, posseId);

// by hash
const retval = Citizen.invokeNative('0x7D0F2014DB28DD01', p0, p1, posseId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7D0F2014DB28DD01, p0, p1, posseId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_STRING

- **Hash:** `0x617FCA1C5652BBAD`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_STRING

## Signature

```c
Any _DATABINDING_ADD_DATA_STRING(Any p0, const char* p1, const char* p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataString(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x617FCA1C5652BBAD, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataString(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x617FCA1C5652BBAD', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x617FCA1C5652BBAD, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_STRING_BY_HASH

- **Hash:** `0xEAD09E76E22630C3`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataStringByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_STRING_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_DATA_STRING_BY_HASH(Any p0, Hash p1, const char* p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataStringByHash(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEAD09E76E22630C3, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataStringByHash(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xEAD09E76E22630C3', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEAD09E76E22630C3, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_DATA_STRING_FROM_PATH

- **Hash:** `0xA381DE86EE170C4A`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataStringFromPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_STRING_FROM_PATH

## Signature

```c
Any _DATABINDING_ADD_DATA_STRING_FROM_PATH(const char* p0, const char* p1, const char* p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)
- `p2` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataStringFromPath(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA381DE86EE170C4A, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataStringFromPath(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xA381DE86EE170C4A', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA381DE86EE170C4A, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_HASH_ARRAY

- **Hash:** `0x52F5F08278EA5D75`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddHashArray`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_HASH_ARRAY

## Signature

```c
Any _DATABINDING_ADD_HASH_ARRAY(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddHashArray(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52F5F08278EA5D75, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddHashArray(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x52F5F08278EA5D75', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x52F5F08278EA5D75, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_STRING_ARRAY

- **Hash:** `0x1B23E0627BDBFE85`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddStringArray`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_STRING_ARRAY

## Signature

```c
Any _DATABINDING_ADD_STRING_ARRAY(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddStringArray(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B23E0627BDBFE85, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddStringArray(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x1B23E0627BDBFE85', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1B23E0627BDBFE85, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_UI_ITEM_LIST

- **Hash:** `0xFE74FA57E0CE6824`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddUiItemList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_UI_ITEM_LIST

## Signature

```c
Any _DATABINDING_ADD_UI_ITEM_LIST(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddUiItemList(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE74FA57E0CE6824, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddUiItemList(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xFE74FA57E0CE6824', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFE74FA57E0CE6824, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_UI_ITEM_LIST_BY_HASH

- **Hash:** `0x3C7799283325181B`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddUiItemListByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_UI_ITEM_LIST_BY_HASH

## Signature

```c
Any _DATABINDING_ADD_UI_ITEM_LIST_BY_HASH(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddUiItemListByHash(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3C7799283325181B, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddUiItemListByHash(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x3C7799283325181B', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3C7799283325181B, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_ADD_UI_ITEM_LIST_FROM_PATH

- **Hash:** `0xDB5B9A474148F699`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddUiItemListFromPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_UI_ITEM_LIST_FROM_PATH

## Signature

```c
Any _DATABINDING_ADD_UI_ITEM_LIST_FROM_PATH(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddUiItemListFromPath(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB5B9A474148F699, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddUiItemListFromPath(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xDB5B9A474148F699', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDB5B9A474148F699, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_CLEAR_BINDING_ARRAY

- **Hash:** `0xA1F15C1D03DF802D`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingClearBindingArray`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_CLEAR_BINDING_ARRAY

## Signature

```c
void _DATABINDING_CLEAR_BINDING_ARRAY(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingClearBindingArray(entryId)

-- always available, by hash
Citizen.InvokeNative(0xA1F15C1D03DF802D, entryId)
```

### JavaScript

```js
DatabindingClearBindingArray(entryId);

// by hash
Citizen.invokeNative('0xA1F15C1D03DF802D', entryId);
```

### C#

```csharp
Function.Call((Hash)0xA1F15C1D03DF802D, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_GET_ARRAY_COUNT

- **Hash:** `0xD23F5DE04FE717E2`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingGetArrayCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_GET_ARRAY_COUNT

## Signature

```c
Any _DATABINDING_GET_ARRAY_COUNT(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingGetArrayCount(entryId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD23F5DE04FE717E2, entryId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingGetArrayCount(entryId);

// by hash
const retval = Citizen.invokeNative('0xD23F5DE04FE717E2', entryId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD23F5DE04FE717E2, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_GET_DATA_CONTAINER_FROM_CHILD_INDEX

- **Hash:** `0x0C827D175F1292F3`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingGetDataContainerFromChildIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_GET_DATA_CONTAINER_FROM_CHILD_INDEX

## Signature

```c
Any _DATABINDING_GET_DATA_CONTAINER_FROM_CHILD_INDEX(Hash entryId, int p1);
```

## Parameters

- `entryId` (`Hash`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingGetDataContainerFromChildIndex(entryId, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C827D175F1292F3, entryId, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingGetDataContainerFromChildIndex(entryId, p1);

// by hash
const retval = Citizen.invokeNative('0x0C827D175F1292F3', entryId, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C827D175F1292F3, entryId, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_GET_DATA_CONTAINER_FROM_PATH

- **Hash:** `0x0C827D175F1292F2`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingGetDataContainerFromPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_GET_DATA_CONTAINER_FROM_PATH

## Signature

```c
Any _DATABINDING_GET_DATA_CONTAINER_FROM_PATH(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingGetDataContainerFromPath(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C827D175F1292F2, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingGetDataContainerFromPath(p0);

// by hash
const retval = Citizen.invokeNative('0x0C827D175F1292F2', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C827D175F1292F2, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_GET_ITEM_CONTEXT_BY_INDEX

- **Hash:** `0xE96D7F9FEFCC105F`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingGetItemContextByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_GET_ITEM_CONTEXT_BY_INDEX

## Signature

```c
Any _DATABINDING_GET_ITEM_CONTEXT_BY_INDEX(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingGetItemContextByIndex(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE96D7F9FEFCC105F, p0, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingGetItemContextByIndex(p0, index);

// by hash
const retval = Citizen.invokeNative('0xE96D7F9FEFCC105F', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE96D7F9FEFCC105F, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_CONTEXT_HASH_ALIAS

- **Hash:** `0xEE97A05C05F16E41`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingInsertUiItemToListFromContextHashAlias`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_CONTEXT_HASH_ALIAS

## Signature

```c
void _DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_CONTEXT_HASH_ALIAS(Any p0, int index, Hash p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`Hash`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingInsertUiItemToListFromContextHashAlias(p0, index, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xEE97A05C05F16E41, p0, index, p2, p3)
```

### JavaScript

```js
DatabindingInsertUiItemToListFromContextHashAlias(p0, index, p2, p3);

// by hash
Citizen.invokeNative('0xEE97A05C05F16E41', p0, index, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xEE97A05C05F16E41, p0, index, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_CONTEXT_STRING_ALIAS

- **Hash:** `0x5859E970794D92F3`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingInsertUiItemToListFromContextStringAlias`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_CONTEXT_STRING_ALIAS

## Signature

```c
void _DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_CONTEXT_STRING_ALIAS(Any p0, int index, const char* p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`const char*`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingInsertUiItemToListFromContextStringAlias(p0, index, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x5859E970794D92F3, p0, index, p2, p3)
```

### JavaScript

```js
DatabindingInsertUiItemToListFromContextStringAlias(p0, index, p2, p3);

// by hash
Citizen.invokeNative('0x5859E970794D92F3', p0, index, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x5859E970794D92F3, p0, index, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_PATH_STRING_ALIAS

- **Hash:** `0x5740774F608E4FC8`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingInsertUiItemToListFromPathStringAlias`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_PATH_STRING_ALIAS

## Signature

```c
void _DATABINDING_INSERT_UI_ITEM_TO_LIST_FROM_PATH_STRING_ALIAS(Any p0, Any p1, const char* p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`const char*`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingInsertUiItemToListFromPathStringAlias(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x5740774F608E4FC8, p0, p1, p2, p3)
```

### JavaScript

```js
DatabindingInsertUiItemToListFromPathStringAlias(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x5740774F608E4FC8', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x5740774F608E4FC8, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::DATABINDING_IS_ENTRY_VALID

- **Hash:** `0x1E7130793AAAAB8D`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingIsEntryValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/DATABINDING_IS_ENTRY_VALID

## Signature

```c
BOOL DATABINDING_IS_ENTRY_VALID(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DatabindingIsEntryValid(entryId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E7130793AAAAB8D, entryId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DatabindingIsEntryValid(entryId);

// by hash
const retval = Citizen.invokeNative('0x1E7130793AAAAB8D', entryId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1E7130793AAAAB8D, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_BOOL

- **Hash:** `0x5EEFBD4B6D7CD6EB`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_BOOL

## Signature

```c
Any _DATABINDING_READ_DATA_BOOL(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataBool(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EEFBD4B6D7CD6EB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataBool(p0);

// by hash
const retval = Citizen.invokeNative('0x5EEFBD4B6D7CD6EB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5EEFBD4B6D7CD6EB, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_BOOL_FROM_PARENT

- **Hash:** `0xA8EDE09FE07BD77F`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataBoolFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_BOOL_FROM_PARENT

## Signature

```c
Any _DATABINDING_READ_DATA_BOOL_FROM_PARENT(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataBoolFromParent(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8EDE09FE07BD77F, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataBoolFromParent(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA8EDE09FE07BD77F', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA8EDE09FE07BD77F, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_BOOL_FROM_PARENT_BY_HASH

- **Hash:** `0x4CDC3FDDFAE07EB3`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataBoolFromParentByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_BOOL_FROM_PARENT_BY_HASH

## Signature

```c
Any _DATABINDING_READ_DATA_BOOL_FROM_PARENT_BY_HASH(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataBoolFromParentByHash(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4CDC3FDDFAE07EB3, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataBoolFromParentByHash(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x4CDC3FDDFAE07EB3', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4CDC3FDDFAE07EB3, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_HASH_STRING_FROM_PARENT

- **Hash:** `0x9B535990B01B62DE`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataHashStringFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_HASH_STRING_FROM_PARENT

## Signature

```c
Any _DATABINDING_READ_DATA_HASH_STRING_FROM_PARENT(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataHashStringFromParent(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9B535990B01B62DE, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataHashStringFromParent(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x9B535990B01B62DE', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9B535990B01B62DE, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_HASH_STRING_FROM_PARENT_BY_HASH

- **Hash:** `0x1F43BC25A119B252`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataHashStringFromParentByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_HASH_STRING_FROM_PARENT_BY_HASH

## Signature

```c
Any _DATABINDING_READ_DATA_HASH_STRING_FROM_PARENT_BY_HASH(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataHashStringFromParentByHash(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F43BC25A119B252, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataHashStringFromParentByHash(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x1F43BC25A119B252', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F43BC25A119B252, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_INT_FROM_PARENT

- **Hash:** `0xFFC566A4801F6B40`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataIntFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_INT_FROM_PARENT

## Signature

```c
Any _DATABINDING_READ_DATA_INT_FROM_PARENT(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataIntFromParent(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFC566A4801F6B40, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataIntFromParent(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xFFC566A4801F6B40', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFFC566A4801F6B40, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_INT_FROM_PARENT_BY_HASH

- **Hash:** `0xB5F668B648EC0970`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataIntFromParentByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_INT_FROM_PARENT_BY_HASH

## Signature

```c
Any _DATABINDING_READ_DATA_INT_FROM_PARENT_BY_HASH(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataIntFromParentByHash(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB5F668B648EC0970, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataIntFromParentByHash(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB5F668B648EC0970', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB5F668B648EC0970, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_STRING

- **Hash:** `0x3D290B5FFA7C5151`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_STRING

## Signature

```c
Any _DATABINDING_READ_DATA_STRING(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataString(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D290B5FFA7C5151, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataString(p0);

// by hash
const retval = Citizen.invokeNative('0x3D290B5FFA7C5151', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3D290B5FFA7C5151, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_DATA_STRING_FROM_PARENT

- **Hash:** `0x6323AD277C4A2AFB`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadDataStringFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_DATA_STRING_FROM_PARENT

## Signature

```c
Any _DATABINDING_READ_DATA_STRING_FROM_PARENT(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingReadDataStringFromParent(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6323AD277C4A2AFB, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadDataStringFromParent(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x6323AD277C4A2AFB', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6323AD277C4A2AFB, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_FLOAT

- **Hash:** `0x5FE444EB67C70AD4`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_FLOAT

## Signature

```c
float _DATABINDING_READ_FLOAT(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = DatabindingReadFloat(entryId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5FE444EB67C70AD4, entryId, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = DatabindingReadFloat(entryId);

// by hash
const retval = Citizen.invokeNative('0x5FE444EB67C70AD4', entryId, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x5FE444EB67C70AD4, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_READ_HASH

- **Hash:** `0x81D7183E7A8ECA72`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_READ_HASH

## Signature

```c
Hash _DATABINDING_READ_HASH(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = DatabindingReadHash(entryId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x81D7183E7A8ECA72, entryId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadHash(entryId);

// by hash
const retval = Citizen.invokeNative('0x81D7183E7A8ECA72', entryId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x81D7183E7A8ECA72, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::DATABINDING_READ_INT

- **Hash:** `0x570784D782597512`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingReadInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/DATABINDING_READ_INT

## Signature

```c
int DATABINDING_READ_INT(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = DatabindingReadInt(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x570784D782597512, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingReadInt(p0);

// by hash
const retval = Citizen.invokeNative('0x570784D782597512', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x570784D782597512, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_REMOVE_BINDING_ARRAY_ITEM_BY_DATA_CONTEXT_ID

- **Hash:** `0xF68B1726EAF7B285`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingRemoveBindingArrayItemByDataContextId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_REMOVE_BINDING_ARRAY_ITEM_BY_DATA_CONTEXT_ID

## Signature

```c
void _DATABINDING_REMOVE_BINDING_ARRAY_ITEM_BY_DATA_CONTEXT_ID(Any p0, Hash entryId);
```

## Parameters

- `p0` (`Any`)
- `entryId` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingRemoveBindingArrayItemByDataContextId(p0, entryId)

-- always available, by hash
Citizen.InvokeNative(0xF68B1726EAF7B285, p0, entryId)
```

### JavaScript

```js
DatabindingRemoveBindingArrayItemByDataContextId(p0, entryId);

// by hash
Citizen.invokeNative('0xF68B1726EAF7B285', p0, entryId);
```

### C#

```csharp
Function.Call((Hash)0xF68B1726EAF7B285, p0, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_REMOVE_DATA_ENTRY

- **Hash:** `0x0AE9938D0541F2DA`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingRemoveDataEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_REMOVE_DATA_ENTRY

## Signature

```c
void _DATABINDING_REMOVE_DATA_ENTRY(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingRemoveDataEntry(entryId)

-- always available, by hash
Citizen.InvokeNative(0x0AE9938D0541F2DA, entryId)
```

### JavaScript

```js
DatabindingRemoveDataEntry(entryId);

// by hash
Citizen.invokeNative('0x0AE9938D0541F2DA', entryId);
```

### C#

```csharp
Function.Call((Hash)0x0AE9938D0541F2DA, entryId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_REMOVE_UI_ITEM_FROM_LIST_BY_INDEX

- **Hash:** `0x6318FB3BE37E11B3`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingRemoveUiItemFromListByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_REMOVE_UI_ITEM_FROM_LIST_BY_INDEX

## Signature

```c
void _DATABINDING_REMOVE_UI_ITEM_FROM_LIST_BY_INDEX(Hash entryId, int index);
```

## Parameters

- `entryId` (`Hash`)
- `index` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Remove a UI item from its list by index.
Video: https://imgur.com/a/LDAUVkh

*Source: VORPCORE RDR3natives*

Removes a UI item from it's list by index

## Usage

### Lua

```lua
DatabindingRemoveUiItemFromListByIndex(entryId, index)

-- always available, by hash
Citizen.InvokeNative(0x6318FB3BE37E11B3, entryId, index)
```

### JavaScript

```js
DatabindingRemoveUiItemFromListByIndex(entryId, index);

// by hash
Citizen.invokeNative('0x6318FB3BE37E11B3', entryId, index);
```

### C#

```csharp
Function.Call((Hash)0x6318FB3BE37E11B3, entryId, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# DATABINDING::_DATABINDING_SET_TEMPLATED_UI_ITEM_HASH_ALIAS

- **Hash:** `0x0AE7138D0541F2DE`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingSetTemplatedUiItemHashAlias`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_SET_TEMPLATED_UI_ITEM_HASH_ALIAS

## Signature

```c
void _DATABINDING_SET_TEMPLATED_UI_ITEM_HASH_ALIAS(Any p0, int p1, Hash p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)
- `p2` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingSetTemplatedUiItemHashAlias(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0AE7138D0541F2DE, p0, p1, p2)
```

### JavaScript

```js
DatabindingSetTemplatedUiItemHashAlias(p0, p1, p2);

// by hash
Citizen.invokeNative('0x0AE7138D0541F2DE', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x0AE7138D0541F2DE, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_SET_TEMPLATED_UI_ITEM_LIST_SIZE

- **Hash:** `0xFE74FA57E0CE6825`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingSetTemplatedUiItemListSize`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_SET_TEMPLATED_UI_ITEM_LIST_SIZE

## Signature

```c
void _DATABINDING_SET_TEMPLATED_UI_ITEM_LIST_SIZE(Any p0, int p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingSetTemplatedUiItemListSize(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFE74FA57E0CE6825, p0, p1)
```

### JavaScript

```js
DatabindingSetTemplatedUiItemListSize(p0, p1);

// by hash
Citizen.invokeNative('0xFE74FA57E0CE6825', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFE74FA57E0CE6825, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_BOOL

- **Hash:** `0xAB888B4B91046770`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_BOOL

## Signature

```c
void _DATABINDING_WRITE_DATA_BOOL(Any p0, BOOL p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataBool(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xAB888B4B91046770, p0, p1)
```

### JavaScript

```js
DatabindingWriteDataBool(p0, p1);

// by hash
Citizen.invokeNative('0xAB888B4B91046770', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xAB888B4B91046770, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_BOOL_FROM_PARENT

- **Hash:** `0xBDFE546E4C2D0E21`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataBoolFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_BOOL_FROM_PARENT

## Signature

```c
void _DATABINDING_WRITE_DATA_BOOL_FROM_PARENT(Any p0, const char* p1, BOOL p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataBoolFromParent(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBDFE546E4C2D0E21, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteDataBoolFromParent(p0, p1, p2);

// by hash
Citizen.invokeNative('0xBDFE546E4C2D0E21', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBDFE546E4C2D0E21, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_FLOAT

- **Hash:** `0xDF504BECEB15DA93`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_FLOAT

## Signature

```c
void _DATABINDING_WRITE_DATA_FLOAT(Any p0, float p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataFloat(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDF504BECEB15DA93, p0, p1)
```

### JavaScript

```js
DatabindingWriteDataFloat(p0, p1);

// by hash
Citizen.invokeNative('0xDF504BECEB15DA93', p0, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDF504BECEB15DA93, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_GANG_ID

- **Hash:** `0xC70041408E16BE2D`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataGangId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_GANG_ID

## Signature

```c
void _DATABINDING_WRITE_DATA_GANG_ID(Any p0, const char* p1, Any gangId);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `gangId` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataGangId(p0, p1, gangId)

-- always available, by hash
Citizen.InvokeNative(0xC70041408E16BE2D, p0, p1, gangId)
```

### JavaScript

```js
DatabindingWriteDataGangId(p0, p1, gangId);

// by hash
Citizen.invokeNative('0xC70041408E16BE2D', p0, p1, gangId);
```

### C#

```csharp
Function.Call((Hash)0xC70041408E16BE2D, p0, p1, gangId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_HASH_STRING

- **Hash:** `0xACDEF586BD71B1FD`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataHashString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_HASH_STRING

## Signature

```c
void _DATABINDING_WRITE_DATA_HASH_STRING(Any p0, Hash p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataHashString(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xACDEF586BD71B1FD, p0, p1)
```

### JavaScript

```js
DatabindingWriteDataHashString(p0, p1);

// by hash
Citizen.invokeNative('0xACDEF586BD71B1FD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xACDEF586BD71B1FD, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_HASH_STRING_FROM_PARENT

- **Hash:** `0x0971F04E1EAA7AE8`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataHashStringFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_HASH_STRING_FROM_PARENT

## Signature

```c
void _DATABINDING_WRITE_DATA_HASH_STRING_FROM_PARENT(Any p0, const char* p1, Hash p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataHashStringFromParent(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0971F04E1EAA7AE8, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteDataHashStringFromParent(p0, p1, p2);

// by hash
Citizen.invokeNative('0x0971F04E1EAA7AE8', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x0971F04E1EAA7AE8, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_HASH_STRING_FROM_PARENT_BY_HASH

- **Hash:** `0x20209529689E0953`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataHashStringFromParentByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_HASH_STRING_FROM_PARENT_BY_HASH

## Signature

```c
void _DATABINDING_WRITE_DATA_HASH_STRING_FROM_PARENT_BY_HASH(Any p0, Hash p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataHashStringFromParentByHash(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x20209529689E0953, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteDataHashStringFromParentByHash(p0, p1, p2);

// by hash
Citizen.invokeNative('0x20209529689E0953', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x20209529689E0953, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_INT

- **Hash:** `0x335C3F6B3766B8D9`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_INT

## Signature

```c
void _DATABINDING_WRITE_DATA_INT(Any p0, int p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataInt(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x335C3F6B3766B8D9, p0, p1)
```

### JavaScript

```js
DatabindingWriteDataInt(p0, p1);

// by hash
Citizen.invokeNative('0x335C3F6B3766B8D9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x335C3F6B3766B8D9, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_INT_FROM_PARENT

- **Hash:** `0x9EFA98238BA08FC4`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataIntFromParent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_INT_FROM_PARENT

## Signature

```c
void _DATABINDING_WRITE_DATA_INT_FROM_PARENT(Any p0, const char* p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataIntFromParent(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x9EFA98238BA08FC4, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteDataIntFromParent(p0, p1, p2);

// by hash
Citizen.invokeNative('0x9EFA98238BA08FC4', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x9EFA98238BA08FC4, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_INT_FROM_PARENT_BY_HASH

- **Hash:** `0x9D6E10A41D6ED6EC`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataIntFromParentByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_INT_FROM_PARENT_BY_HASH

## Signature

```c
void _DATABINDING_WRITE_DATA_INT_FROM_PARENT_BY_HASH(Any p0, Hash p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataIntFromParentByHash(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x9D6E10A41D6ED6EC, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteDataIntFromParentByHash(p0, p1, p2);

// by hash
Citizen.invokeNative('0x9D6E10A41D6ED6EC', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x9D6E10A41D6ED6EC, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_POSSE_ID

- **Hash:** `0xC70041408E16BE2E`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataPosseId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_POSSE_ID

## Signature

```c
void _DATABINDING_WRITE_DATA_POSSE_ID(Any p0, const char* p1, Any posseId);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `posseId` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataPosseId(p0, p1, posseId)

-- always available, by hash
Citizen.InvokeNative(0xC70041408E16BE2E, p0, p1, posseId)
```

### JavaScript

```js
DatabindingWriteDataPosseId(p0, p1, posseId);

// by hash
Citizen.invokeNative('0xC70041408E16BE2E', p0, p1, posseId);
```

### C#

```csharp
Function.Call((Hash)0xC70041408E16BE2E, p0, p1, posseId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_SCRIPT_VARIABLES

- **Hash:** `0xAB888B4B91046771`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataScriptVariables`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_SCRIPT_VARIABLES

## Signature

```c
void _DATABINDING_WRITE_DATA_SCRIPT_VARIABLES(int p0, int p1, Any ..., ...);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `...` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataScriptVariables(p0, p1, ___)

-- always available, by hash
Citizen.InvokeNative(0xAB888B4B91046771, p0, p1, ___)
```

### JavaScript

```js
DatabindingWriteDataScriptVariables(p0, p1, ___);

// by hash
Citizen.invokeNative('0xAB888B4B91046771', p0, p1, ___);
```

### C#

```csharp
Function.Call((Hash)0xAB888B4B91046771, p0, p1, ___);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_DATA_STRING

- **Hash:** `0xE1BD342F2872AEE9`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_DATA_STRING

## Signature

```c
void _DATABINDING_WRITE_DATA_STRING(Any p0, const char* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataString(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE1BD342F2872AEE9, p0, p1)
```

### JavaScript

```js
DatabindingWriteDataString(p0, p1);

// by hash
Citizen.invokeNative('0xE1BD342F2872AEE9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE1BD342F2872AEE9, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_DATABINDING_WRITE_STRING_FROM_HASH

- **Hash:** `0xA3BD6FF95E713EE5`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteStringFromHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_WRITE_STRING_FROM_HASH

## Signature

```c
void _DATABINDING_WRITE_STRING_FROM_HASH(Any p0, Hash p1, const char* p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteStringFromHash(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xA3BD6FF95E713EE5, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteStringFromHash(p0, p1, p2);

// by hash
Citizen.invokeNative('0xA3BD6FF95E713EE5', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xA3BD6FF95E713EE5, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::DATABINDING_WRITE_STRING_FROM_PARENT

- **Hash:** `0x4FF713B2F17A391E`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteStringFromParent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/DATABINDING_WRITE_STRING_FROM_PARENT

## Signature

```c
void DATABINDING_WRITE_STRING_FROM_PARENT(Any p0, const char* p1, const char* p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteStringFromParent(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x4FF713B2F17A391E, p0, p1, p2)
```

### JavaScript

```js
DatabindingWriteStringFromParent(p0, p1, p2);

// by hash
Citizen.invokeNative('0x4FF713B2F17A391E', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x4FF713B2F17A391E, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_VIRTUAL_COLLECTION_EXISTS

- **Hash:** `0x37963B56755BFB35`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `VirtualCollectionExists`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_VIRTUAL_COLLECTION_EXISTS

## Signature

```c
Any _VIRTUAL_COLLECTION_EXISTS(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = VirtualCollectionExists(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37963B56755BFB35, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = VirtualCollectionExists(p0);

// by hash
const retval = Citizen.invokeNative('0x37963B56755BFB35', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37963B56755BFB35, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_VIRTUAL_COLLECTION_ITEM_ADD

- **Hash:** `0x6DCBF187221CF73D`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `VirtualCollectionItemAdd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_VIRTUAL_COLLECTION_ITEM_ADD

## Signature

```c
void _VIRTUAL_COLLECTION_ITEM_ADD(Any p0, int index, Hash p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`Hash`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
VirtualCollectionItemAdd(p0, index, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x6DCBF187221CF73D, p0, index, p2, p3)
```

### JavaScript

```js
VirtualCollectionItemAdd(p0, index, p2, p3);

// by hash
Citizen.invokeNative('0x6DCBF187221CF73D', p0, index, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x6DCBF187221CF73D, p0, index, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_VIRTUAL_COLLECTION_RESET

- **Hash:** `0x09D95666ED2B5F60`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `VirtualCollectionReset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_VIRTUAL_COLLECTION_RESET

## Signature

```c
void _VIRTUAL_COLLECTION_RESET(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
VirtualCollectionReset(p0)

-- always available, by hash
Citizen.InvokeNative(0x09D95666ED2B5F60, p0)
```

### JavaScript

```js
VirtualCollectionReset(p0);

// by hash
Citizen.invokeNative('0x09D95666ED2B5F60', p0);
```

### C#

```csharp
Function.Call((Hash)0x09D95666ED2B5F60, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_VIRTUAL_COLLECTION_SET_INTEREST_INDEX

- **Hash:** `0x49A8447533308BCF`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `VirtualCollectionSetInterestIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_VIRTUAL_COLLECTION_SET_INTEREST_INDEX

## Signature

```c
void _VIRTUAL_COLLECTION_SET_INTEREST_INDEX(Any p0, int interestIndex);
```

## Parameters

- `p0` (`Any`)
- `interestIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
VirtualCollectionSetInterestIndex(p0, interestIndex)

-- always available, by hash
Citizen.InvokeNative(0x49A8447533308BCF, p0, interestIndex)
```

### JavaScript

```js
VirtualCollectionSetInterestIndex(p0, interestIndex);

// by hash
Citizen.invokeNative('0x49A8447533308BCF', p0, interestIndex);
```

### C#

```csharp
Function.Call((Hash)0x49A8447533308BCF, p0, interestIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATABINDING::_VIRTUAL_COLLECTION_SET_SIZE

- **Hash:** `0x9DCE9B01A93B58BC`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `VirtualCollectionSetSize`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_VIRTUAL_COLLECTION_SET_SIZE

## Signature

```c
void _VIRTUAL_COLLECTION_SET_SIZE(Any p0, int size);
```

## Parameters

- `p0` (`Any`)
- `size` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
VirtualCollectionSetSize(p0, size)

-- always available, by hash
Citizen.InvokeNative(0x9DCE9B01A93B58BC, p0, size)
```

### JavaScript

```js
VirtualCollectionSetSize(p0, size);

// by hash
Citizen.invokeNative('0x9DCE9B01A93B58BC', p0, size);
```

### C#

```csharp
Function.Call((Hash)0x9DCE9B01A93B58BC, p0, size);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0x1C65CC931C0F946F

- **Hash:** `0x1C65CC931C0F946F`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0x1c65cc931c0f946f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0x1C65CC931C0F946F

## Signature

```c
void _0x1C65CC931C0F946F(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1c65cc931c0f946f(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1C65CC931C0F946F, p0, p1, p2)
```

### JavaScript

```js
N_0x1c65cc931c0f946f(p0, p1, p2);

// by hash
Citizen.invokeNative('0x1C65CC931C0F946F', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x1C65CC931C0F946F, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x1c65cc931c0f946f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0x277251C161B4C3F4

- **Hash:** `0x277251C161B4C3F4`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0x277251c161b4c3f4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0x277251C161B4C3F4

## Signature

```c
void _0x277251C161B4C3F4(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x277251c161b4c3f4(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x277251C161B4C3F4, p0, p1, p2)
```

### JavaScript

```js
N_0x277251c161b4c3f4(p0, p1, p2);

// by hash
Citizen.invokeNative('0x277251C161B4C3F4', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x277251C161B4C3F4, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x277251c161b4c3f4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0x3168BA5D6DECE323

- **Hash:** `0x3168BA5D6DECE323`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0x3168ba5d6dece323`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0x3168BA5D6DECE323

## Signature

```c
void _0x3168BA5D6DECE323();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x3168ba5d6dece323()

-- always available, by hash
Citizen.InvokeNative(0x3168BA5D6DECE323)
```

### JavaScript

```js
N_0x3168ba5d6dece323();

// by hash
Citizen.invokeNative('0x3168BA5D6DECE323');
```

### C#

```csharp
Function.Call((Hash)0x3168BA5D6DECE323);
```

- This native has no known name, so the runtime exposes it only as `N_0x3168ba5d6dece323` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0x4F9E3ED7617123AC

- **Hash:** `0x4F9E3ED7617123AC`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0x4f9e3ed7617123ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0x4F9E3ED7617123AC

## Signature

```c
Any _0x4F9E3ED7617123AC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x4f9e3ed7617123ac(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4F9E3ED7617123AC, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4f9e3ed7617123ac(p0);

// by hash
const retval = Citizen.invokeNative('0x4F9E3ED7617123AC', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4F9E3ED7617123AC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f9e3ed7617123ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0x7681B677400C7071

- **Hash:** `0x7681B677400C7071`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0x7681b677400c7071`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0x7681B677400C7071

## Signature

```c
void _0x7681B677400C7071(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7681b677400c7071(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x7681B677400C7071, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x7681b677400c7071(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x7681B677400C7071', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x7681B677400C7071, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x7681b677400c7071` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0x9F130129EBC31B34

- **Hash:** `0x9F130129EBC31B34`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0x9f130129ebc31b34`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0x9F130129EBC31B34

## Signature

```c
void _0x9F130129EBC31B34(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9f130129ebc31b34(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x9F130129EBC31B34, p0, p1, p2)
```

### JavaScript

```js
N_0x9f130129ebc31b34(p0, p1, p2);

// by hash
Citizen.invokeNative('0x9F130129EBC31B34', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x9F130129EBC31B34, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x9f130129ebc31b34` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0xBC0DF006A4952C68

- **Hash:** `0xBC0DF006A4952C68`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0xbc0df006a4952c68`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0xBC0DF006A4952C68

## Signature

```c
void _0xBC0DF006A4952C68(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbc0df006a4952c68(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBC0DF006A4952C68, p0, p1, p2)
```

### JavaScript

```js
N_0xbc0df006a4952c68(p0, p1, p2);

// by hash
Citizen.invokeNative('0xBC0DF006A4952C68', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBC0DF006A4952C68, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xbc0df006a4952c68` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0xCA56DD6AB7A39F64

- **Hash:** `0xCA56DD6AB7A39F64`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0xca56dd6ab7a39f64`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0xCA56DD6AB7A39F64

## Signature

```c
Any _0xCA56DD6AB7A39F64(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xca56dd6ab7a39f64(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA56DD6AB7A39F64, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xca56dd6ab7a39f64(p0);

// by hash
const retval = Citizen.invokeNative('0xCA56DD6AB7A39F64', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCA56DD6AB7A39F64, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xca56dd6ab7a39f64` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_0xE13634BB6BAF0734

- **Hash:** `0xE13634BB6BAF0734`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `N_0xe13634bb6baf0734`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/0xE13634BB6BAF0734

## Signature

```c
int _0xE13634BB6BAF0734(int p0, int p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xe13634bb6baf0734(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE13634BB6BAF0734, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe13634bb6baf0734(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xE13634BB6BAF0734', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE13634BB6BAF0734, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe13634bb6baf0734` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_BOOL

- **Hash:** `0xAB1231D2DE52F2D3`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_BOOL

## Signature

```c
BOOL DATAARRAY_GET_BOOL(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetBool(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0xAB1231D2DE52F2D3, Citizen.PointerValueInt(), arrayIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetBool(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0xAB1231D2DE52F2D3', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
var arrayData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAB1231D2DE52F2D3, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_BOOL](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_BOOL.md)
- [DATAFILE::_PARSEDDATA_GET_BOOL](https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_BOOL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_COUNT

- **Hash:** `0x6A885BF69239E539`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_COUNT

## Signature

```c
int DATAARRAY_GET_COUNT(Any* arrayData);
```

## Parameters

- `arrayData` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetCount(arrayData)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0x6A885BF69239E539, Citizen.PointerValueIntInitialized(arrayData), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetCount(arrayData);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0x6A885BF69239E539', Citizen.pointerValueIntInitialized(arrayData), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var arrayData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6A885BF69239E539, arrayData);
// arrayData.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_DICT

- **Hash:** `0xA010655985853485`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetDict`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_DICT

## Signature

```c
Any* DATAARRAY_GET_DICT(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`Any*`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetDict(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0xA010655985853485, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsLong())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetDict(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0xA010655985853485', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
var arrayData = new OutputArgument();
long retval = Function.Call<long>((Hash)0xA010655985853485, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_DICT](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_FLOAT

- **Hash:** `0xA9D003CF419CB81E`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_FLOAT

## Signature

```c
float DATAARRAY_GET_FLOAT(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetFloat(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0xA9D003CF419CB81E, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsFloat())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetFloat(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0xA9D003CF419CB81E', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
var arrayData = new OutputArgument();
float retval = Function.Call<float>((Hash)0xA9D003CF419CB81E, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_FLOAT](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_FLOAT.md)
- [DATAFILE::_PARSEDDATA_GET_FLOAT](https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_INT

- **Hash:** `0x96DEA500B6EBBE53`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_INT

## Signature

```c
int DATAARRAY_GET_INT(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetInt(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0x96DEA500B6EBBE53, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetInt(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0x96DEA500B6EBBE53', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var arrayData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x96DEA500B6EBBE53, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_INT](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_INT.md)
- [DATAFILE::_PARSEDDATA_GET_INT](https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_INT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_STRING

- **Hash:** `0xB6790A8FF80F889F`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_STRING

## Signature

```c
const char* DATAARRAY_GET_STRING(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetString(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0xB6790A8FF80F889F, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetString(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0xB6790A8FF80F889F', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var arrayData = new OutputArgument();
string retval = Function.Call<string>((Hash)0xB6790A8FF80F889F, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_STRING](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_STRING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_TYPE

- **Hash:** `0x151DAFE6B3B9888F`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_TYPE

## Signature

```c
int DATAARRAY_GET_TYPE(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`int`

## Description

Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetType(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0x151DAFE6B3B9888F, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetType(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0x151DAFE6B3B9888F', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var arrayData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x151DAFE6B3B9888F, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_TYPE](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAARRAY_GET_VECTOR

- **Hash:** `0x850DA2750DA14E9A`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetVector`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_VECTOR

## Signature

```c
Vector3 DATAARRAY_GET_VECTOR(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetVector(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0x850DA2750DA14E9A, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetVector(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0x850DA2750DA14E9A', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
var arrayData = new OutputArgument();
Vector3 retval = Function.Call<Vector3>((Hash)0x850DA2750DA14E9A, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_VECTOR](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_VECTOR.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_ARRAY

- **Hash:** `0x1B5447CF18544B18`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetArray`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_ARRAY

## Signature

```c
Any* DATADICT_GET_ARRAY(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`Any*`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetArray(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0x1B5447CF18544B18, Citizen.PointerValueInt(), key, Citizen.ResultAsLong())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetArray(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0x1B5447CF18544B18', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
var objectData = new OutputArgument();
long retval = Function.Call<long>((Hash)0x1B5447CF18544B18, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_BOOL

- **Hash:** `0x175E915A486EE548`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_BOOL

## Signature

```c
BOOL DATADICT_GET_BOOL(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetBool(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0x175E915A486EE548, Citizen.PointerValueInt(), key, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetBool(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0x175E915A486EE548', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway());
```

### C#

```csharp
var objectData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x175E915A486EE548, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_BOOL](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_BOOL.md)
- [DATAFILE::_PARSEDDATA_GET_BOOL](https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_BOOL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_DICT

- **Hash:** `0x4D7A30130F46AC9C`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetDict`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_DICT

## Signature

```c
Any* DATADICT_GET_DICT(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`Any*`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetDict(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0x4D7A30130F46AC9C, Citizen.PointerValueInt(), key, Citizen.ResultAsLong())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetDict(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0x4D7A30130F46AC9C', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
var objectData = new OutputArgument();
long retval = Function.Call<long>((Hash)0x4D7A30130F46AC9C, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_DICT](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_FLOAT

- **Hash:** `0x814643ECA258ADF5`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_FLOAT

## Signature

```c
float DATADICT_GET_FLOAT(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`float`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetFloat(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0x814643ECA258ADF5, Citizen.PointerValueInt(), key, Citizen.ResultAsFloat())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetFloat(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0x814643ECA258ADF5', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
var objectData = new OutputArgument();
float retval = Function.Call<float>((Hash)0x814643ECA258ADF5, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_FLOAT](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_FLOAT.md)
- [DATAFILE::_PARSEDDATA_GET_FLOAT](https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_INT

- **Hash:** `0x9D896A3B87D96E2B`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_INT

## Signature

```c
int DATADICT_GET_INT(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetInt(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0x9D896A3B87D96E2B, Citizen.PointerValueInt(), key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetInt(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0x9D896A3B87D96E2B', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var objectData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x9D896A3B87D96E2B, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_INT](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_INT.md)
- [DATAFILE::_PARSEDDATA_GET_INT](https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_INT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_STRING

- **Hash:** `0xE37B38C0B4E95DFA`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_STRING

## Signature

```c
const char* DATADICT_GET_STRING(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetString(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0xE37B38C0B4E95DFA, Citizen.PointerValueInt(), key, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetString(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0xE37B38C0B4E95DFA', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var objectData = new OutputArgument();
string retval = Function.Call<string>((Hash)0xE37B38C0B4E95DFA, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_STRING](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_STRING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_TYPE

- **Hash:** `0x92E11E3CA4C7CDF0`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_TYPE

## Signature

```c
int DATADICT_GET_TYPE(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`int`

## Description

Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array

## Usage

### Lua

```lua
local retval, objectData = DatadictGetType(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0x92E11E3CA4C7CDF0, Citizen.PointerValueInt(), key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetType(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0x92E11E3CA4C7CDF0', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var objectData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x92E11E3CA4C7CDF0, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_TYPE](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_GET_VECTOR

- **Hash:** `0xE459C941431E0FFA`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetVector`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_VECTOR

## Signature

```c
Vector3 DATADICT_GET_VECTOR(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetVector(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0xE459C941431E0FFA, Citizen.PointerValueInt(), key, Citizen.ResultAsVector())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetVector(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0xE459C941431E0FFA', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
var objectData = new OutputArgument();
Vector3 retval = Function.Call<Vector3>((Hash)0xE459C941431E0FFA, objectData, key);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATAARRAY_GET_VECTOR](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_VECTOR.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_IS_ARRAY_VALID

- **Hash:** `0xB04B69CF277D15C0`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictIsArrayValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_IS_ARRAY_VALID

## Signature

```c
BOOL DATADICT_IS_ARRAY_VALID(Any* fileDict);
```

## Parameters

- `fileDict` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, fileDict = DatadictIsArrayValid(fileDict)

-- always available, by hash
local retval, fileDict = Citizen.InvokeNative(0xB04B69CF277D15C0, Citizen.PointerValueIntInitialized(fileDict), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, fileDict] = DatadictIsArrayValid(fileDict);

// by hash
const [retval, fileDict] = Citizen.invokeNative('0xB04B69CF277D15C0', Citizen.pointerValueIntInitialized(fileDict), Citizen.returnResultAnyway());
```

### C#

```csharp
var fileDict = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB04B69CF277D15C0, fileDict);
// fileDict.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_IS_DICT_VALID

- **Hash:** `0x4607D57C5F7D332A`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictIsDictValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_IS_DICT_VALID

## Signature

```c
BOOL DATADICT_IS_DICT_VALID(Any* fileDict);
```

## Parameters

- `fileDict` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, fileDict = DatadictIsDictValid(fileDict)

-- always available, by hash
local retval, fileDict = Citizen.InvokeNative(0x4607D57C5F7D332A, Citizen.PointerValueIntInitialized(fileDict), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, fileDict] = DatadictIsDictValid(fileDict);

// by hash
const [retval, fileDict] = Citizen.invokeNative('0x4607D57C5F7D332A', Citizen.pointerValueIntInitialized(fileDict), Citizen.returnResultAnyway());
```

### C#

```csharp
var fileDict = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4607D57C5F7D332A, fileDict);
// fileDict.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATADICT_SET_INT

- **Hash:** `0x26FDF5E99AA2F3E9`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictSetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_SET_INT

## Signature

```c
void DATADICT_SET_INT(Any* objectData, const char* key, int value);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)
- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local objectData = DatadictSetInt(key, value)

-- always available, by hash
local objectData = Citizen.InvokeNative(0x26FDF5E99AA2F3E9, Citizen.PointerValueInt(), key, value)
```

### JavaScript

```js
const objectData = DatadictSetInt(key, value);

// by hash
const objectData = Citizen.invokeNative('0x26FDF5E99AA2F3E9', Citizen.pointerValueInt(), key, value);
```

### C#

```csharp
var objectData = new OutputArgument();
Function.Call((Hash)0x26FDF5E99AA2F3E9, objectData, key, value);
// objectData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_CREATE

- **Hash:** `0x56B7291FB953DD51`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileCreate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_CREATE

## Signature

```c
void DATAFILE_CREATE(int index);
```

## Parameters

- `index` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DatafileCreate(index)

-- always available, by hash
Citizen.InvokeNative(0x56B7291FB953DD51, index)
```

### JavaScript

```js
DatafileCreate(index);

// by hash
Citizen.invokeNative('0x56B7291FB953DD51', index);
```

### C#

```csharp
Function.Call((Hash)0x56B7291FB953DD51, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_DELETE

- **Hash:** `0x9FB90EEDEA9F2D5C`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileDelete`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_DELETE

## Signature

```c
void DATAFILE_DELETE(int index);
```

## Parameters

- `index` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DatafileDelete(index)

-- always available, by hash
Citizen.InvokeNative(0x9FB90EEDEA9F2D5C, index)
```

### JavaScript

```js
DatafileDelete(index);

// by hash
Citizen.invokeNative('0x9FB90EEDEA9F2D5C', index);
```

### C#

```csharp
Function.Call((Hash)0x9FB90EEDEA9F2D5C, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_DELETE_REQUESTED_FILE

- **Hash:** `0x604B8ED1A482F9DF`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileDeleteRequestedFile`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_DELETE_REQUESTED_FILE

## Signature

```c
BOOL DATAFILE_DELETE_REQUESTED_FILE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DatafileDeleteRequestedFile(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x604B8ED1A482F9DF, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DatafileDeleteRequestedFile(p0);

// by hash
const retval = Citizen.invokeNative('0x604B8ED1A482F9DF', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x604B8ED1A482F9DF, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_GET_FILE_DICT

- **Hash:** `0xBBD8CF823CAE557C`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileGetFileDict`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_GET_FILE_DICT

## Signature

```c
Any* DATAFILE_GET_FILE_DICT(int index);
```

## Parameters

- `index` (`int`)

## Returns

`Any*`

## Usage

### Lua

```lua
local retval = DatafileGetFileDict(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBD8CF823CAE557C, index, Citizen.ResultAsLong())
```

### JavaScript

```js
const retval = DatafileGetFileDict(index);

// by hash
const retval = Citizen.invokeNative('0xBBD8CF823CAE557C', index, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
long retval = Function.Call<long>((Hash)0xBBD8CF823CAE557C, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_HAS_LOADED_FILE_DATA

- **Hash:** `0x17279C820464CEE0`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileHasLoadedFileData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_HAS_LOADED_FILE_DATA

## Signature

```c
BOOL DATAFILE_HAS_LOADED_FILE_DATA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DatafileHasLoadedFileData(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x17279C820464CEE0, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DatafileHasLoadedFileData(p0);

// by hash
const retval = Citizen.invokeNative('0x17279C820464CEE0', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x17279C820464CEE0, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_HAS_VALID_FILE_DATA

- **Hash:** `0xE60100389E50EADE`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileHasValidFileData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_HAS_VALID_FILE_DATA

## Signature

```c
BOOL DATAFILE_HAS_VALID_FILE_DATA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DatafileHasValidFileData(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE60100389E50EADE, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DatafileHasValidFileData(p0);

// by hash
const retval = Citizen.invokeNative('0xE60100389E50EADE', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE60100389E50EADE, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_SELECT_ACTIVE_FILE

- **Hash:** `0x46102A0989AD80B5`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileSelectActiveFile`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_SELECT_ACTIVE_FILE

## Signature

```c
BOOL DATAFILE_SELECT_ACTIVE_FILE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DatafileSelectActiveFile(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46102A0989AD80B5, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DatafileSelectActiveFile(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x46102A0989AD80B5', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x46102A0989AD80B5, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_UGC_SELECT_DATA

- **Hash:** `0x790EC421078F5C4E`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileUgcSelectData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_UGC_SELECT_DATA

## Signature

```c
Any DATAFILE_UGC_SELECT_DATA(Any ugcRequestId, int index, Any p2);
```

## Parameters

- `ugcRequestId` (`Any`)
- `index` (`int`)
- `p2` (`Any`)

## Returns

`Any`

## Description

Reloops value returned by UGC_QUERY_GET_CONTENT_NUM

## Usage

### Lua

```lua
local retval = DatafileUgcSelectData(ugcRequestId, index, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x790EC421078F5C4E, ugcRequestId, index, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatafileUgcSelectData(ugcRequestId, index, p2);

// by hash
const retval = Citizen.invokeNative('0x790EC421078F5C4E', ugcRequestId, index, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x790EC421078F5C4E, ugcRequestId, index, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::DATAFILE_WATCH_REQUEST_ID

- **Hash:** `0xA5834834CA8FD7FC`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatafileWatchRequestId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAFILE_WATCH_REQUEST_ID

## Signature

```c
void DATAFILE_WATCH_REQUEST_ID(int id);
```

## Parameters

- `id` (`int`)

## Returns

`void`

## Description

Adds the given request ID to the watch list.

## Usage

### Lua

```lua
DatafileWatchRequestId(id)

-- always available, by hash
Citizen.InvokeNative(0xA5834834CA8FD7FC, id)
```

### JavaScript

```js
DatafileWatchRequestId(id);

// by hash
Citizen.invokeNative('0xA5834834CA8FD7FC', id);
```

### C#

```csharp
Function.Call((Hash)0xA5834834CA8FD7FC, id);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_BOOL

- **Hash:** `0xA63CD20F19B961AB`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_BOOL

## Signature

```c
BOOL _PARSEDDATA_GET_BOOL(BOOL* p0, Any* p1, Hash p2);
```

## Parameters

- `p0` (`BOOL*`)
- `p1` (`Any*`)
- `p2` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataGetBool(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xA63CD20F19B961AB, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataGetBool(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xA63CD20F19B961AB', Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA63CD20F19B961AB, p0, p1, p2);
// p0.GetResult<bool>()
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [DATAFILE::DATADICT_GET_BOOL](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_BOOL.md)
- [DATAFILE::DATAARRAY_GET_BOOL](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_BOOL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_ENTRIES

- **Hash:** `0xED4413CEE1BF142C`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetEntries`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_ENTRIES

## Signature

```c
BOOL _PARSEDDATA_GET_ENTRIES(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Description

Returns false when there are no entries.

## Usage

### Lua

```lua
local retval, p0 = ParseddataGetEntries(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xED4413CEE1BF142C, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = ParseddataGetEntries(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0xED4413CEE1BF142C', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xED4413CEE1BF142C, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_FILE

- **Hash:** `0x91DED5DD64BB2691`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetFile`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_FILE

## Signature

```c
void _PARSEDDATA_GET_FILE(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`void`

## Description

Opens file.

## Usage

### Lua

```lua
local p0 = ParseddataGetFile(p0)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x91DED5DD64BB2691, Citizen.PointerValueIntInitialized(p0))
```

### JavaScript

```js
const p0 = ParseddataGetFile(p0);

// by hash
const p0 = Citizen.invokeNative('0x91DED5DD64BB2691', Citizen.pointerValueIntInitialized(p0));
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x91DED5DD64BB2691, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_FLOAT

- **Hash:** `0xB2B42607F7867576`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_FLOAT

## Signature

```c
BOOL _PARSEDDATA_GET_FLOAT(Any* p0, Any* p1, Hash p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataGetFloat(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xB2B42607F7867576, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataGetFloat(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xB2B42607F7867576', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB2B42607F7867576, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [DATAFILE::DATADICT_GET_FLOAT](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_FLOAT.md)
- [DATAFILE::DATAARRAY_GET_FLOAT](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_INT

- **Hash:** `0x52FC26D2D2FC2987`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_INT

## Signature

```c
BOOL _PARSEDDATA_GET_INT(Any* p0, Any* p1, Hash p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataGetInt(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x52FC26D2D2FC2987, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataGetInt(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x52FC26D2D2FC2987', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x52FC26D2D2FC2987, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [DATAFILE::DATADICT_GET_INT](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_INT.md)
- [DATAFILE::DATAARRAY_GET_INT](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_INT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_NUM_CHILDREN

- **Hash:** `0x6BEB168D5195E7AB`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetNumChildren`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_NUM_CHILDREN

## Signature

```c
Any _PARSEDDATA_GET_NUM_CHILDREN(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = ParseddataGetNumChildren(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6BEB168D5195E7AB, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParseddataGetNumChildren(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x6BEB168D5195E7AB', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6BEB168D5195E7AB, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_GET_SECTION

- **Hash:** `0x44B3A36933AC009C`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataGetSection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_GET_SECTION

## Signature

```c
BOOL _PARSEDDATA_GET_SECTION(Hash* p0, Any* p1, Hash section);
```

## Parameters

- `p0` (`Hash*`)
- `p1` (`Any*`)
- `section` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataGetSection(section)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x44B3A36933AC009C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), section, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataGetSection(section);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x44B3A36933AC009C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), section, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x44B3A36933AC009C, p0, p1, section);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::PARSEDDATA_IS_FILE_LOADED

- **Hash:** `0x603AC35FD4602C76`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataIsFileLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/PARSEDDATA_IS_FILE_LOADED

## Signature

```c
BOOL PARSEDDATA_IS_FILE_LOADED(int fileHandle);
```

## Parameters

- `fileHandle` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ParseddataIsFileLoaded(fileHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x603AC35FD4602C76, fileHandle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ParseddataIsFileLoaded(fileHandle);

// by hash
const retval = Citizen.invokeNative('0x603AC35FD4602C76', fileHandle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x603AC35FD4602C76, fileHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::PARSEDDATA_IS_FILE_VALID

- **Hash:** `0x7907969497EA92F5`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataIsFileValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/PARSEDDATA_IS_FILE_VALID

## Signature

```c
BOOL PARSEDDATA_IS_FILE_VALID(int fileHandle);
```

## Parameters

- `fileHandle` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ParseddataIsFileValid(fileHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7907969497EA92F5, fileHandle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ParseddataIsFileValid(fileHandle);

// by hash
const retval = Citizen.invokeNative('0x7907969497EA92F5', fileHandle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7907969497EA92F5, fileHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_LOAD_FILE_HASH

- **Hash:** `0xD97D8D905F1562F2`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataLoadFileHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_LOAD_FILE_HASH

## Signature

```c
int _PARSEDDATA_LOAD_FILE_HASH(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`int`

## Description

LOAD_PARSEDDATA_FILE_FAILSAFE_HASH
Returns parseddata script fileHandle

## Usage

### Lua

```lua
local retval = ParseddataLoadFileHash(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD97D8D905F1562F2, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParseddataLoadFileHash(p0);

// by hash
const retval = Citizen.invokeNative('0xD97D8D905F1562F2', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD97D8D905F1562F2, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_REGISTER_QUERY

- **Hash:** `0xAE156A747C39A741`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRegisterQuery`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_REGISTER_QUERY

## Signature

```c
Any _PARSEDDATA_REGISTER_QUERY(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = ParseddataRegisterQuery(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAE156A747C39A741, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParseddataRegisterQuery(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xAE156A747C39A741', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAE156A747C39A741, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_RQ_FILLOUT_BOOL

- **Hash:** `0x0D9138F3F8261DF7`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_RQ_FILLOUT_BOOL

## Signature

```c
BOOL _PARSEDDATA_RQ_FILLOUT_BOOL(BOOL* p0, Any* p1);
```

## Parameters

- `p0` (`BOOL*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_BOOL

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataRqFilloutBool()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x0D9138F3F8261DF7, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataRqFilloutBool();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x0D9138F3F8261DF7', Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0D9138F3F8261DF7, p0, p1);
// p0.GetResult<bool>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_RQ_FILLOUT_FLOAT

- **Hash:** `0x7F034FC3E891B57A`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_RQ_FILLOUT_FLOAT

## Signature

```c
BOOL _PARSEDDATA_RQ_FILLOUT_FLOAT(float* p0, Any* p1);
```

## Parameters

- `p0` (`float*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_FLOAT

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataRqFilloutFloat()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x7F034FC3E891B57A, Citizen.PointerValueFloat(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataRqFilloutFloat();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x7F034FC3E891B57A', Citizen.pointerValueFloat(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7F034FC3E891B57A, p0, p1);
// p0.GetResult<float>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::PARSEDDATA_RQ_FILLOUT_HASH

- **Hash:** `0xFBFF3FF2F5E80C0B`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/PARSEDDATA_RQ_FILLOUT_HASH

## Signature

```c
BOOL PARSEDDATA_RQ_FILLOUT_HASH(Hash* p0, Any* p1);
```

## Parameters

- `p0` (`Hash*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_HASH

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataRqFilloutHash()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xFBFF3FF2F5E80C0B, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataRqFilloutHash();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xFBFF3FF2F5E80C0B', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFBFF3FF2F5E80C0B, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_RQ_FILLOUT_INT

- **Hash:** `0xEF44ACC657352A35`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_RQ_FILLOUT_INT

## Signature

```c
BOOL _PARSEDDATA_RQ_FILLOUT_INT(int* p0, Any* p1);
```

## Parameters

- `p0` (`int*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_INT

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataRqFilloutInt()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xEF44ACC657352A35, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataRqFilloutInt();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xEF44ACC657352A35', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xEF44ACC657352A35, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::PARSEDDATA_RQ_FILLOUT_NODE

- **Hash:** `0x83C3ED532B6E5D07`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/PARSEDDATA_RQ_FILLOUT_NODE

## Signature

```c
BOOL PARSEDDATA_RQ_FILLOUT_NODE(int* p0, Any* p1);
```

## Parameters

- `p0` (`int*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_DATA_NODE_INDEX

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataRqFilloutNode()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x83C3ED532B6E5D07, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataRqFilloutNode();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x83C3ED532B6E5D07', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x83C3ED532B6E5D07, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::PARSEDDATA_RQ_FILLOUT_STRING_127

- **Hash:** `0x951327435DC5164B`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutString_127`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/PARSEDDATA_RQ_FILLOUT_STRING_127

## Signature

```c
BOOL PARSEDDATA_RQ_FILLOUT_STRING_127(char* p0, Any* p1);
```

## Parameters

- `p0` (`char*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = ParseddataRqFilloutString_127(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x951327435DC5164B, p0, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = ParseddataRqFilloutString_127(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x951327435DC5164B', p0, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x951327435DC5164B, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_RQ_FILLOUT_STRING_63

- **Hash:** `0x08EAF8E9F2EB7B2E`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutString_63`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_RQ_FILLOUT_STRING_63

## Signature

```c
BOOL _PARSEDDATA_RQ_FILLOUT_STRING_63(char* p0, Any* p1);
```

## Parameters

- `p0` (`char*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_STRING

## Usage

### Lua

```lua
local retval, p1 = ParseddataRqFilloutString_63(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x08EAF8E9F2EB7B2E, p0, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = ParseddataRqFilloutString_63(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x08EAF8E9F2EB7B2E', p0, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x08EAF8E9F2EB7B2E, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_RQ_FILLOUT_VECTOR

- **Hash:** `0x06FBF89B12DA279C`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqFilloutVector`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_RQ_FILLOUT_VECTOR

## Signature

```c
BOOL _PARSEDDATA_RQ_FILLOUT_VECTOR(Vector3* p0, Any* p1);
```

## Parameters

- `p0` (`Vector3*`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Old name: _DATAFILE_GET_VECTOR

## Usage

### Lua

```lua
local retval, p0, p1 = ParseddataRqFilloutVector()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x06FBF89B12DA279C, Citizen.PointerValueVector(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = ParseddataRqFilloutVector();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x06FBF89B12DA279C', Citizen.pointerValueVector(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x06FBF89B12DA279C, p0, p1);
// p0.GetResult<Vector3>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_RQ_GET_NUM_NODES

- **Hash:** `0xDF01B1F7A886B42D`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataRqGetNumNodes`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_RQ_GET_NUM_NODES

## Signature

```c
Any _PARSEDDATA_RQ_GET_NUM_NODES(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = ParseddataRqGetNumNodes(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF01B1F7A886B42D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParseddataRqGetNumNodes(p0);

// by hash
const retval = Citizen.invokeNative('0xDF01B1F7A886B42D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF01B1F7A886B42D, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::_PARSEDDATA_UNLOAD_FILE

- **Hash:** `0x129567F0C05F81B9`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataUnloadFile`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_UNLOAD_FILE

## Signature

```c
void _PARSEDDATA_UNLOAD_FILE(int fileHandle);
```

## Parameters

- `fileHandle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ParseddataUnloadFile(fileHandle)

-- always available, by hash
Citizen.InvokeNative(0x129567F0C05F81B9, fileHandle)
```

### JavaScript

```js
ParseddataUnloadFile(fileHandle);

// by hash
Citizen.invokeNative('0x129567F0C05F81B9', fileHandle);
```

### C#

```csharp
Function.Call((Hash)0x129567F0C05F81B9, fileHandle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DATAFILE::UGC2_SET_PLAYER_DATA

- **Hash:** `0xE79C70E77E0973C7`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `Ugc2SetPlayerData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/UGC2_SET_PLAYER_DATA

## Signature

```c
Any UGC2_SET_PLAYER_DATA(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = Ugc2SetPlayerData(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE79C70E77E0973C7, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Ugc2SetPlayerData(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xE79C70E77E0973C7', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE79C70E77E0973C7, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DEBUG::_0xA8D970D8A72640A6

- **Hash:** `0xA8D970D8A72640A6`
- **Namespace:** DEBUG
- **Runtime name (Lua/JS):** `N_0xa8d970d8a72640a6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/DEBUG/0xA8D970D8A72640A6

## Signature

```c
Any _0xA8D970D8A72640A6();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0xa8d970d8a72640a6()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8D970D8A72640A6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa8d970d8a72640a6();

// by hash
const retval = Citizen.invokeNative('0xA8D970D8A72640A6', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA8D970D8A72640A6);
```

- This native has no known name, so the runtime exposes it only as `N_0xa8d970d8a72640a6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DEBUG::_0xACF9CB705BEFA8CB

- **Hash:** `0xACF9CB705BEFA8CB`
- **Namespace:** DEBUG
- **Runtime name (Lua/JS):** `N_0xacf9cb705befa8cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/DEBUG/0xACF9CB705BEFA8CB

## Signature

```c
Any _0xACF9CB705BEFA8CB();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0xacf9cb705befa8cb()

-- always available, by hash
local retval = Citizen.InvokeNative(0xACF9CB705BEFA8CB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xacf9cb705befa8cb();

// by hash
const retval = Citizen.invokeNative('0xACF9CB705BEFA8CB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xACF9CB705BEFA8CB);
```

- This native has no known name, so the runtime exposes it only as `N_0xacf9cb705befa8cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DEBUG::GET_GAME_VERSION_NAME

- **Hash:** `0x05A5F662AD35C573`
- **Namespace:** DEBUG
- **Runtime name (Lua/JS):** `GetGameVersionName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/DEBUG/GET_GAME_VERSION_NAME

## Signature

```c
const char* GET_GAME_VERSION_NAME();
```

## Returns

`const char*`

## Description

Return example: 1207.69_dev_pc, 1436.28_dev_live_tu

Old name: _GET_GAME_BUILD_STRING

## Usage

### Lua

```lua
local retval = GetGameVersionName()

-- always available, by hash
local retval = Citizen.InvokeNative(0x05A5F662AD35C573, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetGameVersionName();

// by hash
const retval = Citizen.invokeNative('0x05A5F662AD35C573', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x05A5F662AD35C573);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_EXIST_ON

- **Hash:** `0xD9D1CDBF3464DCDF`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorExistOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_EXIST_ON

## Signature

```c
BOOL DECOR_EXIST_ON(Entity entity, const char* propertyName);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)

## Returns

`BOOL`

## Description

Returns whether or not the specified property is set for the entity.

## Usage

### Lua

```lua
local retval = DecorExistOn(entity, propertyName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9D1CDBF3464DCDF, entity, propertyName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorExistOn(entity, propertyName);

// by hash
const retval = Citizen.invokeNative('0xD9D1CDBF3464DCDF', entity, propertyName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD9D1CDBF3464DCDF, entity, propertyName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_GET_BOOL

- **Hash:** `0xDEF3F1B071ABB197`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorGetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_GET_BOOL

## Signature

```c
BOOL DECOR_GET_BOOL(Entity entity, const char* propertyName);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DecorGetBool(entity, propertyName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDEF3F1B071ABB197, entity, propertyName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorGetBool(entity, propertyName);

// by hash
const retval = Citizen.invokeNative('0xDEF3F1B071ABB197', entity, propertyName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDEF3F1B071ABB197, entity, propertyName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_GET_FLOAT

- **Hash:** `0xE5FF70CD842CA9D4`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorGetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_GET_FLOAT

## Signature

```c
float DECOR_GET_FLOAT(Entity entity, const char* propertyName);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = DecorGetFloat(entity, propertyName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE5FF70CD842CA9D4, entity, propertyName, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = DecorGetFloat(entity, propertyName);

// by hash
const retval = Citizen.invokeNative('0xE5FF70CD842CA9D4', entity, propertyName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE5FF70CD842CA9D4, entity, propertyName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_GET_INT

- **Hash:** `0x44DB62727762FD9B`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorGetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_GET_INT

## Signature

```c
int DECOR_GET_INT(Entity entity, const char* propertyName);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = DecorGetInt(entity, propertyName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44DB62727762FD9B, entity, propertyName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DecorGetInt(entity, propertyName);

// by hash
const retval = Citizen.invokeNative('0x44DB62727762FD9B', entity, propertyName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x44DB62727762FD9B, entity, propertyName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::_DECOR_GET_PLAYER_INDEX

- **Hash:** `0xB1682B2443F0540B`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorGetPlayerIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/_DECOR_GET_PLAYER_INDEX

## Signature

```c
int _DECOR_GET_PLAYER_INDEX(Entity entity, const char* propertyName);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = DecorGetPlayerIndex(entity, propertyName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB1682B2443F0540B, entity, propertyName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DecorGetPlayerIndex(entity, propertyName);

// by hash
const retval = Citizen.invokeNative('0xB1682B2443F0540B', entity, propertyName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB1682B2443F0540B, entity, propertyName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_IS_REGISTERED_AS_TYPE

- **Hash:** `0x72355278C069F272`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorIsRegisteredAsType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_IS_REGISTERED_AS_TYPE

## Signature

```c
BOOL DECOR_IS_REGISTERED_AS_TYPE(const char* propertyName, int type);
```

## Parameters

- `propertyName` (`const char*`)
- `type` (`int`)

## Returns

`BOOL`

## Description

type: see DECOR_REGISTER

## Usage

### Lua

```lua
local retval = DecorIsRegisteredAsType(propertyName, type)

-- always available, by hash
local retval = Citizen.InvokeNative(0x72355278C069F272, propertyName, type, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorIsRegisteredAsType(propertyName, type);

// by hash
const retval = Citizen.invokeNative('0x72355278C069F272', propertyName, type, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x72355278C069F272, propertyName, type);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_REGISTER

- **Hash:** `0x0B253D644E3C36B3`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorRegister`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_REGISTER

## Signature

```c
void DECOR_REGISTER(const char* propertyName, int type);
```

## Parameters

- `propertyName` (`const char*`)
- `type` (`int`)

## Returns

`void`

## Description

type:
enum eDecorType
{
	DECOR_TYPE_UNKNOWN,
	DECOR_TYPE_FLOAT,
	DECOR_TYPE_BOOL,
	DECOR_TYPE_INT,
	DECOR_TYPE_STRING,
	DECOR_TYPE_TIME,
	DECOR_TYPE_PLAYER_INDEX
};

## Usage

### Lua

```lua
DecorRegister(propertyName, type)

-- always available, by hash
Citizen.InvokeNative(0x0B253D644E3C36B3, propertyName, type)
```

### JavaScript

```js
DecorRegister(propertyName, type);

// by hash
Citizen.invokeNative('0x0B253D644E3C36B3', propertyName, type);
```

### C#

```csharp
Function.Call((Hash)0x0B253D644E3C36B3, propertyName, type);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::_DECOR_REGISTER_NETWORKED

- **Hash:** `0x4587374F88B7F6C2`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorRegisterNetworked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/_DECOR_REGISTER_NETWORKED

## Signature

```c
void _DECOR_REGISTER_NETWORKED(const char* propertyName, int type, BOOL isNetworked);
```

## Parameters

- `propertyName` (`const char*`)
- `type` (`int`)
- `isNetworked` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

type: see DECOR_REGISTER

*Source: VORPCORE RDR3natives*

Old Name: _DECOR_REGISTER_2

## Usage

### Lua

```lua
DecorRegisterNetworked(propertyName, type, isNetworked)

-- always available, by hash
Citizen.InvokeNative(0x4587374F88B7F6C2, propertyName, type, isNetworked)
```

### JavaScript

```js
DecorRegisterNetworked(propertyName, type, isNetworked);

// by hash
Citizen.invokeNative('0x4587374F88B7F6C2', propertyName, type, isNetworked);
```

### C#

```csharp
Function.Call((Hash)0x4587374F88B7F6C2, propertyName, type, isNetworked);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# DECORATOR::DECOR_REMOVE

- **Hash:** `0x2BA7F5877A088A1D`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorRemove`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_REMOVE

## Signature

```c
BOOL DECOR_REMOVE(Entity entity, const char* propertyName);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DecorRemove(entity, propertyName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2BA7F5877A088A1D, entity, propertyName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorRemove(entity, propertyName);

// by hash
const retval = Citizen.invokeNative('0x2BA7F5877A088A1D', entity, propertyName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2BA7F5877A088A1D, entity, propertyName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_REMOVE_ALL

- **Hash:** `0x88942780E0ADEA42`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorRemoveAll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_REMOVE_ALL

## Signature

```c
BOOL DECOR_REMOVE_ALL(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DecorRemoveAll(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x88942780E0ADEA42, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorRemoveAll(entity);

// by hash
const retval = Citizen.invokeNative('0x88942780E0ADEA42', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x88942780E0ADEA42, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_SET_BOOL

- **Hash:** `0xFE26E4609B1C3772`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorSetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_SET_BOOL

## Signature

```c
BOOL DECOR_SET_BOOL(Entity entity, const char* propertyName, BOOL value);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)
- `value` (`BOOL`)

## Returns

`BOOL`

## Description

This function sets metadata of type bool to specified entity.

## Usage

### Lua

```lua
local retval = DecorSetBool(entity, propertyName, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE26E4609B1C3772, entity, propertyName, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorSetBool(entity, propertyName, value);

// by hash
const retval = Citizen.invokeNative('0xFE26E4609B1C3772', entity, propertyName, value, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFE26E4609B1C3772, entity, propertyName, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_SET_FLOAT

- **Hash:** `0x238F8B0C1C7FE834`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorSetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_SET_FLOAT

## Signature

```c
BOOL DECOR_SET_FLOAT(Entity entity, const char* propertyName, float value);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)
- `value` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DecorSetFloat(entity, propertyName, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x238F8B0C1C7FE834, entity, propertyName, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorSetFloat(entity, propertyName, value);

// by hash
const retval = Citizen.invokeNative('0x238F8B0C1C7FE834', entity, propertyName, value + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x238F8B0C1C7FE834, entity, propertyName, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::DECOR_SET_INT

- **Hash:** `0xE88F4D7F52A6090F`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorSetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_SET_INT

## Signature

```c
BOOL DECOR_SET_INT(Entity entity, const char* propertyName, int value);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)
- `value` (`int`)

## Returns

`BOOL`

## Description

Sets property to int.

## Usage

### Lua

```lua
local retval = DecorSetInt(entity, propertyName, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE88F4D7F52A6090F, entity, propertyName, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorSetInt(entity, propertyName, value);

// by hash
const retval = Citizen.invokeNative('0xE88F4D7F52A6090F', entity, propertyName, value, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE88F4D7F52A6090F, entity, propertyName, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DECORATOR::_DECOR_SET_PLAYER_INDEX

- **Hash:** `0x4BDC83150D43772D`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorSetPlayerIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/_DECOR_SET_PLAYER_INDEX

## Signature

```c
BOOL _DECOR_SET_PLAYER_INDEX(Entity entity, const char* propertyName, int value);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)
- `value` (`int`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Old name: _DECOR_SET_UINT8

## Usage

### Lua

```lua
local retval = DecorSetPlayerIndex(entity, propertyName, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4BDC83150D43772D, entity, propertyName, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorSetPlayerIndex(entity, propertyName, value);

// by hash
const retval = Citizen.invokeNative('0x4BDC83150D43772D', entity, propertyName, value, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4BDC83150D43772D, entity, propertyName, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# DECORATOR::DECOR_SET_STRING

- **Hash:** `0x0671C1A3FF7AFDFC`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorSetString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_SET_STRING

## Signature

```c
BOOL DECOR_SET_STRING(Entity entity, const char* propertyName, const char* value);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)
- `value` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DecorSetString(entity, propertyName, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0671C1A3FF7AFDFC, entity, propertyName, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorSetString(entity, propertyName, value);

// by hash
const retval = Citizen.invokeNative('0x0671C1A3FF7AFDFC', entity, propertyName, value, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0671C1A3FF7AFDFC, entity, propertyName, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DLC::GET_IS_LOADING_SCREEN_ACTIVE

- **Hash:** `0x71D4BF5890659B0C`
- **Namespace:** DLC
- **Runtime name (Lua/JS):** `GetIsLoadingScreenActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DLC/GET_IS_LOADING_SCREEN_ACTIVE

## Signature

```c
BOOL GET_IS_LOADING_SCREEN_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsLoadingScreenActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x71D4BF5890659B0C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsLoadingScreenActive();

// by hash
const retval = Citizen.invokeNative('0x71D4BF5890659B0C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x71D4BF5890659B0C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# DLC::_GET_SPECIAL_EDITION_CASH_CAMP_BONUS_ENABLED

- **Hash:** `0x1DB9D61E505AE3FC`
- **Namespace:** DLC
- **Runtime name (Lua/JS):** `GetSpecialEditionCashCampBonusEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DLC/_GET_SPECIAL_EDITION_CASH_CAMP_BONUS_ENABLED

## Signature

```c
BOOL _GET_SPECIAL_EDITION_CASH_CAMP_BONUS_ENABLED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetSpecialEditionCashCampBonusEnabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1DB9D61E505AE3FC, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetSpecialEditionCashCampBonusEnabled();

// by hash
const retval = Citizen.invokeNative('0x1DB9D61E505AE3FC', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1DB9D61E505AE3FC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DLC::_GET_SPECIAL_EDITION_CORE_STATS_BONUS_ENABLED

- **Hash:** `0xA16B4FBA7887D7BA`
- **Namespace:** DLC
- **Runtime name (Lua/JS):** `GetSpecialEditionCoreStatsBonusEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DLC/_GET_SPECIAL_EDITION_CORE_STATS_BONUS_ENABLED

## Signature

```c
BOOL _GET_SPECIAL_EDITION_CORE_STATS_BONUS_ENABLED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetSpecialEditionCoreStatsBonusEnabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA16B4FBA7887D7BA, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetSpecialEditionCoreStatsBonusEnabled();

// by hash
const retval = Citizen.invokeNative('0xA16B4FBA7887D7BA', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA16B4FBA7887D7BA);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# DLC::IS_DLC_PRESENT

- **Hash:** `0x2763DC12BBE2BB6F`
- **Namespace:** DLC
- **Runtime name (Lua/JS):** `IsDlcPresent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DLC/IS_DLC_PRESENT

## Signature

```c
BOOL IS_DLC_PRESENT(Hash dlcHash);
```

## Parameters

- `dlcHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDlcPresent(dlcHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2763DC12BBE2BB6F, dlcHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDlcPresent(dlcHash);

// by hash
const retval = Citizen.invokeNative('0x2763DC12BBE2BB6F', dlcHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2763DC12BBE2BB6F, dlcHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x002AAC783ED323ED

- **Hash:** `0x002AAC783ED323ED`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x002aac783ed323ed`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x002AAC783ED323ED

## Signature

```c
void _0x002AAC783ED323ED(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x002aac783ed323ed(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x002AAC783ED323ED, p0, p1)
```

### JavaScript

```js
N_0x002aac783ed323ed(p0, p1);

// by hash
Citizen.invokeNative('0x002AAC783ED323ED', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x002AAC783ED323ED, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x002aac783ed323ed` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x007AAC783ED323ED

- **Hash:** `0x007AAC783ED323ED`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x007aac783ed323ed`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x007AAC783ED323ED

## Signature

```c
void _0x007AAC783ED323ED(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x007aac783ed323ed(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x007AAC783ED323ED, p0, p1, p2)
```

### JavaScript

```js
N_0x007aac783ed323ed(p0, p1, p2);

// by hash
Citizen.invokeNative('0x007AAC783ED323ED', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x007AAC783ED323ED, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x007aac783ed323ed` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x0939E773925C4719

- **Hash:** `0x0939E773925C4719`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x0939e773925c4719`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x0939E773925C4719

## Signature

```c
void _0x0939E773925C4719();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x0939e773925c4719()

-- always available, by hash
Citizen.InvokeNative(0x0939E773925C4719)
```

### JavaScript

```js
N_0x0939e773925c4719();

// by hash
Citizen.invokeNative('0x0939E773925C4719');
```

### C#

```csharp
Function.Call((Hash)0x0939E773925C4719);
```

- This native has no known name, so the runtime exposes it only as `N_0x0939e773925c4719` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x0CCEFC6C2C95DA2A

- **Hash:** `0x0CCEFC6C2C95DA2A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x0ccefc6c2c95da2a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x0CCEFC6C2C95DA2A

## Signature

```c
Any _0x0CCEFC6C2C95DA2A(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0ccefc6c2c95da2a(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CCEFC6C2C95DA2A, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0ccefc6c2c95da2a(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x0CCEFC6C2C95DA2A', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0CCEFC6C2C95DA2A, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x0ccefc6c2c95da2a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x0DB41D59E0F1502B

- **Hash:** `0x0DB41D59E0F1502B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x0db41d59e0f1502b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x0DB41D59E0F1502B

## Signature

```c
void _0x0DB41D59E0F1502B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0db41d59e0f1502b(p0)

-- always available, by hash
Citizen.InvokeNative(0x0DB41D59E0F1502B, p0)
```

### JavaScript

```js
N_0x0db41d59e0f1502b(p0);

// by hash
Citizen.invokeNative('0x0DB41D59E0F1502B', p0);
```

### C#

```csharp
Function.Call((Hash)0x0DB41D59E0F1502B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0db41d59e0f1502b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x0FD7D7C232876E72

- **Hash:** `0x0FD7D7C232876E72`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x0fd7d7c232876e72`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x0FD7D7C232876E72

## Signature

```c
void _0x0FD7D7C232876E72(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0fd7d7c232876e72(p0)

-- always available, by hash
Citizen.InvokeNative(0x0FD7D7C232876E72, p0)
```

### JavaScript

```js
N_0x0fd7d7c232876e72(p0);

// by hash
Citizen.invokeNative('0x0FD7D7C232876E72', p0);
```

### C#

```csharp
Function.Call((Hash)0x0FD7D7C232876E72, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0fd7d7c232876e72` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x188736456D1DEDE6

- **Hash:** `0x188736456D1DEDE6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x188736456d1dede6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x188736456D1DEDE6

## Signature

```c
Any _0x188736456D1DEDE6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x188736456d1dede6(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x188736456D1DEDE6, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x188736456d1dede6(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x188736456D1DEDE6', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x188736456D1DEDE6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x188736456d1dede6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x20FAEE47427A4497

- **Hash:** `0x20FAEE47427A4497`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x20faee47427a4497`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x20FAEE47427A4497

## Signature

```c
void _0x20FAEE47427A4497();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x20faee47427a4497()

-- always available, by hash
Citizen.InvokeNative(0x20FAEE47427A4497)
```

### JavaScript

```js
N_0x20faee47427a4497();

// by hash
Citizen.invokeNative('0x20FAEE47427A4497');
```

### C#

```csharp
Function.Call((Hash)0x20FAEE47427A4497);
```

- This native has no known name, so the runtime exposes it only as `N_0x20faee47427a4497` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x350E9211074955AF

- **Hash:** `0x350E9211074955AF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x350e9211074955af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x350E9211074955AF

## Signature

```c
Any _0x350E9211074955AF(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x350e9211074955af(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x350E9211074955AF, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x350e9211074955af(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x350E9211074955AF', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x350E9211074955AF, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x350e9211074955af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x371D179701D9C082

- **Hash:** `0x371D179701D9C082`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x371d179701d9c082`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x371D179701D9C082

## Signature

```c
void _0x371D179701D9C082(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

Called if entity is in water and submerged level is larger than 1f. If CARRYING_FLAG_FORCE_ALLOW_WARP_TO_SAFE_GROUND_LOCATION is true, it gets disabled as well.

## Usage

### Lua

```lua
N_0x371d179701d9c082(entity)

-- always available, by hash
Citizen.InvokeNative(0x371D179701D9C082, entity)
```

### JavaScript

```js
N_0x371d179701d9c082(entity);

// by hash
Citizen.invokeNative('0x371D179701D9C082', entity);
```

### C#

```csharp
Function.Call((Hash)0x371D179701D9C082, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x371d179701d9c082` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x37B01666BAE8F7EF

- **Hash:** `0x37B01666BAE8F7EF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x37b01666bae8f7ef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x37B01666BAE8F7EF

## Signature

```c
Any _0x37B01666BAE8F7EF(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Any`

## Description

Seems to return true if entity is burned / scorched
_GET_ENTITY_*

## Usage

### Lua

```lua
local retval = N_0x37b01666bae8f7ef(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37B01666BAE8F7EF, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x37b01666bae8f7ef(entity);

// by hash
const retval = Citizen.invokeNative('0x37B01666BAE8F7EF', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37B01666BAE8F7EF, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x37b01666bae8f7ef` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x383F64263F946E45

- **Hash:** `0x383F64263F946E45`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x383f64263f946e45`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x383F64263F946E45

## Signature

```c
BOOL _0x383F64263F946E45(int* p0, Entity entity, int p2, Ped ped, Any p4, int p5);
```

## Parameters

- `p0` (`int*`)
- `entity` (`Entity`)
- `p2` (`int`)
- `ped` (`Ped`)
- `p4` (`Any`)
- `p5` (`int`)

## Returns

`BOOL`

## Description

Used when checking if ped is in water

## Usage

### Lua

```lua
local retval, p0 = N_0x383f64263f946e45(entity, p2, ped, p4, p5)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x383F64263F946E45, Citizen.PointerValueInt(), entity, p2, ped, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x383f64263f946e45(entity, p2, ped, p4, p5);

// by hash
const [retval, p0] = Citizen.invokeNative('0x383F64263F946E45', Citizen.pointerValueInt(), entity, p2, ped, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x383F64263F946E45, p0, entity, p2, ped, p4, p5);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- This native has no known name, so the runtime exposes it only as `N_0x383f64263f946e45` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x3EC28DA1FFAC9DDD

- **Hash:** `0x3EC28DA1FFAC9DDD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x3ec28da1ffac9ddd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x3EC28DA1FFAC9DDD

## Signature

```c
BOOL _0x3EC28DA1FFAC9DDD(Entity entity1, Entity entity2, Any p2, Any p3);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`BOOL`

## Description

Used in Script Function DUELING_DID_PLAYER_DISARM_OPPONENT

## Usage

### Lua

```lua
local retval = N_0x3ec28da1ffac9ddd(entity1, entity2, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3EC28DA1FFAC9DDD, entity1, entity2, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3ec28da1ffac9ddd(entity1, entity2, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x3EC28DA1FFAC9DDD', entity1, entity2, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3EC28DA1FFAC9DDD, entity1, entity2, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x3ec28da1ffac9ddd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x5826EFD6D73C4DE5

- **Hash:** `0x5826EFD6D73C4DE5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x5826efd6d73c4de5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x5826EFD6D73C4DE5

## Signature

```c
void _0x5826EFD6D73C4DE5(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

_REMOVE_DECALS_* - _REMOVE_FORCED*

## Usage

### Lua

```lua
N_0x5826efd6d73c4de5(entity)

-- always available, by hash
Citizen.InvokeNative(0x5826EFD6D73C4DE5, entity)
```

### JavaScript

```js
N_0x5826efd6d73c4de5(entity);

// by hash
Citizen.invokeNative('0x5826EFD6D73C4DE5', entity);
```

### C#

```csharp
Function.Call((Hash)0x5826EFD6D73C4DE5, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x5826efd6d73c4de5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x582F73ACFE969571

- **Hash:** `0x582F73ACFE969571`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x582f73acfe969571`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x582F73ACFE969571

## Signature

```c
Any _0x582F73ACFE969571(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x582f73acfe969571(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x582F73ACFE969571, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x582f73acfe969571(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x582F73ACFE969571', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x582F73ACFE969571, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x582f73acfe969571` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x7A49D40DE437BC8D

- **Hash:** `0x7A49D40DE437BC8D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x7a49d40de437bc8d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x7A49D40DE437BC8D

## Signature

```c
void _0x7A49D40DE437BC8D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7a49d40de437bc8d(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x7A49D40DE437BC8D, p0, p1)
```

### JavaScript

```js
N_0x7a49d40de437bc8d(p0, p1);

// by hash
Citizen.invokeNative('0x7A49D40DE437BC8D', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x7A49D40DE437BC8D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7a49d40de437bc8d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x7F20092547B4DDEA

- **Hash:** `0x7F20092547B4DDEA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x7f20092547b4ddea`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x7F20092547B4DDEA

## Signature

```c
void _0x7F20092547B4DDEA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7f20092547b4ddea(p0)

-- always available, by hash
Citizen.InvokeNative(0x7F20092547B4DDEA, p0)
```

### JavaScript

```js
N_0x7f20092547b4ddea(p0);

// by hash
Citizen.invokeNative('0x7F20092547B4DDEA', p0);
```

### C#

```csharp
Function.Call((Hash)0x7F20092547B4DDEA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7f20092547b4ddea` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x80FDEB3A9E9AA578

- **Hash:** `0x80FDEB3A9E9AA578`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x80fdeb3a9e9aa578`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x80FDEB3A9E9AA578

## Signature

```c
void _0x80FDEB3A9E9AA578(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x80fdeb3a9e9aa578(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x80FDEB3A9E9AA578, entity, p1)
```

### JavaScript

```js
N_0x80fdeb3a9e9aa578(entity, p1);

// by hash
Citizen.invokeNative('0x80FDEB3A9E9AA578', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x80FDEB3A9E9AA578, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x80fdeb3a9e9aa578` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x898586729DB5221D

- **Hash:** `0x898586729DB5221D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x898586729db5221d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x898586729DB5221D

## Signature

```c
void _0x898586729DB5221D(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x898586729db5221d(ped)

-- always available, by hash
Citizen.InvokeNative(0x898586729DB5221D, ped)
```

### JavaScript

```js
N_0x898586729db5221d(ped);

// by hash
Citizen.invokeNative('0x898586729DB5221D', ped);
```

### C#

```csharp
Function.Call((Hash)0x898586729DB5221D, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x898586729db5221d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x8E10DF0FFA63FB65

- **Hash:** `0x8E10DF0FFA63FB65`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x8e10df0ffa63fb65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x8E10DF0FFA63FB65

## Signature

```c
Any _0x8E10DF0FFA63FB65(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8e10df0ffa63fb65(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E10DF0FFA63FB65, p0, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8e10df0ffa63fb65(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x8E10DF0FFA63FB65', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8E10DF0FFA63FB65, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e10df0ffa63fb65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x8E46E18AA828334F

- **Hash:** `0x8E46E18AA828334F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x8e46e18aa828334f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x8E46E18AA828334F

## Signature

```c
float _0x8E46E18AA828334F(Entity entity, const char* animDict, const char* animClip);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animClip` (`const char*`)

## Returns

`float`

## Description

Used in Script Function GENERIC_ITEM_HAS_ANIM_COMPLETED
_GET_ENTITY_*

## Usage

### Lua

```lua
local retval = N_0x8e46e18aa828334f(entity, animDict, animClip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E46E18AA828334F, entity, animDict, animClip, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x8e46e18aa828334f(entity, animDict, animClip);

// by hash
const retval = Citizen.invokeNative('0x8E46E18AA828334F', entity, animDict, animClip, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8E46E18AA828334F, entity, animDict, animClip);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e46e18aa828334f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x978AA2323ED32209

- **Hash:** `0x978AA2323ED32209`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x978aa2323ed32209`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x978AA2323ED32209

## Signature

```c
void _0x978AA2323ED32209(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x978aa2323ed32209(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x978AA2323ED32209, p0, p1)
```

### JavaScript

```js
N_0x978aa2323ed32209(p0, p1);

// by hash
Citizen.invokeNative('0x978AA2323ED32209', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x978AA2323ED32209, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x978aa2323ed32209` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0x9C6906EF8CB20C5F

- **Hash:** `0x9C6906EF8CB20C5F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x9c6906ef8cb20c5f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x9C6906EF8CB20C5F

## Signature

```c
void _0x9C6906EF8CB20C5F(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9c6906ef8cb20c5f(entity)

-- always available, by hash
Citizen.InvokeNative(0x9C6906EF8CB20C5F, entity)
```

### JavaScript

```js
N_0x9c6906ef8cb20c5f(entity);

// by hash
Citizen.invokeNative('0x9C6906EF8CB20C5F', entity);
```

### C#

```csharp
Function.Call((Hash)0x9C6906EF8CB20C5F, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x9c6906ef8cb20c5f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xA9E6D8F2DDFC4DB9

- **Hash:** `0xA9E6D8F2DDFC4DB9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xa9e6d8f2ddfc4db9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xA9E6D8F2DDFC4DB9

## Signature

```c
void _0xA9E6D8F2DDFC4DB9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa9e6d8f2ddfc4db9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA9E6D8F2DDFC4DB9, p0, p1)
```

### JavaScript

```js
N_0xa9e6d8f2ddfc4db9(p0, p1);

// by hash
Citizen.invokeNative('0xA9E6D8F2DDFC4DB9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA9E6D8F2DDFC4DB9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa9e6d8f2ddfc4db9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xB16C780C51E51E2B

- **Hash:** `0xB16C780C51E51E2B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xb16c780c51e51e2b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xB16C780C51E51E2B

## Signature

```c
Any _0xB16C780C51E51E2B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xb16c780c51e51e2b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB16C780C51E51E2B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb16c780c51e51e2b(p0);

// by hash
const retval = Citizen.invokeNative('0xB16C780C51E51E2B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB16C780C51E51E2B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb16c780c51e51e2b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xB38A29CCD5447783

- **Hash:** `0xB38A29CCD5447783`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xb38a29ccd5447783`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xB38A29CCD5447783

## Signature

```c
void _0xB38A29CCD5447783(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb38a29ccd5447783(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xB38A29CCD5447783, p0, p1, p2)
```

### JavaScript

```js
N_0xb38a29ccd5447783(p0, p1, p2);

// by hash
Citizen.invokeNative('0xB38A29CCD5447783', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xB38A29CCD5447783, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xb38a29ccd5447783` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xBA2A089E60ED1163

- **Hash:** `0xBA2A089E60ED1163`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xba2a089e60ed1163`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xBA2A089E60ED1163

## Signature

```c
Any _0xBA2A089E60ED1163(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xba2a089e60ed1163(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA2A089E60ED1163, p0, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xba2a089e60ed1163(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xBA2A089E60ED1163', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBA2A089E60ED1163, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xba2a089e60ed1163` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xC3ABCFBC7D74AFA5

- **Hash:** `0xC3ABCFBC7D74AFA5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xc3abcfbc7d74afa5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xC3ABCFBC7D74AFA5

## Signature

```c
void _0xC3ABCFBC7D74AFA5(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Returns BOOL in ida

## Usage

### Lua

```lua
N_0xc3abcfbc7d74afa5(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xC3ABCFBC7D74AFA5, ped, p1, p2)
```

### JavaScript

```js
N_0xc3abcfbc7d74afa5(ped, p1, p2);

// by hash
Citizen.invokeNative('0xC3ABCFBC7D74AFA5', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xC3ABCFBC7D74AFA5, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc3abcfbc7d74afa5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xC6A1A3D63F122DE7

- **Hash:** `0xC6A1A3D63F122DE7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xc6a1a3d63f122de7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xC6A1A3D63F122DE7

## Signature

```c
void _0xC6A1A3D63F122DE7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc6a1a3d63f122de7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC6A1A3D63F122DE7, p0, p1)
```

### JavaScript

```js
N_0xc6a1a3d63f122de7(p0, p1);

// by hash
Citizen.invokeNative('0xC6A1A3D63F122DE7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC6A1A3D63F122DE7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc6a1a3d63f122de7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xC76E94A78127412B

- **Hash:** `0xC76E94A78127412B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xc76e94a78127412b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xC76E94A78127412B

## Signature

```c
void _0xC76E94A78127412B(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc76e94a78127412b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xC76E94A78127412B, p0, p1, p2)
```

### JavaScript

```js
N_0xc76e94a78127412b(p0, p1, p2);

// by hash
Citizen.invokeNative('0xC76E94A78127412B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xC76E94A78127412B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc76e94a78127412b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xCDB682BB47C02F0A

- **Hash:** `0xCDB682BB47C02F0A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xcdb682bb47c02f0a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xCDB682BB47C02F0A

## Signature

```c
void _0xCDB682BB47C02F0A(Entity entity, Hash p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcdb682bb47c02f0a(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xCDB682BB47C02F0A, entity, p1)
```

### JavaScript

```js
N_0xcdb682bb47c02f0a(entity, p1);

// by hash
Citizen.invokeNative('0xCDB682BB47C02F0A', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xCDB682BB47C02F0A, entity, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xcdb682bb47c02f0a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xD21C7418C590BB40

- **Hash:** `0xD21C7418C590BB40`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xd21c7418c590bb40`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xD21C7418C590BB40

## Signature

```c
Any _0xD21C7418C590BB40(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd21c7418c590bb40(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD21C7418C590BB40, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd21c7418c590bb40(p0);

// by hash
const retval = Citizen.invokeNative('0xD21C7418C590BB40', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD21C7418C590BB40, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd21c7418c590bb40` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xD46BF94C4C66FAB0

- **Hash:** `0xD46BF94C4C66FAB0`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xd46bf94c4c66fab0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xD46BF94C4C66FAB0

## Signature

```c
Any _0xD46BF94C4C66FAB0(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd46bf94c4c66fab0(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD46BF94C4C66FAB0, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd46bf94c4c66fab0(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xD46BF94C4C66FAB0', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD46BF94C4C66FAB0, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xd46bf94c4c66fab0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xDF8E49EA89A01DB1

- **Hash:** `0xDF8E49EA89A01DB1`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xdf8e49ea89a01db1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xDF8E49EA89A01DB1

## Signature

```c
Any _0xDF8E49EA89A01DB1(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Description

Hardcoded to return zero/false.

## Usage

### Lua

```lua
local retval = N_0xdf8e49ea89a01db1(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF8E49EA89A01DB1, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdf8e49ea89a01db1(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xDF8E49EA89A01DB1', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF8E49EA89A01DB1, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf8e49ea89a01db1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xE19035EB65AB2932

- **Hash:** `0xE19035EB65AB2932`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xe19035eb65ab2932`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xE19035EB65AB2932

## Signature

```c
void _0xE19035EB65AB2932(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe19035eb65ab2932(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE19035EB65AB2932, p0, p1)
```

### JavaScript

```js
N_0xe19035eb65ab2932(p0, p1);

// by hash
Citizen.invokeNative('0xE19035EB65AB2932', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE19035EB65AB2932, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe19035eb65ab2932` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xE31FC20319874CB3

- **Hash:** `0xE31FC20319874CB3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xe31fc20319874cb3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xE31FC20319874CB3

## Signature

```c
Any _0xE31FC20319874CB3(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe31fc20319874cb3(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE31FC20319874CB3, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe31fc20319874cb3(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xE31FC20319874CB3', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE31FC20319874CB3, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe31fc20319874cb3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xE75EEA8DB59A9F39

- **Hash:** `0xE75EEA8DB59A9F39`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xe75eea8db59a9f39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xE75EEA8DB59A9F39

## Signature

```c
void _0xE75EEA8DB59A9F39(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe75eea8db59a9f39(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xE75EEA8DB59A9F39, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0xe75eea8db59a9f39(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xE75EEA8DB59A9F39', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xE75EEA8DB59A9F39, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0xe75eea8db59a9f39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xE9E7A0BAC7F57746

- **Hash:** `0xE9E7A0BAC7F57746`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xe9e7a0bac7f57746`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xE9E7A0BAC7F57746

## Signature

```c
void _0xE9E7A0BAC7F57746(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe9e7a0bac7f57746(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE9E7A0BAC7F57746, p0, p1)
```

### JavaScript

```js
N_0xe9e7a0bac7f57746(p0, p1);

// by hash
Citizen.invokeNative('0xE9E7A0BAC7F57746', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE9E7A0BAC7F57746, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9e7a0bac7f57746` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xEF259AA1E097E0AD

- **Hash:** `0xEF259AA1E097E0AD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xef259aa1e097e0ad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xEF259AA1E097E0AD

## Signature

```c
void _0xEF259AA1E097E0AD(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xef259aa1e097e0ad(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xEF259AA1E097E0AD, entity, p1)
```

### JavaScript

```js
N_0xef259aa1e097e0ad(entity, p1);

// by hash
Citizen.invokeNative('0xEF259AA1E097E0AD', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xEF259AA1E097E0AD, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xef259aa1e097e0ad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xF41E2979D5BC5370

- **Hash:** `0xF41E2979D5BC5370`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xf41e2979d5bc5370`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xF41E2979D5BC5370

## Signature

```c
void _0xF41E2979D5BC5370(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf41e2979d5bc5370(p0)

-- always available, by hash
Citizen.InvokeNative(0xF41E2979D5BC5370, p0)
```

### JavaScript

```js
N_0xf41e2979d5bc5370(p0);

// by hash
Citizen.invokeNative('0xF41E2979D5BC5370', p0);
```

### C#

```csharp
Function.Call((Hash)0xF41E2979D5BC5370, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf41e2979d5bc5370` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xF59FDE7B4D31A630

- **Hash:** `0xF59FDE7B4D31A630`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xf59fde7b4d31a630`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xF59FDE7B4D31A630

## Signature

```c
Any _0xF59FDE7B4D31A630(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf59fde7b4d31a630(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF59FDE7B4D31A630, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf59fde7b4d31a630(p0);

// by hash
const retval = Citizen.invokeNative('0xF59FDE7B4D31A630', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF59FDE7B4D31A630, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf59fde7b4d31a630` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_0xFF9965C47FA404DA

- **Hash:** `0xFF9965C47FA404DA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0xff9965c47fa404da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0xFF9965C47FA404DA

## Signature

```c
void _0xFF9965C47FA404DA(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

SET_ENTITY_LO*

## Usage

### Lua

```lua
N_0xff9965c47fa404da(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xFF9965C47FA404DA, entity, toggle)
```

### JavaScript

```js
N_0xff9965c47fa404da(entity, toggle);

// by hash
Citizen.invokeNative('0xFF9965C47FA404DA', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xFF9965C47FA404DA, entity, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0xff9965c47fa404da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_ADD_ENTITY_TRACKING_TRAILS

- **Hash:** `0x1AD922AB5038DEF3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `AddEntityTrackingTrails`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_ADD_ENTITY_TRACKING_TRAILS

## Signature

```c
void _ADD_ENTITY_TRACKING_TRAILS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
AddEntityTrackingTrails(entity)

-- always available, by hash
Citizen.InvokeNative(0x1AD922AB5038DEF3, entity)
```

### JavaScript

```js
AddEntityTrackingTrails(entity);

// by hash
Citizen.invokeNative('0x1AD922AB5038DEF3', entity);
```

### C#

```csharp
Function.Call((Hash)0x1AD922AB5038DEF3, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::APPLY_FORCE_TO_ENTITY

- **Hash:** `0xF15E8F5D333F09C4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ApplyForceToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/APPLY_FORCE_TO_ENTITY

## Signature

```c
void APPLY_FORCE_TO_ENTITY(Entity entity, int forceFlags, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13);
```

## Parameters

- `entity` (`Entity`)
- `forceFlags` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `offX` (`float`)
- `offY` (`float`)
- `offZ` (`float`)
- `boneIndex` (`int`)
- `isDirectionRel` (`BOOL`)
- `ignoreUpVec` (`BOOL`)
- `isForceRel` (`BOOL`)
- `p12` (`BOOL`)
- `p13` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ApplyForceToEntity(entity, forceFlags, x, y, z, offX, offY, offZ, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13)

-- always available, by hash
Citizen.InvokeNative(0xF15E8F5D333F09C4, entity, forceFlags, x, y, z, offX, offY, offZ, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13)
```

### JavaScript

```js
ApplyForceToEntity(entity, forceFlags, x, y, z, offX, offY, offZ, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13);

// by hash
Citizen.invokeNative('0xF15E8F5D333F09C4', entity, forceFlags, x + 0.0000001, y + 0.0000001, z + 0.0000001, offX + 0.0000001, offY + 0.0000001, offZ + 0.0000001, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13);
```

### C#

```csharp
Function.Call((Hash)0xF15E8F5D333F09C4, entity, forceFlags, x, y, z, offX, offY, offZ, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS

- **Hash:** `0x31DA7CEC5334DB37`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ApplyForceToEntityCenterOfMass`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS

## Signature

```c
void APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(Entity entity, int forceType, float x, float y, float z, int component, BOOL isDirectionRel, BOOL isForceRel, BOOL p8);
```

## Parameters

- `entity` (`Entity`)
- `forceType` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `component` (`int`)
- `isDirectionRel` (`BOOL`)
- `isForceRel` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`void`

## Description

p6/relative - makes the xyz force not relative to world coords, but to something else
p7/highForce - setting false will make the force really low

## Usage

### Lua

```lua
ApplyForceToEntityCenterOfMass(entity, forceType, x, y, z, component, isDirectionRel, isForceRel, p8)

-- always available, by hash
Citizen.InvokeNative(0x31DA7CEC5334DB37, entity, forceType, x, y, z, component, isDirectionRel, isForceRel, p8)
```

### JavaScript

```js
ApplyForceToEntityCenterOfMass(entity, forceType, x, y, z, component, isDirectionRel, isForceRel, p8);

// by hash
Citizen.invokeNative('0x31DA7CEC5334DB37', entity, forceType, x + 0.0000001, y + 0.0000001, z + 0.0000001, component, isDirectionRel, isForceRel, p8);
```

### C#

```csharp
Function.Call((Hash)0x31DA7CEC5334DB37, entity, forceType, x, y, z, component, isDirectionRel, isForceRel, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_ATTACH_ENTITY_TO_COORDS_PHYSICALLY

- **Hash:** `0x445D7D8EA66E373E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `AttachEntityToCoordsPhysically`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_ATTACH_ENTITY_TO_COORDS_PHYSICALLY

## Signature

```c
void _ATTACH_ENTITY_TO_COORDS_PHYSICALLY(Entity entity, int p1, float x, float y, float z, float offsetX, float offsetY, float offsetZ, float timer, BOOL p9, int p10, int p11, int p12, int p13, int p14, int p15);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `timer` (`float`)
- `p9` (`BOOL`)
- `p10` (`int`)
- `p11` (`int`)
- `p12` (`int`)
- `p13` (`int`)
- `p14` (`int`)
- `p15` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Attach an entity to coordinates physically better name may be perfered? seems to be used with boats `p_skiff02x` ? The last 6 params are always 0 everywhere in the base code. p7 = 500.0 some kind of time? p8 =1

## Usage

### Lua

```lua
AttachEntityToCoordsPhysically(entity, p1, x, y, z, offsetX, offsetY, offsetZ, timer, p9, p10, p11, p12, p13, p14, p15)

-- always available, by hash
Citizen.InvokeNative(0x445D7D8EA66E373E, entity, p1, x, y, z, offsetX, offsetY, offsetZ, timer, p9, p10, p11, p12, p13, p14, p15)
```

### JavaScript

```js
AttachEntityToCoordsPhysically(entity, p1, x, y, z, offsetX, offsetY, offsetZ, timer, p9, p10, p11, p12, p13, p14, p15);

// by hash
Citizen.invokeNative('0x445D7D8EA66E373E', entity, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, timer + 0.0000001, p9, p10, p11, p12, p13, p14, p15);
```

### C#

```csharp
Function.Call((Hash)0x445D7D8EA66E373E, entity, p1, x, y, z, offsetX, offsetY, offsetZ, timer, p9, p10, p11, p12, p13, p14, p15);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::ATTACH_ENTITY_TO_ENTITY

- **Hash:** `0x6B9BBD38AB0796DF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `AttachEntityToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/ATTACH_ENTITY_TO_ENTITY

## Signature

```c
void ATTACH_ENTITY_TO_ENTITY(Entity entity1, Entity entity2, int boneIndex, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, BOOL p9, BOOL useSoftPinning, BOOL collision, BOOL isPed, int vertexIndex, BOOL fixedRot, BOOL p15, BOOL p16);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `boneIndex` (`int`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `p9` (`BOOL`)
- `useSoftPinning` (`BOOL`)
- `collision` (`BOOL`)
- `isPed` (`BOOL`)
- `vertexIndex` (`int`)
- `fixedRot` (`BOOL`)
- `p15` (`BOOL`)
- `p16` (`BOOL`)

## Returns

`void`

## Description

Attaches entity1 to bone (boneIndex) of entity2.

boneIndex - this is different to boneID, use GET_PED_BONE_INDEX to get the index from the ID. use the index for attaching to specific bones. entity1 will be attached to entity2's centre if bone index given doesn't correspond to bone indexes for that entity type.
https://github.com/femga/rdr3_discoveries/tree/master/boneNames

useSoftPinning - if set to false attached entity will not detach when fixed
collision - controls collision between the two entities (FALSE disables collision).
isPed - pitch doesn't work when false and roll will only work on negative numbers (only peds)
vertexIndex - position of vertex
fixedRot - if false it ignores entity vector

## Usage

### Lua

```lua
AttachEntityToEntity(entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, vertexIndex, fixedRot, p15, p16)

-- always available, by hash
Citizen.InvokeNative(0x6B9BBD38AB0796DF, entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, vertexIndex, fixedRot, p15, p16)
```

### JavaScript

```js
AttachEntityToEntity(entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, vertexIndex, fixedRot, p15, p16);

// by hash
Citizen.invokeNative('0x6B9BBD38AB0796DF', entity1, entity2, boneIndex, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, p9, useSoftPinning, collision, isPed, vertexIndex, fixedRot, p15, p16);
```

### C#

```csharp
Function.Call((Hash)0x6B9BBD38AB0796DF, entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, vertexIndex, fixedRot, p15, p16);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::ATTACH_ENTITY_TO_ENTITY_PHYSICALLY

- **Hash:** `0xB629A43CA1643481`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `AttachEntityToEntityPhysically`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/ATTACH_ENTITY_TO_ENTITY_PHYSICALLY

## Signature

```c
void ATTACH_ENTITY_TO_ENTITY_PHYSICALLY(Entity entity1, Entity entity2, int p2, int boneIndex, float offsetX, float offsetY, float offsetZ, float p7, float p8, float p9, float p10, float p11, float p12, float p13, BOOL p14, BOOL p15, BOOL p16, BOOL p17, int p18, BOOL p19, float p20, float p21);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`int`)
- `boneIndex` (`int`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`float`)
- `p11` (`float`)
- `p12` (`float`)
- `p13` (`float`)
- `p14` (`BOOL`)
- `p15` (`BOOL`)
- `p16` (`BOOL`)
- `p17` (`BOOL`)
- `p18` (`int`)
- `p19` (`BOOL`)
- `p20` (`float`)
- `p21` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AttachEntityToEntityPhysically(entity1, entity2, p2, boneIndex, offsetX, offsetY, offsetZ, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21)

-- always available, by hash
Citizen.InvokeNative(0xB629A43CA1643481, entity1, entity2, p2, boneIndex, offsetX, offsetY, offsetZ, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21)
```

### JavaScript

```js
AttachEntityToEntityPhysically(entity1, entity2, p2, boneIndex, offsetX, offsetY, offsetZ, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21);

// by hash
Citizen.invokeNative('0xB629A43CA1643481', entity1, entity2, p2, boneIndex, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10 + 0.0000001, p11 + 0.0000001, p12 + 0.0000001, p13 + 0.0000001, p14, p15, p16, p17, p18, p19, p20 + 0.0000001, p21 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB629A43CA1643481, entity1, entity2, p2, boneIndex, offsetX, offsetY, offsetZ, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_CHANGE_ENTITY_HEALTH

- **Hash:** `0x835F131E7DC8F97A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ChangeEntityHealth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_CHANGE_ENTITY_HEALTH

## Signature

```c
BOOL _CHANGE_ENTITY_HEALTH(Entity entity, float amount, Entity entity2, Hash weaponHash);
```

## Parameters

- `entity` (`Entity`)
- `amount` (`float`)
- `entity2` (`Entity`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

Alters entity's health by 'amount'. Can be negative (to drain health).
In the scripts entity2 and weaponHash are unused (zero).

## Usage

### Lua

```lua
local retval = ChangeEntityHealth(entity, amount, entity2, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x835F131E7DC8F97A, entity, amount, entity2, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ChangeEntityHealth(entity, amount, entity2, weaponHash);

// by hash
const retval = Citizen.invokeNative('0x835F131E7DC8F97A', entity, amount + 0.0000001, entity2, weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x835F131E7DC8F97A, entity, amount, entity2, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::GET_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEALTH.md)
- [ENTITY::SET_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEALTH.md) — Sets the entity's health.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::CLEAR_ENTITY_LAST_DAMAGE_ENTITY

- **Hash:** `0xBB19AC7D4DCEFD0F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ClearEntityLastDamageEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/CLEAR_ENTITY_LAST_DAMAGE_ENTITY

## Signature

```c
void CLEAR_ENTITY_LAST_DAMAGE_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
ClearEntityLastDamageEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0xBB19AC7D4DCEFD0F, entity)
```

### JavaScript

```js
ClearEntityLastDamageEntity(entity);

// by hash
Citizen.invokeNative('0xBB19AC7D4DCEFD0F', entity);
```

### C#

```csharp
Function.Call((Hash)0xBB19AC7D4DCEFD0F, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_CREATE_FOOTPATH_TRAIL

- **Hash:** `0x29BA9F78321E5A6C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `CreateFootpathTrail`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_CREATE_FOOTPATH_TRAIL

## Signature

```c
Any _CREATE_FOOTPATH_TRAIL(Any p0, const char* waypointRecord, BOOL bUseSnowOffset, float p3, float p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, BOOL bInit);
```

## Parameters

- `p0` (`Any`)
- `waypointRecord` (`const char*`)
- `bUseSnowOffset` (`BOOL`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `bInit` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = CreateFootpathTrail(p0, waypointRecord, bUseSnowOffset, p3, p4, p5, p6, p7, p8, p9, p10, bInit)

-- always available, by hash
local retval = Citizen.InvokeNative(0x29BA9F78321E5A6C, p0, waypointRecord, bUseSnowOffset, p3, p4, p5, p6, p7, p8, p9, p10, bInit, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateFootpathTrail(p0, waypointRecord, bUseSnowOffset, p3, p4, p5, p6, p7, p8, p9, p10, bInit);

// by hash
const retval = Citizen.invokeNative('0x29BA9F78321E5A6C', p0, waypointRecord, bUseSnowOffset, p3 + 0.0000001, p4 + 0.0000001, p5, p6, p7, p8, p9, p10, bInit, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x29BA9F78321E5A6C, p0, waypointRecord, bUseSnowOffset, p3, p4, p5, p6, p7, p8, p9, p10, bInit);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::CREATE_FORCED_OBJECT

- **Hash:** `0x0961A905AFBC34C7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `CreateForcedObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/CREATE_FORCED_OBJECT

## Signature

```c
void CREATE_FORCED_OBJECT(float x, float y, float z, Any p3, Hash modelHash, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`Any`)
- `modelHash` (`Hash`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
CreateForcedObject(x, y, z, p3, modelHash, p5)

-- always available, by hash
Citizen.InvokeNative(0x0961A905AFBC34C7, x, y, z, p3, modelHash, p5)
```

### JavaScript

```js
CreateForcedObject(x, y, z, p3, modelHash, p5);

// by hash
Citizen.invokeNative('0x0961A905AFBC34C7', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3, modelHash, p5);
```

### C#

```csharp
Function.Call((Hash)0x0961A905AFBC34C7, x, y, z, p3, modelHash, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::REMOVE_FORCED_OBJECT](https://natives.borderlinerp.com/natives/ENTITY/REMOVE_FORCED_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::CREATE_MODEL_HIDE

- **Hash:** `0x069848B3FB3C4426`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `CreateModelHide`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/CREATE_MODEL_HIDE

## Signature

```c
void CREATE_MODEL_HIDE(float x, float y, float z, float radius, Hash model, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `model` (`Hash`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
CreateModelHide(x, y, z, radius, model, p5)

-- always available, by hash
Citizen.InvokeNative(0x069848B3FB3C4426, x, y, z, radius, model, p5)
```

### JavaScript

```js
CreateModelHide(x, y, z, radius, model, p5);

// by hash
Citizen.invokeNative('0x069848B3FB3C4426', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, model, p5);
```

### C#

```csharp
Function.Call((Hash)0x069848B3FB3C4426, x, y, z, radius, model, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::REMOVE_MODEL_HIDE](https://natives.borderlinerp.com/natives/ENTITY/REMOVE_MODEL_HIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS

- **Hash:** `0xD136090A9AAAB17D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `CreateModelHideExcludingScriptObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS

## Signature

```c
void CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS(float x, float y, float z, float radius, Hash model, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `model` (`Hash`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
CreateModelHideExcludingScriptObjects(x, y, z, radius, model, p5)

-- always available, by hash
Citizen.InvokeNative(0xD136090A9AAAB17D, x, y, z, radius, model, p5)
```

### JavaScript

```js
CreateModelHideExcludingScriptObjects(x, y, z, radius, model, p5);

// by hash
Citizen.invokeNative('0xD136090A9AAAB17D', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, model, p5);
```

### C#

```csharp
Function.Call((Hash)0xD136090A9AAAB17D, x, y, z, radius, model, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::CREATE_MODEL_SWAP

- **Hash:** `0x10B2218320B6F5AC`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `CreateModelSwap`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/CREATE_MODEL_SWAP

## Signature

```c
void CREATE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `originalModel` (`Hash`)
- `newModel` (`Hash`)
- `p6` (`BOOL`)

## Returns

`void`

## Description

Only works with objects!

## Usage

### Lua

```lua
CreateModelSwap(x, y, z, radius, originalModel, newModel, p6)

-- always available, by hash
Citizen.InvokeNative(0x10B2218320B6F5AC, x, y, z, radius, originalModel, newModel, p6)
```

### JavaScript

```js
CreateModelSwap(x, y, z, radius, originalModel, newModel, p6);

// by hash
Citizen.invokeNative('0x10B2218320B6F5AC', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, originalModel, newModel, p6);
```

### C#

```csharp
Function.Call((Hash)0x10B2218320B6F5AC, x, y, z, radius, originalModel, newModel, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::REMOVE_MODEL_SWAP](https://natives.borderlinerp.com/natives/ENTITY/REMOVE_MODEL_SWAP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_DELETE_CARRIABLE

- **Hash:** `0x0D0DB2B6AF19A987`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DeleteCarriable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DELETE_CARRIABLE

## Signature

```c
void _DELETE_CARRIABLE(Entity* entity);
```

## Parameters

- `entity` (`Entity*`)

## Returns

`void`

## Usage

### Lua

```lua
local entity = DeleteCarriable(entity)

-- always available, by hash
local entity = Citizen.InvokeNative(0x0D0DB2B6AF19A987, Citizen.PointerValueIntInitialized(entity))
```

### JavaScript

```js
const entity = DeleteCarriable(entity);

// by hash
const entity = Citizen.invokeNative('0x0D0DB2B6AF19A987', Citizen.pointerValueIntInitialized(entity));
```

### C#

```csharp
var entity = new OutputArgument();
Function.Call((Hash)0x0D0DB2B6AF19A987, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::DELETE_ENTITY

- **Hash:** `0x4CD38C78BD19A497`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DeleteEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DELETE_ENTITY

## Signature

```c
void DELETE_ENTITY(Entity* entity);
```

## Parameters

- `entity` (`Entity*`)

## Returns

`void`

## Description

Deletes the specified entity, then sets the handle pointed to by the pointer to NULL.

## Usage

### Lua

```lua
local entity = DeleteEntity(entity)

-- always available, by hash
local entity = Citizen.InvokeNative(0x4CD38C78BD19A497, Citizen.PointerValueIntInitialized(entity))
```

### JavaScript

```js
const entity = DeleteEntity(entity);

// by hash
const entity = Citizen.invokeNative('0x4CD38C78BD19A497', Citizen.pointerValueIntInitialized(entity));
```

### C#

```csharp
var entity = new OutputArgument();
Function.Call((Hash)0x4CD38C78BD19A497, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_DELETE_ENTITY_2

- **Hash:** `0x5E94EA09E7207C16`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DeleteEntity_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DELETE_ENTITY_2

## Signature

```c
void _DELETE_ENTITY_2(Entity* entity);
```

## Parameters

- `entity` (`Entity*`)

## Returns

`void`

## Description

Must be called from a background script, otherwise it will do nothing.

## Usage

### Lua

```lua
local entity = DeleteEntity_2(entity)

-- always available, by hash
local entity = Citizen.InvokeNative(0x5E94EA09E7207C16, Citizen.PointerValueIntInitialized(entity))
```

### JavaScript

```js
const entity = DeleteEntity_2(entity);

// by hash
const entity = Citizen.invokeNative('0x5E94EA09E7207C16', Citizen.pointerValueIntInitialized(entity));
```

### C#

```csharp
var entity = new OutputArgument();
Function.Call((Hash)0x5E94EA09E7207C16, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::DETACH_ENTITY

- **Hash:** `0x64CDE9D6BF8ECAD3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DetachEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DETACH_ENTITY

## Signature

```c
void DETACH_ENTITY(Entity entity, BOOL p1, BOOL collision);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `collision` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DetachEntity(entity, p1, collision)

-- always available, by hash
Citizen.InvokeNative(0x64CDE9D6BF8ECAD3, entity, p1, collision)
```

### JavaScript

```js
DetachEntity(entity, p1, collision);

// by hash
Citizen.invokeNative('0x64CDE9D6BF8ECAD3', entity, p1, collision);
```

### C#

```csharp
Function.Call((Hash)0x64CDE9D6BF8ECAD3, entity, p1, collision);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_DISABLE_STAIRS_STEP_FOR_VOLUME

- **Hash:** `0x37CEB637BA3B1A47`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DisableStairsStepForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DISABLE_STAIRS_STEP_FOR_VOLUME

## Signature

```c
void _DISABLE_STAIRS_STEP_FOR_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables stair stepping behavior within the specified volume.
Entities can still move up stairs, but stepping animation and foot placement become irregular, causing them to skip steps or slide instead of properly stepping each stair.
Pair with _ENABLE_STAIRS_STEP_FOR_VOLUME to restore normal behavior.

*Source: VORPCORE RDR3natives*

Disables stair stepping behavior within the specified volume.
When active, entities (typically peds/players) can still move up stairs, but their stepping animation and foot placement become irregular, causing them to skip steps or slide slightly instead of properly stepping each stair.

## Usage

### Lua

```lua
DisableStairsStepForVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0x37CEB637BA3B1A47, volume)
```

### JavaScript

```js
DisableStairsStepForVolume(volume);

// by hash
Citizen.invokeNative('0x37CEB637BA3B1A47', volume);
```

### C#

```csharp
Function.Call((Hash)0x37CEB637BA3B1A47, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_ENABLE_STAIRS_STEP_FOR_VOLUME](https://natives.borderlinerp.com/natives/ENTITY/_ENABLE_STAIRS_STEP_FOR_VOLUME.md) — Re-enables normal stair stepping behavior within the specified volume.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::DOES_ENTITY_BELONG_TO_THIS_SCRIPT

- **Hash:** `0x622B1980CBE13332`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DoesEntityBelongToThisScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DOES_ENTITY_BELONG_TO_THIS_SCRIPT

## Signature

```c
BOOL DOES_ENTITY_BELONG_TO_THIS_SCRIPT(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityBelongToThisScript(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x622B1980CBE13332, entity, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityBelongToThisScript(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x622B1980CBE13332', entity, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x622B1980CBE13332, entity, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::DOES_ENTITY_EXIST

- **Hash:** `0xD42BD6EB2E0F1677`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DoesEntityExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DOES_ENTITY_EXIST

## Signature

```c
BOOL DOES_ENTITY_EXIST(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Checks if the Entity exists

## Usage

### Lua

```lua
local retval = DoesEntityExist(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD42BD6EB2E0F1677, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityExist(entity);

// by hash
const retval = Citizen.invokeNative('0xD42BD6EB2E0F1677', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD42BD6EB2E0F1677, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::DOES_ENTITY_HAVE_DRAWABLE

- **Hash:** `0x20487F0DA9AF164A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DoesEntityHaveDrawable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DOES_ENTITY_HAVE_DRAWABLE

## Signature

```c
BOOL DOES_ENTITY_HAVE_DRAWABLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityHaveDrawable(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x20487F0DA9AF164A, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityHaveDrawable(entity);

// by hash
const retval = Citizen.invokeNative('0x20487F0DA9AF164A', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x20487F0DA9AF164A, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::DOES_ENTITY_HAVE_PHYSICS

- **Hash:** `0xA512B3F1B2A0B51C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DoesEntityHavePhysics`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DOES_ENTITY_HAVE_PHYSICS

## Signature

```c
BOOL DOES_ENTITY_HAVE_PHYSICS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityHavePhysics(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA512B3F1B2A0B51C, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityHavePhysics(entity);

// by hash
const retval = Citizen.invokeNative('0xA512B3F1B2A0B51C', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA512B3F1B2A0B51C, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_DOES_THREAD_OWN_THIS_ENTITY

- **Hash:** `0x88AD6CC10D8D35B2`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DoesThreadOwnThisEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DOES_THREAD_OWN_THIS_ENTITY

## Signature

```c
BOOL _DOES_THREAD_OWN_THIS_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Returns true if calling script owns specified entity

## Usage

### Lua

```lua
local retval = DoesThreadOwnThisEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x88AD6CC10D8D35B2, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesThreadOwnThisEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x88AD6CC10D8D35B2', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x88AD6CC10D8D35B2, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_ENABLE_STAIRS_STEP_FOR_VOLUME

- **Hash:** `0xEAB3D91D30A344F1`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `EnableStairsStepForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_ENABLE_STAIRS_STEP_FOR_VOLUME

## Signature

```c
void _ENABLE_STAIRS_STEP_FOR_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Re-enables normal stair stepping behavior within the specified volume.
Restores proper step-by-step movement and foot placement after _DISABLE_STAIRS_STEP_FOR_VOLUME.

*Source: VORPCORE RDR3natives*

Re-enables normal stair stepping behavior within the specified volume.
This restores proper step-by-step movement and foot placement for entities that was previously altered by _DISABLE_STAIRS_STEP_FOR_VOLUME

## Usage

### Lua

```lua
EnableStairsStepForVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0xEAB3D91D30A344F1, volume)
```

### JavaScript

```js
EnableStairsStepForVolume(volume);

// by hash
Citizen.invokeNative('0xEAB3D91D30A344F1', volume);
```

### C#

```csharp
Function.Call((Hash)0xEAB3D91D30A344F1, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_DISABLE_STAIRS_STEP_FOR_VOLUME](https://natives.borderlinerp.com/natives/ENTITY/_DISABLE_STAIRS_STEP_FOR_VOLUME.md) — Disables stair stepping behavior within the specified volume.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::FIND_ANIM_EVENT_PHASE

- **Hash:** `0x42718CC559BD7776`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `FindAnimEventPhase`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/FIND_ANIM_EVENT_PHASE

## Signature

```c
BOOL FIND_ANIM_EVENT_PHASE(const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4);
```

## Parameters

- `animDictionary` (`const char*`)
- `animName` (`const char*`)
- `p2` (`const char*`)
- `p3` (`Any*`)
- `p4` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p3, p4 = FindAnimEventPhase(animDictionary, animName, p2)

-- always available, by hash
local retval, p3, p4 = Citizen.InvokeNative(0x42718CC559BD7776, animDictionary, animName, p2, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p3, p4] = FindAnimEventPhase(animDictionary, animName, p2);

// by hash
const [retval, p3, p4] = Citizen.invokeNative('0x42718CC559BD7776', animDictionary, animName, p2, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p3 = new OutputArgument();
var p4 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x42718CC559BD7776, animDictionary, animName, p2, p3, p4);
// p3.GetResult<int>()
// p4.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_FIND_ENTITY_LOOTING_PED

- **Hash:** `0xEF2D9ED7CE684F08`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `FindEntityLootingPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_ENTITY_LOOTING_PED`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_FIND_ENTITY_LOOTING_PED

## Signature

```c
Ped _FIND_ENTITY_LOOTING_PED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Ped`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the ped which is currently looting another ped. Returns null if no one is looting the ped.

*Source: VORPCORE RDR3natives*

Returns the entity that is looting a ped but only while the looting is active

## Usage

### Lua

```lua
local retval = FindEntityLootingPed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF2D9ED7CE684F08, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = FindEntityLootingPed(entity);

// by hash
const retval = Citizen.invokeNative('0xEF2D9ED7CE684F08', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEF2D9ED7CE684F08, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::FORCE_ENTITY_AI_AND_ANIMATION_UPDATE

- **Hash:** `0x4C9E96473D4F1A88`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ForceEntityAiAndAnimationUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/FORCE_ENTITY_AI_AND_ANIMATION_UPDATE

## Signature

```c
void FORCE_ENTITY_AI_AND_ANIMATION_UPDATE(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ForceEntityAiAndAnimationUpdate(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x4C9E96473D4F1A88, entity, p1)
```

### JavaScript

```js
ForceEntityAiAndAnimationUpdate(entity, p1);

// by hash
Citizen.invokeNative('0x4C9E96473D4F1A88', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x4C9E96473D4F1A88, entity, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_FORCE_TRAIN_WAGON_POPULATION

- **Hash:** `0x119A5714578F4E05`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ForceTrainWagonPopulation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_FORCE_TRAIN_WAGON_POPULATION

## Signature

```c
void _FORCE_TRAIN_WAGON_POPULATION(Entity trainWagon, BOOL toggle);
```

## Parameters

- `trainWagon` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enable/disable automatic ambient passenger population on a train wagon (carriage).
	- toggle=true: wagon is kept populated; removed/deleted passengers are replaced quickly.
	- toggle=false: stop auto-filling; after removing passengers, no new peds spawn until re-enabled.

Notes:
	- Intended for train carriage entities (wagons) obtained from a train (e.g., VEHICLE::GET_TRAIN_CARRIAGE).
	- Often used with passenger collection via VEHICLE::_GET_ALL_WAGON_PASSENGERS.

Example (from scripts):
	for (int i = 0; i < VEHICLE::_GET_NUM_CARS_FROM_TRAIN_CONFIG(trainConfig); ++i) {
		Vehicle wagon = VEHICLE::GET_TRAIN_CARRIAGE(train, i);
		if (ENTITY::DOES_ENTITY_EXIST(wagon) && !ENTITY::IS_ENTITY_DEAD(wagon)) {
			ENTITY::_FORCE_TRAIN_WAGON_POPULATION(wagon, true);
		}
	}

*Source: VORPCORE RDR3natives*

Enables or disables automatic passenger population on a specific train wagon (carriage).

When toggle == true, the game keeps this wagon filled with ambient passengers.
If a passenger ped is deleted or removed from the wagon, a new ped is spawned almost
immediately to occupy that seat.

When toggle == false, the engine stops auto-filling this wagon. After you delete or
remove the existing passengers, no new peds will spawn for that wagon until you enable
it again with true.

## Usage

### Lua

```lua
ForceTrainWagonPopulation(trainWagon, toggle)

-- always available, by hash
Citizen.InvokeNative(0x119A5714578F4E05, trainWagon, toggle)
```

### JavaScript

```js
ForceTrainWagonPopulation(trainWagon, toggle);

// by hash
Citizen.invokeNative('0x119A5714578F4E05', trainWagon, toggle);
```

### C#

```csharp
Function.Call((Hash)0x119A5714578F4E05, trainWagon, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::FREEZE_ENTITY_POSITION

- **Hash:** `0x7D9EFB7AD6B19754`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `FreezeEntityPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/FREEZE_ENTITY_POSITION

## Signature

```c
void FREEZE_ENTITY_POSITION(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
FreezeEntityPosition(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7D9EFB7AD6B19754, entity, toggle)
```

### JavaScript

```js
FreezeEntityPosition(entity, toggle);

// by hash
Citizen.invokeNative('0x7D9EFB7AD6B19754', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7D9EFB7AD6B19754, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ANIM_DURATION

- **Hash:** `0x9FFAF4940A54CC09`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetAnimDuration`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ANIM_DURATION

## Signature

```c
float GET_ANIM_DURATION(const char* animDict, const char* animName);
```

## Parameters

- `animDict` (`const char*`)
- `animName` (`const char*`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimDuration(animDict, animName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9FFAF4940A54CC09, animDict, animName, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimDuration(animDict, animName);

// by hash
const retval = Citizen.invokeNative('0x9FFAF4940A54CC09', animDict, animName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x9FFAF4940A54CC09, animDict, animName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_CARCASS_FROM_PELT

- **Hash:** `0x2A77EF9BEC8518F4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetCarcassFromPelt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_ENTITY_FROM_PELT`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_CARCASS_FROM_PELT

## Signature

```c
Entity _GET_CARCASS_FROM_PELT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Entity`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the original animal/carcass entity from which a pelt entity was obtained.
Observed after skinning an animal: passing the created pelt entity returns the original animal entity. Returns 0 if no valid source entity exists.

*Source: VORPCORE RDR3natives*

Returns the original animal (carcass) entity from which a pelt entity was obtained if it still exists

## Usage

### Lua

```lua
local retval = GetCarcassFromPelt(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A77EF9BEC8518F4, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCarcassFromPelt(entity);

// by hash
const retval = Citizen.invokeNative('0x2A77EF9BEC8518F4', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2A77EF9BEC8518F4, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::GET_CARRIABLE_ENTITY_STATE

- **Hash:** `0x61914209C36EFDDB`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetCarriableEntityState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_CARRIABLE_ENTITY_STATE

## Signature

```c
int GET_CARRIABLE_ENTITY_STATE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

enum eCarriableState
{
	CARRIABLE_STATE_NONE,
	CARRIABLE_STATE_TRANSITIONING_TO_HOGTIED,
	CARRIABLE_STATE_CARRIABLE_INTRO,
	CARRIABLE_STATE_CARRIABLE,
	CARRIABLE_STATE_BEING_PICKED_UP_FROM_GROUND,
	CARRIABLE_STATE_CARRIED_BY_HUMAN,
	CARRIABLE_STATE_BEING_PLACED_ON_GROUND,
	CARRIABLE_STATE_CARRIED_BY_MOUNT,
	CARRIABLE_STATE_BEING_PLACED_ON_MOUNT,
	CARRIABLE_STATE_BEING_PICKED_UP_FROM_MOUNT,
	CARRIABLE_STATE_BEING_CUT_FREE,
	CARRIABLE_STATE_BEING_PLACED_ON_GROUND_ESCAPE,
	CARRIABLE_STATE_BEING_PLACED_IN_VEHICLE
};

## Usage

### Lua

```lua
local retval = GetCarriableEntityState(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61914209C36EFDDB, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCarriableEntityState(entity);

// by hash
const retval = Citizen.invokeNative('0x61914209C36EFDDB', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x61914209C36EFDDB, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_CARRIABLE_FROM_ENTITY

- **Hash:** `0x31FEF6A20F00B963`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetCarriableFromEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_CARRIABLE_FROM_ENTITY

## Signature

```c
Hash _GET_CARRIABLE_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Returns a hash of an entity's name. (Alternative Name: _GET_ENTITY_PROMPT_NAME_HASH)

## Usage

### Lua

```lua
local retval = GetCarriableFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31FEF6A20F00B963, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCarriableFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x31FEF6A20F00B963', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x31FEF6A20F00B963, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_COLLISION_INTENSITY

- **Hash:** `0x6D58167F62238284`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetCollisionIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_COLLISION_INTENSITY

## Signature

```c
float _GET_COLLISION_INTENSITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Returns the collision intensity currently registered on the specified entity.
Used after HAS_ENTITY_COLLIDED_WITH_ANYTHING to measure how strong the impact was. Higher values indicate a stronger collision/impact.

## Usage

### Lua

```lua
local retval = GetCollisionIntensity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D58167F62238284, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetCollisionIntensity(entity);

// by hash
const retval = Citizen.invokeNative('0x6D58167F62238284', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x6D58167F62238284, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITIES_IN_VOLUME

- **Hash:** `0x886171A12F400B89`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntitiesInVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITIES_IN_VOLUME

## Signature

```c
int _GET_ENTITIES_IN_VOLUME(Volume volume, ItemSet itemSet, int entityType);
```

## Parameters

- `volume` (`Volume`)
- `itemSet` (`ItemSet`)
- `entityType` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntitiesInVolume(volume, itemSet, entityType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x886171A12F400B89, volume, itemSet, entityType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntitiesInVolume(volume, itemSet, entityType);

// by hash
const retval = Citizen.invokeNative('0x886171A12F400B89', volume, itemSet, entityType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x886171A12F400B89, volume, itemSet, entityType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEntityType](https://natives.borderlinerp.com/enums/eEntityType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITIES_NEAR_POINT

- **Hash:** `0x59B57C4B06531E1E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntitiesNearPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITIES_NEAR_POINT

## Signature

```c
int _GET_ENTITIES_NEAR_POINT(float x, float y, float z, float radius, ItemSet itemSet, int p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `itemSet` (`ItemSet`)
- `p5` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntitiesNearPoint(x, y, z, radius, itemSet, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59B57C4B06531E1E, x, y, z, radius, itemSet, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntitiesNearPoint(x, y, z, radius, itemSet, p5);

// by hash
const retval = Citizen.invokeNative('0x59B57C4B06531E1E', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, itemSet, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59B57C4B06531E1E, x, y, z, radius, itemSet, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEntityType](https://natives.borderlinerp.com/enums/eEntityType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_ALBEDO

- **Hash:** `0x120376C23F019C6C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityAlbedo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_ALBEDO

## Signature

```c
BOOL _GET_ENTITY_ALBEDO(Entity entity, Hash* albedoHash);
```

## Parameters

- `entity` (`Entity`)
- `albedoHash` (`Hash*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Gets the albedo/material variant hash currently associated with the specified entity.
Writes the current albedo hash to albedoHash and returns whether the entity already has a valid albedo/material entry assigned.
If this returns false, scripts can fall back to resolving texture dictionaries/material data and applying a replacement.

*Source: VORPCORE RDR3natives*

returns the albedo hash by carriable hash, use Citizen.pointerValueInt() as last parameter 
this native writes an albedo-related hash to the output pointer and returns whether the entity already has a valid albedo/material entry assigned if not it loads it and applies it using 0xDD03FC2089AD093C

## Usage

### Lua

```lua
local retval, albedoHash = GetEntityAlbedo(entity, albedoHash)

-- always available, by hash
local retval, albedoHash = Citizen.InvokeNative(0x120376C23F019C6C, entity, Citizen.PointerValueIntInitialized(albedoHash), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, albedoHash] = GetEntityAlbedo(entity, albedoHash);

// by hash
const [retval, albedoHash] = Citizen.invokeNative('0x120376C23F019C6C', entity, Citizen.pointerValueIntInitialized(albedoHash), Citizen.returnResultAnyway());
```

### C#

```csharp
var albedoHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x120376C23F019C6C, entity, albedoHash);
// albedoHash.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::GET_ENTITY_ALPHA

- **Hash:** `0x1BB501624FAF2BEA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityAlpha`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ALPHA

## Signature

```c
int GET_ENTITY_ALPHA(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntityAlpha(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1BB501624FAF2BEA, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityAlpha(entity);

// by hash
const retval = Citizen.invokeNative('0x1BB501624FAF2BEA', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1BB501624FAF2BEA, entity);
```

## See also

- [ENTITY::SET_ENTITY_ALPHA](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ALPHA.md) — skin - everything alpha except skin Set entity alpha level.
- [ENTITY::RESET_ENTITY_ALPHA](https://natives.borderlinerp.com/natives/ENTITY/RESET_ENTITY_ALPHA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_ANIM_CURRENT_TIME

- **Hash:** `0x627520389E288A73`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityAnimCurrentTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_ANIM_CURRENT_TIME

## Signature

```c
float _GET_ENTITY_ANIM_CURRENT_TIME(Entity entity, const char* animDict, const char* animName);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animName` (`const char*`)

## Returns

`float`

## Description

Returns a normalized value between 0.0f and 1.0f. You can get the actual anim time by multiplying this by GET_ANIM_DURATION

## Usage

### Lua

```lua
local retval = GetEntityAnimCurrentTime(entity, animDict, animName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x627520389E288A73, entity, animDict, animName, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityAnimCurrentTime(entity, animDict, animName);

// by hash
const retval = Citizen.invokeNative('0x627520389E288A73', entity, animDict, animName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x627520389E288A73, entity, animDict, animName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_SET_ENTITY_ANIM_CURRENT_TIME](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_CURRENT_TIME.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ENTITY::GET_ENTITY_ATTACHED_TO

- **Hash:** `0x56D713888A566481`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityAttachedTo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ATTACHED_TO

## Signature

```c
Entity GET_ENTITY_ATTACHED_TO(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetEntityAttachedTo(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x56D713888A566481, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityAttachedTo(entity);

// by hash
const retval = Citizen.invokeNative('0x56D713888A566481', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x56D713888A566481, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_BONE_INDEX_BY_NAME

- **Hash:** `0xBACA8FE9C76C124E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityBoneIndexByName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_BONE_INDEX_BY_NAME

## Signature

```c
int GET_ENTITY_BONE_INDEX_BY_NAME(Entity entity, const char* boneName);
```

## Parameters

- `entity` (`Entity`)
- `boneName` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntityBoneIndexByName(entity, boneName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBACA8FE9C76C124E, entity, boneName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityBoneIndexByName(entity, boneName);

// by hash
const retval = Citizen.invokeNative('0xBACA8FE9C76C124E', entity, boneName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBACA8FE9C76C124E, entity, boneName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_BY_DOORHASH

- **Hash:** `0xF7424890E4A094C0`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityByDoorhash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_BY_DOORHASH

## Signature

```c
Entity _GET_ENTITY_BY_DOORHASH(Hash doorHash, int p1);
```

## Parameters

- `doorHash` (`Hash`)
- `p1` (`int`)

## Returns

`Entity`

## Description

Params: p1 = 0 in R* Scripts (GET_DOOR_ENTITY_FROM_ID)
https://github.com/femga/rdr3_discoveries/blob/master/doorHashes/doorhashes.lua

## Usage

### Lua

```lua
local retval = GetEntityByDoorhash(doorHash, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF7424890E4A094C0, doorHash, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityByDoorhash(doorHash, p1);

// by hash
const retval = Citizen.invokeNative('0xF7424890E4A094C0', doorHash, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF7424890E4A094C0, doorHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ENTITY::_GET_ENTITY_CAN_BE_DAMAGED

- **Hash:** `0x75DF9E73F2F005FD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCanBeDamaged`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `GET_ENTITY_CAN_BE_DAMAGED`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_CAN_BE_DAMAGED

## Signature

```c
BOOL _GET_ENTITY_CAN_BE_DAMAGED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Old name: _GET_ENTITY_CAN_BE_DAMAGED

## Usage

### Lua

```lua
local retval = GetEntityCanBeDamaged(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x75DF9E73F2F005FD, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEntityCanBeDamaged(entity);

// by hash
const retval = Citizen.invokeNative('0x75DF9E73F2F005FD', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x75DF9E73F2F005FD, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::SET_ENTITY_CAN_BE_DAMAGED](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_CAN_BE_DAMAGED.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_GET_ENTITY_CARRY_CONFIG

- **Hash:** `0x0FD25587BB306C86`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCarryConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_CARRY_CONFIG

## Signature

```c
Hash _GET_ENTITY_CARRY_CONFIG(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Returns zero if the entity is not a carriable

## Usage

### Lua

```lua
local retval = GetEntityCarryConfig(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0FD25587BB306C86, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityCarryConfig(entity);

// by hash
const retval = Citizen.invokeNative('0x0FD25587BB306C86', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0FD25587BB306C86, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_CARRYING_FLAG

- **Hash:** `0x808077647856DE62`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCarryingFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_CARRYING_FLAG

## Signature

```c
BOOL _GET_ENTITY_CARRYING_FLAG(Entity entity, int flagId);
```

## Parameters

- `entity` (`Entity`)
- `flagId` (`int`)

## Returns

`BOOL`

## Description

flagId: see _SET_ENTITY_CARRYING_FLAG

## Usage

### Lua

```lua
local retval = GetEntityCarryingFlag(entity, flagId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x808077647856DE62, entity, flagId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEntityCarryingFlag(entity, flagId);

// by hash
const retval = Citizen.invokeNative('0x808077647856DE62', entity, flagId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x808077647856DE62, entity, flagId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CCarryingFlags__Flags](https://natives.borderlinerp.com/enums/CCarryingFlags__Flags.md) — 40 values

## See also

- [ENTITY::_SET_ENTITY_CARRYING_FLAG](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_CARRYING_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_COLLISION_DISABLED

- **Hash:** `0xAA2FADD30F45A9DA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCollisionDisabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_COLLISION_DISABLED

## Signature

```c
BOOL GET_ENTITY_COLLISION_DISABLED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetEntityCollisionDisabled(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA2FADD30F45A9DA, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEntityCollisionDisabled(entity);

// by hash
const retval = Citizen.invokeNative('0xAA2FADD30F45A9DA', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA2FADD30F45A9DA, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_COLLISION_INTENSITY

- **Hash:** `0xDFC2B226D56D85F6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCollisionIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_COLLISION_INTENSITY

## Signature

```c
float _GET_ENTITY_COLLISION_INTENSITY(Entity entity1, Entity entity2);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns a collision impact/intensity value between two entities.

Notes:
- Observed usage treats values above roughly 500.0 as a hard hit that can trigger ragdoll behavior when one entity hits another.
- This is not a simple distance check; the value behaves more like impact force or collision strength.
- Useful for detecting hard hits between vehicles, peds, objects, etc.

*Source: VORPCORE RDR3natives*

Returns a float that appears to represent the collision impact intensity between two entities.

Based on observed usage, this value becomes large when entity1 hits entity2 with enough force. In the example below, if the returned value is greater than 500.0f, the first entity is moving, the second entity is nearly stationary, and the second entity is not already ragdolled, then SET_PED_TO_RAGDOLL is triggered.

## Usage

### Lua

```lua
local retval = GetEntityCollisionIntensity(entity1, entity2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDFC2B226D56D85F6, entity1, entity2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityCollisionIntensity(entity1, entity2);

// by hash
const retval = Citizen.invokeNative('0xDFC2B226D56D85F6', entity1, entity2, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xDFC2B226D56D85F6, entity1, entity2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::GET_ENTITY_COORDS

- **Hash:** `0xA86D5F069399F44D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_COORDS

## Signature

```c
Vector3 GET_ENTITY_COORDS(Entity entity, BOOL alive, BOOL realCoords);
```

## Parameters

- `entity` (`Entity`)
- `alive` (`BOOL`)
- `realCoords` (`BOOL`)

## Returns

`Vector3`

## Description

Gets the current coordinates for a specified entity.
`entity` = The entity to get the coordinates from.
`alive` = Unused by the game, potentially used by debug builds in order to assert whether or not an entity was alive.

If entity is a ped and it's in a vehicle or on a mount the coords of that entity are returned. Set 'realCoords' to true when you need the true ped coords.

## Usage

### Lua

```lua
local retval = GetEntityCoords(entity, alive, realCoords)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA86D5F069399F44D, entity, alive, realCoords, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityCoords(entity, alive, realCoords);

// by hash
const retval = Citizen.invokeNative('0xA86D5F069399F44D', entity, alive, realCoords, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xA86D5F069399F44D, entity, alive, realCoords);
```

## See also

- [ENTITY::SET_ENTITY_COORDS](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_FORWARD_VECTOR

- **Hash:** `0x2412D9C05BB09B97`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityForwardVector`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_FORWARD_VECTOR

## Signature

```c
Vector3 GET_ENTITY_FORWARD_VECTOR(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Vector3`

## Description

Gets the entity's forward vector in XY(Z) eulers.

## Usage

### Lua

```lua
local retval = GetEntityForwardVector(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2412D9C05BB09B97, entity, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityForwardVector(entity);

// by hash
const retval = Citizen.invokeNative('0x2412D9C05BB09B97', entity, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x2412D9C05BB09B97, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_FORWARD_VECTOR_YX

- **Hash:** `0x935A30AA88FB1014`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityForwardVectorYx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_FORWARD_VECTOR_YX

## Signature

```c
Vector3 _GET_ENTITY_FORWARD_VECTOR_YX(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Vector3`

## Description

Gets the entity's forward vector in YX(Z) eulers. Similar to GET_ENTITY_FORWARD_VECTOR

## Usage

### Lua

```lua
local retval = GetEntityForwardVectorYx(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x935A30AA88FB1014, entity, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityForwardVectorYx(entity);

// by hash
const retval = Citizen.invokeNative('0x935A30AA88FB1014', entity, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x935A30AA88FB1014, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_FORWARD_X

- **Hash:** `0xDB0954E9960F6457`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityForwardX`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_FORWARD_X

## Signature

```c
float GET_ENTITY_FORWARD_X(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Gets the X-component of the entity's forward vector.

## Usage

### Lua

```lua
local retval = GetEntityForwardX(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB0954E9960F6457, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityForwardX(entity);

// by hash
const retval = Citizen.invokeNative('0xDB0954E9960F6457', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xDB0954E9960F6457, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_FORWARD_Y

- **Hash:** `0x9A5C073ECBDA7EE7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityForwardY`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_FORWARD_Y

## Signature

```c
float GET_ENTITY_FORWARD_Y(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Gets the Y-component of the entity's forward vector.

## Usage

### Lua

```lua
local retval = GetEntityForwardY(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A5C073ECBDA7EE7, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityForwardY(entity);

// by hash
const retval = Citizen.invokeNative('0x9A5C073ECBDA7EE7', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x9A5C073ECBDA7EE7, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_HEADING

- **Hash:** `0xC230DD956E2F5507`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEADING

## Signature

```c
float GET_ENTITY_HEADING(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Returns the heading of the entity in degrees. Also know as the "Yaw" of an entity.

## Usage

### Lua

```lua
local retval = GetEntityHeading(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC230DD956E2F5507, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityHeading(entity);

// by hash
const retval = Citizen.invokeNative('0xC230DD956E2F5507', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xC230DD956E2F5507, entity);
```

## See also

- [ENTITY::SET_ENTITY_HEADING](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEADING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_HEALTH

- **Hash:** `0x82368787EA73C0F7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEALTH

## Signature

```c
int GET_ENTITY_HEALTH(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntityHealth(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x82368787EA73C0F7, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityHealth(entity);

// by hash
const retval = Citizen.invokeNative('0x82368787EA73C0F7', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x82368787EA73C0F7, entity);
```

## See also

- [ENTITY::_CHANGE_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/_CHANGE_ENTITY_HEALTH.md) — Alters entity's health by 'amount'.
- [ENTITY::SET_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEALTH.md) — Sets the entity's health.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_HEALTH_FLOAT

- **Hash:** `0x96C638784DB4C815`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityHealthFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_HEALTH_FLOAT

## Signature

```c
float _GET_ENTITY_HEALTH_FLOAT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Returns (CUR_HEALTH / MAX_HEALTH)

## Usage

### Lua

```lua
local retval = GetEntityHealthFloat(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x96C638784DB4C815, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityHealthFloat(entity);

// by hash
const retval = Citizen.invokeNative('0x96C638784DB4C815', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x96C638784DB4C815, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_HEIGHT

- **Hash:** `0x296DEBC84474B375`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityHeight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEIGHT

## Signature

```c
float GET_ENTITY_HEIGHT(Entity entity, float X, float Y, float Z, BOOL atTop, BOOL inWorldCoords);
```

## Parameters

- `entity` (`Entity`)
- `X` (`float`)
- `Y` (`float`)
- `Z` (`float`)
- `atTop` (`BOOL`)
- `inWorldCoords` (`BOOL`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetEntityHeight(entity, X, Y, Z, atTop, inWorldCoords)

-- always available, by hash
local retval = Citizen.InvokeNative(0x296DEBC84474B375, entity, X, Y, Z, atTop, inWorldCoords, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityHeight(entity, X, Y, Z, atTop, inWorldCoords);

// by hash
const retval = Citizen.invokeNative('0x296DEBC84474B375', entity, X + 0.0000001, Y + 0.0000001, Z + 0.0000001, atTop, inWorldCoords, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x296DEBC84474B375, entity, X, Y, Z, atTop, inWorldCoords);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_HEIGHT_ABOVE_GROUND

- **Hash:** `0x0D3B5BAEA08F63E9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityHeightAboveGround`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEIGHT_ABOVE_GROUND

## Signature

```c
float GET_ENTITY_HEIGHT_ABOVE_GROUND(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetEntityHeightAboveGround(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D3B5BAEA08F63E9, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityHeightAboveGround(entity);

// by hash
const retval = Citizen.invokeNative('0x0D3B5BAEA08F63E9', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0D3B5BAEA08F63E9, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_LOD_DIST

- **Hash:** `0xDF240D0C2A948683`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityLodDist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_LOD_DIST

## Signature

```c
int GET_ENTITY_LOD_DIST(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

Returns the LOD distance of an entity.

## Usage

### Lua

```lua
local retval = GetEntityLodDist(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF240D0C2A948683, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityLodDist(entity);

// by hash
const retval = Citizen.invokeNative('0xDF240D0C2A948683', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF240D0C2A948683, entity);
```

## See also

- [ENTITY::SET_ENTITY_LOD_DIST](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_LOD_DIST.md) — LOD distance can be 0 to 0xFFFF (higher values will result in 0xFFFF) as it is actually stored as a 16-bit value (aka uint16_t).

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_MATRIX

- **Hash:** `0x3A9B1120AF13FBF2`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityMatrix`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_MATRIX

## Signature

```c
void GET_ENTITY_MATRIX(Entity entity, Vector3* rightVector, Vector3* forwardVector, Vector3* upVector, Vector3* position);
```

## Parameters

- `entity` (`Entity`)
- `rightVector` (`Vector3*`)
- `forwardVector` (`Vector3*`)
- `upVector` (`Vector3*`)
- `position` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local rightVector, forwardVector, upVector, position = GetEntityMatrix(entity)

-- always available, by hash
local rightVector, forwardVector, upVector, position = Citizen.InvokeNative(0x3A9B1120AF13FBF2, entity, Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [rightVector, forwardVector, upVector, position] = GetEntityMatrix(entity);

// by hash
const [rightVector, forwardVector, upVector, position] = Citizen.invokeNative('0x3A9B1120AF13FBF2', entity, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var rightVector = new OutputArgument();
var forwardVector = new OutputArgument();
var upVector = new OutputArgument();
var position = new OutputArgument();
Function.Call((Hash)0x3A9B1120AF13FBF2, entity, rightVector, forwardVector, upVector, position);
// rightVector.GetResult<Vector3>()
// forwardVector.GetResult<Vector3>()
// upVector.GetResult<Vector3>()
// position.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_MAX_HEALTH

- **Hash:** `0x15D757606D170C3C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityMaxHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_MAX_HEALTH

## Signature

```c
int GET_ENTITY_MAX_HEALTH(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntityMaxHealth(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x15D757606D170C3C, entity, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityMaxHealth(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x15D757606D170C3C', entity, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x15D757606D170C3C, entity, p1);
```

## See also

- [ENTITY::SET_ENTITY_MAX_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_MAX_HEALTH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_MODEL

- **Hash:** `0xDA76A9F39210D365`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_MODEL

## Signature

```c
Hash GET_ENTITY_MODEL(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Returns the model hash from the entity

## Usage

### Lua

```lua
local retval = GetEntityModel(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA76A9F39210D365, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityModel(entity);

// by hash
const retval = Citizen.invokeNative('0xDA76A9F39210D365', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDA76A9F39210D365, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_PITCH

- **Hash:** `0xEF355ABEFF7F5005`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityPitch`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_PITCH

## Signature

```c
float GET_ENTITY_PITCH(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetEntityPitch(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF355ABEFF7F5005, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityPitch(entity);

// by hash
const retval = Citizen.invokeNative('0xEF355ABEFF7F5005', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xEF355ABEFF7F5005, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_POPULATION_TYPE

- **Hash:** `0xADE28862B6D7B85B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityPopulationType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_POPULATION_TYPE

## Signature

```c
int GET_ENTITY_POPULATION_TYPE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntityPopulationType(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xADE28862B6D7B85B, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityPopulationType(entity);

// by hash
const retval = Citizen.invokeNative('0xADE28862B6D7B85B', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xADE28862B6D7B85B, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_PROOFS

- **Hash:** `0x6CF0DAD7FA1088EA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityProofs`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `GET_ENTITY_PROOFS`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_PROOFS

## Signature

```c
int _GET_ENTITY_PROOFS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Note: this native was removed in 1232 but added back in 1311

*Source: VORPCORE RDR3natives*

Note: this native was removed in 1232 but added back in 1311
Old name: _GET_ENTITY_PROOFS

## Usage

### Lua

```lua
local retval = GetEntityProofs(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CF0DAD7FA1088EA, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityProofs(entity);

// by hash
const retval = Citizen.invokeNative('0x6CF0DAD7FA1088EA', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6CF0DAD7FA1088EA, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::SET_ENTITY_PROOFS](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_PROOFS.md) — BOOL p2: handles an additional special proofs flag, so it simply indicates whether it should be enabled or disabled, not sure what exactly it proofs the entity from though

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::GET_ENTITY_ROLL

- **Hash:** `0xBF966536FA8B6879`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityRoll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ROLL

## Signature

```c
float GET_ENTITY_ROLL(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Displays the current ROLL axis of the entity [-180.0000/180.0000+]
(Sideways Roll) such as a vehicle tipped on its side

## Usage

### Lua

```lua
local retval = GetEntityRoll(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF966536FA8B6879, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityRoll(entity);

// by hash
const retval = Citizen.invokeNative('0xBF966536FA8B6879', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xBF966536FA8B6879, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_ROTATION

- **Hash:** `0xE09CAF86C32CB48F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityRotation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ROTATION

## Signature

```c
Vector3 GET_ENTITY_ROTATION(Entity entity, int rotationOrder);
```

## Parameters

- `entity` (`Entity`)
- `rotationOrder` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntityRotation(entity, rotationOrder)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE09CAF86C32CB48F, entity, rotationOrder, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityRotation(entity, rotationOrder);

// by hash
const retval = Citizen.invokeNative('0xE09CAF86C32CB48F', entity, rotationOrder, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xE09CAF86C32CB48F, entity, rotationOrder);
```

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

## See also

- [ENTITY::SET_ENTITY_ROTATION](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ROTATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_SCRIPT

- **Hash:** `0x2A08A32B6D49906F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityScript`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_SCRIPT

## Signature

```c
Hash _GET_ENTITY_SCRIPT(Entity entity, Any* argStruct);
```

## Parameters

- `entity` (`Entity`)
- `argStruct` (`Any*`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval, argStruct = GetEntityScript(entity, argStruct)

-- always available, by hash
local retval, argStruct = Citizen.InvokeNative(0x2A08A32B6D49906F, entity, Citizen.PointerValueIntInitialized(argStruct), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, argStruct] = GetEntityScript(entity, argStruct);

// by hash
const [retval, argStruct] = Citizen.invokeNative('0x2A08A32B6D49906F', entity, Citizen.pointerValueIntInitialized(argStruct), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var argStruct = new OutputArgument();
int retval = Function.Call<int>((Hash)0x2A08A32B6D49906F, entity, argStruct);
// argStruct.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_SPEED

- **Hash:** `0xFB6BA510A533DF81`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntitySpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_SPEED

## Signature

```c
float GET_ENTITY_SPEED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Result is in meters per second (m/s)

## Usage

### Lua

```lua
local retval = GetEntitySpeed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB6BA510A533DF81, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntitySpeed(entity);

// by hash
const retval = Citizen.invokeNative('0xFB6BA510A533DF81', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFB6BA510A533DF81, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_SPEED_VECTOR

- **Hash:** `0xF2DB09816A419DC5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntitySpeedVector`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_SPEED_VECTOR

## Signature

```c
Vector3 GET_ENTITY_SPEED_VECTOR(Entity entity, BOOL relative);
```

## Parameters

- `entity` (`Entity`)
- `relative` (`BOOL`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntitySpeedVector(entity, relative)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF2DB09816A419DC5, entity, relative, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntitySpeedVector(entity, relative);

// by hash
const retval = Citizen.invokeNative('0xF2DB09816A419DC5', entity, relative, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xF2DB09816A419DC5, entity, relative);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_SUBMERGED_LEVEL

- **Hash:** `0x4A77C3F73FD9E831`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntitySubmergedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_SUBMERGED_LEVEL

## Signature

```c
float GET_ENTITY_SUBMERGED_LEVEL(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Description

Get how much of the entity is submerged.  1.0f is whole entity.

## Usage

### Lua

```lua
local retval = GetEntitySubmergedLevel(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4A77C3F73FD9E831, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntitySubmergedLevel(entity);

// by hash
const retval = Citizen.invokeNative('0x4A77C3F73FD9E831', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4A77C3F73FD9E831, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_THREAT_TIER

- **Hash:** `0xE12F56CB25D9CE23`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityThreatTier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_THREAT_TIER

## Signature

```c
int _GET_ENTITY_THREAT_TIER(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntityThreatTier(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE12F56CB25D9CE23, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityThreatTier(entity);

// by hash
const retval = Citizen.invokeNative('0xE12F56CB25D9CE23', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE12F56CB25D9CE23, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEntityThreatTier](https://natives.borderlinerp.com/enums/eEntityThreatTier.md) — 4 values

## See also

- [ENTITY::_SET_ENTITY_THREAT_TIER](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_THREAT_TIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_TYPE

- **Hash:** `0x97F696ACA466B4E0`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_TYPE

## Signature

```c
int GET_ENTITY_TYPE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

Returns entityType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEntityType

## Usage

### Lua

```lua
local retval = GetEntityType(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x97F696ACA466B4E0, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityType(entity);

// by hash
const retval = Citizen.invokeNative('0x97F696ACA466B4E0', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x97F696ACA466B4E0, entity);
```

## Related enums

- [eEntityType](https://natives.borderlinerp.com/enums/eEntityType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_UPRIGHT_VALUE

- **Hash:** `0x56398BE65160C3BE`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityUprightValue`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_UPRIGHT_VALUE

## Signature

```c
float GET_ENTITY_UPRIGHT_VALUE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetEntityUprightValue(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x56398BE65160C3BE, entity, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityUprightValue(entity);

// by hash
const retval = Citizen.invokeNative('0x56398BE65160C3BE', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x56398BE65160C3BE, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_ENTITY_VELOCITY

- **Hash:** `0x4805D2B1D8CF94A9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityVelocity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_VELOCITY

## Signature

```c
Vector3 GET_ENTITY_VELOCITY(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntityVelocity(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4805D2B1D8CF94A9, entity, p1, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityVelocity(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x4805D2B1D8CF94A9', entity, p1, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x4805D2B1D8CF94A9, entity, p1);
```

## See also

- [ENTITY::SET_ENTITY_VELOCITY](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VELOCITY.md) — Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_ENTITY_WORLD_POSITION_OF_DIMENSIONS

- **Hash:** `0xF3FDA9A617A15145`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityWorldPositionOfDimensions`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_WORLD_POSITION_OF_DIMENSIONS

## Signature

```c
void _GET_ENTITY_WORLD_POSITION_OF_DIMENSIONS(Entity entity, Vector3* minimum, Vector3* maximum);
```

## Parameters

- `entity` (`Entity`)
- `minimum` (`Vector3*`)
- `maximum` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local minimum, maximum = GetEntityWorldPositionOfDimensions(entity)

-- always available, by hash
local minimum, maximum = Citizen.InvokeNative(0xF3FDA9A617A15145, entity, Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [minimum, maximum] = GetEntityWorldPositionOfDimensions(entity);

// by hash
const [minimum, maximum] = Citizen.invokeNative('0xF3FDA9A617A15145', entity, Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var minimum = new OutputArgument();
var maximum = new OutputArgument();
Function.Call((Hash)0xF3FDA9A617A15145, entity, minimum, maximum);
// minimum.GetResult<Vector3>()
// maximum.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_HEADING_OF_ENTITY_BONE

- **Hash:** `0x3AB3A77672F6473F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetHeadingOfEntityBone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_HEADING_OF_ENTITY_BONE

## Signature

```c
Vector3 _GET_HEADING_OF_ENTITY_BONE(Entity entity, int boneIndex, int p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `boneIndex` (`int`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Vector3`

## Description

Returns the rotation/heading of a specific bone on an entity as a Vector3.
The exact meaning of p2 and p3 is not confirmed.

## Usage

### Lua

```lua
local retval = GetHeadingOfEntityBone(entity, boneIndex, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AB3A77672F6473F, entity, boneIndex, p2, p3, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetHeadingOfEntityBone(entity, boneIndex, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x3AB3A77672F6473F', entity, boneIndex, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x3AB3A77672F6473F, entity, boneIndex, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_IS_ANIMAL

- **Hash:** `0x9A100F1CF4546629`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetIsAnimal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_IS_ANIMAL

## Signature

```c
BOOL GET_IS_ANIMAL(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsAnimal(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A100F1CF4546629, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsAnimal(entity);

// by hash
const retval = Citizen.invokeNative('0x9A100F1CF4546629', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9A100F1CF4546629, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_IS_BIRD

- **Hash:** `0xC346A546612C49A9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetIsBird`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_IS_BIRD

## Signature

```c
BOOL _GET_IS_BIRD(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsBird(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC346A546612C49A9, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsBird(entity);

// by hash
const retval = Citizen.invokeNative('0xC346A546612C49A9', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC346A546612C49A9, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_IS_CARRIABLE_PELT

- **Hash:** `0x255B6DB4E3AD3C3E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetIsCarriablePelt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_IS_CARRIABLE_PELT

## Signature

```c
BOOL _GET_IS_CARRIABLE_PELT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsCarriablePelt(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x255B6DB4E3AD3C3E, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsCarriablePelt(entity);

// by hash
const retval = Citizen.invokeNative('0x255B6DB4E3AD3C3E', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x255B6DB4E3AD3C3E, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_IS_PREDATOR

- **Hash:** `0x5594AFE9DE0C01B7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetIsPredator`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_IS_PREDATOR

## Signature

```c
BOOL _GET_IS_PREDATOR(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsPredator(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5594AFE9DE0C01B7, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPredator(entity);

// by hash
const retval = Citizen.invokeNative('0x5594AFE9DE0C01B7', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5594AFE9DE0C01B7, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_LAST_ENTITY_TO_DAMAGE_ENTITY

- **Hash:** `0xAF72EC7E1B54539B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetLastEntityToDamageEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_LAST_ENTITY_TO_DAMAGE_ENTITY

## Signature

```c
Entity _GET_LAST_ENTITY_TO_DAMAGE_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Entity`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the last entity that dealt damage to the specified entity.
Returns 0 if no valid attacker is found.

*Source: VORPCORE RDR3natives*

Returns the last entity that dealt any damage to the specified entity.
This native appears to retrieve the attacker responsible for the most recent damage event on the given entity.

## Usage

### Lua

```lua
local retval = GetLastEntityToDamageEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF72EC7E1B54539B, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLastEntityToDamageEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xAF72EC7E1B54539B', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAF72EC7E1B54539B, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::GET_MATCHING_ENTITIES

- **Hash:** `0x84CCF9A12942C83D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetMatchingEntities`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_MATCHING_ENTITIES

## Signature

```c
int GET_MATCHING_ENTITIES(Volume volume, ItemSet itemSet, int entityType, Any p3, Hash p4, const char* p5);
```

## Parameters

- `volume` (`Volume`)
- `itemSet` (`ItemSet`)
- `entityType` (`int`)
- `p3` (`Any`)
- `p4` (`Hash`)
- `p5` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetMatchingEntities(volume, itemSet, entityType, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x84CCF9A12942C83D, volume, itemSet, entityType, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMatchingEntities(volume, itemSet, entityType, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x84CCF9A12942C83D', volume, itemSet, entityType, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x84CCF9A12942C83D, volume, itemSet, entityType, p3, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_NEAREST_PARTICIPANT_TO_ENTITY

- **Hash:** `0x6888A43C35A5F630`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetNearestParticipantToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_NEAREST_PARTICIPANT_TO_ENTITY

## Signature

```c
Player GET_NEAREST_PARTICIPANT_TO_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = GetNearestParticipantToEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6888A43C35A5F630, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNearestParticipantToEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x6888A43C35A5F630', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6888A43C35A5F630, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_NEAREST_PLAYER_TO_ENTITY

- **Hash:** `0x990E294FC387FB88`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetNearestPlayerToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_NEAREST_PLAYER_TO_ENTITY

## Signature

```c
Player GET_NEAREST_PLAYER_TO_ENTITY(Entity entity, Ped playerPedToIgnore, int flags);
```

## Parameters

- `entity` (`Entity`)
- `playerPedToIgnore` (`Ped`)
- `flags` (`int`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = GetNearestPlayerToEntity(entity, playerPedToIgnore, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x990E294FC387FB88, entity, playerPedToIgnore, flags, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNearestPlayerToEntity(entity, playerPedToIgnore, flags);

// by hash
const retval = Citizen.invokeNative('0x990E294FC387FB88', entity, playerPedToIgnore, flags, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x990E294FC387FB88, entity, playerPedToIgnore, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAM

- **Hash:** `0xB2C30C3B4AFF718C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetNearestPlayerToEntityOnTeam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAM

## Signature

```c
Player GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAM(Entity entity, int team, Ped playerPedToIgnore, int flags);
```

## Parameters

- `entity` (`Entity`)
- `team` (`int`)
- `playerPedToIgnore` (`Ped`)
- `flags` (`int`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = GetNearestPlayerToEntityOnTeam(entity, team, playerPedToIgnore, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB2C30C3B4AFF718C, entity, team, playerPedToIgnore, flags, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNearestPlayerToEntityOnTeam(entity, team, playerPedToIgnore, flags);

// by hash
const retval = Citizen.invokeNative('0xB2C30C3B4AFF718C', entity, team, playerPedToIgnore, flags, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB2C30C3B4AFF718C, entity, team, playerPedToIgnore, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_OBJECT_INDEX_FROM_ENTITY_INDEX

- **Hash:** `0x280BBE5601EAA983`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetObjectIndexFromEntityIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_OBJECT_INDEX_FROM_ENTITY_INDEX

## Signature

```c
Object GET_OBJECT_INDEX_FROM_ENTITY_INDEX(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Object`

## Description

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

## Usage

### Lua

```lua
local retval = GetObjectIndexFromEntityIndex(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x280BBE5601EAA983, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetObjectIndexFromEntityIndex(entity);

// by hash
const retval = Citizen.invokeNative('0x280BBE5601EAA983', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x280BBE5601EAA983, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_OFFSET_FROM_ENTITY_BONE

- **Hash:** `0x5E214112806591EA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetOffsetFromEntityBone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_OFFSET_FROM_ENTITY_BONE

## Signature

```c
Vector3 _GET_OFFSET_FROM_ENTITY_BONE(Entity entity, int boneIndex);
```

## Parameters

- `entity` (`Entity`)
- `boneIndex` (`int`)

## Returns

`Vector3`

## Description

*Source: alloc8or RDR3 NativeDB*

Attaches scenario to bone with an offset
_GET_I* - _GET_M*

*Source: VORPCORE RDR3natives*

Return the offset from the entity for the selected bone index

## Usage

### Lua

```lua
local retval = GetOffsetFromEntityBone(entity, boneIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E214112806591EA, entity, boneIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetOffsetFromEntityBone(entity, boneIndex);

// by hash
const retval = Citizen.invokeNative('0x5E214112806591EA', entity, boneIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x5E214112806591EA, entity, boneIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS

- **Hash:** `0x497C6B1A2C9AE69C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetOffsetFromEntityGivenWorldCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS

## Signature

```c
Vector3 GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS(Entity entity, float posX, float posY, float posZ);
```

## Parameters

- `entity` (`Entity`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetOffsetFromEntityGivenWorldCoords(entity, posX, posY, posZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x497C6B1A2C9AE69C, entity, posX, posY, posZ, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetOffsetFromEntityGivenWorldCoords(entity, posX, posY, posZ);

// by hash
const retval = Citizen.invokeNative('0x497C6B1A2C9AE69C', entity, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x497C6B1A2C9AE69C, entity, posX, posY, posZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS

- **Hash:** `0x1899F328B0E12848`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetOffsetFromEntityInWorldCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS

## Signature

```c
Vector3 GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(Entity entity, float offsetX, float offsetY, float offsetZ);
```

## Parameters

- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)

## Returns

`Vector3`

## Description

Offset values are relative to the entity.

x = left/right
y = forward/backward
z = up/down

## Usage

### Lua

```lua
local retval = GetOffsetFromEntityInWorldCoords(entity, offsetX, offsetY, offsetZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1899F328B0E12848, entity, offsetX, offsetY, offsetZ, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetOffsetFromEntityInWorldCoords(entity, offsetX, offsetY, offsetZ);

// by hash
const retval = Citizen.invokeNative('0x1899F328B0E12848', entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1899F328B0E12848, entity, offsetX, offsetY, offsetZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_OPTIMAL_CARRY_CONFIG

- **Hash:** `0x34F008A7E48C496B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetOptimalCarryConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_OPTIMAL_CARRY_CONFIG

## Signature

```c
Hash _GET_OPTIMAL_CARRY_CONFIG(Entity entity, int index);
```

## Parameters

- `entity` (`Entity`)
- `index` (`int`)

## Returns

`Hash`

## Description

Valid indices: 0 - 3
Index 1 always returns a `hogtied` config, doesn't matter the entity.
It's for humans only and the ped must be resurrected first if it's dead.

## Usage

### Lua

```lua
local retval = GetOptimalCarryConfig(entity, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x34F008A7E48C496B, entity, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetOptimalCarryConfig(entity, index);

// by hash
const retval = Citizen.invokeNative('0x34F008A7E48C496B', entity, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x34F008A7E48C496B, entity, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_PED_ANIMAL_TYPE

- **Hash:** `0x964000D355219FC0`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetPedAnimalType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_PED_ANIMAL_TYPE

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns the ped's animal type hash: https://alloc8or.re/rdr3/doc/enums/eAnimalType.txt
Combine this with GET_STRING_FROM_HASH_KEY to display localized entity names

## Usage

### Lua

```lua
local retval = GetPedAnimalType(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x964000D355219FC0, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x964000D355219FC0', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x964000D355219FC0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_PED_INDEX_FROM_ENTITY_INDEX

- **Hash:** `0x0F16D042BD640EA3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetPedIndexFromEntityIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_PED_INDEX_FROM_ENTITY_INDEX

## Signature

```c
Ped GET_PED_INDEX_FROM_ENTITY_INDEX(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Ped`

## Description

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

## Usage

### Lua

```lua
local retval = GetPedIndexFromEntityIndex(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0F16D042BD640EA3, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedIndexFromEntityIndex(entity);

// by hash
const retval = Citizen.invokeNative('0x0F16D042BD640EA3', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0F16D042BD640EA3, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_PELT_TEXTURE

- **Hash:** `0x5744562E973E33CD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetPeltTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_PELT_TEXTURE

## Signature

```c
Any _GET_PELT_TEXTURE(Any p0, Any txdAlbedoDV, Any txdNormalMapDV, Any txdMaterialDV, Any p4);
```

## Parameters

- `p0` (`Any`)
- `txdAlbedoDV` (`Any`)
- `txdNormalMapDV` (`Any`)
- `txdMaterialDV` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Get the pelt TXDs by the animal albedo hash, returns: normal map hash, material hash and albedo hash, this native needs dataview to be passed in, then use it to get the pelt TXDs

## Usage

### Lua

```lua
local retval = GetPeltTexture(p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5744562E973E33CD, p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPeltTexture(p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4);

// by hash
const retval = Citizen.invokeNative('0x5744562E973E33CD', p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5744562E973E33CD, p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_GET_PINNED_MAP_ENTITY

- **Hash:** `0x4735E2A4BB83D9DA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetPinnedMapEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_PINNED_MAP_ENTITY

## Signature

```c
Entity _GET_PINNED_MAP_ENTITY(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetPinnedMapEntity(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4735E2A4BB83D9DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPinnedMapEntity(p0);

// by hash
const retval = Citizen.invokeNative('0x4735E2A4BB83D9DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4735E2A4BB83D9DA, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

- **Hash:** `0x1E804EA9B12030A4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetScriptOverrideEntityLootTablePermanent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

## Signature

```c
BOOL _GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT(Entity entity, Hash* lootTable);
```

## Parameters

- `entity` (`Entity`)
- `lootTable` (`Hash*`)

## Returns

`BOOL`

## Description

Returns false if entity is not a ped or object.

## Usage

### Lua

```lua
local retval, lootTable = GetScriptOverrideEntityLootTablePermanent(entity, lootTable)

-- always available, by hash
local retval, lootTable = Citizen.InvokeNative(0x1E804EA9B12030A4, entity, Citizen.PointerValueIntInitialized(lootTable), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, lootTable] = GetScriptOverrideEntityLootTablePermanent(entity, lootTable);

// by hash
const [retval, lootTable] = Citizen.invokeNative('0x1E804EA9B12030A4', entity, Citizen.pointerValueIntInitialized(lootTable), Citizen.returnResultAnyway());
```

### C#

```csharp
var lootTable = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1E804EA9B12030A4, entity, lootTable);
// lootTable.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_VEHICLE_INDEX_FROM_ENTITY_INDEX

- **Hash:** `0xDF1E5AAC561AFC59`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetVehicleIndexFromEntityIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_VEHICLE_INDEX_FROM_ENTITY_INDEX

## Signature

```c
Vehicle GET_VEHICLE_INDEX_FROM_ENTITY_INDEX(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Vehicle`

## Description

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

## Usage

### Lua

```lua
local retval = GetVehicleIndexFromEntityIndex(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF1E5AAC561AFC59, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleIndexFromEntityIndex(entity);

// by hash
const retval = Citizen.invokeNative('0xDF1E5AAC561AFC59', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF1E5AAC561AFC59, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE

- **Hash:** `0x82CFA50E34681CA5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetWorldPositionOfEntityBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_WORLD_POSITION_OF_ENTITY_BONE

## Signature

```c
Vector3 GET_WORLD_POSITION_OF_ENTITY_BONE(Entity entity, int boneIndex);
```

## Parameters

- `entity` (`Entity`)
- `boneIndex` (`int`)

## Returns

`Vector3`

## Description

Returns the coordinates of an entity-bone.
https://github.com/femga/rdr3_discoveries/tree/master/boneNames

## Usage

### Lua

```lua
local retval = GetWorldPositionOfEntityBone(entity, boneIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x82CFA50E34681CA5, entity, boneIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetWorldPositionOfEntityBone(entity, boneIndex);

// by hash
const retval = Citizen.invokeNative('0x82CFA50E34681CA5', entity, boneIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x82CFA50E34681CA5, entity, boneIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ANIM_EVENT_FIRED

- **Hash:** `0x5851CC48405F4A07`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasAnimEventFired`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ANIM_EVENT_FIRED

## Signature

```c
BOOL HAS_ANIM_EVENT_FIRED(Entity entity, Hash actionHash);
```

## Parameters

- `entity` (`Entity`)
- `actionHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasAnimEventFired(entity, actionHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5851CC48405F4A07, entity, actionHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasAnimEventFired(entity, actionHash);

// by hash
const retval = Citizen.invokeNative('0x5851CC48405F4A07', entity, actionHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5851CC48405F4A07, entity, actionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_COLLISION_LOADED_AROUND_ENTITY

- **Hash:** `0xBEB1600952B9CF5C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasCollisionLoadedAroundEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_COLLISION_LOADED_AROUND_ENTITY

## Signature

```c
BOOL HAS_COLLISION_LOADED_AROUND_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasCollisionLoadedAroundEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBEB1600952B9CF5C, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasCollisionLoadedAroundEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xBEB1600952B9CF5C', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBEB1600952B9CF5C, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_COLLISION_LOADED_AROUND_POSITION

- **Hash:** `0x6BFBDC46139C45AB`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasCollisionLoadedAroundPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_COLLISION_LOADED_AROUND_POSITION

## Signature

```c
BOOL HAS_COLLISION_LOADED_AROUND_POSITION(float xPos, float yPos, float zPos);
```

## Parameters

- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)

## Returns

`BOOL`

## Description

Old name: _HAS_COLLISION_LOADED_AT_COORDS

## Usage

### Lua

```lua
local retval = HasCollisionLoadedAroundPosition(xPos, yPos, zPos)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6BFBDC46139C45AB, xPos, yPos, zPos, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasCollisionLoadedAroundPosition(xPos, yPos, zPos);

// by hash
const retval = Citizen.invokeNative('0x6BFBDC46139C45AB', xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6BFBDC46139C45AB, xPos, yPos, zPos);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_ANIM_FINISHED

- **Hash:** `0xAEB40615337EF1E3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityAnimFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_ANIM_FINISHED

## Signature

```c
BOOL HAS_ENTITY_ANIM_FINISHED(Entity entity, const char* animDict, const char* animName, int p3);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityAnimFinished(entity, animDict, animName, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAEB40615337EF1E3, entity, animDict, animName, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityAnimFinished(entity, animDict, animName, p3);

// by hash
const retval = Citizen.invokeNative('0xAEB40615337EF1E3', entity, animDict, animName, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAEB40615337EF1E3, entity, animDict, animName, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT

- **Hash:** `0x73BB763880CD23A6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByAnyObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT

## Signature

```c
BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByAnyObject(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73BB763880CD23A6, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByAnyObject(entity);

// by hash
const retval = Citizen.invokeNative('0x73BB763880CD23A6', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73BB763880CD23A6, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED

- **Hash:** `0x9934E9C42D52D87E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByAnyPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED

## Signature

```c
BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByAnyPed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9934E9C42D52D87E, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByAnyPed(entity);

// by hash
const retval = Citizen.invokeNative('0x9934E9C42D52D87E', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9934E9C42D52D87E, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE

- **Hash:** `0x695D7C26DE65C423`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByAnyVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE

## Signature

```c
BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByAnyVehicle(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x695D7C26DE65C423, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByAnyVehicle(entity);

// by hash
const retval = Citizen.invokeNative('0x695D7C26DE65C423', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x695D7C26DE65C423, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY

- **Hash:** `0x7B6E7BEC1143AC86`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY

## Signature

```c
BOOL HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY(Entity entity1, Entity entity2, BOOL p2, BOOL p3);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByEntity(entity1, entity2, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7B6E7BEC1143AC86, entity1, entity2, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByEntity(entity1, entity2, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x7B6E7BEC1143AC86', entity1, entity2, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7B6E7BEC1143AC86, entity1, entity2, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_CLEAR_LOS_TO_COORD

- **Hash:** `0x0C9DBF48C6BA6E4C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityClearLosToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_CLEAR_LOS_TO_COORD

## Signature

```c
BOOL HAS_ENTITY_CLEAR_LOS_TO_COORD(Entity entity, float x, float y, float z, int flags);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityClearLosToCoord(entity, x, y, z, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C9DBF48C6BA6E4C, entity, x, y, z, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityClearLosToCoord(entity, x, y, z, flags);

// by hash
const retval = Citizen.invokeNative('0x0C9DBF48C6BA6E4C', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0C9DBF48C6BA6E4C, entity, x, y, z, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_CLEAR_LOS_TO_ENTITY

- **Hash:** `0xFCDFF7B72D23A1AC`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityClearLosToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_CLEAR_LOS_TO_ENTITY

## Signature

```c
BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY(Entity entity1, Entity entity2, int traceType);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `traceType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityClearLosToEntity(entity1, entity2, traceType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCDFF7B72D23A1AC, entity1, entity2, traceType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityClearLosToEntity(entity1, entity2, traceType);

// by hash
const retval = Citizen.invokeNative('0xFCDFF7B72D23A1AC', entity1, entity2, traceType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFCDFF7B72D23A1AC, entity1, entity2, traceType);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT

- **Hash:** `0xE88F19660651D566`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityClearLosToEntityInFront`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT

## Signature

```c
BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT(Entity entity1, Entity entity2, int traceType);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `traceType` (`int`)

## Returns

`BOOL`

## Description

Has the entity1 got a clear line of sight to the other entity2 from the direction entity1 is facing.

## Usage

### Lua

```lua
local retval = HasEntityClearLosToEntityInFront(entity1, entity2, traceType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE88F19660651D566, entity1, entity2, traceType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityClearLosToEntityInFront(entity1, entity2, traceType);

// by hash
const retval = Citizen.invokeNative('0xE88F19660651D566', entity1, entity2, traceType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE88F19660651D566, entity1, entity2, traceType);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::HAS_ENTITY_COLLIDED_WITH_ANYTHING

- **Hash:** `0xDF18751EC74F90FF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityCollidedWithAnything`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_COLLIDED_WITH_ANYTHING

## Signature

```c
BOOL HAS_ENTITY_COLLIDED_WITH_ANYTHING(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityCollidedWithAnything(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF18751EC74F90FF, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityCollidedWithAnything(entity);

// by hash
const retval = Citizen.invokeNative('0xDF18751EC74F90FF', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDF18751EC74F90FF, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_AN_ENTITY

- **Hash:** `0x27CFF3E5A286D3DF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsAnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_AN_ENTITY

## Signature

```c
BOOL IS_AN_ENTITY(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnEntity(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27CFF3E5A286D3DF, handle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnEntity(handle);

// by hash
const retval = Citizen.invokeNative('0x27CFF3E5A286D3DF', handle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x27CFF3E5A286D3DF, handle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_BATCH_MODEL

- **Hash:** `0xD4636C2EDB0DEA8A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsBatchModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_MODEL_IN_NEED_OF_VEG_MODIFIER`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_BATCH_MODEL

## Signature

```c
BOOL _IS_BATCH_MODEL(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the model's map entity type is MAP_ENTITY_TYPE_GRASS_BATCH or MAP_ENTITY_TYPE_PROP_BATCH.

Scripts use the result to choose how to hide a single model, since batched geometry is not removed through the normal model-hide path:
- TRUE: GRAPHICS::ADD_VEG_MODIFIER_SPHERE / REMOVE_VEG_MODIFIER_SPHERE
- FALSE: ENTITY::CREATE_MODEL_HIDE / CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS / REMOVE_MODEL_HIDE

Not limited to foliage: many natural world models return TRUE (rocks, trees, bushes, grass, crops, branches, roots, logs, debris), as well as ambient vfx batches such as butterflies, dragonflies, and fireflies.

Model list: https://pastebin.com/fi4ynTnk

*Source: VORPCORE RDR3natives*

Checks whether the specified model can be handled through the vegetation modifier path.
This is not limited strictly to foliage. Testing shows many natural world
models can return TRUE, including rocks, trees, bushes, grass, crops, branches, roots, logs, debris, and similar environment assets.

## Usage

### Lua

```lua
local retval = IsBatchModel(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4636C2EDB0DEA8A, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBatchModel(model);

// by hash
const retval = Citizen.invokeNative('0xD4636C2EDB0DEA8A', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD4636C2EDB0DEA8A, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_IS_CARRIABLE_MODEL

- **Hash:** `0x5AFFA9DDC87846F8`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsCarriableModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_CARRIABLE_MODEL

## Signature

```c
BOOL _IS_CARRIABLE_MODEL(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsCarriableModel(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5AFFA9DDC87846F8, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCarriableModel(model);

// by hash
const retval = Citizen.invokeNative('0x5AFFA9DDC87846F8', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5AFFA9DDC87846F8, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_A_MISSION_ENTITY

- **Hash:** `0x138190F64DB4BBD1`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAMissionEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_A_MISSION_ENTITY

## Signature

```c
BOOL IS_ENTITY_A_MISSION_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAMissionEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x138190F64DB4BBD1, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAMissionEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x138190F64DB4BBD1', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x138190F64DB4BBD1, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_A_PED

- **Hash:** `0xCF8176912DDA4EA5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_A_PED

## Signature

```c
BOOL IS_ENTITY_A_PED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAPed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF8176912DDA4EA5, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAPed(entity);

// by hash
const retval = Citizen.invokeNative('0xCF8176912DDA4EA5', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCF8176912DDA4EA5, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_A_VEHICLE

- **Hash:** `0xC3D96AF45FCCEC4C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_A_VEHICLE

## Signature

```c
BOOL IS_ENTITY_A_VEHICLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAVehicle(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC3D96AF45FCCEC4C, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAVehicle(entity);

// by hash
const retval = Citizen.invokeNative('0xC3D96AF45FCCEC4C', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC3D96AF45FCCEC4C, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_AN_OBJECT

- **Hash:** `0x0A27A546A375FDEF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAnObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_AN_OBJECT

## Signature

```c
BOOL IS_ENTITY_AN_OBJECT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAnObject(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0A27A546A375FDEF, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAnObject(entity);

// by hash
const retval = Citizen.invokeNative('0x0A27A546A375FDEF', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0A27A546A375FDEF, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_AT_COORD

- **Hash:** `0x5E58342602E94718`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_AT_COORD

## Signature

```c
BOOL IS_ENTITY_AT_COORD(Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xSize` (`float`)
- `ySize` (`float`)
- `zSize` (`float`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`int`)

## Returns

`BOOL`

## Description

Checks if entity is within x/y/zSize distance of x/y/z. 

Last three are unknown ints, almost always p7 = 0, p8 = 1, p9 = 0

## Usage

### Lua

```lua
local retval = IsEntityAtCoord(entity, xPos, yPos, zPos, xSize, ySize, zSize, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E58342602E94718, entity, xPos, yPos, zPos, xSize, ySize, zSize, p7, p8, p9, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAtCoord(entity, xPos, yPos, zPos, xSize, ySize, zSize, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x5E58342602E94718', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xSize + 0.0000001, ySize + 0.0000001, zSize + 0.0000001, p7, p8, p9, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5E58342602E94718, entity, xPos, yPos, zPos, xSize, ySize, zSize, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_AT_ENTITY

- **Hash:** `0xC057F02B837A27F6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_AT_ENTITY

## Signature

```c
BOOL IS_ENTITY_AT_ENTITY(Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `xSize` (`float`)
- `ySize` (`float`)
- `zSize` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`int`)

## Returns

`BOOL`

## Description

Checks if entity1 is within the box defined by x/y/zSize of entity2.

Last three parameters are almost always p5 = 0, p6 = 1, p7 = 0

## Usage

### Lua

```lua
local retval = IsEntityAtEntity(entity1, entity2, xSize, ySize, zSize, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC057F02B837A27F6, entity1, entity2, xSize, ySize, zSize, p5, p6, p7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAtEntity(entity1, entity2, xSize, ySize, zSize, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0xC057F02B837A27F6', entity1, entity2, xSize + 0.0000001, ySize + 0.0000001, zSize + 0.0000001, p5, p6, p7, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC057F02B837A27F6, entity1, entity2, xSize, ySize, zSize, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_ATTACHED

- **Hash:** `0xEE6AD63ABF59C0B7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttached`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED

## Signature

```c
BOOL IS_ENTITY_ATTACHED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttached(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE6AD63ABF59C0B7, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttached(entity);

// by hash
const retval = Citizen.invokeNative('0xEE6AD63ABF59C0B7', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEE6AD63ABF59C0B7, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_ATTACHED_TO_ANY_OBJECT

- **Hash:** `0x306C1F6178F01AB3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttachedToAnyObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED_TO_ANY_OBJECT

## Signature

```c
BOOL IS_ENTITY_ATTACHED_TO_ANY_OBJECT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttachedToAnyObject(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x306C1F6178F01AB3, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttachedToAnyObject(entity);

// by hash
const retval = Citizen.invokeNative('0x306C1F6178F01AB3', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x306C1F6178F01AB3, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_ATTACHED_TO_ANY_PED

- **Hash:** `0xC841153DED2CA89A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttachedToAnyPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED_TO_ANY_PED

## Signature

```c
BOOL IS_ENTITY_ATTACHED_TO_ANY_PED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttachedToAnyPed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC841153DED2CA89A, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttachedToAnyPed(entity);

// by hash
const retval = Citizen.invokeNative('0xC841153DED2CA89A', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC841153DED2CA89A, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_ATTACHED_TO_ANY_VEHICLE

- **Hash:** `0x12DF6E0D2E736749`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttachedToAnyVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED_TO_ANY_VEHICLE

## Signature

```c
BOOL IS_ENTITY_ATTACHED_TO_ANY_VEHICLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttachedToAnyVehicle(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12DF6E0D2E736749, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttachedToAnyVehicle(entity);

// by hash
const retval = Citizen.invokeNative('0x12DF6E0D2E736749', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x12DF6E0D2E736749, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_ATTACHED_TO_ENTITY

- **Hash:** `0x154A3C529497053E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttachedToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED_TO_ENTITY

## Signature

```c
BOOL IS_ENTITY_ATTACHED_TO_ENTITY(Entity from, Entity to);
```

## Parameters

- `from` (`Entity`)
- `to` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttachedToEntity(from, to)

-- always available, by hash
local retval = Citizen.InvokeNative(0x154A3C529497053E, from, to, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttachedToEntity(from, to);

// by hash
const retval = Citizen.invokeNative('0x154A3C529497053E', from, to, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x154A3C529497053E, from, to);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_DEAD

- **Hash:** `0x7D5B1F88E7504BBA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityDead`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_DEAD

## Signature

```c
BOOL IS_ENTITY_DEAD(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityDead(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7D5B1F88E7504BBA, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityDead(entity);

// by hash
const retval = Citizen.invokeNative('0x7D5B1F88E7504BBA', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7D5B1F88E7504BBA, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_ENTITY_FROZEN

- **Hash:** `0x083D497D57B7400F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityFrozen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_FROZEN

## Signature

```c
BOOL _IS_ENTITY_FROZEN(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Getter for FREEZE_ENTITY_POSITION

## Usage

### Lua

```lua
local retval = IsEntityFrozen(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x083D497D57B7400F, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityFrozen(entity);

// by hash
const retval = Citizen.invokeNative('0x083D497D57B7400F', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x083D497D57B7400F, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_ENTITY_FULLY_LOOTED

- **Hash:** `0x8DE41E9902E85756`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityFullyLooted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_FULLY_LOOTED

## Signature

```c
BOOL _IS_ENTITY_FULLY_LOOTED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityFullyLooted(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DE41E9902E85756, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityFullyLooted(entity);

// by hash
const retval = Citizen.invokeNative('0x8DE41E9902E85756', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8DE41E9902E85756, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_SET_ENTITY_FULLY_LOOTED](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_FULLY_LOOTED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_IN_AIR

- **Hash:** `0x886E37EC497200B6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityInAir`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_IN_AIR

## Signature

```c
BOOL IS_ENTITY_IN_AIR(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityInAir(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x886E37EC497200B6, entity, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityInAir(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x886E37EC497200B6', entity, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x886E37EC497200B6, entity, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_IN_ANGLED_AREA

- **Hash:** `0xD3151E53134595E5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_IN_ANGLED_AREA

## Signature

```c
BOOL IS_ENTITY_IN_ANGLED_AREA(Entity entity, float originX, float originY, float originZ, float edgeX, float edgeY, float edgeZ, float angle, BOOL p8, BOOL p9, Any p10);
```

## Parameters

- `entity` (`Entity`)
- `originX` (`float`)
- `originY` (`float`)
- `originZ` (`float`)
- `edgeX` (`float`)
- `edgeY` (`float`)
- `edgeZ` (`float`)
- `angle` (`float`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `p10` (`Any`)

## Returns

`BOOL`

## Description

Creates a spherical cone at origin that extends to surface with the angle specified. Then returns true if the entity is inside the spherical cone

Angle is measured in degrees.

## Usage

### Lua

```lua
local retval = IsEntityInAngledArea(entity, originX, originY, originZ, edgeX, edgeY, edgeZ, angle, p8, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3151E53134595E5, entity, originX, originY, originZ, edgeX, edgeY, edgeZ, angle, p8, p9, p10, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityInAngledArea(entity, originX, originY, originZ, edgeX, edgeY, edgeZ, angle, p8, p9, p10);

// by hash
const retval = Citizen.invokeNative('0xD3151E53134595E5', entity, originX + 0.0000001, originY + 0.0000001, originZ + 0.0000001, edgeX + 0.0000001, edgeY + 0.0000001, edgeZ + 0.0000001, angle + 0.0000001, p8, p9, p10, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD3151E53134595E5, entity, originX, originY, originZ, edgeX, edgeY, edgeZ, angle, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_IN_AREA

- **Hash:** `0x0C2634C40A16193E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_IN_AREA

## Signature

```c
BOOL IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9);
```

## Parameters

- `entity` (`Entity`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityInArea(entity, x1, y1, z1, x2, y2, z2, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C2634C40A16193E, entity, x1, y1, z1, x2, y2, z2, p7, p8, p9, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityInArea(entity, x1, y1, z1, x2, y2, z2, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x0C2634C40A16193E', entity, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p7, p8, p9, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0C2634C40A16193E, entity, x1, y1, z1, x2, y2, z2, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_IN_VOLUME

- **Hash:** `0x5A5526BC09C06623`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityInVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_IN_VOLUME

## Signature

```c
BOOL IS_ENTITY_IN_VOLUME(Entity entity, ScrHandle volume, BOOL p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `volume` (`ScrHandle`)
- `p2` (`BOOL`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityInVolume(entity, volume, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A5526BC09C06623, entity, volume, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityInVolume(entity, volume, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x5A5526BC09C06623', entity, volume, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A5526BC09C06623, entity, volume, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_IN_WATER

- **Hash:** `0xDDE5C125AC446723`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityInWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_IN_WATER

## Signature

```c
BOOL IS_ENTITY_IN_WATER(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityInWater(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDE5C125AC446723, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityInWater(entity);

// by hash
const retval = Citizen.invokeNative('0xDDE5C125AC446723', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDDE5C125AC446723, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_OCCLUDED

- **Hash:** `0x140188E884645624`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityOccluded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_OCCLUDED

## Signature

```c
BOOL IS_ENTITY_OCCLUDED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityOccluded(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x140188E884645624, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityOccluded(entity);

// by hash
const retval = Citizen.invokeNative('0x140188E884645624', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x140188E884645624, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_ON_SCREEN

- **Hash:** `0x613C15D5D8DB781F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityOnScreen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ON_SCREEN

## Signature

```c
BOOL IS_ENTITY_ON_SCREEN(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityOnScreen(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x613C15D5D8DB781F, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityOnScreen(entity);

// by hash
const retval = Citizen.invokeNative('0x613C15D5D8DB781F', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x613C15D5D8DB781F, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_ENTITY_ON_TRAIN_TRACK

- **Hash:** `0x857ACB0AB4BD0D55`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityOnTrainTrack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_ON_TRAIN_TRACK

## Signature

```c
BOOL _IS_ENTITY_ON_TRAIN_TRACK(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityOnTrainTrack(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x857ACB0AB4BD0D55, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityOnTrainTrack(entity);

// by hash
const retval = Citizen.invokeNative('0x857ACB0AB4BD0D55', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x857ACB0AB4BD0D55, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_ENTITY_OWNED_BY_PERSISTENCE_SYSTEM

- **Hash:** `0xA7E51B53309EAC97`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityOwnedByPersistenceSystem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_OWNED_BY_PERSISTENCE_SYSTEM

## Signature

```c
BOOL _IS_ENTITY_OWNED_BY_PERSISTENCE_SYSTEM(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityOwnedByPersistenceSystem(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA7E51B53309EAC97, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityOwnedByPersistenceSystem(entity);

// by hash
const retval = Citizen.invokeNative('0xA7E51B53309EAC97', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA7E51B53309EAC97, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_PLAYING_ANIM

- **Hash:** `0xDEE49D5CA6C49148`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityPlayingAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_PLAYING_ANIM

## Signature

```c
BOOL IS_ENTITY_PLAYING_ANIM(Entity entity, const char* animDict, const char* animName, int animType);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `animType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityPlayingAnim(entity, animDict, animName, animType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDEE49D5CA6C49148, entity, animDict, animName, animType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityPlayingAnim(entity, animDict, animName, animType);

// by hash
const retval = Citizen.invokeNative('0xDEE49D5CA6C49148', entity, animDict, animName, animType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDEE49D5CA6C49148, entity, animDict, animName, animType);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_ENTITY_PLAYING_ANY_ANIM

- **Hash:** `0x0B7CB1300CBFE19C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityPlayingAnyAnim`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_PLAYING_ANY_ANIM

## Signature

```c
BOOL _IS_ENTITY_PLAYING_ANY_ANIM(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

Params: p1 (probably animType) = 1, 0

## Usage

### Lua

```lua
local retval = IsEntityPlayingAnyAnim(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0B7CB1300CBFE19C, entity, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityPlayingAnyAnim(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x0B7CB1300CBFE19C', entity, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0B7CB1300CBFE19C, entity, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_STATIC

- **Hash:** `0x86468ADFA0F6B861`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityStatic`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_STATIC

## Signature

```c
BOOL IS_ENTITY_STATIC(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityStatic(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x86468ADFA0F6B861, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityStatic(entity);

// by hash
const retval = Citizen.invokeNative('0x86468ADFA0F6B861', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x86468ADFA0F6B861, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_TOUCHING_ENTITY

- **Hash:** `0x9A2304A64C3C8423`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityTouchingEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_TOUCHING_ENTITY

## Signature

```c
BOOL IS_ENTITY_TOUCHING_ENTITY(Entity entity, Entity targetEntity);
```

## Parameters

- `entity` (`Entity`)
- `targetEntity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityTouchingEntity(entity, targetEntity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A2304A64C3C8423, entity, targetEntity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityTouchingEntity(entity, targetEntity);

// by hash
const retval = Citizen.invokeNative('0x9A2304A64C3C8423', entity, targetEntity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9A2304A64C3C8423, entity, targetEntity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_TOUCHING_MODEL

- **Hash:** `0x2AE3EBC8DEB9768B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityTouchingModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_TOUCHING_MODEL

## Signature

```c
BOOL IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash);
```

## Parameters

- `entity` (`Entity`)
- `modelHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityTouchingModel(entity, modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2AE3EBC8DEB9768B, entity, modelHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityTouchingModel(entity, modelHash);

// by hash
const retval = Citizen.invokeNative('0x2AE3EBC8DEB9768B', entity, modelHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2AE3EBC8DEB9768B, entity, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_ENTITY_UNDERWATER

- **Hash:** `0xD4E5C1E93C466127`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityUnderwater`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_UNDERWATER

## Signature

```c
BOOL _IS_ENTITY_UNDERWATER(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityUnderwater(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4E5C1E93C466127, entity, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityUnderwater(entity, p1);

// by hash
const retval = Citizen.invokeNative('0xD4E5C1E93C466127', entity, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD4E5C1E93C466127, entity, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_UPRIGHT

- **Hash:** `0xF6F6AFD8D4FB2658`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityUpright`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_UPRIGHT

## Signature

```c
BOOL IS_ENTITY_UPRIGHT(Entity entity, float angle);
```

## Parameters

- `entity` (`Entity`)
- `angle` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityUpright(entity, angle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6F6AFD8D4FB2658, entity, angle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityUpright(entity, angle);

// by hash
const retval = Citizen.invokeNative('0xF6F6AFD8D4FB2658', entity, angle + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF6F6AFD8D4FB2658, entity, angle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_UPSIDEDOWN

- **Hash:** `0x109DE3DA41AAD94A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityUpsidedown`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_UPSIDEDOWN

## Signature

```c
BOOL IS_ENTITY_UPSIDEDOWN(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityUpsidedown(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x109DE3DA41AAD94A, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityUpsidedown(entity);

// by hash
const retval = Citizen.invokeNative('0x109DE3DA41AAD94A', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x109DE3DA41AAD94A, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_VISIBLE

- **Hash:** `0xFFC96ECB7FA404CA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_VISIBLE

## Signature

```c
BOOL IS_ENTITY_VISIBLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityVisible(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFC96ECB7FA404CA, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityVisible(entity);

// by hash
const retval = Citizen.invokeNative('0xFFC96ECB7FA404CA', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFFC96ECB7FA404CA, entity);
```

## See also

- [ENTITY::SET_ENTITY_VISIBLE](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VISIBLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_VISIBLE_TO_SCRIPT

- **Hash:** `0xF213C724E77F321A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityVisibleToScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_VISIBLE_TO_SCRIPT

## Signature

```c
BOOL IS_ENTITY_VISIBLE_TO_SCRIPT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityVisibleToScript(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF213C724E77F321A, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityVisibleToScript(entity);

// by hash
const retval = Citizen.invokeNative('0xF213C724E77F321A', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF213C724E77F321A, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_ENTITY_WAITING_FOR_WORLD_COLLISION

- **Hash:** `0x5E1CC2E8DC3111DD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityWaitingForWorldCollision`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_WAITING_FOR_WORLD_COLLISION

## Signature

```c
BOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityWaitingForWorldCollision(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E1CC2E8DC3111DD, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityWaitingForWorldCollision(entity);

// by hash
const retval = Citizen.invokeNative('0x5E1CC2E8DC3111DD', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5E1CC2E8DC3111DD, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::IS_MAP_ENTITY_PINNED

- **Hash:** `0x1FF441D7954F8709`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsMapEntityPinned`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_MAP_ENTITY_PINNED

## Signature

```c
BOOL IS_MAP_ENTITY_PINNED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMapEntityPinned(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1FF441D7954F8709, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMapEntityPinned(p0);

// by hash
const retval = Citizen.invokeNative('0x1FF441D7954F8709', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1FF441D7954F8709, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_TRACKED_ENTITY_VISIBLE

- **Hash:** `0xC8CCDB712FBCBA92`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsTrackedEntityVisible`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_TRACKED_ENTITY_VISIBLE

## Signature

```c
BOOL _IS_TRACKED_ENTITY_VISIBLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTrackedEntityVisible(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC8CCDB712FBCBA92, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTrackedEntityVisible(entity);

// by hash
const retval = Citizen.invokeNative('0xC8CCDB712FBCBA92', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC8CCDB712FBCBA92, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_IS_TRAIN_INTERIOR_LOADED

- **Hash:** `0xC2E71D7E0A7B4C89`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsTrainInteriorLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_TRAIN_INTERIOR_LOADED

## Signature

```c
BOOL _IS_TRAIN_INTERIOR_LOADED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks whether the entity's interior is currently loaded by the game engine.
Mainly used for train carriages. The game can unload distant carriage interiors as an optimization when the player is far away or not standing on the train.

*Source: VORPCORE RDR3natives*

Checks whether the entity's interior is currently loaded by the game engine.
This is mainly used for train carriages. When the player is far away or not standing on the train, the game unloads interiors of distant carriages as an optimization. If the interior of the entity is currently loaded, this native returns true

## Usage

### Lua

```lua
local retval = IsTrainInteriorLoaded(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC2E71D7E0A7B4C89, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTrainInteriorLoaded(entity);

// by hash
const retval = Citizen.invokeNative('0xC2E71D7E0A7B4C89', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC2E71D7E0A7B4C89, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_PAUSE_ENTITY_TRACKING

- **Hash:** `0x36EB4D34D4A092C5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PauseEntityTracking`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_PAUSE_ENTITY_TRACKING

## Signature

```c
void _PAUSE_ENTITY_TRACKING(Entity entity, BOOL pause);
```

## Parameters

- `entity` (`Entity`)
- `pause` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PauseEntityTracking(entity, pause)

-- always available, by hash
Citizen.InvokeNative(0x36EB4D34D4A092C5, entity, pause)
```

### JavaScript

```js
PauseEntityTracking(entity, pause);

// by hash
Citizen.invokeNative('0x36EB4D34D4A092C5', entity, pause);
```

### C#

```csharp
Function.Call((Hash)0x36EB4D34D4A092C5, entity, pause);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::PIN_CLOSEST_MAP_ENTITY

- **Hash:** `0x6F3068258A499E52`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PinClosestMapEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/PIN_CLOSEST_MAP_ENTITY

## Signature

```c
Any PIN_CLOSEST_MAP_ENTITY(Hash modelHash, float x, float y, float z, int flags);
```

## Parameters

- `modelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PinClosestMapEntity(modelHash, x, y, z, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F3068258A499E52, modelHash, x, y, z, flags, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PinClosestMapEntity(modelHash, x, y, z, flags);

// by hash
const retval = Citizen.invokeNative('0x6F3068258A499E52', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6F3068258A499E52, modelHash, x, y, z, flags);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_PIN_MAP_ENTITY

- **Hash:** `0xAAACB74442C1BED3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PinMapEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_PIN_MAP_ENTITY

## Signature

```c
int _PIN_MAP_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

Pins the given entity on the map and returns the created map pin ID.
Related natives include PIN_CLOSEST_MAP_ENTITY, GET_PINNED_MAP_ENTITY, IS_MAP_ENTITY_PINNED, and _UNPIN_MAP_ENTITY.

## Usage

### Lua

```lua
local retval = PinMapEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAAACB74442C1BED3, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PinMapEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xAAACB74442C1BED3', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAAACB74442C1BED3, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_UNPIN_MAP_ENTITY](https://natives.borderlinerp.com/natives/ENTITY/_UNPIN_MAP_ENTITY.md) — Removes/unpins a map pin using its pin ID.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::PLACE_ENTITY_ON_GROUND_PROPERLY

- **Hash:** `0x9587913B9E772D29`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PlaceEntityOnGroundProperly`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/PLACE_ENTITY_ON_GROUND_PROPERLY

## Signature

```c
BOOL PLACE_ENTITY_ON_GROUND_PROPERLY(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PlaceEntityOnGroundProperly(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9587913B9E772D29, entity, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PlaceEntityOnGroundProperly(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x9587913B9E772D29', entity, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9587913B9E772D29, entity, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::PLAY_ENTITY_ANIM

- **Hash:** `0xDC6D22FAB76D4874`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PlayEntityAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/PLAY_ENTITY_ANIM

## Signature

```c
BOOL PLAY_ENTITY_ANIM(Entity entity, const char* animName, const char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset);
```

## Parameters

- `entity` (`Entity`)
- `animName` (`const char*`)
- `animDict` (`const char*`)
- `p3` (`float`)
- `loop` (`BOOL`)
- `stayInAnim` (`BOOL`)
- `p6` (`BOOL`)
- `delta` (`float`)
- `bitset` (`Any`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/animations

## Usage

### Lua

```lua
local retval = PlayEntityAnim(entity, animName, animDict, p3, loop, stayInAnim, p6, delta, bitset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC6D22FAB76D4874, entity, animName, animDict, p3, loop, stayInAnim, p6, delta, bitset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PlayEntityAnim(entity, animName, animDict, p3, loop, stayInAnim, p6, delta, bitset);

// by hash
const retval = Citizen.invokeNative('0xDC6D22FAB76D4874', entity, animName, animDict, p3 + 0.0000001, loop, stayInAnim, p6, delta + 0.0000001, bitset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDC6D22FAB76D4874, entity, animName, animDict, p3, loop, stayInAnim, p6, delta, bitset);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::STOP_ENTITY_ANIM](https://natives.borderlinerp.com/natives/ENTITY/STOP_ENTITY_ANIM.md) — Doesn't actually return anything.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_PRELOAD_ENTITY_INTERIOR

- **Hash:** `0x6C31B06E91518269`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PreloadEntityInterior`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_PRELOAD_ENTITY_INTERIOR

## Signature

```c
void _PRELOAD_ENTITY_INTERIOR(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables preloading for an entity interior.
Used to force-load interiors for train carriages that the engine disabled due to distance-based optimization.
This does not affect entities whose interiors are already managed by the engine because they are close to the player.

*Source: VORPCORE RDR3natives*

This native can enable interiors for train carriages that the game engine has disabled due to distance-based optimization.

## Usage

### Lua

```lua
PreloadEntityInterior(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6C31B06E91518269, entity, toggle)
```

### JavaScript

```js
PreloadEntityInterior(entity, toggle);

// by hash
Citizen.invokeNative('0x6C31B06E91518269', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6C31B06E91518269, entity, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::REMOVE_FORCED_OBJECT

- **Hash:** `0x553FA683F2BCD814`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RemoveForcedObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/REMOVE_FORCED_OBJECT

## Signature

```c
void REMOVE_FORCED_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveForcedObject(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x553FA683F2BCD814, p0, p1, p2, p3, p4)
```

### JavaScript

```js
RemoveForcedObject(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x553FA683F2BCD814', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x553FA683F2BCD814, p0, p1, p2, p3, p4);
```

## See also

- [ENTITY::CREATE_FORCED_OBJECT](https://natives.borderlinerp.com/natives/ENTITY/CREATE_FORCED_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::REMOVE_MODEL_HIDE

- **Hash:** `0x3F38A98576F6213A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RemoveModelHide`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/REMOVE_MODEL_HIDE

## Signature

```c
void REMOVE_MODEL_HIDE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveModelHide(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x3F38A98576F6213A, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
RemoveModelHide(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x3F38A98576F6213A', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x3F38A98576F6213A, p0, p1, p2, p3, p4, p5);
```

## See also

- [ENTITY::CREATE_MODEL_HIDE](https://natives.borderlinerp.com/natives/ENTITY/CREATE_MODEL_HIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::REMOVE_MODEL_SWAP

- **Hash:** `0x824E1C26A14CB817`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RemoveModelSwap`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/REMOVE_MODEL_SWAP

## Signature

```c
void REMOVE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `originalModel` (`Hash`)
- `newModel` (`Hash`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveModelSwap(x, y, z, radius, originalModel, newModel, p6)

-- always available, by hash
Citizen.InvokeNative(0x824E1C26A14CB817, x, y, z, radius, originalModel, newModel, p6)
```

### JavaScript

```js
RemoveModelSwap(x, y, z, radius, originalModel, newModel, p6);

// by hash
Citizen.invokeNative('0x824E1C26A14CB817', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, originalModel, newModel, p6);
```

### C#

```csharp
Function.Call((Hash)0x824E1C26A14CB817, x, y, z, radius, originalModel, newModel, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::CREATE_MODEL_SWAP](https://natives.borderlinerp.com/natives/ENTITY/CREATE_MODEL_SWAP.md) — Only works with objects!

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_REQUEST_ENTITY_LOOT_LIST

- **Hash:** `0xA88E215CEB0435C0`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RequestEntityLootList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_REQUEST_ENTITY_LOOT_LIST

## Signature

```c
BOOL _REQUEST_ENTITY_LOOT_LIST(Ped mount, Any* argStruct, Hash visiblelootslotrequestType, int flag, int p4, BOOL p5);
```

## Parameters

- `mount` (`Ped`)
- `argStruct` (`Any*`)
- `visiblelootslotrequestType` (`Hash`)
- `flag` (`int`)
- `p4` (`int`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, argStruct = RequestEntityLootList(mount, visiblelootslotrequestType, flag, p4, p5)

-- always available, by hash
local retval, argStruct = Citizen.InvokeNative(0xA88E215CEB0435C0, mount, Citizen.PointerValueInt(), visiblelootslotrequestType, flag, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, argStruct] = RequestEntityLootList(mount, visiblelootslotrequestType, flag, p4, p5);

// by hash
const [retval, argStruct] = Citizen.invokeNative('0xA88E215CEB0435C0', mount, Citizen.pointerValueInt(), visiblelootslotrequestType, flag, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var argStruct = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA88E215CEB0435C0, mount, argStruct, visiblelootslotrequestType, flag, p4, p5);
// argStruct.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_REQUEST_ENTITY_VISIBILITY_TRACKING

- **Hash:** `0x3F08C6163A4AB1D6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RequestEntityVisibilityTracking`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_REQUEST_ENTITY_VISIBILITY_TRACKING

## Signature

```c
void _REQUEST_ENTITY_VISIBILITY_TRACKING(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables visibility tracking for the specified entity.

Observed behavior:
- For peds, PED::_IS_PED_VISIBILITY_TRACKED can return true after this is called.
- For vehicles, IS_VEHICLE_VISIBLE returns true in the tracked/visible-state context observed from scripts.

Commonly called right after creating or spawning an entity.

*Source: VORPCORE RDR3natives*

Enables visibility tracking for the specified entity
For peds, calling this makes PED::_IS_PED_VISIBILITY_TRACKED(ped) return true.
For vehicles, calling this makes VEHICLE::IS_VEHICLE_VISIBLE(vehicle) return true in the tracked/visible state context observed from scripts

## Usage

### Lua

```lua
RequestEntityVisibilityTracking(entity)

-- always available, by hash
Citizen.InvokeNative(0x3F08C6163A4AB1D6, entity)
```

### JavaScript

```js
RequestEntityVisibilityTracking(entity);

// by hash
Citizen.invokeNative('0x3F08C6163A4AB1D6', entity);
```

### C#

```csharp
Function.Call((Hash)0x3F08C6163A4AB1D6, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::RESET_ENTITY_ALPHA

- **Hash:** `0x744B9EF44779D9AB`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ResetEntityAlpha`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/RESET_ENTITY_ALPHA

## Signature

```c
void RESET_ENTITY_ALPHA(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
ResetEntityAlpha(entity)

-- always available, by hash
Citizen.InvokeNative(0x744B9EF44779D9AB, entity)
```

### JavaScript

```js
ResetEntityAlpha(entity);

// by hash
Citizen.invokeNative('0x744B9EF44779D9AB', entity);
```

### C#

```csharp
Function.Call((Hash)0x744B9EF44779D9AB, entity);
```

## See also

- [ENTITY::SET_ENTITY_ALPHA](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ALPHA.md) — skin - everything alpha except skin Set entity alpha level.
- [ENTITY::GET_ENTITY_ALPHA](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ALPHA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

- **Hash:** `0x8C03CD6B5E0E85E8`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ScriptOverrideEntityLootTablePermanent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

## Signature

```c
BOOL SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT(Entity entity, Hash lootTable);
```

## Parameters

- `entity` (`Entity`)
- `lootTable` (`Hash`)

## Returns

`BOOL`

## Description

Sets the loot table an entity will carry. Returns true if loot table has been successfully set. Returns false if entity is not a ped or object.
https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/loot_rewards.lua

## Usage

### Lua

```lua
local retval = ScriptOverrideEntityLootTablePermanent(entity, lootTable)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8C03CD6B5E0E85E8, entity, lootTable, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScriptOverrideEntityLootTablePermanent(entity, lootTable);

// by hash
const retval = Citizen.invokeNative('0x8C03CD6B5E0E85E8', entity, lootTable, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8C03CD6B5E0E85E8, entity, lootTable);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SEARCH_BUILDING_POOL_FOR_ENTITY_WITH_THIS_MODEL

- **Hash:** `0x66B2B83B94B22458`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SearchBuildingPoolForEntityWithThisModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SEARCH_BUILDING_POOL_FOR_ENTITY_WITH_THIS_MODEL

## Signature

```c
Entity _SEARCH_BUILDING_POOL_FOR_ENTITY_WITH_THIS_MODEL(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`Entity`

## Description

Alternative Name: _GET_ENTITY_FROM_MAP_OBJECT; You can get existing objects and manipulate them using this native.

## Usage

### Lua

```lua
local retval = SearchBuildingPoolForEntityWithThisModel(modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x66B2B83B94B22458, modelHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SearchBuildingPoolForEntityWithThisModel(modelHash);

// by hash
const retval = Citizen.invokeNative('0x66B2B83B94B22458', modelHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x66B2B83B94B22458, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ENTITY::_SET_ANIMAL_PELT_TEXTURE

- **Hash:** `0xDD03FC2089AD093C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetAnimalPeltTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_PELT_TEXTURE`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ANIMAL_PELT_TEXTURE

## Signature

```c
void _SET_ANIMAL_PELT_TEXTURE(Entity entity, Hash peltAsset, Hash albedoHash, int p3);
```

## Parameters

- `entity` (`Entity`)
- `peltAsset` (`Hash`)
- `albedoHash` (`Hash`)
- `p3` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the texture variant used by an animal pelt entity.
Observed usage calls this on a pelt entity after the required TXD resources are streamed.
peltAsset identifies the base pelt asset, such as joaat("PROVISION_WOLF_FUR"), while albedoHash appears to select the visual texture/albedo variant.

*Source: VORPCORE RDR3natives*

Set the pelt texture to the entity, by albedo hash and inventory item hash
Examples: object: P_CS_PELT_MEDLARGE  albedo: a_c_boar_01_head_000_c0_000_ab, inventoryItem: PROVISION_BOAR_HIDE_POOR

## Usage

### Lua

```lua
SetAnimalPeltTexture(entity, peltAsset, albedoHash, p3)

-- always available, by hash
Citizen.InvokeNative(0xDD03FC2089AD093C, entity, peltAsset, albedoHash, p3)
```

### JavaScript

```js
SetAnimalPeltTexture(entity, peltAsset, albedoHash, p3);

// by hash
Citizen.invokeNative('0xDD03FC2089AD093C', entity, peltAsset, albedoHash, p3);
```

### C#

```csharp
Function.Call((Hash)0xDD03FC2089AD093C, entity, peltAsset, albedoHash, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_SET_AUTO_PICKUP

- **Hash:** `0xBD94CECFB2D65119`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetAutoPickup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_AUTO_PICKUP

## Signature

```c
void _SET_AUTO_PICKUP(Entity entity, BOOL noPickupAnim, float autoPickupRange, float p3, float p4, BOOL enablePickupPrompt);
```

## Parameters

- `entity` (`Entity`)
- `noPickupAnim` (`BOOL`)
- `autoPickupRange` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `enablePickupPrompt` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Configures automatic pickup behavior for a carriable entity.
Typically used after TASK_CARRIABLE.
It enables auto-pickup behavior with controls for pickup animation, pickup range, and whether the pickup prompt is enabled.

*Source: VORPCORE RDR3natives*

Configures automatic pickup behavior for a carriable entity.
This native is typically used after TASK_CARRIABLE and enables auto-pickup functionality with configurable parameters such as pickup animation behavior, pickup range, and pickup prompt state

## Usage

### Lua

```lua
SetAutoPickup(entity, noPickupAnim, autoPickupRange, p3, p4, enablePickupPrompt)

-- always available, by hash
Citizen.InvokeNative(0xBD94CECFB2D65119, entity, noPickupAnim, autoPickupRange, p3, p4, enablePickupPrompt)
```

### JavaScript

```js
SetAutoPickup(entity, noPickupAnim, autoPickupRange, p3, p4, enablePickupPrompt);

// by hash
Citizen.invokeNative('0xBD94CECFB2D65119', entity, noPickupAnim, autoPickupRange + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, enablePickupPrompt);
```

### C#

```csharp
Function.Call((Hash)0xBD94CECFB2D65119, entity, noPickupAnim, autoPickupRange, p3, p4, enablePickupPrompt);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_CAN_AUTO_VAULT_ON_ENTITY

- **Hash:** `0x80646744FA88F9D7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetCanAutoVaultOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_CAN_AUTO_VAULT_ON_ENTITY

## Signature

```c
void SET_CAN_AUTO_VAULT_ON_ENTITY(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCanAutoVaultOnEntity(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x80646744FA88F9D7, entity, toggle)
```

### JavaScript

```js
SetCanAutoVaultOnEntity(entity, toggle);

// by hash
Citizen.invokeNative('0x80646744FA88F9D7', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x80646744FA88F9D7, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_CAN_CLIMB_ON_ENTITY

- **Hash:** `0x24AED2A608F93C4C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetCanClimbOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_CAN_CLIMB_ON_ENTITY

## Signature

```c
void SET_CAN_CLIMB_ON_ENTITY(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCanClimbOnEntity(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x24AED2A608F93C4C, entity, toggle)
```

### JavaScript

```js
SetCanClimbOnEntity(entity, toggle);

// by hash
Citizen.invokeNative('0x24AED2A608F93C4C', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x24AED2A608F93C4C, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_CARRIABLE_PICKUP_LIGHT

- **Hash:** `0xA48E4801DEBDF7E4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetCarriablePickupLight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_CARRIABLE_PICKUP_LIGHT

## Signature

```c
void _SET_CARRIABLE_PICKUP_LIGHT(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables the pickup light effect for carriable/interactable entities.
Unlike SET_PICKUP_LIGHT, this does not apply a generic light effect to all objects.
It highlights entities that can be interacted with in a pickup context and has no visible effect if the entity is not carriable or interactable.

*Source: VORPCORE RDR3natives*

Enables or disables the pickup light effect for carriable/interactable entities
This native specifically works on entities that are carriable and can be interacted with (e.g. after TASK::_MAKE_OBJECT_CARRIABLE).
- Unlike SET_PICKUP_LIGHT, this does NOT apply a generic light effect to all objects.
  Instead, it only highlights entities that the player can interact with (pickup context)

## Usage

### Lua

```lua
SetCarriablePickupLight(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA48E4801DEBDF7E4, entity, toggle)
```

### JavaScript

```js
SetCarriablePickupLight(entity, toggle);

// by hash
Citizen.invokeNative('0xA48E4801DEBDF7E4', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA48E4801DEBDF7E4, entity, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_ENTITY_ALPHA

- **Hash:** `0x0DF7692B1D9E7BA7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAlpha`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ALPHA

## Signature

```c
void SET_ENTITY_ALPHA(Entity entity, int alphaLevel, BOOL skin);
```

## Parameters

- `entity` (`Entity`)
- `alphaLevel` (`int`)
- `skin` (`BOOL`)

## Returns

`void`

## Description

skin - everything alpha except skin
Set entity alpha level. Ranging from 0 to 255 but changes occur after every 20 percent (after every 51).

## Usage

### Lua

```lua
SetEntityAlpha(entity, alphaLevel, skin)

-- always available, by hash
Citizen.InvokeNative(0x0DF7692B1D9E7BA7, entity, alphaLevel, skin)
```

### JavaScript

```js
SetEntityAlpha(entity, alphaLevel, skin);

// by hash
Citizen.invokeNative('0x0DF7692B1D9E7BA7', entity, alphaLevel, skin);
```

### C#

```csharp
Function.Call((Hash)0x0DF7692B1D9E7BA7, entity, alphaLevel, skin);
```

## See also

- [ENTITY::GET_ENTITY_ALPHA](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ALPHA.md)
- [ENTITY::RESET_ENTITY_ALPHA](https://natives.borderlinerp.com/natives/ENTITY/RESET_ENTITY_ALPHA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_ALWAYS_PRERENDER

- **Hash:** `0xACAD101E1FB66689`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAlwaysPrerender`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ALWAYS_PRERENDER

## Signature

```c
void SET_ENTITY_ALWAYS_PRERENDER(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityAlwaysPrerender(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xACAD101E1FB66689, entity, toggle)
```

### JavaScript

```js
SetEntityAlwaysPrerender(entity, toggle);

// by hash
Citizen.invokeNative('0xACAD101E1FB66689', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xACAD101E1FB66689, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_ANIM_AGE

- **Hash:** `0xC0EDEF16D90661EE`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAnimAge`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_FLAME_INTENSITY`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_AGE

## Signature

```c
void _SET_ENTITY_ANIM_AGE(Entity entity, float alpha);
```

## Parameters

- `entity` (`Entity`)
- `alpha` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets an entity animation age/alpha value.
Observed in scripts with torch weapon entities. alpha controls the animation age where 0.0 is the start and 1.0 is the end.

*Source: VORPCORE RDR3natives*

Sets the intensity of the flames for a torch

## Usage

### Lua

```lua
SetEntityAnimAge(entity, alpha)

-- always available, by hash
Citizen.InvokeNative(0xC0EDEF16D90661EE, entity, alpha)
```

### JavaScript

```js
SetEntityAnimAge(entity, alpha);

// by hash
Citizen.invokeNative('0xC0EDEF16D90661EE', entity, alpha + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC0EDEF16D90661EE, entity, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_SET_ENTITY_ANIM_CURRENT_TIME

- **Hash:** `0x11CDABDC7783B2BC`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAnimCurrentTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_CURRENT_TIME

## Signature

```c
void _SET_ENTITY_ANIM_CURRENT_TIME(Entity entity, const char* animDict, const char* animName, float time);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `time` (`float`)

## Returns

`void`

## Description

https://gfycat.com/amazingmiserlyamericanquarterhorse

## Usage

### Lua

```lua
SetEntityAnimCurrentTime(entity, animDict, animName, time)

-- always available, by hash
Citizen.InvokeNative(0x11CDABDC7783B2BC, entity, animDict, animName, time)
```

### JavaScript

```js
SetEntityAnimCurrentTime(entity, animDict, animName, time);

// by hash
Citizen.invokeNative('0x11CDABDC7783B2BC', entity, animDict, animName, time + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x11CDABDC7783B2BC, entity, animDict, animName, time);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_GET_ENTITY_ANIM_CURRENT_TIME](https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_ANIM_CURRENT_TIME.md) — Returns a normalized value between 0.0f and 1.0f.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ENTITY::_SET_ENTITY_ANIM_SPEED

- **Hash:** `0xEAA885BA3CEA4E4A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAnimSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_SPEED

## Signature

```c
void _SET_ENTITY_ANIM_SPEED(Entity entity, const char* animDict, const char* animName, float speedMultiplier);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `speedMultiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier)

-- always available, by hash
Citizen.InvokeNative(0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier)
```

### JavaScript

```js
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier);

// by hash
Citizen.invokeNative('0xEAA885BA3CEA4E4A', entity, animDict, animName, speedMultiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# ENTITY::SET_ENTITY_AS_MISSION_ENTITY

- **Hash:** `0xDC19C288082E586E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAsMissionEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_AS_MISSION_ENTITY

## Signature

```c
void SET_ENTITY_AS_MISSION_ENTITY(Entity entity, BOOL scriptHostObject, BOOL grabFromOtherScript);
```

## Parameters

- `entity` (`Entity`)
- `scriptHostObject` (`BOOL`)
- `grabFromOtherScript` (`BOOL`)

## Returns

`void`

## Description

Makes the specified entity (ped, vehicle or object) persistent. Persistent entities will not automatically be removed by the engine.

## Usage

### Lua

```lua
SetEntityAsMissionEntity(entity, scriptHostObject, grabFromOtherScript)

-- always available, by hash
Citizen.InvokeNative(0xDC19C288082E586E, entity, scriptHostObject, grabFromOtherScript)
```

### JavaScript

```js
SetEntityAsMissionEntity(entity, scriptHostObject, grabFromOtherScript);

// by hash
Citizen.invokeNative('0xDC19C288082E586E', entity, scriptHostObject, grabFromOtherScript);
```

### C#

```csharp
Function.Call((Hash)0xDC19C288082E586E, entity, scriptHostObject, grabFromOtherScript);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED

- **Hash:** `0x4971D2F8162B9674`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_ENTITY_AS_NO_LONGER_NEEDED(Entity* entity);
```

## Parameters

- `entity` (`Entity*`)

## Returns

`void`

## Description

Marks the specified entity (ped, vehicle or object) as no longer needed.
Entities marked as no longer needed, will be deleted as the engine sees fit.

## Usage

### Lua

```lua
local entity = SetEntityAsNoLongerNeeded(entity)

-- always available, by hash
local entity = Citizen.InvokeNative(0x4971D2F8162B9674, Citizen.PointerValueIntInitialized(entity))
```

### JavaScript

```js
const entity = SetEntityAsNoLongerNeeded(entity);

// by hash
const entity = Citizen.invokeNative('0x4971D2F8162B9674', Citizen.pointerValueIntInitialized(entity));
```

### C#

```csharp
var entity = new OutputArgument();
Function.Call((Hash)0x4971D2F8162B9674, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_ATTACHED_OFFSET

- **Hash:** `0x16908E859C3AB698`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAttachedOffset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ATTACHED_OFFSET

## Signature

```c
void _SET_ENTITY_ATTACHED_OFFSET(Entity entity, BOOL horizontalMode, float x, float y, float z);
```

## Parameters

- `entity` (`Entity`)
- `horizontalMode` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies and updates the positional offset of an entity relative to the entity it is attached to, while also controlling whether the offset is interpreted horizontally.
Typically used after ATTACH_ENTITY_TO_ENTITY.

*Source: VORPCORE RDR3natives*

Applies and updates the positional offset of an entity relative to the entity it is attached to, while also controlling whether the offset is interpreted horizontally or vertically
This native is typically used after ATTACH_ENTITY_TO_ENTITY

## Usage

### Lua

```lua
SetEntityAttachedOffset(entity, horizontalMode, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x16908E859C3AB698, entity, horizontalMode, x, y, z)
```

### JavaScript

```js
SetEntityAttachedOffset(entity, horizontalMode, x, y, z);

// by hash
Citizen.invokeNative('0x16908E859C3AB698', entity, horizontalMode, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x16908E859C3AB698, entity, horizontalMode, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_ENTITY_CAN_BE_DAMAGED

- **Hash:** `0x0D06D522B90E861F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCanBeDamaged`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_CAN_BE_DAMAGED

## Signature

```c
void SET_ENTITY_CAN_BE_DAMAGED(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCanBeDamaged(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x0D06D522B90E861F, entity, toggle)
```

### JavaScript

```js
SetEntityCanBeDamaged(entity, toggle);

// by hash
Citizen.invokeNative('0x0D06D522B90E861F', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x0D06D522B90E861F, entity, toggle);
```

## See also

- [ENTITY::_GET_ENTITY_CAN_BE_DAMAGED](https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_CAN_BE_DAMAGED.md) — Old name: _GET_ENTITY_CAN_BE_DAMAGED

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP

- **Hash:** `0x0EF1AFB18649E015`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCanBeDamagedByRelationshipGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP

## Signature

```c
void SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL bCanBeDamaged, Hash relGroup);
```

## Parameters

- `entity` (`Entity`)
- `bCanBeDamaged` (`BOOL`)
- `relGroup` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCanBeDamagedByRelationshipGroup(entity, bCanBeDamaged, relGroup)

-- always available, by hash
Citizen.InvokeNative(0x0EF1AFB18649E015, entity, bCanBeDamaged, relGroup)
```

### JavaScript

```js
SetEntityCanBeDamagedByRelationshipGroup(entity, bCanBeDamaged, relGroup);

// by hash
Citizen.invokeNative('0x0EF1AFB18649E015', entity, bCanBeDamaged, relGroup);
```

### C#

```csharp
Function.Call((Hash)0x0EF1AFB18649E015, entity, bCanBeDamaged, relGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS

- **Hash:** `0x6D09F32E284D0FB7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCanBeTargetedWithoutLos`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS

## Signature

```c
void SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets whether the entity can be targeted without being in line-of-sight.

## Usage

### Lua

```lua
SetEntityCanBeTargetedWithoutLos(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6D09F32E284D0FB7, entity, toggle)
```

### JavaScript

```js
SetEntityCanBeTargetedWithoutLos(entity, toggle);

// by hash
Citizen.invokeNative('0x6D09F32E284D0FB7', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6D09F32E284D0FB7, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS

- **Hash:** `0xFF83AF534156B399`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCanOnlyBeDamagedByScriptParticipants`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS

## Signature

```c
void SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCanOnlyBeDamagedByScriptParticipants(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFF83AF534156B399, p0, p1)
```

### JavaScript

```js
SetEntityCanOnlyBeDamagedByScriptParticipants(p0, p1);

// by hash
Citizen.invokeNative('0xFF83AF534156B399', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFF83AF534156B399, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_SET_ENTITY_CARCASS_TYPE

- **Hash:** `0x399657ED871B3A6C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCarcassType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_CARCASS_TYPE

## Signature

```c
void _SET_ENTITY_CARCASS_TYPE(Entity entity, Hash type);
```

## Parameters

- `entity` (`Entity`)
- `type` (`Hash`)

## Returns

`void`

## Description

Changes type and quality of skins
type hashes: https://pastebin.com/C1WvQjCy

## Usage

### Lua

```lua
SetEntityCarcassType(entity, type)

-- always available, by hash
Citizen.InvokeNative(0x399657ED871B3A6C, entity, type)
```

### JavaScript

```js
SetEntityCarcassType(entity, type);

// by hash
Citizen.invokeNative('0x399657ED871B3A6C', entity, type);
```

### C#

```csharp
Function.Call((Hash)0x399657ED871B3A6C, entity, type);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_CARRYING_FLAG

- **Hash:** `0x18FF3110CF47115D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCarryingFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_CARRYING_FLAG

## Signature

```c
void _SET_ENTITY_CARRYING_FLAG(Entity entity, int flagId, BOOL value);
```

## Parameters

- `entity` (`Entity`)
- `flagId` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Description

flagId: https://github.com/femga/rdr3_discoveries/tree/master/AI/CARRYING_FLAGS
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CCarryingFlags__Flags

enum eCarryingFlag
{
	CARRYING_FLAG_CAN_BE_CUT_FREE = 1,
	CARRYING_FLAG_CAN_BE_CARRIED_ON_FOOT = 2,
	CARRYING_FLAG_CAN_BE_DROPPED = 4,
	CARRYING_FLAG_CAN_BE_CARRIED_WHEN_DEAD = 7,
	CARRYING_FLAG_CAN_CARRY_ANYTHING = 9,
	CARRYING_FLAG_DISABLE_PROMPT_LOS_CHECKS = 19,
	CARRYING_FLAG_FORCE_ALLOW_WARP_TO_SAFE_GROUND_LOCATION = 23,
	CARRYING_FLAG_PICKUPS_IGNORE_HEIGHT_RESTRICTIONS = 26,
	CARRYING_FLAG_CLEAN_UP_WHEN_NOT_CARRIED = 27,
	CARRYING_FLAG_BLOCK_KNOCK_OFF_PED_VARIATIONS_FROM_CARRIABLE_INTERACTIONS = 29,
	CARRYING_FLAG_HIT_WHEN_CARRIABLE = 31,
	CARRYING_FLAG_DISABLE_CARRIABLE_INTERACTIONS_ON_THIS_MOUNT = 34,
	CARRYING_FLAG_FORCE_HIDE_PROMPT_GROUP = 37,
};

## Usage

### Lua

```lua
SetEntityCarryingFlag(entity, flagId, value)

-- always available, by hash
Citizen.InvokeNative(0x18FF3110CF47115D, entity, flagId, value)
```

### JavaScript

```js
SetEntityCarryingFlag(entity, flagId, value);

// by hash
Citizen.invokeNative('0x18FF3110CF47115D', entity, flagId, value);
```

### C#

```csharp
Function.Call((Hash)0x18FF3110CF47115D, entity, flagId, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CCarryingFlags__Flags](https://natives.borderlinerp.com/enums/CCarryingFlags__Flags.md) — 40 values

## See also

- [ENTITY::_GET_ENTITY_CARRYING_FLAG](https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_CARRYING_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_COLLISION

- **Hash:** `0xF66F820909453B8C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCollision`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_COLLISION

## Signature

```c
void SET_ENTITY_COLLISION(Entity entity, BOOL toggle, BOOL keepPhysics);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)
- `keepPhysics` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCollision(entity, toggle, keepPhysics)

-- always available, by hash
Citizen.InvokeNative(0xF66F820909453B8C, entity, toggle, keepPhysics)
```

### JavaScript

```js
SetEntityCollision(entity, toggle, keepPhysics);

// by hash
Citizen.invokeNative('0xF66F820909453B8C', entity, toggle, keepPhysics);
```

### C#

```csharp
Function.Call((Hash)0xF66F820909453B8C, entity, toggle, keepPhysics);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_COMPLETELY_DISABLE_COLLISION

- **Hash:** `0xE0580EC84813875A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCompletelyDisableCollision`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_COMPLETELY_DISABLE_COLLISION

## Signature

```c
void SET_ENTITY_COMPLETELY_DISABLE_COLLISION(Entity entity, BOOL toggle, BOOL keepPhysics);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)
- `keepPhysics` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCompletelyDisableCollision(entity, toggle, keepPhysics)

-- always available, by hash
Citizen.InvokeNative(0xE0580EC84813875A, entity, toggle, keepPhysics)
```

### JavaScript

```js
SetEntityCompletelyDisableCollision(entity, toggle, keepPhysics);

// by hash
Citizen.invokeNative('0xE0580EC84813875A', entity, toggle, keepPhysics);
```

### C#

```csharp
Function.Call((Hash)0xE0580EC84813875A, entity, toggle, keepPhysics);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_COORDS

- **Hash:** `0x06843DA7060A026B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_COORDS

## Signature

```c
void SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)
- `clearArea` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCoords(entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea)

-- always available, by hash
Citizen.InvokeNative(0x06843DA7060A026B, entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea)
```

### JavaScript

```js
SetEntityCoords(entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea);

// by hash
Citizen.invokeNative('0x06843DA7060A026B', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xAxis, yAxis, zAxis, clearArea);
```

### C#

```csharp
Function.Call((Hash)0x06843DA7060A026B, entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::GET_ENTITY_COORDS](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_COORDS.md) — Gets the current coordinates for a specified entity.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_COORDS_AND_HEADING

- **Hash:** `0x203BEFFDBE12E96A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCoordsAndHeading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_COORDS_AND_HEADING

## Signature

```c
void _SET_ENTITY_COORDS_AND_HEADING(Entity entity, float xPos, float yPos, float zPos, float heading, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `heading` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCoordsAndHeading(entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis)

-- always available, by hash
Citizen.InvokeNative(0x203BEFFDBE12E96A, entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis)
```

### JavaScript

```js
SetEntityCoordsAndHeading(entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis);

// by hash
Citizen.invokeNative('0x203BEFFDBE12E96A', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, heading + 0.0000001, xAxis, yAxis, zAxis);
```

### C#

```csharp
Function.Call((Hash)0x203BEFFDBE12E96A, entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_COORDS_AND_HEADING_NO_OFFSET

- **Hash:** `0x0918E3565C20F03C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCoordsAndHeadingNoOffset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_COORDS_AND_HEADING_NO_OFFSET

## Signature

```c
void _SET_ENTITY_COORDS_AND_HEADING_NO_OFFSET(Entity entity, float xPos, float yPos, float zPos, float heading, BOOL p5, BOOL p6);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `heading` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCoordsAndHeadingNoOffset(entity, xPos, yPos, zPos, heading, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x0918E3565C20F03C, entity, xPos, yPos, zPos, heading, p5, p6)
```

### JavaScript

```js
SetEntityCoordsAndHeadingNoOffset(entity, xPos, yPos, zPos, heading, p5, p6);

// by hash
Citizen.invokeNative('0x0918E3565C20F03C', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, heading + 0.0000001, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x0918E3565C20F03C, entity, xPos, yPos, zPos, heading, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_COORDS_NO_OFFSET

- **Hash:** `0x239A3351AC1DA385`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCoordsNoOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_COORDS_NO_OFFSET

## Signature

```c
void SET_ENTITY_COORDS_NO_OFFSET(Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`void`

## Description

Axis - Invert Axis Flags

## Usage

### Lua

```lua
SetEntityCoordsNoOffset(entity, xPos, yPos, zPos, xAxis, yAxis, zAxis)

-- always available, by hash
Citizen.InvokeNative(0x239A3351AC1DA385, entity, xPos, yPos, zPos, xAxis, yAxis, zAxis)
```

### JavaScript

```js
SetEntityCoordsNoOffset(entity, xPos, yPos, zPos, xAxis, yAxis, zAxis);

// by hash
Citizen.invokeNative('0x239A3351AC1DA385', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xAxis, yAxis, zAxis);
```

### C#

```csharp
Function.Call((Hash)0x239A3351AC1DA385, entity, xPos, yPos, zPos, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_CUSTOM_PICKUP_RADIUS

- **Hash:** `0x482D17E45665DA44`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCustomPickupRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_CUSTOM_PICKUP_RADIUS

## Signature

```c
void _SET_ENTITY_CUSTOM_PICKUP_RADIUS(Entity entity, float radius);
```

## Parameters

- `entity` (`Entity`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCustomPickupRadius(entity, radius)

-- always available, by hash
Citizen.InvokeNative(0x482D17E45665DA44, entity, radius)
```

### JavaScript

```js
SetEntityCustomPickupRadius(entity, radius);

// by hash
Citizen.invokeNative('0x482D17E45665DA44', entity, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x482D17E45665DA44, entity, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_DISABLE_FIRE

- **Hash:** `0x56E0735D6273B227`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityDisableFire`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_DISABLE_FLAME`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_DISABLE_FIRE

## Signature

```c
void _SET_ENTITY_DISABLE_FIRE(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables or re-enables the visible fire/flame effect on a burning entity.

Notes:
- Only affects the visible fire effect.
- Does not extinguish the fire itself.
- Does not affect the light emitted by the fire.
- The entity may still technically remain on fire while the flame effect is hidden.
- Often used with OBJECT::_SET_OBJECT_BURN_OPACITY(entity, 0.0f) to further suppress burn visuals.

*Source: VORPCORE RDR3natives*

disables the flames only of fires like campfires

## Usage

### Lua

```lua
SetEntityDisableFire(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x56E0735D6273B227, entity, toggle)
```

### JavaScript

```js
SetEntityDisableFire(entity, toggle);

// by hash
Citizen.invokeNative('0x56E0735D6273B227', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x56E0735D6273B227, entity, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_ENTITY_DYNAMIC

- **Hash:** `0xFBFC4473F66CE344`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityDynamic`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_DYNAMIC

## Signature

```c
void SET_ENTITY_DYNAMIC(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityDynamic(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xFBFC4473F66CE344, entity, toggle)
```

### JavaScript

```js
SetEntityDynamic(entity, toggle);

// by hash
Citizen.invokeNative('0xFBFC4473F66CE344', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xFBFC4473F66CE344, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_FADE_IN

- **Hash:** `0xA91E6CF94404E8C9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityFadeIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_FADE_IN

## Signature

```c
void _SET_ENTITY_FADE_IN(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityFadeIn(entity)

-- always available, by hash
Citizen.InvokeNative(0xA91E6CF94404E8C9, entity)
```

### JavaScript

```js
SetEntityFadeIn(entity);

// by hash
Citizen.invokeNative('0xA91E6CF94404E8C9', entity);
```

### C#

```csharp
Function.Call((Hash)0xA91E6CF94404E8C9, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_FULLY_LOOTED

- **Hash:** `0x6BCF5F3D8FFE988D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityFullyLooted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_FULLY_LOOTED

## Signature

```c
void _SET_ENTITY_FULLY_LOOTED(Entity entity, BOOL looted);
```

## Parameters

- `entity` (`Entity`)
- `looted` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityFullyLooted(entity, looted)

-- always available, by hash
Citizen.InvokeNative(0x6BCF5F3D8FFE988D, entity, looted)
```

### JavaScript

```js
SetEntityFullyLooted(entity, looted);

// by hash
Citizen.invokeNative('0x6BCF5F3D8FFE988D', entity, looted);
```

### C#

```csharp
Function.Call((Hash)0x6BCF5F3D8FFE988D, entity, looted);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_IS_ENTITY_FULLY_LOOTED](https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_FULLY_LOOTED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_HAS_GRAVITY

- **Hash:** `0x0CEDB728A1083FA7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityHasGravity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HAS_GRAVITY

## Signature

```c
void SET_ENTITY_HAS_GRAVITY(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityHasGravity(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x0CEDB728A1083FA7, entity, toggle)
```

### JavaScript

```js
SetEntityHasGravity(entity, toggle);

// by hash
Citizen.invokeNative('0x0CEDB728A1083FA7', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x0CEDB728A1083FA7, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_HEADING

- **Hash:** `0xCF2B9C0645C4651B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEADING

## Signature

```c
void SET_ENTITY_HEADING(Entity entity, float heading);
```

## Parameters

- `entity` (`Entity`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityHeading(entity, heading)

-- always available, by hash
Citizen.InvokeNative(0xCF2B9C0645C4651B, entity, heading)
```

### JavaScript

```js
SetEntityHeading(entity, heading);

// by hash
Citizen.invokeNative('0xCF2B9C0645C4651B', entity, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCF2B9C0645C4651B, entity, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::GET_ENTITY_HEADING](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEADING.md) — Returns the heading of the entity in degrees.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_HEALTH

- **Hash:** `0xAC2767ED8BDFAB15`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEALTH

## Signature

```c
void SET_ENTITY_HEALTH(Entity entity, int healthAmount, Entity entityKilledBy);
```

## Parameters

- `entity` (`Entity`)
- `healthAmount` (`int`)
- `entityKilledBy` (`Entity`)

## Returns

`void`

## Description

Sets the entity's health. healthAmount sets the health value to that, and sets the maximum health core value. Setting healthAmount to 0 will kill the entity. entityKilledBy parameter can also be 0

## Usage

### Lua

```lua
SetEntityHealth(entity, healthAmount, entityKilledBy)

-- always available, by hash
Citizen.InvokeNative(0xAC2767ED8BDFAB15, entity, healthAmount, entityKilledBy)
```

### JavaScript

```js
SetEntityHealth(entity, healthAmount, entityKilledBy);

// by hash
Citizen.invokeNative('0xAC2767ED8BDFAB15', entity, healthAmount, entityKilledBy);
```

### C#

```csharp
Function.Call((Hash)0xAC2767ED8BDFAB15, entity, healthAmount, entityKilledBy);
```

## See also

- [ENTITY::GET_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEALTH.md)
- [ENTITY::_CHANGE_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/_CHANGE_ENTITY_HEALTH.md) — Alters entity's health by 'amount'.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_INVINCIBLE

- **Hash:** `0xA5C38736C426FCB8`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityInvincible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_INVINCIBLE

## Signature

```c
void SET_ENTITY_INVINCIBLE(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets a ped or an object totally invincible. It doesn't take any kind of damage. Peds will not ragdoll on explosions.

## Usage

### Lua

```lua
SetEntityInvincible(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA5C38736C426FCB8, entity, toggle)
```

### JavaScript

```js
SetEntityInvincible(entity, toggle);

// by hash
Citizen.invokeNative('0xA5C38736C426FCB8', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA5C38736C426FCB8, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_IS_TARGET_PRIORITY

- **Hash:** `0x0A5D170C44CB2189`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityIsTargetPriority`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_IS_TARGET_PRIORITY

## Signature

```c
void SET_ENTITY_IS_TARGET_PRIORITY(Entity entity, BOOL p1, float p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityIsTargetPriority(entity, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0A5D170C44CB2189, entity, p1, p2)
```

### JavaScript

```js
SetEntityIsTargetPriority(entity, p1, p2);

// by hash
Citizen.invokeNative('0x0A5D170C44CB2189', entity, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0A5D170C44CB2189, entity, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_LIGHTS_ENABLED

- **Hash:** `0xEBDC12861D079ABA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLightsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_LIGHTS_ENABLED

## Signature

```c
void _SET_ENTITY_LIGHTS_ENABLED(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Forces entity lights to stay enabled regardless of environmental conditions such as day/night cycle.
Despite the known dump name, this acts as an always-enabled override rather than a simple light toggle. Pass false to return lights to default behavior. Related to _SET_ENTITY_LIGHTS_OFF.

*Source: VORPCORE RDR3natives*

Forces entity lights to stay enabled regardless of environmental conditions (day/night cycle)
This native overrides the default behavior where lights typically only activate at night
true  = lights are always enabled (day and night)
false = original behavior is restored

## Usage

### Lua

```lua
SetEntityLightsEnabled(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEBDC12861D079ABA, entity, toggle)
```

### JavaScript

```js
SetEntityLightsEnabled(entity, toggle);

// by hash
Citizen.invokeNative('0xEBDC12861D079ABA', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEBDC12861D079ABA, entity, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::_SET_ENTITY_LIGHTS_OFF

- **Hash:** `0x2D40BCBFE9305DEA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLightsOff`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_LIGHTS_DISABLED`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_LIGHTS_OFF

## Signature

```c
void _SET_ENTITY_LIGHTS_OFF(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Controls a forced lights-off state for entities with built-in light sources.
This does not enable lights; it overrides the light state by forcing them off. Pass false to remove the forced-off override.

*Source: VORPCORE RDR3natives*

Controls a forced "lights off" state for entities that have built-in light sources.
This native does not enable lights, instead it overrides the light state by forcing them off.

## Usage

### Lua

```lua
SetEntityLightsOff(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2D40BCBFE9305DEA, entity, toggle)
```

### JavaScript

```js
SetEntityLightsOff(entity, toggle);

// by hash
Citizen.invokeNative('0x2D40BCBFE9305DEA', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2D40BCBFE9305DEA, entity, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_ENTITY_LOAD_COLLISION_FLAG

- **Hash:** `0x9B9EE31AED48072E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLoadCollisionFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_LOAD_COLLISION_FLAG

## Signature

```c
void SET_ENTITY_LOAD_COLLISION_FLAG(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityLoadCollisionFlag(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9B9EE31AED48072E, entity, toggle)
```

### JavaScript

```js
SetEntityLoadCollisionFlag(entity, toggle);

// by hash
Citizen.invokeNative('0x9B9EE31AED48072E', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9B9EE31AED48072E, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_LOCKON_POINT_OFFSET

- **Hash:** `0xAF7F3099B9FEB535`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLockonPointOffset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_LOCKON_POINT_OFFSET

## Signature

```c
void _SET_ENTITY_LOCKON_POINT_OFFSET(Entity entity, float offsetX, float offsetY, float offsetZ);
```

## Parameters

- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets an offset for the entity's lock-on/target focus point.
This does not move the entity itself. It shifts the point used by targeting or camera focus when the entity is selected as a target.

*Source: VORPCORE RDR3natives*

Sets an offset for the entity's lock-on / target focus point.

## Usage

### Lua

```lua
SetEntityLockonPointOffset(entity, offsetX, offsetY, offsetZ)

-- always available, by hash
Citizen.InvokeNative(0xAF7F3099B9FEB535, entity, offsetX, offsetY, offsetZ)
```

### JavaScript

```js
SetEntityLockonPointOffset(entity, offsetX, offsetY, offsetZ);

// by hash
Citizen.invokeNative('0xAF7F3099B9FEB535', entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAF7F3099B9FEB535, entity, offsetX, offsetY, offsetZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_ENTITY_LOD_DIST

- **Hash:** `0x5FB407F0A7C877BF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLodDist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_LOD_DIST

## Signature

```c
void SET_ENTITY_LOD_DIST(Entity entity, int value);
```

## Parameters

- `entity` (`Entity`)
- `value` (`int`)

## Returns

`void`

## Description

LOD distance can be 0 to 0xFFFF (higher values will result in 0xFFFF) as it is actually stored as a 16-bit value (aka uint16_t).

## Usage

### Lua

```lua
SetEntityLodDist(entity, value)

-- always available, by hash
Citizen.InvokeNative(0x5FB407F0A7C877BF, entity, value)
```

### JavaScript

```js
SetEntityLodDist(entity, value);

// by hash
Citizen.invokeNative('0x5FB407F0A7C877BF', entity, value);
```

### C#

```csharp
Function.Call((Hash)0x5FB407F0A7C877BF, entity, value);
```

## See also

- [ENTITY::GET_ENTITY_LOD_DIST](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_LOD_DIST.md) — Returns the LOD distance of an entity.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_MAX_HEALTH

- **Hash:** `0x166E7CF68597D8B5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityMaxHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_MAX_HEALTH

## Signature

```c
void SET_ENTITY_MAX_HEALTH(Entity entity, int value);
```

## Parameters

- `entity` (`Entity`)
- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityMaxHealth(entity, value)

-- always available, by hash
Citizen.InvokeNative(0x166E7CF68597D8B5, entity, value)
```

### JavaScript

```js
SetEntityMaxHealth(entity, value);

// by hash
Citizen.invokeNative('0x166E7CF68597D8B5', entity, value);
```

### C#

```csharp
Function.Call((Hash)0x166E7CF68597D8B5, entity, value);
```

## See also

- [ENTITY::GET_ENTITY_MAX_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_MAX_HEALTH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_MOTION_BLUR

- **Hash:** `0x516C6ABD18322B63`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityMotionBlur`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_MOTION_BLUR

## Signature

```c
void SET_ENTITY_MOTION_BLUR(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityMotionBlur(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x516C6ABD18322B63, entity, toggle)
```

### JavaScript

```js
SetEntityMotionBlur(entity, toggle);

// by hash
Citizen.invokeNative('0x516C6ABD18322B63', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x516C6ABD18322B63, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_NO_COLLISION_ENTITY

- **Hash:** `0xE037BF068223C38D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityNoCollisionEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_NO_COLLISION_ENTITY

## Signature

```c
void SET_ENTITY_NO_COLLISION_ENTITY(Entity entity1, Entity entity2, BOOL thisFrameOnly);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `thisFrameOnly` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityNoCollisionEntity(entity1, entity2, thisFrameOnly)

-- always available, by hash
Citizen.InvokeNative(0xE037BF068223C38D, entity1, entity2, thisFrameOnly)
```

### JavaScript

```js
SetEntityNoCollisionEntity(entity1, entity2, thisFrameOnly);

// by hash
Citizen.invokeNative('0xE037BF068223C38D', entity1, entity2, thisFrameOnly);
```

### C#

```csharp
Function.Call((Hash)0xE037BF068223C38D, entity1, entity2, thisFrameOnly);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_NOWEAPONDECALS

- **Hash:** `0xC64E597783BE9A1D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityNoweapondecals`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_NOWEAPONDECALS

## Signature

```c
void SET_ENTITY_NOWEAPONDECALS(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Old name: _SET_ENTITY_DECALS_DISABLED

## Usage

### Lua

```lua
SetEntityNoweapondecals(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC64E597783BE9A1D, entity, toggle)
```

### JavaScript

```js
SetEntityNoweapondecals(entity, toggle);

// by hash
Citizen.invokeNative('0xC64E597783BE9A1D', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC64E597783BE9A1D, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_ONLY_DAMAGED_BY_PLAYER

- **Hash:** `0x473598683095D430`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityOnlyDamagedByPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ONLY_DAMAGED_BY_PLAYER

## Signature

```c
void SET_ENTITY_ONLY_DAMAGED_BY_PLAYER(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityOnlyDamagedByPlayer(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x473598683095D430, entity, toggle)
```

### JavaScript

```js
SetEntityOnlyDamagedByPlayer(entity, toggle);

// by hash
Citizen.invokeNative('0x473598683095D430', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x473598683095D430, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP

- **Hash:** `0x6C1F6AA2F0ADD104`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityOnlyDamagedByRelationshipGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP

## Signature

```c
void SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL p1, Hash relationshipGroup);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `relationshipGroup` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityOnlyDamagedByRelationshipGroup(entity, p1, relationshipGroup)

-- always available, by hash
Citizen.InvokeNative(0x6C1F6AA2F0ADD104, entity, p1, relationshipGroup)
```

### JavaScript

```js
SetEntityOnlyDamagedByRelationshipGroup(entity, p1, relationshipGroup);

// by hash
Citizen.invokeNative('0x6C1F6AA2F0ADD104', entity, p1, relationshipGroup);
```

### C#

```csharp
Function.Call((Hash)0x6C1F6AA2F0ADD104, entity, p1, relationshipGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_PROOFS

- **Hash:** `0xFAEE099C6F890BB8`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityProofs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_PROOFS

## Signature

```c
void SET_ENTITY_PROOFS(Entity entity, int proofsBitset, BOOL specialFlag);
```

## Parameters

- `entity` (`Entity`)
- `proofsBitset` (`int`)
- `specialFlag` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/ENTITY_PROOFS
BOOL p2: handles an additional special proofs flag, so it simply indicates whether it should be enabled or disabled, not sure what exactly it proofs the entity from though

## Usage

### Lua

```lua
SetEntityProofs(entity, proofsBitset, specialFlag)

-- always available, by hash
Citizen.InvokeNative(0xFAEE099C6F890BB8, entity, proofsBitset, specialFlag)
```

### JavaScript

```js
SetEntityProofs(entity, proofsBitset, specialFlag);

// by hash
Citizen.invokeNative('0xFAEE099C6F890BB8', entity, proofsBitset, specialFlag);
```

### C#

```csharp
Function.Call((Hash)0xFAEE099C6F890BB8, entity, proofsBitset, specialFlag);
```

## See also

- [ENTITY::_GET_ENTITY_PROOFS](https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_PROOFS.md) — Old name: _GET_ENTITY_PROOFS

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_QUATERNION

- **Hash:** `0x100E7007D13E3687`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityQuaternion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_QUATERNION

## Signature

```c
void SET_ENTITY_QUATERNION(Entity entity, float x, float y, float z, float w);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `w` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityQuaternion(entity, x, y, z, w)

-- always available, by hash
Citizen.InvokeNative(0x100E7007D13E3687, entity, x, y, z, w)
```

### JavaScript

```js
SetEntityQuaternion(entity, x, y, z, w);

// by hash
Citizen.invokeNative('0x100E7007D13E3687', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, w + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x100E7007D13E3687, entity, x, y, z, w);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_RENDER_SCORCHED

- **Hash:** `0x85B8A7534E44BC23`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityRenderScorched`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_RENDER_SCORCHED

## Signature

```c
void SET_ENTITY_RENDER_SCORCHED(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityRenderScorched(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x85B8A7534E44BC23, entity, toggle)
```

### JavaScript

```js
SetEntityRenderScorched(entity, toggle);

// by hash
Citizen.invokeNative('0x85B8A7534E44BC23', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x85B8A7534E44BC23, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK

- **Hash:** `0x850C940EE3E7B8B5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityRequiresMoreExpensiveRiverCheck`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK

## Signature

```c
void SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityRequiresMoreExpensiveRiverCheck(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x850C940EE3E7B8B5, entity, toggle)
```

### JavaScript

```js
SetEntityRequiresMoreExpensiveRiverCheck(entity, toggle);

// by hash
Citizen.invokeNative('0x850C940EE3E7B8B5', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x850C940EE3E7B8B5, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_ROTATION

- **Hash:** `0x9CC8314DFEDE441E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityRotation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_ROTATION

## Signature

```c
void SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL p5);
```

## Parameters

- `entity` (`Entity`)
- `pitch` (`float`)
- `roll` (`float`)
- `yaw` (`float`)
- `rotationOrder` (`int`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityRotation(entity, pitch, roll, yaw, rotationOrder, p5)

-- always available, by hash
Citizen.InvokeNative(0x9CC8314DFEDE441E, entity, pitch, roll, yaw, rotationOrder, p5)
```

### JavaScript

```js
SetEntityRotation(entity, pitch, roll, yaw, rotationOrder, p5);

// by hash
Citizen.invokeNative('0x9CC8314DFEDE441E', entity, pitch + 0.0000001, roll + 0.0000001, yaw + 0.0000001, rotationOrder, p5);
```

### C#

```csharp
Function.Call((Hash)0x9CC8314DFEDE441E, entity, pitch, roll, yaw, rotationOrder, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

## See also

- [ENTITY::GET_ENTITY_ROTATION](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_ROTATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_ROTATION_PARALLEL_TO_LINE

- **Hash:** `0xD45BB89B53FC0CFD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityRotationParallelToLine`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ROTATION_PARALLEL_TO_LINE

## Signature

```c
void _SET_ENTITY_ROTATION_PARALLEL_TO_LINE(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, int p7);
```

## Parameters

- `entity` (`Entity`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p7` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the entity rotation so it is parallel to the direction defined by two world coordinates, without moving the entity.
This does not make the entity face either coordinate directly; it aligns the entity with the line direction between the two points. Observed usage passes p7 = 1.

*Source: VORPCORE RDR3natives*

Sets the entity's rotation so that it becomes parallel to the direction defined by the line between coords1 and coords2, without moving the entity from its current position.

This native does NOT make the entity face coords1 or coords2. Instead, it keeps the entity at its current world position and adjusts its orientation so that it is aligned parallel to the direction derived from the two coordinates

## Usage

### Lua

```lua
SetEntityRotationParallelToLine(entity, x1, y1, z1, x2, y2, z2, p7)

-- always available, by hash
Citizen.InvokeNative(0xD45BB89B53FC0CFD, entity, x1, y1, z1, x2, y2, z2, p7)
```

### JavaScript

```js
SetEntityRotationParallelToLine(entity, x1, y1, z1, x2, y2, z2, p7);

// by hash
Citizen.invokeNative('0xD45BB89B53FC0CFD', entity, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p7);
```

### C#

```csharp
Function.Call((Hash)0xD45BB89B53FC0CFD, entity, x1, y1, z1, x2, y2, z2, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION

- **Hash:** `0x740CB4F3F602C9F4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityShouldFreezeWaitingOnCollision`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION

## Signature

```c
void SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Old name: _SET_ENTITY_CLEANUP_BY_ENGINE

## Usage

### Lua

```lua
SetEntityShouldFreezeWaitingOnCollision(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x740CB4F3F602C9F4, entity, toggle)
```

### JavaScript

```js
SetEntityShouldFreezeWaitingOnCollision(entity, toggle);

// by hash
Citizen.invokeNative('0x740CB4F3F602C9F4', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x740CB4F3F602C9F4, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_ENTITY_THREAT_TIER

- **Hash:** `0x4B436BAC8CBE9B07`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityThreatTier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_THREAT_TIER

## Signature

```c
void _SET_ENTITY_THREAT_TIER(Entity entity, int tier, BOOL p2);
```

## Parameters

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

## Returns

`void`

## Description

tier: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEntityThreatTier

## Usage

### Lua

```lua
SetEntityThreatTier(entity, tier, p2)

-- always available, by hash
Citizen.InvokeNative(0x4B436BAC8CBE9B07, entity, tier, p2)
```

### JavaScript

```js
SetEntityThreatTier(entity, tier, p2);

// by hash
Citizen.invokeNative('0x4B436BAC8CBE9B07', entity, tier, p2);
```

### C#

```csharp
Function.Call((Hash)0x4B436BAC8CBE9B07, entity, tier, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEntityThreatTier](https://natives.borderlinerp.com/enums/eEntityThreatTier.md) — 4 values

## See also

- [ENTITY::_GET_ENTITY_THREAT_TIER](https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_THREAT_TIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_VELOCITY

- **Hash:** `0x1C99BB7B6E96D16F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityVelocity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VELOCITY

## Signature

```c
void SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

## Usage

### Lua

```lua
SetEntityVelocity(entity, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x1C99BB7B6E96D16F, entity, x, y, z)
```

### JavaScript

```js
SetEntityVelocity(entity, x, y, z);

// by hash
Citizen.invokeNative('0x1C99BB7B6E96D16F', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1C99BB7B6E96D16F, entity, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::GET_ENTITY_VELOCITY](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_VELOCITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_ENTITY_VISIBLE

- **Hash:** `0x1794B4FCC84D812F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VISIBLE

## Signature

```c
void SET_ENTITY_VISIBLE(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityVisible(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x1794B4FCC84D812F, entity, toggle)
```

### JavaScript

```js
SetEntityVisible(entity, toggle);

// by hash
Citizen.invokeNative('0x1794B4FCC84D812F', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x1794B4FCC84D812F, entity, toggle);
```

## See also

- [ENTITY::IS_ENTITY_VISIBLE](https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_VISIBLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_SET_MATERIAL_FILL_LEVEL_FOR_ENTITY

- **Hash:** `0x669655FFB29EF1A9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetMaterialFillLevelForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_MATERIAL_FILL_LEVEL_FOR_ENTITY

## Signature

```c
void _SET_MATERIAL_FILL_LEVEL_FOR_ENTITY(Entity entity, int expressionType, const char* dofName, float fillState);
```

## Parameters

- `entity` (`Entity`)
- `expressionType` (`int`)
- `dofName` (`const char*`)
- `fillState` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets a material fill level (e.g., stew, mug, chips, jugs).
Params: p1: 0 or 2; name: depth/degree of fill label name; fillState: 0.0-1.0 (some up to 3.0)

*Source: VORPCORE RDR3natives*

sets the fill in state for some objects like for the stew, coffee mug ,poker chips, jugs ? P1 is either 0 or 2 p2 seems to be a label/name p3 is the fill in state, max seems to be for some 3.0 (most is 1.0) - 0.0
heres some of the labels/names found 
tumbler_fill, Canvas, Stew_Fill, from Chip01_Ctrl to Chip10_Ctrl, from empty_jug01_Ctrl to empty_jug20_Ctrl, from full_jug01_Ctrl to full_jug20_Ctrl, CTRL_cupFill, Food_DOF_Fill, from WhiteChip_Ctrl_0 to WhiteChip_Ctrl_10, from BlueChip_Ctrl_0 to BlueChip_Ctrl_10, from BlackChip_Ctrl_0 to BlackChip_Ctrl_10, from RedChip_Ctrl_0 to RedChip_Ctrl_10,

## Usage

### Lua

```lua
SetMaterialFillLevelForEntity(entity, expressionType, dofName, fillState)

-- always available, by hash
Citizen.InvokeNative(0x669655FFB29EF1A9, entity, expressionType, dofName, fillState)
```

### JavaScript

```js
SetMaterialFillLevelForEntity(entity, expressionType, dofName, fillState);

// by hash
Citizen.invokeNative('0x669655FFB29EF1A9', entity, expressionType, dofName, fillState + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x669655FFB29EF1A9, entity, expressionType, dofName, fillState);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ENTITY::SET_OBJECT_AS_NO_LONGER_NEEDED

- **Hash:** `0x3AE22DEB5BA5A3E6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetObjectAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_OBJECT_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_OBJECT_AS_NO_LONGER_NEEDED(Object* object);
```

## Parameters

- `object` (`Object*`)

## Returns

`void`

## Description

This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.

## Usage

### Lua

```lua
local object = SetObjectAsNoLongerNeeded(object)

-- always available, by hash
local object = Citizen.InvokeNative(0x3AE22DEB5BA5A3E6, Citizen.PointerValueIntInitialized(object))
```

### JavaScript

```js
const object = SetObjectAsNoLongerNeeded(object);

// by hash
const object = Citizen.invokeNative('0x3AE22DEB5BA5A3E6', Citizen.pointerValueIntInitialized(object));
```

### C#

```csharp
var object = new OutputArgument();
Function.Call((Hash)0x3AE22DEB5BA5A3E6, object);
// object.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_PED_AS_NO_LONGER_NEEDED

- **Hash:** `0x2595DD4236549CE3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetPedAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_PED_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_PED_AS_NO_LONGER_NEEDED(Ped* ped);
```

## Parameters

- `ped` (`Ped*`)

## Returns

`void`

## Description

This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.

## Usage

### Lua

```lua
local ped = SetPedAsNoLongerNeeded(ped)

-- always available, by hash
local ped = Citizen.InvokeNative(0x2595DD4236549CE3, Citizen.PointerValueIntInitialized(ped))
```

### JavaScript

```js
const ped = SetPedAsNoLongerNeeded(ped);

// by hash
const ped = Citizen.invokeNative('0x2595DD4236549CE3', Citizen.pointerValueIntInitialized(ped));
```

### C#

```csharp
var ped = new OutputArgument();
Function.Call((Hash)0x2595DD4236549CE3, ped);
// ped.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED

- **Hash:** `0x629BFA74418D6239`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetVehicleAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_VEHICLE_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle* vehicle);
```

## Parameters

- `vehicle` (`Vehicle*`)

## Returns

`void`

## Description

This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.

## Usage

### Lua

```lua
local vehicle = SetVehicleAsNoLongerNeeded(vehicle)

-- always available, by hash
local vehicle = Citizen.InvokeNative(0x629BFA74418D6239, Citizen.PointerValueIntInitialized(vehicle))
```

### JavaScript

```js
const vehicle = SetVehicleAsNoLongerNeeded(vehicle);

// by hash
const vehicle = Citizen.invokeNative('0x629BFA74418D6239', Citizen.pointerValueIntInitialized(vehicle));
```

### C#

```csharp
var vehicle = new OutputArgument();
Function.Call((Hash)0x629BFA74418D6239, vehicle);
// vehicle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::STOP_ENTITY_ANIM

- **Hash:** `0x786591D986DE9159`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `StopEntityAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/STOP_ENTITY_ANIM

## Signature

```c
BOOL STOP_ENTITY_ANIM(Entity entity, const char* animation, const char* animGroup, float p3);
```

## Parameters

- `entity` (`Entity`)
- `animation` (`const char*`)
- `animGroup` (`const char*`)
- `p3` (`float`)

## Returns

`BOOL`

## Description

Doesn't actually return anything.

## Usage

### Lua

```lua
local retval = StopEntityAnim(entity, animation, animGroup, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x786591D986DE9159, entity, animation, animGroup, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StopEntityAnim(entity, animation, animGroup, p3);

// by hash
const retval = Citizen.invokeNative('0x786591D986DE9159', entity, animation, animGroup, p3 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x786591D986DE9159, entity, animation, animGroup, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::PLAY_ENTITY_ANIM](https://natives.borderlinerp.com/natives/ENTITY/PLAY_ENTITY_ANIM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::_UNPIN_MAP_ENTITY

- **Hash:** `0xD2B9C78537ED5759`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `UnpinMapEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_UNPIN_MAP_ENTITY

## Signature

```c
void _UNPIN_MAP_ENTITY(int pinId);
```

## Parameters

- `pinId` (`int`)

## Returns

`void`

## Description

Removes/unpins a map pin using its pin ID.

Earlier documentation incorrectly listed this parameter as an Entity.
Based on the observed pin workflow, this operates on the pin handle/ID returned by _PIN_MAP_ENTITY, not directly on the entity.

## Usage

### Lua

```lua
UnpinMapEntity(pinId)

-- always available, by hash
Citizen.InvokeNative(0xD2B9C78537ED5759, pinId)
```

### JavaScript

```js
UnpinMapEntity(pinId);

// by hash
Citizen.invokeNative('0xD2B9C78537ED5759', pinId);
```

### C#

```csharp
Function.Call((Hash)0xD2B9C78537ED5759, pinId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::_PIN_MAP_ENTITY](https://natives.borderlinerp.com/natives/ENTITY/_PIN_MAP_ENTITY.md) — Pins the given entity on the map and returns the created map pin ID.

*Sources: alloc8or RDR3 NativeDB.*

---

# ENTITY::WOULD_ENTITY_BE_OCCLUDED

- **Hash:** `0x3546FAB293FF2981`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `WouldEntityBeOccluded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/WOULD_ENTITY_BE_OCCLUDED

## Signature

```c
BOOL WOULD_ENTITY_BE_OCCLUDED(Hash entityModelHash, float x, float y, float z, BOOL p4);
```

## Parameters

- `entityModelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = WouldEntityBeOccluded(entityModelHash, x, y, z, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3546FAB293FF2981, entityModelHash, x, y, z, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = WouldEntityBeOccluded(entityModelHash, x, y, z, p4);

// by hash
const retval = Citizen.invokeNative('0x3546FAB293FF2981', entityModelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3546FAB293FF2981, entityModelHash, x, y, z, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x18E93EBFC1FCFA48

- **Hash:** `0x18E93EBFC1FCFA48`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x18e93ebfc1fcfa48`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x18E93EBFC1FCFA48

## Signature

```c
Any _0x18E93EBFC1FCFA48(Volume volume, BOOL p1, BOOL p2);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`Any`

## Description

Only used in R* SP Script beat_rat_infestation and homeinvasion

## Usage

### Lua

```lua
local retval = N_0x18e93ebfc1fcfa48(volume, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x18E93EBFC1FCFA48, volume, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x18e93ebfc1fcfa48(volume, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x18E93EBFC1FCFA48', volume, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x18E93EBFC1FCFA48, volume, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x18e93ebfc1fcfa48` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x1A5C5D350068A673

- **Hash:** `0x1A5C5D350068A673`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x1a5c5d350068a673`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x1A5C5D350068A673

## Signature

```c
void _0x1A5C5D350068A673(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

AGGRO_CHECK_PROPERTY_DAMAGE: Property damage found with event

## Usage

### Lua

```lua
N_0x1a5c5d350068a673(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x1A5C5D350068A673, ped, p1)
```

### JavaScript

```js
N_0x1a5c5d350068a673(ped, p1);

// by hash
Citizen.invokeNative('0x1A5C5D350068A673', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x1A5C5D350068A673, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1a5c5d350068a673` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x1D1B448D719415AB

- **Hash:** `0x1D1B448D719415AB`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x1d1b448d719415ab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x1D1B448D719415AB

## Signature

```c
Any _0x1D1B448D719415AB(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Description

_GET*

## Usage

### Lua

```lua
local retval = N_0x1d1b448d719415ab(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1D1B448D719415AB, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1d1b448d719415ab(ped);

// by hash
const retval = Citizen.invokeNative('0x1D1B448D719415AB', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1D1B448D719415AB, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d1b448d719415ab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x26054EB81AC0893B

- **Hash:** `0x26054EB81AC0893B`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x26054eb81ac0893b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x26054EB81AC0893B

## Signature

```c
BOOL _0x26054EB81AC0893B(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x26054eb81ac0893b(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x26054EB81AC0893B, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x26054eb81ac0893b(object);

// by hash
const retval = Citizen.invokeNative('0x26054EB81AC0893B', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x26054EB81AC0893B, object);
```

- This native has no known name, so the runtime exposes it only as `N_0x26054eb81ac0893b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x2DD42FAD06E6F19E

- **Hash:** `0x2DD42FAD06E6F19E`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x2dd42fad06e6f19e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x2DD42FAD06E6F19E

## Signature

```c
Any _0x2DD42FAD06E6F19E(Object object, BOOL p1, BOOL p2);
```

## Parameters

- `object` (`Object`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2dd42fad06e6f19e(object, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DD42FAD06E6F19E, object, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2dd42fad06e6f19e(object, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x2DD42FAD06E6F19E', object, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2DD42FAD06E6F19E, object, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x2dd42fad06e6f19e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x36D0F2BA2C0D9BDE

- **Hash:** `0x36D0F2BA2C0D9BDE`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x36d0f2ba2c0d9bde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x36D0F2BA2C0D9BDE

## Signature

```c
Any _0x36D0F2BA2C0D9BDE(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`Any`

## Description

_ADD* (_ADD_SHOCKING_EVENT_* ?)

## Usage

### Lua

```lua
local retval = N_0x36d0f2ba2c0d9bde(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36D0F2BA2C0D9BDE, entity, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x36d0f2ba2c0d9bde(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x36D0F2BA2C0D9BDE', entity, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x36D0F2BA2C0D9BDE, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x36d0f2ba2c0d9bde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x4465C3D1475BD3FD

- **Hash:** `0x4465C3D1475BD3FD`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x4465c3d1475bd3fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x4465C3D1475BD3FD

## Signature

```c
void _0x4465C3D1475BD3FD(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4465c3d1475bd3fd(model)

-- always available, by hash
Citizen.InvokeNative(0x4465C3D1475BD3FD, model)
```

### JavaScript

```js
N_0x4465c3d1475bd3fd(model);

// by hash
Citizen.invokeNative('0x4465C3D1475BD3FD', model);
```

### C#

```csharp
Function.Call((Hash)0x4465C3D1475BD3FD, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x4465c3d1475bd3fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x4B2B1A891D437CA7

- **Hash:** `0x4B2B1A891D437CA7`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x4b2b1a891d437ca7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x4B2B1A891D437CA7

## Signature

```c
void _0x4B2B1A891D437CA7(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Description

Only used in R* SP Script coachrobberies
_SET_S*

## Usage

### Lua

```lua
N_0x4b2b1a891d437ca7(p0)

-- always available, by hash
Citizen.InvokeNative(0x4B2B1A891D437CA7, p0)
```

### JavaScript

```js
N_0x4b2b1a891d437ca7(p0);

// by hash
Citizen.invokeNative('0x4B2B1A891D437CA7', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4B2B1A891D437CA7, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x4b2b1a891d437ca7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x56B3410626A473E7

- **Hash:** `0x56B3410626A473E7`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x56b3410626a473e7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x56B3410626A473E7

## Signature

```c
void _0x56B3410626A473E7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

Only used in R* SP Script beat_rat_infestation
Params: p0 = value returned by 0x18E93EBFC1FCFA48

## Usage

### Lua

```lua
N_0x56b3410626a473e7(p0)

-- always available, by hash
Citizen.InvokeNative(0x56B3410626A473E7, p0)
```

### JavaScript

```js
N_0x56b3410626a473e7(p0);

// by hash
Citizen.invokeNative('0x56B3410626A473E7', p0);
```

### C#

```csharp
Function.Call((Hash)0x56B3410626A473E7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x56b3410626a473e7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x7C511E91738A0828

- **Hash:** `0x7C511E91738A0828`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x7c511e91738a0828`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x7C511E91738A0828

## Signature

```c
void _0x7C511E91738A0828(Ped ped1, Ped ped2, int p2, Hash p3);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)
- `p2` (`int`)
- `p3` (`Hash`)

## Returns

`void`

## Description

Only used in R* SP Scripts
Hash only used in R* Script mob3.ysc: ROBBERY
_ADD_PED*

## Usage

### Lua

```lua
N_0x7c511e91738a0828(ped1, ped2, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x7C511E91738A0828, ped1, ped2, p2, p3)
```

### JavaScript

```js
N_0x7c511e91738a0828(ped1, ped2, p2, p3);

// by hash
Citizen.invokeNative('0x7C511E91738A0828', ped1, ped2, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x7C511E91738A0828, ped1, ped2, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x7c511e91738a0828` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x83D43F0FD5276E4D

- **Hash:** `0x83D43F0FD5276E4D`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x83d43f0fd5276e4d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x83D43F0FD5276E4D

## Signature

```c
Any _0x83D43F0FD5276E4D(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`Any`

## Description

_GET*

## Usage

### Lua

```lua
local retval = N_0x83d43f0fd5276e4d(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x83D43F0FD5276E4D, entity, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x83d43f0fd5276e4d(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x83D43F0FD5276E4D', entity, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x83D43F0FD5276E4D, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x83d43f0fd5276e4d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0x9520175B35E2268D

- **Hash:** `0x9520175B35E2268D`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0x9520175b35e2268d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0x9520175B35E2268D

## Signature

```c
void _0x9520175B35E2268D(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_P*

## Usage

### Lua

```lua
N_0x9520175b35e2268d(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x9520175B35E2268D, ped, p1)
```

### JavaScript

```js
N_0x9520175b35e2268d(ped, p1);

// by hash
Citizen.invokeNative('0x9520175B35E2268D', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x9520175B35E2268D, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9520175b35e2268d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0xA86B0EE9B39D15D6

- **Hash:** `0xA86B0EE9B39D15D6`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0xa86b0ee9b39d15d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0xA86B0EE9B39D15D6

## Signature

```c
void _0xA86B0EE9B39D15D6(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa86b0ee9b39d15d6(object)

-- always available, by hash
Citizen.InvokeNative(0xA86B0EE9B39D15D6, object)
```

### JavaScript

```js
N_0xa86b0ee9b39d15d6(object);

// by hash
Citizen.invokeNative('0xA86B0EE9B39D15D6', object);
```

### C#

```csharp
Function.Call((Hash)0xA86B0EE9B39D15D6, object);
```

- This native has no known name, so the runtime exposes it only as `N_0xa86b0ee9b39d15d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0xAD17A18215DD23D6

- **Hash:** `0xAD17A18215DD23D6`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0xad17a18215dd23d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0xAD17A18215DD23D6

## Signature

```c
int _0xAD17A18215DD23D6(Entity entity, int p1, int p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`int`

## Description

Might return time since some (?) event.

## Usage

### Lua

```lua
local retval = N_0xad17a18215dd23d6(entity, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAD17A18215DD23D6, entity, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xad17a18215dd23d6(entity, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xAD17A18215DD23D6', entity, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAD17A18215DD23D6, entity, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xad17a18215dd23d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0xB6F4825153920582

- **Hash:** `0xB6F4825153920582`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0xb6f4825153920582`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0xB6F4825153920582

## Signature

```c
void _0xB6F4825153920582();
```

## Returns

`void`

## Description

_S* (_SUPPRESS_EVENTS_NEXT_FRAME?)

## Usage

### Lua

```lua
N_0xb6f4825153920582()

-- always available, by hash
Citizen.InvokeNative(0xB6F4825153920582)
```

### JavaScript

```js
N_0xb6f4825153920582();

// by hash
Citizen.invokeNative('0xB6F4825153920582');
```

### C#

```csharp
Function.Call((Hash)0xB6F4825153920582);
```

- This native has no known name, so the runtime exposes it only as `N_0xb6f4825153920582` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0xE28D7FC9FD32ABEB

- **Hash:** `0xE28D7FC9FD32ABEB`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0xe28d7fc9fd32abeb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0xE28D7FC9FD32ABEB

## Signature

```c
void _0xE28D7FC9FD32ABEB(Entity entity, Hash eventType, int p2);
```

## Parameters

- `entity` (`Entity`)
- `eventType` (`Hash`)
- `p2` (`int`)

## Returns

`void`

## Description

HAS_ACTOR_RECEIVED_TRACKED_EVENT_THAT_SHOULD_ALERT - iTimeSinceEvent >= iTimeLimitMS

## Usage

### Lua

```lua
N_0xe28d7fc9fd32abeb(entity, eventType, p2)

-- always available, by hash
Citizen.InvokeNative(0xE28D7FC9FD32ABEB, entity, eventType, p2)
```

### JavaScript

```js
N_0xe28d7fc9fd32abeb(entity, eventType, p2);

// by hash
Citizen.invokeNative('0xE28D7FC9FD32ABEB', entity, eventType, p2);
```

### C#

```csharp
Function.Call((Hash)0xE28D7FC9FD32ABEB, entity, eventType, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xe28d7fc9fd32abeb` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_0xE2C2FBB7825FFC66

- **Hash:** `0xE2C2FBB7825FFC66`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `N_0xe2c2fbb7825ffc66`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/0xE2C2FBB7825FFC66

## Signature

```c
void _0xE2C2FBB7825FFC66();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe2c2fbb7825ffc66()

-- always available, by hash
Citizen.InvokeNative(0xE2C2FBB7825FFC66)
```

### JavaScript

```js
N_0xe2c2fbb7825ffc66();

// by hash
Citizen.invokeNative('0xE2C2FBB7825FFC66');
```

### C#

```csharp
Function.Call((Hash)0xE2C2FBB7825FFC66);
```

- This native has no known name, so the runtime exposes it only as `N_0xe2c2fbb7825ffc66` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_ADD_MODEL_TO_EVENT_MONITOR

- **Hash:** `0x608AD36A644A97FE`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `AddModelToEventMonitor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_ADD_MODEL_TO_EVENT_MONITOR

## Signature

```c
void _ADD_MODEL_TO_EVENT_MONITOR(Hash model, BOOL p1, BOOL p2);
```

## Parameters

- `model` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Models used in the scripts: P_REGISTER05X, P_REGISTER06X, P_REGISTER03X, PLAYER_ZERO, PLAYER_THREE, A_C_HORSE_MORGAN_FLAXENCHESTNUT

## Usage

### Lua

```lua
AddModelToEventMonitor(model, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x608AD36A644A97FE, model, p1, p2)
```

### JavaScript

```js
AddModelToEventMonitor(model, p1, p2);

// by hash
Citizen.invokeNative('0x608AD36A644A97FE', model, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x608AD36A644A97FE, model, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::ADD_SHOCKING_EVENT_AT_POSITION

- **Hash:** `0xD9F8455409B525E9`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `AddShockingEventAtPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/ADD_SHOCKING_EVENT_AT_POSITION

## Signature

```c
ScrHandle ADD_SHOCKING_EVENT_AT_POSITION(Hash eventType, float x, float y, float z, float p4, float p5, float p6, float p7, float p8, int p9, int p10);
```

## Parameters

- `eventType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`int`)
- `p10` (`int`)

## Returns

`ScrHandle`

## Description

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt
https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS

## Usage

### Lua

```lua
local retval = AddShockingEventAtPosition(eventType, x, y, z, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9F8455409B525E9, eventType, x, y, z, p4, p5, p6, p7, p8, p9, p10, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddShockingEventAtPosition(eventType, x, y, z, p4, p5, p6, p7, p8, p9, p10);

// by hash
const retval = Citizen.invokeNative('0xD9F8455409B525E9', eventType, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9, p10, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD9F8455409B525E9, eventType, x, y, z, p4, p5, p6, p7, p8, p9, p10);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::ADD_SHOCKING_EVENT_FOR_ENTITY

- **Hash:** `0x7FD8F3BE76F89422`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `AddShockingEventForEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/ADD_SHOCKING_EVENT_FOR_ENTITY

## Signature

```c
ScrHandle ADD_SHOCKING_EVENT_FOR_ENTITY(Hash eventType, Entity entity, float p2, float p3, float p4, float p5, float p6, float p7, BOOL p8, BOOL p9, int p10, int p11);
```

## Parameters

- `eventType` (`Hash`)
- `entity` (`Entity`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `p10` (`int`)
- `p11` (`int`)

## Returns

`ScrHandle`

## Description

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

## Usage

### Lua

```lua
local retval = AddShockingEventForEntity(eventType, entity, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7FD8F3BE76F89422, eventType, entity, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddShockingEventForEntity(eventType, entity, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);

// by hash
const retval = Citizen.invokeNative('0x7FD8F3BE76F89422', eventType, entity, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8, p9, p10, p11, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7FD8F3BE76F89422, eventType, entity, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_CREATE_SHOCKING_EVENT

- **Hash:** `0xCA1315C33B9A2847`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `CreateShockingEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_CREATE_SHOCKING_EVENT

## Signature

```c
ScrHandle _CREATE_SHOCKING_EVENT(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval, args = CreateShockingEvent(args)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xCA1315C33B9A2847, Citizen.PointerValueIntInitialized(args), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = CreateShockingEvent(args);

// by hash
const [retval, args] = Citizen.invokeNative('0xCA1315C33B9A2847', Citizen.pointerValueIntInitialized(args), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0xCA1315C33B9A2847, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

## See also

- [EVENT::REMOVE_SHOCKING_EVENT](https://natives.borderlinerp.com/natives/EVENT/REMOVE_SHOCKING_EVENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_EVENT_FLUSH_ALL_EVENT_TRACKERS

- **Hash:** `0xAD8F2424C6E1E3A8`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `EventFlushAllEventTrackers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_EVENT_FLUSH_ALL_EVENT_TRACKERS

## Signature

```c
void _EVENT_FLUSH_ALL_EVENT_TRACKERS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
EventFlushAllEventTrackers(ped)

-- always available, by hash
Citizen.InvokeNative(0xAD8F2424C6E1E3A8, ped)
```

### JavaScript

```js
EventFlushAllEventTrackers(ped);

// by hash
Citizen.invokeNative('0xAD8F2424C6E1E3A8', ped);
```

### C#

```csharp
Function.Call((Hash)0xAD8F2424C6E1E3A8, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_EVENT_GET_RECENT_EVENT

- **Hash:** `0x796EECFF0C6D39BE`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `EventGetRecentEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_EVENT_GET_RECENT_EVENT

## Signature

```c
Hash _EVENT_GET_RECENT_EVENT(Entity entity, int p1, int p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`Hash`

## Description

Returns eventType

## Usage

### Lua

```lua
local retval = EventGetRecentEvent(entity, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x796EECFF0C6D39BE, entity, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = EventGetRecentEvent(entity, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x796EECFF0C6D39BE', entity, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x796EECFF0C6D39BE, entity, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_EVENT_GET_SOURCE_ENTITY_FROM_EVENT

- **Hash:** `0x822A001BCEA5BD81`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `EventGetSourceEntityFromEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_EVENT_GET_SOURCE_ENTITY_FROM_EVENT

## Signature

```c
Entity _EVENT_GET_SOURCE_ENTITY_FROM_EVENT(Entity entity, Hash eventType, int p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `eventType` (`Hash`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = EventGetSourceEntityFromEvent(entity, eventType, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x822A001BCEA5BD81, entity, eventType, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = EventGetSourceEntityFromEvent(entity, eventType, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x822A001BCEA5BD81', entity, eventType, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x822A001BCEA5BD81, entity, eventType, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_EVENT_GET_TARGET_ENTITY_FROM_EVENT

- **Hash:** `0x38497F139981C5C9`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `EventGetTargetEntityFromEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_EVENT_GET_TARGET_ENTITY_FROM_EVENT

## Signature

```c
Entity _EVENT_GET_TARGET_ENTITY_FROM_EVENT(Entity entity, Hash eventType, int p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `eventType` (`Hash`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = EventGetTargetEntityFromEvent(entity, eventType, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x38497F139981C5C9, entity, eventType, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = EventGetTargetEntityFromEvent(entity, eventType, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x38497F139981C5C9', entity, eventType, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x38497F139981C5C9, entity, eventType, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_EVENT_GET_TIME_SINCE_EVENT

- **Hash:** `0xC6A7DC546E94FED5`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `EventGetTimeSinceEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_EVENT_GET_TIME_SINCE_EVENT

## Signature

```c
int _EVENT_GET_TIME_SINCE_EVENT(Entity entity, Hash eventType, int p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `eventType` (`Hash`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = EventGetTimeSinceEvent(entity, eventType, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC6A7DC546E94FED5, entity, eventType, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = EventGetTimeSinceEvent(entity, eventType, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xC6A7DC546E94FED5', entity, eventType, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC6A7DC546E94FED5, entity, eventType, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_IS_EVENT_TRACKER_ACTIVE

- **Hash:** `0x797B3D4D92E56094`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `IsEventTrackerActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_IS_EVENT_TRACKER_ACTIVE

## Signature

```c
BOOL _IS_EVENT_TRACKER_ACTIVE(const char* eventName, Hash shockingEvent);
```

## Parameters

- `eventName` (`const char*`)
- `shockingEvent` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEventTrackerActive(eventName, shockingEvent)

-- always available, by hash
local retval = Citizen.InvokeNative(0x797B3D4D92E56094, eventName, shockingEvent, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEventTrackerActive(eventName, shockingEvent);

// by hash
const retval = Citizen.invokeNative('0x797B3D4D92E56094', eventName, shockingEvent, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x797B3D4D92E56094, eventName, shockingEvent);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::IS_SHOCKING_EVENT_IN_SPHERE

- **Hash:** `0x9DB47E16060D6354`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `IsShockingEventInSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/IS_SHOCKING_EVENT_IN_SPHERE

## Signature

```c
BOOL IS_SHOCKING_EVENT_IN_SPHERE(Hash eventType, float x, float y, float z, float radius);
```

## Parameters

- `eventType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Description

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

## Usage

### Lua

```lua
local retval = IsShockingEventInSphere(eventType, x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9DB47E16060D6354, eventType, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsShockingEventInSphere(eventType, x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x9DB47E16060D6354', eventType, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9DB47E16060D6354, eventType, x, y, z, radius);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::REMOVE_ALL_SHOCKING_EVENTS

- **Hash:** `0xD47A168C2AB90DC4`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `RemoveAllShockingEvents`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/REMOVE_ALL_SHOCKING_EVENTS

## Signature

```c
void REMOVE_ALL_SHOCKING_EVENTS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAllShockingEvents(p0)

-- always available, by hash
Citizen.InvokeNative(0xD47A168C2AB90DC4, p0)
```

### JavaScript

```js
RemoveAllShockingEvents(p0);

// by hash
Citizen.invokeNative('0xD47A168C2AB90DC4', p0);
```

### C#

```csharp
Function.Call((Hash)0xD47A168C2AB90DC4, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_REMOVE_ALL_SHOCKING_EVENTS_IN_AREA

- **Hash:** `0xB4C71BA9CAB097BD`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `RemoveAllShockingEventsInArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_REMOVE_ALL_SHOCKING_EVENTS_IN_AREA

## Signature

```c
void _REMOVE_ALL_SHOCKING_EVENTS_IN_AREA(float x, float y, float z, float radius, BOOL p4);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAllShockingEventsInArea(x, y, z, radius, p4)

-- always available, by hash
Citizen.InvokeNative(0xB4C71BA9CAB097BD, x, y, z, radius, p4)
```

### JavaScript

```js
RemoveAllShockingEventsInArea(x, y, z, radius, p4);

// by hash
Citizen.invokeNative('0xB4C71BA9CAB097BD', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0xB4C71BA9CAB097BD, x, y, z, radius, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::REMOVE_ALL_SHOCKING_EVENTS_OF_TYPE

- **Hash:** `0x118873DD538490B4`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `RemoveAllShockingEventsOfType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/REMOVE_ALL_SHOCKING_EVENTS_OF_TYPE

## Signature

```c
void REMOVE_ALL_SHOCKING_EVENTS_OF_TYPE(Hash eventType, BOOL scriptCreatedOnly);
```

## Parameters

- `eventType` (`Hash`)
- `scriptCreatedOnly` (`BOOL`)

## Returns

`void`

## Description

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

## Usage

### Lua

```lua
RemoveAllShockingEventsOfType(eventType, scriptCreatedOnly)

-- always available, by hash
Citizen.InvokeNative(0x118873DD538490B4, eventType, scriptCreatedOnly)
```

### JavaScript

```js
RemoveAllShockingEventsOfType(eventType, scriptCreatedOnly);

// by hash
Citizen.invokeNative('0x118873DD538490B4', eventType, scriptCreatedOnly);
```

### C#

```csharp
Function.Call((Hash)0x118873DD538490B4, eventType, scriptCreatedOnly);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_REMOVE_ALL_SHOCKING_EVENTS_OF_TYPE_IN_AREA

- **Hash:** `0x6A648D42BF271DC7`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `RemoveAllShockingEventsOfTypeInArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_REMOVE_ALL_SHOCKING_EVENTS_OF_TYPE_IN_AREA

## Signature

```c
void _REMOVE_ALL_SHOCKING_EVENTS_OF_TYPE_IN_AREA(Hash eventType, float x, float y, float z, float radius, BOOL p5);
```

## Parameters

- `eventType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

## Usage

### Lua

```lua
RemoveAllShockingEventsOfTypeInArea(eventType, x, y, z, radius, p5)

-- always available, by hash
Citizen.InvokeNative(0x6A648D42BF271DC7, eventType, x, y, z, radius, p5)
```

### JavaScript

```js
RemoveAllShockingEventsOfTypeInArea(eventType, x, y, z, radius, p5);

// by hash
Citizen.invokeNative('0x6A648D42BF271DC7', eventType, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p5);
```

### C#

```csharp
Function.Call((Hash)0x6A648D42BF271DC7, eventType, x, y, z, radius, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::REMOVE_SHOCKING_EVENT

- **Hash:** `0xE8BB3CC253A34559`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `RemoveShockingEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/REMOVE_SHOCKING_EVENT

## Signature

```c
BOOL REMOVE_SHOCKING_EVENT(ScrHandle event);
```

## Parameters

- `event` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RemoveShockingEvent(event)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE8BB3CC253A34559, event, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RemoveShockingEvent(event);

// by hash
const retval = Citizen.invokeNative('0xE8BB3CC253A34559', event, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE8BB3CC253A34559, event);
```

## See also

- [EVENT::_CREATE_SHOCKING_EVENT](https://natives.borderlinerp.com/natives/EVENT/_CREATE_SHOCKING_EVENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::REMOVE_SHOCKING_EVENT_SPAWN_BLOCKING_AREAS

- **Hash:** `0xDB249021652420C5`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `RemoveShockingEventSpawnBlockingAreas`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/REMOVE_SHOCKING_EVENT_SPAWN_BLOCKING_AREAS

## Signature

```c
void REMOVE_SHOCKING_EVENT_SPAWN_BLOCKING_AREAS();
```

## Returns

`void`

## Usage

### Lua

```lua
RemoveShockingEventSpawnBlockingAreas()

-- always available, by hash
Citizen.InvokeNative(0xDB249021652420C5)
```

### JavaScript

```js
RemoveShockingEventSpawnBlockingAreas();

// by hash
Citizen.invokeNative('0xDB249021652420C5');
```

### C#

```csharp
Function.Call((Hash)0xDB249021652420C5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::SET_DECISION_MAKER

- **Hash:** `0x8AE2F981CDDB8FA4`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `SetDecisionMaker`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/SET_DECISION_MAKER

## Signature

```c
void SET_DECISION_MAKER(Ped ped, Hash name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetDecisionMaker(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x8AE2F981CDDB8FA4, ped, name)
```

### JavaScript

```js
SetDecisionMaker(ped, name);

// by hash
Citizen.invokeNative('0x8AE2F981CDDB8FA4', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x8AE2F981CDDB8FA4, ped, name);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::SET_DECISION_MAKER_TO_DEFAULT

- **Hash:** `0x6B9C5C38838FB6E6`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `SetDecisionMakerToDefault`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/SET_DECISION_MAKER_TO_DEFAULT

## Signature

```c
void SET_DECISION_MAKER_TO_DEFAULT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
SetDecisionMakerToDefault(ped)

-- always available, by hash
Citizen.InvokeNative(0x6B9C5C38838FB6E6, ped)
```

### JavaScript

```js
SetDecisionMakerToDefault(ped);

// by hash
Citizen.invokeNative('0x6B9C5C38838FB6E6', ped);
```

### C#

```csharp
Function.Call((Hash)0x6B9C5C38838FB6E6, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::_SET_EVENT_TRACKER_FOR_PED

- **Hash:** `0xBB1E41DD3D3C6250`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `SetEventTrackerForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_SET_EVENT_TRACKER_FOR_PED

## Signature

```c
void _SET_EVENT_TRACKER_FOR_PED(Ped ped, const char* eventName, int p2);
```

## Parameters

- `ped` (`Ped`)
- `eventName` (`const char*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetEventTrackerForPed(ped, eventName, p2)

-- always available, by hash
Citizen.InvokeNative(0xBB1E41DD3D3C6250, ped, eventName, p2)
```

### JavaScript

```js
SetEventTrackerForPed(ped, eventName, p2);

// by hash
Citizen.invokeNative('0xBB1E41DD3D3C6250', ped, eventName, p2);
```

### C#

```csharp
Function.Call((Hash)0xBB1E41DD3D3C6250, ped, eventName, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# EVENT::SUPPRESS_SHOCKING_EVENTS_NEXT_FRAME

- **Hash:** `0x84994FAD4E4E4E69`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `SuppressShockingEventsNextFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/SUPPRESS_SHOCKING_EVENTS_NEXT_FRAME

## Signature

```c
void SUPPRESS_SHOCKING_EVENTS_NEXT_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
SuppressShockingEventsNextFrame()

-- always available, by hash
Citizen.InvokeNative(0x84994FAD4E4E4E69)
```

### JavaScript

```js
SuppressShockingEventsNextFrame();

// by hash
Citizen.invokeNative('0x84994FAD4E4E4E69');
```

### C#

```csharp
Function.Call((Hash)0x84994FAD4E4E4E69);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_0x24DB6B9F2B719043

- **Hash:** `0x24DB6B9F2B719043`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `N_0x24db6b9f2b719043`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/0x24DB6B9F2B719043

## Signature

```c
void _0x24DB6B9F2B719043(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Description

Only used in R* SP Related Camp Scripts

## Usage

### Lua

```lua
N_0x24db6b9f2b719043(p0)

-- always available, by hash
Citizen.InvokeNative(0x24DB6B9F2B719043, p0)
```

### JavaScript

```js
N_0x24db6b9f2b719043(p0);

// by hash
Citizen.invokeNative('0x24DB6B9F2B719043', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x24DB6B9F2B719043, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x24db6b9f2b719043` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_0x41B87A6495EE13DD

- **Hash:** `0x41B87A6495EE13DD`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `N_0x41b87a6495ee13dd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/FIRE/0x41B87A6495EE13DD

## Signature

```c
Any _0x41B87A6495EE13DD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x41b87a6495ee13dd(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x41B87A6495EE13DD, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x41b87a6495ee13dd(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x41B87A6495EE13DD', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x41B87A6495EE13DD, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- This native has no known name, so the runtime exposes it only as `N_0x41b87a6495ee13dd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_0x68F6A75FDF5A70D6

- **Hash:** `0x68F6A75FDF5A70D6`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `N_0x68f6a75fdf5a70d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/0x68F6A75FDF5A70D6

## Signature

```c
void _0x68F6A75FDF5A70D6(float x, float y, float z, float p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x68f6a75fdf5a70d6(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0x68F6A75FDF5A70D6, x, y, z, p3)
```

### JavaScript

```js
N_0x68f6a75fdf5a70d6(x, y, z, p3);

// by hash
Citizen.invokeNative('0x68F6A75FDF5A70D6', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x68F6A75FDF5A70D6, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x68f6a75fdf5a70d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_0x754937C28271BC65

- **Hash:** `0x754937C28271BC65`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `N_0x754937c28271bc65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/0x754937C28271BC65

## Signature

```c
void _0x754937C28271BC65(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x754937c28271bc65(p0)

-- always available, by hash
Citizen.InvokeNative(0x754937C28271BC65, p0)
```

### JavaScript

```js
N_0x754937c28271bc65(p0);

// by hash
Citizen.invokeNative('0x754937C28271BC65', p0);
```

### C#

```csharp
Function.Call((Hash)0x754937C28271BC65, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x754937c28271bc65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::ADD_EXPLOSION

- **Hash:** `0x7D6F58F69DA92530`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddExplosion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/ADD_EXPLOSION

## Signature

```c
void ADD_EXPLOSION(float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/graphics/explosions

explosionType:
enum eExplosionTag
{
	EXP_TAG_DONTCARE = -1,
	EXP_TAG_GRENADE,
	EXP_TAG_STICKYBOMB,
	EXP_TAG_MOLOTOV,
	EXP_TAG_MOLOTOV_VOLATILE,
	EXP_TAG_HI_OCTANE,
	EXP_TAG_CAR,
	EXP_TAG_PLANE,
	EXP_TAG_PETROL_PUMP,
	EXP_TAG_DIR_STEAM,
	EXP_TAG_DIR_FLAME,
	EXP_TAG_DIR_WATER_HYDRANT,
	EXP_TAG_BOAT,
	EXP_TAG_BULLET,
	EXP_TAG_SMOKEGRENADE,
	EXP_TAG_BZGAS,
	EXP_TAG_GAS_CANISTER,
	EXP_TAG_EXTINGUISHER,
	EXP_TAG_TRAIN,
	EXP_TAG_DIR_FLAME_EXPLODE,
	EXP_TAG_VEHICLE_BULLET,
	EXP_TAG_BIRD_CRAP,
	EXP_TAG_FIREWORK,
	EXP_TAG_TORPEDO,
	EXP_TAG_TORPEDO_UNDERWATER,
	EXP_TAG_LANTERN,
	EXP_TAG_DYNAMITE,
	EXP_TAG_DYNAMITESTACK,
	EXP_TAG_DYNAMITE_VOLATILE,
	EXP_TAG_RIVER_BLAST,
	EXP_TAG_PLACED_DYNAMITE,
	EXP_TAG_FIRE_ARROW,
	EXP_TAG_DYNAMITE_ARROW,
	EXP_TAG_PHOSPHOROUS_BULLET,
	EXP_TAG_LIGHTNING_STRIKE,
	EXP_TAG_TRACKING_ARROW,
	EXP_TAG_POISON_BOTTLE
};

## Usage

### Lua

```lua
AddExplosion(x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0x7D6F58F69DA92530, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddExplosion(x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0x7D6F58F69DA92530', x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7D6F58F69DA92530, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_ADD_EXPLOSION_WITH_DAMAGE_CAUSER

- **Hash:** `0xB7DF150605EEDC9B`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddExplosionWithDamageCauser`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_ADD_EXPLOSION_WITH_DAMAGE_CAUSER

## Signature

```c
void _ADD_EXPLOSION_WITH_DAMAGE_CAUSER(Entity entity, int p1, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds an explosion with entity as damage causer.
explosionType: see ADD_EXPLOSION
_A* - _ADD_D*

*Source: VORPCORE RDR3natives*

Add explosion with and assign an entity as damage causer.
explosionType: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/README.md

## Usage

### Lua

```lua
AddExplosionWithDamageCauser(entity, p1, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0xB7DF150605EEDC9B, entity, p1, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddExplosionWithDamageCauser(entity, p1, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0xB7DF150605EEDC9B', entity, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB7DF150605EEDC9B, entity, p1, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FIRE::ADD_EXPLOSION_WITH_USER_VFX

- **Hash:** `0x53BA259F3A67A99E`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddExplosionWithUserVfx`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/ADD_EXPLOSION_WITH_USER_VFX

## Signature

```c
void ADD_EXPLOSION_WITH_USER_VFX(float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `explosionFx` (`Hash`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Changes explosionFx (Visual Effect) for specified explosionType
explosionType: see ADD_EXPLOSION
explosionFx: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/explosion_vfxTags.lua

*Source: VORPCORE RDR3natives*

explosionType: see ADD_EXPLOSION
Change explosionFx (Visual Effect) for specified explosionType

## Usage

### Lua

```lua
AddExplosionWithUserVfx(x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0x53BA259F3A67A99E, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddExplosionWithUserVfx(x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0x53BA259F3A67A99E', x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, explosionFx, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x53BA259F3A67A99E, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FIRE::_ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER

- **Hash:** `0x34AE85C7CA4857AA`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddExplosionWithUserVfxAndDamageCauser`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER

## Signature

```c
void _ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER(Entity entity, BOOL p1, float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `explosionFx` (`Hash`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds an explosion with vfx and entity as damage causer.
explosionFx: see ADD_EXPLOSION_WITH_USER_VFX
_A* - _ADD_D*

*Source: VORPCORE RDR3natives*

Add explosion with vfx and assign an entity as damage causer.
explosionType: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/README.md
explosionFx: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/explosion_vfxTags.lua

## Usage

### Lua

```lua
AddExplosionWithUserVfxAndDamageCauser(entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0x34AE85C7CA4857AA, entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddExplosionWithUserVfxAndDamageCauser(entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0x34AE85C7CA4857AA', entity, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, explosionFx, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x34AE85C7CA4857AA, entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FIRE::ADD_OWNED_EXPLOSION

- **Hash:** `0xD84A917A64D4D016`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddOwnedExplosion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/ADD_OWNED_EXPLOSION

## Signature

```c
void ADD_OWNED_EXPLOSION(Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
AddOwnedExplosion(ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0xD84A917A64D4D016, ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddOwnedExplosion(ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0xD84A917A64D4D016', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD84A917A64D4D016, ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::GET_CLOSEST_FIRE_POS

- **Hash:** `0xB646FB657F448261`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `GetClosestFirePos`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/GET_CLOSEST_FIRE_POS

## Signature

```c
BOOL GET_CLOSEST_FIRE_POS(Vector3* outPosition, float x, float y, float z);
```

## Parameters

- `outPosition` (`Vector3*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition = GetClosestFirePos(x, y, z)

-- always available, by hash
local retval, outPosition = Citizen.InvokeNative(0xB646FB657F448261, Citizen.PointerValueVector(), x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition] = GetClosestFirePos(x, y, z);

// by hash
const [retval, outPosition] = Citizen.invokeNative('0xB646FB657F448261', Citizen.pointerValueVector(), x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB646FB657F448261, outPosition, x, y, z);
// outPosition.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_GET_CLOSEST_FIRE_POS_IN_VOLUME

- **Hash:** `0x559FC1D310813031`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `GetClosestFirePosInVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_GET_CLOSEST_FIRE_POS_IN_VOLUME

## Signature

```c
BOOL _GET_CLOSEST_FIRE_POS_IN_VOLUME(Vector3* outPosition, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `outPosition` (`Vector3*`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition = GetClosestFirePosInVolume(posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval, outPosition = Citizen.InvokeNative(0x559FC1D310813031, Citizen.PointerValueVector(), posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition] = GetClosestFirePosInVolume(posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
const [retval, outPosition] = Citizen.invokeNative('0x559FC1D310813031', Citizen.pointerValueVector(), posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x559FC1D310813031, outPosition, posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
// outPosition.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::GET_NUMBER_OF_FIRES_IN_RANGE

- **Hash:** `0xF9617BC6FAE61E08`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `GetNumberOfFiresInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/GET_NUMBER_OF_FIRES_IN_RANGE

## Signature

```c
int GET_NUMBER_OF_FIRES_IN_RANGE(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumberOfFiresInRange(x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9617BC6FAE61E08, x, y, z, radius, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfFiresInRange(x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0xF9617BC6FAE61E08', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF9617BC6FAE61E08, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::GET_OWNER_OF_EXPLOSION_IN_ANGLED_AREA

- **Hash:** `0x8002DDAB58594D78`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `GetOwnerOfExplosionInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/GET_OWNER_OF_EXPLOSION_IN_ANGLED_AREA

## Signature

```c
Entity GET_OWNER_OF_EXPLOSION_IN_ANGLED_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float radius);
```

## Parameters

- `explosionType` (`int`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `radius` (`float`)

## Returns

`Entity`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
local retval = GetOwnerOfExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8002DDAB58594D78, explosionType, x1, y1, z1, x2, y2, z2, radius, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetOwnerOfExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, radius);

// by hash
const retval = Citizen.invokeNative('0x8002DDAB58594D78', explosionType, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8002DDAB58594D78, explosionType, x1, y1, z1, x2, y2, z2, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_IS_ENTITY_BEING_DAMAGED_BY_FIRE

- **Hash:** `0xA4454592DCF7C992`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsEntityBeingDamagedByFire`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_ENTITY_DAMAGED_BY_FIRE`
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_IS_ENTITY_BEING_DAMAGED_BY_FIRE

## Signature

```c
BOOL _IS_ENTITY_BEING_DAMAGED_BY_FIRE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if entity is being damaged by fire, once damage caused to entity by fire (like burned appearance) has cleared over time, the native returns false.

*Source: VORPCORE RDR3natives*

this natives only returns true if entity is damaged by fire , once damaged caused to entity by fire (like burned appearance) has cleared (they clear over time) then returns false

## Usage

### Lua

```lua
local retval = IsEntityBeingDamagedByFire(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4454592DCF7C992, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityBeingDamagedByFire(entity);

// by hash
const retval = Citizen.invokeNative('0xA4454592DCF7C992', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA4454592DCF7C992, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FIRE::_IS_ENTITY_CONSUMED_BY_FIRE

- **Hash:** `0xCDC25355C0D65963`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsEntityConsumedByFire`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_IS_ENTITY_CONSUMED_BY_FIRE

## Signature

```c
BOOL _IS_ENTITY_CONSUMED_BY_FIRE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityConsumedByFire(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCDC25355C0D65963, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityConsumedByFire(entity);

// by hash
const retval = Citizen.invokeNative('0xCDC25355C0D65963', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCDC25355C0D65963, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::IS_ENTITY_ON_FIRE

- **Hash:** `0x1BD7C371CE257C3E`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsEntityOnFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/IS_ENTITY_ON_FIRE

## Signature

```c
BOOL IS_ENTITY_ON_FIRE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityOnFire(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1BD7C371CE257C3E, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityOnFire(entity);

// by hash
const retval = Citizen.invokeNative('0x1BD7C371CE257C3E', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1BD7C371CE257C3E, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::IS_EXPLOSION_ACTIVE_IN_AREA

- **Hash:** `0xD96E82AEBFFAAFF0`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsExplosionActiveInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/IS_EXPLOSION_ACTIVE_IN_AREA

## Signature

```c
BOOL IS_EXPLOSION_ACTIVE_IN_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `explosionType` (`int`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`BOOL`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
local retval = IsExplosionActiveInArea(explosionType, x1, y1, z1, x2, y2, z2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD96E82AEBFFAAFF0, explosionType, x1, y1, z1, x2, y2, z2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsExplosionActiveInArea(explosionType, x1, y1, z1, x2, y2, z2);

// by hash
const retval = Citizen.invokeNative('0xD96E82AEBFFAAFF0', explosionType, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD96E82AEBFFAAFF0, explosionType, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::IS_EXPLOSION_IN_ANGLED_AREA

- **Hash:** `0x5AE661ECD18524C9`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsExplosionInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/IS_EXPLOSION_IN_ANGLED_AREA

## Signature

```c
BOOL IS_EXPLOSION_IN_ANGLED_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float angle);
```

## Parameters

- `explosionType` (`int`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `angle` (`float`)

## Returns

`BOOL`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
local retval = IsExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, angle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5AE661ECD18524C9, explosionType, x1, y1, z1, x2, y2, z2, angle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, angle);

// by hash
const retval = Citizen.invokeNative('0x5AE661ECD18524C9', explosionType, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, angle + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5AE661ECD18524C9, explosionType, x1, y1, z1, x2, y2, z2, angle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::IS_EXPLOSION_IN_AREA

- **Hash:** `0x8391BA4313A25AD3`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsExplosionInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/IS_EXPLOSION_IN_AREA

## Signature

```c
BOOL IS_EXPLOSION_IN_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `explosionType` (`int`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`BOOL`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
local retval = IsExplosionInArea(explosionType, x1, y1, z1, x2, y2, z2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8391BA4313A25AD3, explosionType, x1, y1, z1, x2, y2, z2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsExplosionInArea(explosionType, x1, y1, z1, x2, y2, z2);

// by hash
const retval = Citizen.invokeNative('0x8391BA4313A25AD3', explosionType, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8391BA4313A25AD3, explosionType, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::IS_EXPLOSION_IN_SPHERE

- **Hash:** `0xD62DD846D82CBB90`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsExplosionInSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/IS_EXPLOSION_IN_SPHERE

## Signature

```c
BOOL IS_EXPLOSION_IN_SPHERE(int explosionType, float x, float y, float z, float radius);
```

## Parameters

- `explosionType` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
local retval = IsExplosionInSphere(explosionType, x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD62DD846D82CBB90, explosionType, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsExplosionInSphere(explosionType, x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0xD62DD846D82CBB90', explosionType, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD62DD846D82CBB90, explosionType, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_IS_EXPLOSION_IN_VOLUME

- **Hash:** `0xE24822A4CFC9107A`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsExplosionInVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_IS_EXPLOSION_IN_VOLUME

## Signature

```c
BOOL _IS_EXPLOSION_IN_VOLUME(int explosionType, Volume volume);
```

## Parameters

- `explosionType` (`int`)
- `volume` (`Volume`)

## Returns

`BOOL`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
local retval = IsExplosionInVolume(explosionType, volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE24822A4CFC9107A, explosionType, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsExplosionInVolume(explosionType, volume);

// by hash
const retval = Citizen.invokeNative('0xE24822A4CFC9107A', explosionType, volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE24822A4CFC9107A, explosionType, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_IS_PED_SHOCKING_EVENT_ACTIVE

- **Hash:** `0xAB7993BA61A4674F`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsPedShockingEventActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_IS_PED_SHOCKING_EVENT_ACTIVE

## Signature

```c
BOOL _IS_PED_SHOCKING_EVENT_ACTIVE(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

Tested with fire & dynamite. Only returns true using value p1 = 1 and when the ped is affected by fire.

## Usage

### Lua

```lua
local retval = IsPedShockingEventActive(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAB7993BA61A4674F, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedShockingEventActive(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xAB7993BA61A4674F', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAB7993BA61A4674F, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::REMOVE_SCRIPT_FIRE

- **Hash:** `0x790125C36E194069`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `RemoveScriptFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/REMOVE_SCRIPT_FIRE

## Signature

```c
void REMOVE_SCRIPT_FIRE(FireId fireHandle);
```

## Parameters

- `fireHandle` (`FireId`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveScriptFire(fireHandle)

-- always available, by hash
Citizen.InvokeNative(0x790125C36E194069, fireHandle)
```

### JavaScript

```js
RemoveScriptFire(fireHandle);

// by hash
Citizen.invokeNative('0x790125C36E194069', fireHandle);
```

### C#

```csharp
Function.Call((Hash)0x790125C36E194069, fireHandle);
```

## See also

- [FIRE::START_SCRIPT_FIRE](https://natives.borderlinerp.com/natives/FIRE/START_SCRIPT_FIRE.md) — Starts a fire:

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::START_ENTITY_FIRE

- **Hash:** `0xC4DC7418A44D6822`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StartEntityFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/START_ENTITY_FIRE

## Signature

```c
void START_ENTITY_FIRE(Entity entity, float intensity, int boneIndex, int fireFlags);
```

## Parameters

- `entity` (`Entity`)
- `intensity` (`float`)
- `boneIndex` (`int`)
- `fireFlags` (`int`)

## Returns

`void`

## Description

fireFlags: 2 = zone/env fire, 8 = scorched carcass.

## Usage

### Lua

```lua
StartEntityFire(entity, intensity, boneIndex, fireFlags)

-- always available, by hash
Citizen.InvokeNative(0xC4DC7418A44D6822, entity, intensity, boneIndex, fireFlags)
```

### JavaScript

```js
StartEntityFire(entity, intensity, boneIndex, fireFlags);

// by hash
Citizen.invokeNative('0xC4DC7418A44D6822', entity, intensity + 0.0000001, boneIndex, fireFlags);
```

### C#

```csharp
Function.Call((Hash)0xC4DC7418A44D6822, entity, intensity, boneIndex, fireFlags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [FIRE::STOP_ENTITY_FIRE](https://natives.borderlinerp.com/natives/FIRE/STOP_ENTITY_FIRE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::START_SCRIPT_FIRE

- **Hash:** `0x6B83617E04503888`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StartScriptFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/START_SCRIPT_FIRE

## Signature

```c
FireId START_SCRIPT_FIRE(float x, float y, float z, int p3, float p4, BOOL p5, const char* soundsetName, float p7, int p8);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`int`)
- `p4` (`float`)
- `p5` (`BOOL`)
- `soundsetName` (`const char*`)
- `p7` (`float`)
- `p8` (`int`)

## Returns

`FireId`

## Description

Starts a fire:

xyz: Location of fire
maxChildren: The max amount of times a fire can spread to other objects. Must be 25 or less, or the function will do nothing.
isGasFire: Whether or not the fire is powered by gasoline.

## Usage

### Lua

```lua
local retval = StartScriptFire(x, y, z, p3, p4, p5, soundsetName, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B83617E04503888, x, y, z, p3, p4, p5, soundsetName, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartScriptFire(x, y, z, p3, p4, p5, soundsetName, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x6B83617E04503888', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3, p4 + 0.0000001, p5, soundsetName, p7 + 0.0000001, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6B83617E04503888, x, y, z, p3, p4, p5, soundsetName, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [FIRE::REMOVE_SCRIPT_FIRE](https://natives.borderlinerp.com/natives/FIRE/REMOVE_SCRIPT_FIRE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::STOP_ENTITY_FIRE

- **Hash:** `0x8390751DC40C1E98`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StopEntityFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/STOP_ENTITY_FIRE

## Signature

```c
void STOP_ENTITY_FIRE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StopEntityFire(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8390751DC40C1E98, p0, p1)
```

### JavaScript

```js
StopEntityFire(p0, p1);

// by hash
Citizen.invokeNative('0x8390751DC40C1E98', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8390751DC40C1E98, p0, p1);
```

## See also

- [FIRE::START_ENTITY_FIRE](https://natives.borderlinerp.com/natives/FIRE/START_ENTITY_FIRE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::_STOP_FIRE_IN_BOX

- **Hash:** `0xB7C7BDC375AEA9A4`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StopFireInBox`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_STOP_FIRE_IN_BOX

## Signature

```c
void _STOP_FIRE_IN_BOX(float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
StopFireInBox(posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
Citizen.InvokeNative(0xB7C7BDC375AEA9A4, posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)
```

### JavaScript

```js
StopFireInBox(posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
Citizen.invokeNative('0xB7C7BDC375AEA9A4', posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB7C7BDC375AEA9A4, posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FIRE::STOP_FIRE_IN_RANGE

- **Hash:** `0xDB38F247BD421708`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StopFireInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/STOP_FIRE_IN_RANGE

## Signature

```c
void STOP_FIRE_IN_RANGE(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
StopFireInRange(x, y, z, radius)

-- always available, by hash
Citizen.InvokeNative(0xDB38F247BD421708, x, y, z, radius)
```

### JavaScript

```js
StopFireInRange(x, y, z, radius);

// by hash
Citizen.invokeNative('0xDB38F247BD421708', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDB38F247BD421708, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x0816C31480764AB0

- **Hash:** `0x0816C31480764AB0`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x0816c31480764ab0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x0816C31480764AB0

## Signature

```c
void _0x0816C31480764AB0(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0816c31480764ab0(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x0816C31480764AB0, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x0816c31480764ab0(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x0816C31480764AB0', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x0816C31480764AB0, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x0816c31480764ab0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x09EE00B8F858E0BE

- **Hash:** `0x09EE00B8F858E0BE`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x09ee00b8f858e0be`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x09EE00B8F858E0BE

## Signature

```c
Any _0x09EE00B8F858E0BE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x09ee00b8f858e0be(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x09EE00B8F858E0BE, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x09ee00b8f858e0be(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x09EE00B8F858E0BE', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x09EE00B8F858E0BE, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x09ee00b8f858e0be` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x1520626FFAFFFA8F

- **Hash:** `0x1520626FFAFFFA8F`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x1520626ffafffa8f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x1520626FFAFFFA8F

## Signature

```c
void _0x1520626FFAFFFA8F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1520626ffafffa8f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1520626FFAFFFA8F, p0, p1)
```

### JavaScript

```js
N_0x1520626ffafffa8f(p0, p1);

// by hash
Citizen.invokeNative('0x1520626FFAFFFA8F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1520626FFAFFFA8F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1520626ffafffa8f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x17E3E5C46ECCD308

- **Hash:** `0x17E3E5C46ECCD308`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x17e3e5c46eccd308`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x17E3E5C46ECCD308

## Signature

```c
void _0x17E3E5C46ECCD308(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Description

_SET_G* - _SET_H*

## Usage

### Lua

```lua
N_0x17e3e5c46eccd308(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x17E3E5C46ECCD308, p0, p1, p2)
```

### JavaScript

```js
N_0x17e3e5c46eccd308(p0, p1, p2);

// by hash
Citizen.invokeNative('0x17E3E5C46ECCD308', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x17E3E5C46ECCD308, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x17e3e5c46eccd308` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x19870C40C7EE15BE

- **Hash:** `0x19870C40C7EE15BE`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x19870c40c7ee15be`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x19870C40C7EE15BE

## Signature

```c
Any _0x19870C40C7EE15BE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x19870c40c7ee15be(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x19870C40C7EE15BE, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x19870c40c7ee15be(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x19870C40C7EE15BE', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x19870C40C7EE15BE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x19870c40c7ee15be` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x1DA6CB02071055D5

- **Hash:** `0x1DA6CB02071055D5`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x1da6cb02071055d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x1DA6CB02071055D5

## Signature

```c
Vector3 _0x1DA6CB02071055D5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0x1da6cb02071055d5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1DA6CB02071055D5, p0, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0x1da6cb02071055d5(p0);

// by hash
const retval = Citizen.invokeNative('0x1DA6CB02071055D5', p0, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1DA6CB02071055D5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1da6cb02071055d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x2DF3D457D86F8E57

- **Hash:** `0x2DF3D457D86F8E57`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x2df3d457d86f8e57`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x2DF3D457D86F8E57

## Signature

```c
void _0x2DF3D457D86F8E57(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2df3d457d86f8e57(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x2DF3D457D86F8E57, p0, p1)
```

### JavaScript

```js
N_0x2df3d457d86f8e57(p0, p1);

// by hash
Citizen.invokeNative('0x2DF3D457D86F8E57', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x2DF3D457D86F8E57, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2df3d457d86f8e57` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x34B9C4D86DF2C2F3

- **Hash:** `0x34B9C4D86DF2C2F3`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x34b9c4d86df2c2f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x34B9C4D86DF2C2F3

## Signature

```c
Any _0x34B9C4D86DF2C2F3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x34b9c4d86df2c2f3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x34B9C4D86DF2C2F3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x34b9c4d86df2c2f3(p0);

// by hash
const retval = Citizen.invokeNative('0x34B9C4D86DF2C2F3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x34B9C4D86DF2C2F3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x34b9c4d86df2c2f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x36486AF7DA93A464

- **Hash:** `0x36486AF7DA93A464`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x36486af7da93a464`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x36486AF7DA93A464

## Signature

```c
Any _0x36486AF7DA93A464(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x36486af7da93a464(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36486AF7DA93A464, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x36486af7da93a464(p0);

// by hash
const retval = Citizen.invokeNative('0x36486AF7DA93A464', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x36486AF7DA93A464, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x36486af7da93a464` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x53187E563F938E76

- **Hash:** `0x53187E563F938E76`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x53187e563f938e76`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x53187E563F938E76

## Signature

```c
Any _0x53187E563F938E76(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x53187e563f938e76(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53187E563F938E76, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x53187e563f938e76(p0);

// by hash
const retval = Citizen.invokeNative('0x53187E563F938E76', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x53187E563F938E76, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x53187e563f938e76` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x6C57BEA886A20C6B

- **Hash:** `0x6C57BEA886A20C6B`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x6c57bea886a20c6b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x6C57BEA886A20C6B

## Signature

```c
void _0x6C57BEA886A20C6B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

_SET_G* - _SET_H*

## Usage

### Lua

```lua
N_0x6c57bea886a20c6b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6C57BEA886A20C6B, p0, p1)
```

### JavaScript

```js
N_0x6c57bea886a20c6b(p0, p1);

// by hash
Citizen.invokeNative('0x6C57BEA886A20C6B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6C57BEA886A20C6B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c57bea886a20c6b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x706B434FEFAD6A24

- **Hash:** `0x706B434FEFAD6A24`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x706b434fefad6a24`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x706B434FEFAD6A24

## Signature

```c
void _0x706B434FEFAD6A24(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x706b434fefad6a24(p0)

-- always available, by hash
Citizen.InvokeNative(0x706B434FEFAD6A24, p0)
```

### JavaScript

```js
N_0x706b434fefad6a24(p0);

// by hash
Citizen.invokeNative('0x706B434FEFAD6A24', p0);
```

### C#

```csharp
Function.Call((Hash)0x706B434FEFAD6A24, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x706b434fefad6a24` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0x8049B17BEC937662

- **Hash:** `0x8049B17BEC937662`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0x8049b17bec937662`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0x8049B17BEC937662

## Signature

```c
Any _0x8049B17BEC937662(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8049b17bec937662(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8049B17BEC937662, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8049b17bec937662(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x8049B17BEC937662', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8049B17BEC937662, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x8049b17bec937662` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xA881F5C77A560906

- **Hash:** `0xA881F5C77A560906`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xa881f5c77a560906`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xA881F5C77A560906

## Signature

```c
void _0xA881F5C77A560906(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa881f5c77a560906(p0)

-- always available, by hash
Citizen.InvokeNative(0xA881F5C77A560906, p0)
```

### JavaScript

```js
N_0xa881f5c77a560906(p0);

// by hash
Citizen.invokeNative('0xA881F5C77A560906', p0);
```

### C#

```csharp
Function.Call((Hash)0xA881F5C77A560906, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa881f5c77a560906` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xC3D581A34BC0A1F0

- **Hash:** `0xC3D581A34BC0A1F0`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xc3d581a34bc0a1f0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xC3D581A34BC0A1F0

## Signature

```c
void _0xC3D581A34BC0A1F0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc3d581a34bc0a1f0(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC3D581A34BC0A1F0, p0, p1)
```

### JavaScript

```js
N_0xc3d581a34bc0a1f0(p0, p1);

// by hash
Citizen.invokeNative('0xC3D581A34BC0A1F0', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC3D581A34BC0A1F0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc3d581a34bc0a1f0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xC72CE37081DAE625

- **Hash:** `0xC72CE37081DAE625`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xc72ce37081dae625`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xC72CE37081DAE625

## Signature

```c
void _0xC72CE37081DAE625(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc72ce37081dae625(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xC72CE37081DAE625, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xc72ce37081dae625(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xC72CE37081DAE625', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xC72CE37081DAE625, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xc72ce37081dae625` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xC95611869E14F8AF

- **Hash:** `0xC95611869E14F8AF`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xc95611869e14f8af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xC95611869E14F8AF

## Signature

```c
void _0xC95611869E14F8AF(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

_SET_G* - _SET_H*

## Usage

### Lua

```lua
N_0xc95611869e14f8af(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xC95611869E14F8AF, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xc95611869e14f8af(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xC95611869E14F8AF', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xC95611869E14F8AF, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xc95611869e14f8af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xCC6B5AAFC87BFC7B

- **Hash:** `0xCC6B5AAFC87BFC7B`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xcc6b5aafc87bfc7b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xCC6B5AAFC87BFC7B

## Signature

```c
void _0xCC6B5AAFC87BFC7B(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Description

_SET_G* - _SET_H*

## Usage

### Lua

```lua
N_0xcc6b5aafc87bfc7b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCC6B5AAFC87BFC7B, p0, p1, p2)
```

### JavaScript

```js
N_0xcc6b5aafc87bfc7b(p0, p1, p2);

// by hash
Citizen.invokeNative('0xCC6B5AAFC87BFC7B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCC6B5AAFC87BFC7B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcc6b5aafc87bfc7b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xD95F04A4E73BE85E

- **Hash:** `0xD95F04A4E73BE85E`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xd95f04a4e73be85e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xD95F04A4E73BE85E

## Signature

```c
Any _0xD95F04A4E73BE85E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd95f04a4e73be85e(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD95F04A4E73BE85E, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd95f04a4e73be85e(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xD95F04A4E73BE85E', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD95F04A4E73BE85E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd95f04a4e73be85e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xE36D2CB540597EF7

- **Hash:** `0xE36D2CB540597EF7`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xe36d2cb540597ef7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xE36D2CB540597EF7

## Signature

```c
void _0xE36D2CB540597EF7(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe36d2cb540597ef7(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xE36D2CB540597EF7, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0xe36d2cb540597ef7(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xE36D2CB540597EF7', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xE36D2CB540597EF7, p0, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0xe36d2cb540597ef7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xE93415B3307208E5

- **Hash:** `0xE93415B3307208E5`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xe93415b3307208e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xE93415B3307208E5

## Signature

```c
Any _0xE93415B3307208E5(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe93415b3307208e5(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE93415B3307208E5, p0, p1, p2, p3, p4, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe93415b3307208e5(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xE93415B3307208E5', p0, p1, p2, p3, p4, p5, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE93415B3307208E5, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

- This native has no known name, so the runtime exposes it only as `N_0xe93415b3307208e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xF2CCA7B68CFAB2B9

- **Hash:** `0xF2CCA7B68CFAB2B9`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xf2cca7b68cfab2b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xF2CCA7B68CFAB2B9

## Signature

```c
void _0xF2CCA7B68CFAB2B9(Hash species, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float p10, float p11, float p12, float p13);
```

## Parameters

- `species` (`Hash`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `x3` (`float`)
- `y3` (`float`)
- `z3` (`float`)
- `p10` (`float`)
- `p11` (`float`)
- `p12` (`float`)
- `p13` (`float`)

## Returns

`void`

## Description

species: SPECIES_BIRD_CROW

## Usage

### Lua

```lua
N_0xf2cca7b68cfab2b9(species, x1, y1, z1, x2, y2, z2, x3, y3, z3, p10, p11, p12, p13)

-- always available, by hash
Citizen.InvokeNative(0xF2CCA7B68CFAB2B9, species, x1, y1, z1, x2, y2, z2, x3, y3, z3, p10, p11, p12, p13)
```

### JavaScript

```js
N_0xf2cca7b68cfab2b9(species, x1, y1, z1, x2, y2, z2, x3, y3, z3, p10, p11, p12, p13);

// by hash
Citizen.invokeNative('0xF2CCA7B68CFAB2B9', species, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, x3 + 0.0000001, y3 + 0.0000001, z3 + 0.0000001, p10 + 0.0000001, p11 + 0.0000001, p12 + 0.0000001, p13 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF2CCA7B68CFAB2B9, species, x1, y1, z1, x2, y2, z2, x3, y3, z3, p10, p11, p12, p13);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xf2cca7b68cfab2b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xFA821997794F48E7

- **Hash:** `0xFA821997794F48E7`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xfa821997794f48e7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xFA821997794F48E7

## Signature

```c
void _0xFA821997794F48E7(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Description

_SET_G* - _SET_H*

## Usage

### Lua

```lua
N_0xfa821997794f48e7(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xFA821997794F48E7, p0, p1, p2)
```

### JavaScript

```js
N_0xfa821997794f48e7(p0, p1, p2);

// by hash
Citizen.invokeNative('0xFA821997794F48E7', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xFA821997794F48E7, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa821997794f48e7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xFB16F08F47B83B4C

- **Hash:** `0xFB16F08F47B83B4C`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xfb16f08f47b83b4c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xFB16F08F47B83B4C

## Signature

```c
void _0xFB16F08F47B83B4C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfb16f08f47b83b4c(p0)

-- always available, by hash
Citizen.InvokeNative(0xFB16F08F47B83B4C, p0)
```

### JavaScript

```js
N_0xfb16f08f47b83b4c(p0);

// by hash
Citizen.invokeNative('0xFB16F08F47B83B4C', p0);
```

### C#

```csharp
Function.Call((Hash)0xFB16F08F47B83B4C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfb16f08f47b83b4c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xFDB008B3BCF5992F

- **Hash:** `0xFDB008B3BCF5992F`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xfdb008b3bcf5992f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xFDB008B3BCF5992F

## Signature

```c
void _0xFDB008B3BCF5992F(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfdb008b3bcf5992f(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xFDB008B3BCF5992F, p0, p1, p2)
```

### JavaScript

```js
N_0xfdb008b3bcf5992f(p0, p1, p2);

// by hash
Citizen.invokeNative('0xFDB008B3BCF5992F', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xFDB008B3BCF5992F, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xfdb008b3bcf5992f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_0xFF1E339CE40EAAAF

- **Hash:** `0xFF1E339CE40EAAAF`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `N_0xff1e339ce40eaaaf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/0xFF1E339CE40EAAAF

## Signature

```c
void _0xFF1E339CE40EAAAF(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xff1e339ce40eaaaf(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFF1E339CE40EAAAF, p0, p1)
```

### JavaScript

```js
N_0xff1e339ce40eaaaf(p0, p1);

// by hash
Citizen.invokeNative('0xFF1E339CE40EAAAF', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFF1E339CE40EAAAF, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xff1e339ce40eaaaf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_ADD_PED_TO_FLOCK

- **Hash:** `0x933E5D31A7D13069`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `AddPedToFlock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_ADD_PED_TO_FLOCK

## Signature

```c
void _ADD_PED_TO_FLOCK(Any p0, Ped ped);
```

## Parameters

- `p0` (`Any`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
AddPedToFlock(p0, ped)

-- always available, by hash
Citizen.InvokeNative(0x933E5D31A7D13069, p0, ped)
```

### JavaScript

```js
AddPedToFlock(p0, ped);

// by hash
Citizen.invokeNative('0x933E5D31A7D13069', p0, ped);
```

### C#

```csharp
Function.Call((Hash)0x933E5D31A7D13069, p0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_CLEAR_HERD

- **Hash:** `0x67A43EA3F6FE0076`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `ClearHerd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_CLEAR_HERD

## Signature

```c
void _CLEAR_HERD(ScrHandle herdHandle);
```

## Parameters

- `herdHandle` (`ScrHandle`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Clear the herd.

## Usage

### Lua

```lua
ClearHerd(herdHandle)

-- always available, by hash
Citizen.InvokeNative(0x67A43EA3F6FE0076, herdHandle)
```

### JavaScript

```js
ClearHerd(herdHandle);

// by hash
Citizen.invokeNative('0x67A43EA3F6FE0076', herdHandle);
```

### C#

```csharp
Function.Call((Hash)0x67A43EA3F6FE0076, herdHandle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FLOCK::_CREATE_HERD

- **Hash:** `0xCB4EF7EDAE2E16F1`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `CreateHerd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_CREATE_HERD

## Signature

```c
ScrHandle _CREATE_HERD();
```

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval = CreateHerd()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB4EF7EDAE2E16F1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateHerd();

// by hash
const retval = Citizen.invokeNative('0xCB4EF7EDAE2E16F1', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB4EF7EDAE2E16F1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_DELETE_HERD

- **Hash:** `0xE0961AED72642B80`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `DeleteHerd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_DELETE_HERD

## Signature

```c
void _DELETE_HERD(ScrHandle herdHandle);
```

## Parameters

- `herdHandle` (`ScrHandle`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Delete and invalidate the herd.

## Usage

### Lua

```lua
DeleteHerd(herdHandle)

-- always available, by hash
Citizen.InvokeNative(0xE0961AED72642B80, herdHandle)
```

### JavaScript

```js
DeleteHerd(herdHandle);

// by hash
Citizen.invokeNative('0xE0961AED72642B80', herdHandle);
```

### C#

```csharp
Function.Call((Hash)0xE0961AED72642B80, herdHandle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FLOCK::_GET_ANIMAL_IS_WILD

- **Hash:** `0x3B005FF0538ED2A9`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `GetAnimalIsWild`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_GET_ANIMAL_IS_WILD

## Signature

```c
BOOL _GET_ANIMAL_IS_WILD(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Ped (horse) will run away from players and mounting will trigger them to buck until disabled.
Used for: REL_DOMESTICATED_ANIMAL

## Usage

### Lua

```lua
local retval = GetAnimalIsWild(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B005FF0538ED2A9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3B005FF0538ED2A9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3B005FF0538ED2A9, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [FLOCK::_SET_ANIMAL_IS_WILD](https://natives.borderlinerp.com/natives/FLOCK/_SET_ANIMAL_IS_WILD.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_GET_ANIMAL_RARITY

- **Hash:** `0xF8B48A361DC388AE`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `GetAnimalRarity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_GET_ANIMAL_RARITY

## Signature

```c
int _GET_ANIMAL_RARITY(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

enum eAnimalRarityLevel
{
	ARL_COMMON,
	ARL_RARE,
	ARL_LEGENDARY,
	ARL_NUMRARITYLEVELS
};

## Usage

### Lua

```lua
local retval = GetAnimalRarity(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8B48A361DC388AE, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xF8B48A361DC388AE', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF8B48A361DC388AE, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [FLOCK::_SET_ANIMAL_RARITY](https://natives.borderlinerp.com/natives/FLOCK/_SET_ANIMAL_RARITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::GET_ANIMAL_TUNING_BOOL_PARAM

- **Hash:** `0x1C1993824A396603`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `GetAnimalTuningBoolParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/GET_ANIMAL_TUNING_BOOL_PARAM

## Signature

```c
BOOL GET_ANIMAL_TUNING_BOOL_PARAM(Ped animal, int index);
```

## Parameters

- `animal` (`Ped`)
- `index` (`int`)

## Returns

`BOOL`

## Description

index: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eAnimalTuningBools
https://github.com/femga/rdr3_discoveries/tree/master/AI/ANIMAL_TUNING_BOOL_PARAMS

## Usage

### Lua

```lua
local retval = GetAnimalTuningBoolParam(animal, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1C1993824A396603, animal, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetAnimalTuningBoolParam(animal, index);

// by hash
const retval = Citizen.invokeNative('0x1C1993824A396603', animal, index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1C1993824A396603, animal, index);
```

## Related enums

- [eAnimalTuningBools](https://natives.borderlinerp.com/enums/eAnimalTuningBools.md) — 100 values

## See also

- [FLOCK::SET_ANIMAL_TUNING_BOOL_PARAM](https://natives.borderlinerp.com/natives/FLOCK/SET_ANIMAL_TUNING_BOOL_PARAM.md)
- [FLOCK::RESET_ANIMAL_TUNING_BOOL_PARAM](https://natives.borderlinerp.com/natives/FLOCK/RESET_ANIMAL_TUNING_BOOL_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::GET_ANIMAL_TUNING_FLOAT_PARAM

- **Hash:** `0x4BC3ECFDA0297E27`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `GetAnimalTuningFloatParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/GET_ANIMAL_TUNING_FLOAT_PARAM

## Signature

```c
float GET_ANIMAL_TUNING_FLOAT_PARAM(Ped animal, int index);
```

## Parameters

- `animal` (`Ped`)
- `index` (`int`)

## Returns

`float`

## Description

index: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eAnimalTuningFloats
https://github.com/femga/rdr3_discoveries/tree/master/AI/ANIMAL_TUNING_FLOAT_PARAMS

## Usage

### Lua

```lua
local retval = GetAnimalTuningFloatParam(animal, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4BC3ECFDA0297E27, animal, index, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimalTuningFloatParam(animal, index);

// by hash
const retval = Citizen.invokeNative('0x4BC3ECFDA0297E27', animal, index, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4BC3ECFDA0297E27, animal, index);
```

## Related enums

- [eAnimalTuningFloats](https://natives.borderlinerp.com/enums/eAnimalTuningFloats.md) — 168 values

## See also

- [FLOCK::SET_ANIMAL_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/SET_ANIMAL_TUNING_FLOAT_PARAM.md)
- [FLOCK::RESET_ANIMAL_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/RESET_ANIMAL_TUNING_FLOAT_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::GET_SPECIES_TUNING_FLOAT_PARAM

- **Hash:** `0xE108489621422F91`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `GetSpeciesTuningFloatParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/GET_SPECIES_TUNING_FLOAT_PARAM

## Signature

```c
float GET_SPECIES_TUNING_FLOAT_PARAM(Hash p0, int p1, int p2);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetSpeciesTuningFloatParam(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE108489621422F91, p0, p1, p2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetSpeciesTuningFloatParam(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xE108489621422F91', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE108489621422F91, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [FLOCK::SET_SPECIES_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/SET_SPECIES_TUNING_FLOAT_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_IS_HERD_VALID

- **Hash:** `0x8D913E493BAFE0A3`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `IsHerdValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_IS_HERD_VALID

## Signature

```c
BOOL _IS_HERD_VALID(ScrHandle herdHandle);
```

## Parameters

- `herdHandle` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsHerdValid(herdHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8D913E493BAFE0A3, herdHandle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsHerdValid(herdHandle);

// by hash
const retval = Citizen.invokeNative('0x8D913E493BAFE0A3', herdHandle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8D913E493BAFE0A3, herdHandle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_IS_PED_IN_HERD

- **Hash:** `0x9E13ACC38BA8F9C3`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `IsPedInHerd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_IS_PED_IN_HERD

## Signature

```c
BOOL _IS_PED_IN_HERD(ScrHandle herdHandle, Ped ped);
```

## Parameters

- `herdHandle` (`ScrHandle`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

_IS_E* - _IS_M*

*Source: VORPCORE RDR3natives*

Return whether the ped is in the herd.

## Usage

### Lua

```lua
local retval = IsPedInHerd(herdHandle, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E13ACC38BA8F9C3, herdHandle, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInHerd(herdHandle, ped);

// by hash
const retval = Citizen.invokeNative('0x9E13ACC38BA8F9C3', herdHandle, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E13ACC38BA8F9C3, herdHandle, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FLOCK::_REMOVE_HERD_PED

- **Hash:** `0x408D1149C5E39C1E`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `RemoveHerdPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_REMOVE_HERD_PED

## Signature

```c
void _REMOVE_HERD_PED(ScrHandle herdHandle, Ped ped);
```

## Parameters

- `herdHandle` (`ScrHandle`)
- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Remove the ped from a herd.

## Usage

### Lua

```lua
RemoveHerdPed(herdHandle, ped)

-- always available, by hash
Citizen.InvokeNative(0x408D1149C5E39C1E, herdHandle, ped)
```

### JavaScript

```js
RemoveHerdPed(herdHandle, ped);

// by hash
Citizen.invokeNative('0x408D1149C5E39C1E', herdHandle, ped);
```

### C#

```csharp
Function.Call((Hash)0x408D1149C5E39C1E, herdHandle, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# FLOCK::RESET_ANIMAL_TUNING_BOOL_PARAM

- **Hash:** `0x96AA1304D30E6BC3`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `ResetAnimalTuningBoolParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/RESET_ANIMAL_TUNING_BOOL_PARAM

## Signature

```c
void RESET_ANIMAL_TUNING_BOOL_PARAM(Ped animal, int index);
```

## Parameters

- `animal` (`Ped`)
- `index` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ResetAnimalTuningBoolParam(animal, index)

-- always available, by hash
Citizen.InvokeNative(0x96AA1304D30E6BC3, animal, index)
```

### JavaScript

```js
ResetAnimalTuningBoolParam(animal, index);

// by hash
Citizen.invokeNative('0x96AA1304D30E6BC3', animal, index);
```

### C#

```csharp
Function.Call((Hash)0x96AA1304D30E6BC3, animal, index);
```

## Related enums

- [eAnimalTuningBools](https://natives.borderlinerp.com/enums/eAnimalTuningBools.md) — 100 values

## See also

- [FLOCK::GET_ANIMAL_TUNING_BOOL_PARAM](https://natives.borderlinerp.com/natives/FLOCK/GET_ANIMAL_TUNING_BOOL_PARAM.md)
- [FLOCK::SET_ANIMAL_TUNING_BOOL_PARAM](https://natives.borderlinerp.com/natives/FLOCK/SET_ANIMAL_TUNING_BOOL_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::RESET_ANIMAL_TUNING_FLOAT_PARAM

- **Hash:** `0xE776A195488FC520`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `ResetAnimalTuningFloatParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/RESET_ANIMAL_TUNING_FLOAT_PARAM

## Signature

```c
void RESET_ANIMAL_TUNING_FLOAT_PARAM(Ped animal, int index);
```

## Parameters

- `animal` (`Ped`)
- `index` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ResetAnimalTuningFloatParam(animal, index)

-- always available, by hash
Citizen.InvokeNative(0xE776A195488FC520, animal, index)
```

### JavaScript

```js
ResetAnimalTuningFloatParam(animal, index);

// by hash
Citizen.invokeNative('0xE776A195488FC520', animal, index);
```

### C#

```csharp
Function.Call((Hash)0xE776A195488FC520, animal, index);
```

## Related enums

- [eAnimalTuningFloats](https://natives.borderlinerp.com/enums/eAnimalTuningFloats.md) — 168 values

## See also

- [FLOCK::GET_ANIMAL_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/GET_ANIMAL_TUNING_FLOAT_PARAM.md)
- [FLOCK::SET_ANIMAL_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/SET_ANIMAL_TUNING_FLOAT_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_SET_ANIMAL_IS_WILD

- **Hash:** `0xAEB97D84CDF3C00B`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `SetAnimalIsWild`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_SET_ANIMAL_IS_WILD

## Signature

```c
void _SET_ANIMAL_IS_WILD(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimalIsWild(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xAEB97D84CDF3C00B, ped, toggle)
```

### JavaScript

```js
SetAnimalIsWild(ped, toggle);

// by hash
Citizen.invokeNative('0xAEB97D84CDF3C00B', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xAEB97D84CDF3C00B, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [FLOCK::_GET_ANIMAL_IS_WILD](https://natives.borderlinerp.com/natives/FLOCK/_GET_ANIMAL_IS_WILD.md) — Ped (horse) will run away from players and mounting will trigger them to buck until disabled.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::_SET_ANIMAL_RARITY

- **Hash:** `0x8B6F0F59B1B99801`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `SetAnimalRarity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/_SET_ANIMAL_RARITY

## Signature

```c
void _SET_ANIMAL_RARITY(Ped ped, int rarityLevel);
```

## Parameters

- `ped` (`Ped`)
- `rarityLevel` (`int`)

## Returns

`void`

## Description

rarityLevel: see _GET_ANIMAL_RARITY

## Usage

### Lua

```lua
SetAnimalRarity(ped, rarityLevel)

-- always available, by hash
Citizen.InvokeNative(0x8B6F0F59B1B99801, ped, rarityLevel)
```

### JavaScript

```js
SetAnimalRarity(ped, rarityLevel);

// by hash
Citizen.invokeNative('0x8B6F0F59B1B99801', ped, rarityLevel);
```

### C#

```csharp
Function.Call((Hash)0x8B6F0F59B1B99801, ped, rarityLevel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [FLOCK::_GET_ANIMAL_RARITY](https://natives.borderlinerp.com/natives/FLOCK/_GET_ANIMAL_RARITY.md) — ARL_COMMON, ARL_RARE, ARL_LEGENDARY, ARL_NUMRARITYLEVELS

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::SET_ANIMAL_TUNING_BOOL_PARAM

- **Hash:** `0x9FF1E042FA597187`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `SetAnimalTuningBoolParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/SET_ANIMAL_TUNING_BOOL_PARAM

## Signature

```c
void SET_ANIMAL_TUNING_BOOL_PARAM(Ped animal, int index, BOOL value);
```

## Parameters

- `animal` (`Ped`)
- `index` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimalTuningBoolParam(animal, index, value)

-- always available, by hash
Citizen.InvokeNative(0x9FF1E042FA597187, animal, index, value)
```

### JavaScript

```js
SetAnimalTuningBoolParam(animal, index, value);

// by hash
Citizen.invokeNative('0x9FF1E042FA597187', animal, index, value);
```

### C#

```csharp
Function.Call((Hash)0x9FF1E042FA597187, animal, index, value);
```

## Related enums

- [eAnimalTuningBools](https://natives.borderlinerp.com/enums/eAnimalTuningBools.md) — 100 values

## See also

- [FLOCK::GET_ANIMAL_TUNING_BOOL_PARAM](https://natives.borderlinerp.com/natives/FLOCK/GET_ANIMAL_TUNING_BOOL_PARAM.md)
- [FLOCK::RESET_ANIMAL_TUNING_BOOL_PARAM](https://natives.borderlinerp.com/natives/FLOCK/RESET_ANIMAL_TUNING_BOOL_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::SET_ANIMAL_TUNING_FLOAT_PARAM

- **Hash:** `0xCBDA22C87977244F`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `SetAnimalTuningFloatParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/SET_ANIMAL_TUNING_FLOAT_PARAM

## Signature

```c
void SET_ANIMAL_TUNING_FLOAT_PARAM(Ped animal, int index, float value);
```

## Parameters

- `animal` (`Ped`)
- `index` (`int`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimalTuningFloatParam(animal, index, value)

-- always available, by hash
Citizen.InvokeNative(0xCBDA22C87977244F, animal, index, value)
```

### JavaScript

```js
SetAnimalTuningFloatParam(animal, index, value);

// by hash
Citizen.invokeNative('0xCBDA22C87977244F', animal, index, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCBDA22C87977244F, animal, index, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimalTuningFloats](https://natives.borderlinerp.com/enums/eAnimalTuningFloats.md) — 168 values

## See also

- [FLOCK::GET_ANIMAL_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/GET_ANIMAL_TUNING_FLOAT_PARAM.md)
- [FLOCK::RESET_ANIMAL_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/RESET_ANIMAL_TUNING_FLOAT_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::SET_SPECIES_TUNING_BOOL_PARAM

- **Hash:** `0x6D1D94C2459B42EE`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `SetSpeciesTuningBoolParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/SET_SPECIES_TUNING_BOOL_PARAM

## Signature

```c
void SET_SPECIES_TUNING_BOOL_PARAM(Hash p0, int p1, int p2, BOOL p3);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetSpeciesTuningBoolParam(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x6D1D94C2459B42EE, p0, p1, p2, p3)
```

### JavaScript

```js
SetSpeciesTuningBoolParam(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x6D1D94C2459B42EE', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x6D1D94C2459B42EE, p0, p1, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# FLOCK::SET_SPECIES_TUNING_FLOAT_PARAM

- **Hash:** `0x963240B6C252BA49`
- **Namespace:** FLOCK
- **Runtime name (Lua/JS):** `SetSpeciesTuningFloatParam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FLOCK/SET_SPECIES_TUNING_FLOAT_PARAM

## Signature

```c
void SET_SPECIES_TUNING_FLOAT_PARAM(Hash p0, int p1, int p2, float p3);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetSpeciesTuningFloatParam(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x963240B6C252BA49, p0, p1, p2, p3)
```

### JavaScript

```js
SetSpeciesTuningFloatParam(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x963240B6C252BA49', p0, p1, p2, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x963240B6C252BA49, p0, p1, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [FLOCK::GET_SPECIES_TUNING_FLOAT_PARAM](https://natives.borderlinerp.com/natives/FLOCK/GET_SPECIES_TUNING_FLOAT_PARAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x0E5C9FB9ED5DFF1C

- **Hash:** `0x0E5C9FB9ED5DFF1C`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x0e5c9fb9ed5dff1c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x0E5C9FB9ED5DFF1C

## Signature

```c
Any _0x0E5C9FB9ED5DFF1C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0e5c9fb9ed5dff1c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E5C9FB9ED5DFF1C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0e5c9fb9ed5dff1c(p0);

// by hash
const retval = Citizen.invokeNative('0x0E5C9FB9ED5DFF1C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0E5C9FB9ED5DFF1C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0e5c9fb9ed5dff1c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x1F11702DDBD915C6

- **Hash:** `0x1F11702DDBD915C6`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x1f11702ddbd915c6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x1F11702DDBD915C6

## Signature

```c
Any _0x1F11702DDBD915C6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x1f11702ddbd915c6(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F11702DDBD915C6, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1f11702ddbd915c6(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x1F11702DDBD915C6', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F11702DDBD915C6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f11702ddbd915c6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x2F7EB8B6F6AFE79C

- **Hash:** `0x2F7EB8B6F6AFE79C`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x2f7eb8b6f6afe79c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x2F7EB8B6F6AFE79C

## Signature

```c
Any _0x2F7EB8B6F6AFE79C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2f7eb8b6f6afe79c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F7EB8B6F6AFE79C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2f7eb8b6f6afe79c(p0);

// by hash
const retval = Citizen.invokeNative('0x2F7EB8B6F6AFE79C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2F7EB8B6F6AFE79C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2f7eb8b6f6afe79c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x3ADC71A66356D706

- **Hash:** `0x3ADC71A66356D706`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x3adc71a66356d706`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x3ADC71A66356D706

## Signature

```c
Any _0x3ADC71A66356D706();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3adc71a66356d706()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3ADC71A66356D706, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3adc71a66356d706();

// by hash
const retval = Citizen.invokeNative('0x3ADC71A66356D706', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3ADC71A66356D706);
```

- This native has no known name, so the runtime exposes it only as `N_0x3adc71a66356d706` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x48D82C83987E18E4

- **Hash:** `0x48D82C83987E18E4`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x48d82c83987e18e4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x48D82C83987E18E4

## Signature

```c
Any _0x48D82C83987E18E4(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x48d82c83987e18e4(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x48D82C83987E18E4, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x48d82c83987e18e4(p0);

// by hash
const retval = Citizen.invokeNative('0x48D82C83987E18E4', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x48D82C83987E18E4, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x48d82c83987e18e4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x51C5EF47086AA0D7

- **Hash:** `0x51C5EF47086AA0D7`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x51c5ef47086aa0d7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x51C5EF47086AA0D7

## Signature

```c
Any _0x51C5EF47086AA0D7();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x51c5ef47086aa0d7()

-- always available, by hash
local retval = Citizen.InvokeNative(0x51C5EF47086AA0D7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x51c5ef47086aa0d7();

// by hash
const retval = Citizen.invokeNative('0x51C5EF47086AA0D7', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x51C5EF47086AA0D7);
```

- This native has no known name, so the runtime exposes it only as `N_0x51c5ef47086aa0d7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x53A94294FDDCF98C

- **Hash:** `0x53A94294FDDCF98C`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x53a94294fddcf98c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x53A94294FDDCF98C

## Signature

```c
Any _0x53A94294FDDCF98C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x53a94294fddcf98c(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53A94294FDDCF98C, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x53a94294fddcf98c(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x53A94294FDDCF98C', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x53A94294FDDCF98C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x53a94294fddcf98c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x6102830F764B3DE1

- **Hash:** `0x6102830F764B3DE1`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x6102830f764b3de1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x6102830F764B3DE1

## Signature

```c
BOOL _0x6102830F764B3DE1(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x6102830f764b3de1(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6102830F764B3DE1, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x6102830f764b3de1(player);

// by hash
const retval = Citizen.invokeNative('0x6102830F764B3DE1', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6102830F764B3DE1, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x6102830f764b3de1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x644E02F24F9D4E98

- **Hash:** `0x644E02F24F9D4E98`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x644e02f24f9d4e98`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x644E02F24F9D4E98

## Signature

```c
Any _0x644E02F24F9D4E98(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x644e02f24f9d4e98(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x644E02F24F9D4E98, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x644e02f24f9d4e98(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x644E02F24F9D4E98', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x644E02F24F9D4E98, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x644e02f24f9d4e98` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x7933754F260B428A

- **Hash:** `0x7933754F260B428A`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x7933754f260b428a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x7933754F260B428A

## Signature

```c
Any _0x7933754F260B428A(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7933754f260b428a(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7933754F260B428A, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7933754f260b428a(player);

// by hash
const retval = Citizen.invokeNative('0x7933754F260B428A', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7933754F260B428A, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x7933754f260b428a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0x7BAA30C9BBE8AEE7

- **Hash:** `0x7BAA30C9BBE8AEE7`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0x7baa30c9bbe8aee7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0x7BAA30C9BBE8AEE7

## Signature

```c
Any _0x7BAA30C9BBE8AEE7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7baa30c9bbe8aee7(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7BAA30C9BBE8AEE7, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7baa30c9bbe8aee7(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x7BAA30C9BBE8AEE7', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7BAA30C9BBE8AEE7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7baa30c9bbe8aee7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xA9CEAE8D6637FBAD

- **Hash:** `0xA9CEAE8D6637FBAD`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xa9ceae8d6637fbad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xA9CEAE8D6637FBAD

## Signature

```c
void _0xA9CEAE8D6637FBAD(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa9ceae8d6637fbad(p0)

-- always available, by hash
Citizen.InvokeNative(0xA9CEAE8D6637FBAD, p0)
```

### JavaScript

```js
N_0xa9ceae8d6637fbad(p0);

// by hash
Citizen.invokeNative('0xA9CEAE8D6637FBAD', p0);
```

### C#

```csharp
Function.Call((Hash)0xA9CEAE8D6637FBAD, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa9ceae8d6637fbad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xAD22AB64FA428DF3

- **Hash:** `0xAD22AB64FA428DF3`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xad22ab64fa428df3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xAD22AB64FA428DF3

## Signature

```c
void _0xAD22AB64FA428DF3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xad22ab64fa428df3(p0)

-- always available, by hash
Citizen.InvokeNative(0xAD22AB64FA428DF3, p0)
```

### JavaScript

```js
N_0xad22ab64fa428df3(p0);

// by hash
Citizen.invokeNative('0xAD22AB64FA428DF3', p0);
```

### C#

```csharp
Function.Call((Hash)0xAD22AB64FA428DF3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xad22ab64fa428df3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xAFD3599A3CC5637D

- **Hash:** `0xAFD3599A3CC5637D`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xafd3599a3cc5637d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xAFD3599A3CC5637D

## Signature

```c
Any _0xAFD3599A3CC5637D();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xafd3599a3cc5637d()

-- always available, by hash
local retval = Citizen.InvokeNative(0xAFD3599A3CC5637D, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xafd3599a3cc5637d();

// by hash
const retval = Citizen.invokeNative('0xAFD3599A3CC5637D', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAFD3599A3CC5637D);
```

- This native has no known name, so the runtime exposes it only as `N_0xafd3599a3cc5637d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xB22B1D9F74095382

- **Hash:** `0xB22B1D9F74095382`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xb22b1d9f74095382`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xB22B1D9F74095382

## Signature

```c
void _0xB22B1D9F74095382(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb22b1d9f74095382(p0)

-- always available, by hash
Citizen.InvokeNative(0xB22B1D9F74095382, p0)
```

### JavaScript

```js
N_0xb22b1d9f74095382(p0);

// by hash
Citizen.invokeNative('0xB22B1D9F74095382', p0);
```

### C#

```csharp
Function.Call((Hash)0xB22B1D9F74095382, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb22b1d9f74095382` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xB38C256498748413

- **Hash:** `0xB38C256498748413`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xb38c256498748413`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xB38C256498748413

## Signature

```c
void _0xB38C256498748413();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xb38c256498748413()

-- always available, by hash
Citizen.InvokeNative(0xB38C256498748413)
```

### JavaScript

```js
N_0xb38c256498748413();

// by hash
Citizen.invokeNative('0xB38C256498748413');
```

### C#

```csharp
Function.Call((Hash)0xB38C256498748413);
```

- This native has no known name, so the runtime exposes it only as `N_0xb38c256498748413` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xC81A9E2C8EFD28D5

- **Hash:** `0xC81A9E2C8EFD28D5`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xc81a9e2c8efd28d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xC81A9E2C8EFD28D5

## Signature

```c
void _0xC81A9E2C8EFD28D5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc81a9e2c8efd28d5(p0)

-- always available, by hash
Citizen.InvokeNative(0xC81A9E2C8EFD28D5, p0)
```

### JavaScript

```js
N_0xc81a9e2c8efd28d5(p0);

// by hash
Citizen.invokeNative('0xC81A9E2C8EFD28D5', p0);
```

### C#

```csharp
Function.Call((Hash)0xC81A9E2C8EFD28D5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc81a9e2c8efd28d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xDA801F7F6A5278D3

- **Hash:** `0xDA801F7F6A5278D3`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xda801f7f6a5278d3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xDA801F7F6A5278D3

## Signature

```c
BOOL _0xDA801F7F6A5278D3(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

_NETWORK_GET_* or _NETWORK_IS_*

## Usage

### Lua

```lua
local retval = N_0xda801f7f6a5278d3(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA801F7F6A5278D3, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xda801f7f6a5278d3(player);

// by hash
const retval = Citizen.invokeNative('0xDA801F7F6A5278D3', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDA801F7F6A5278D3, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xda801f7f6a5278d3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xE4C64CD37CB176AA

- **Hash:** `0xE4C64CD37CB176AA`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xe4c64cd37cb176aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xE4C64CD37CB176AA

## Signature

```c
Any _0xE4C64CD37CB176AA(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe4c64cd37cb176aa(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4C64CD37CB176AA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe4c64cd37cb176aa(p0);

// by hash
const retval = Citizen.invokeNative('0xE4C64CD37CB176AA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE4C64CD37CB176AA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe4c64cd37cb176aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xEE4F20004D0288B7

- **Hash:** `0xEE4F20004D0288B7`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xee4f20004d0288b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xEE4F20004D0288B7

## Signature

```c
void _0xEE4F20004D0288B7();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xee4f20004d0288b7()

-- always available, by hash
Citizen.InvokeNative(0xEE4F20004D0288B7)
```

### JavaScript

```js
N_0xee4f20004d0288b7();

// by hash
Citizen.invokeNative('0xEE4F20004D0288B7');
```

### C#

```csharp
Function.Call((Hash)0xEE4F20004D0288B7);
```

- This native has no known name, so the runtime exposes it only as `N_0xee4f20004d0288b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_0xFA7C5B7E087A4CEB

- **Hash:** `0xFA7C5B7E087A4CEB`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `N_0xfa7c5b7e087a4ceb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/0xFA7C5B7E087A4CEB

## Signature

```c
Any _0xFA7C5B7E087A4CEB();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xfa7c5b7e087a4ceb()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA7C5B7E087A4CEB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfa7c5b7e087a4ceb();

// by hash
const retval = Citizen.invokeNative('0xFA7C5B7E087A4CEB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFA7C5B7E087A4CEB);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa7c5b7e087a4ceb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_GET_GANG_ID

- **Hash:** `0x901E0DC25080C8B9`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_GET_GANG_ID

## Signature

```c
Any NETWORK_GET_GANG_ID(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = NetworkGetGangId(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x901E0DC25080C8B9, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGangId(player);

// by hash
const retval = Citizen.invokeNative('0x901E0DC25080C8B9', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x901E0DC25080C8B9, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_GET_GANG_LEADER

- **Hash:** `0x4BE6C13A45CCA8EC`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangLeader`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_GET_GANG_LEADER

## Signature

```c
Player NETWORK_GET_GANG_LEADER(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = NetworkGetGangLeader(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4BE6C13A45CCA8EC, gangId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGangLeader(gangId);

// by hash
const retval = Citizen.invokeNative('0x4BE6C13A45CCA8EC', gangId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4BE6C13A45CCA8EC, gangId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_GET_GANG_LEADER_HANDLE

- **Hash:** `0xCE88A261DCBBA0D9`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangLeaderHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_GET_GANG_LEADER_HANDLE

## Signature

```c
BOOL _NETWORK_GET_GANG_LEADER_HANDLE(Any gangId, Any* gamerHandle);
```

## Parameters

- `gangId` (`Any`)
- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetGangLeaderHandle(gangId, gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE88A261DCBBA0D9, gangId, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetGangLeaderHandle(gangId, gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE88A261DCBBA0D9', gangId, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCE88A261DCBBA0D9, gangId, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_GET_GANG_MEMBERS

- **Hash:** `0xD1BF325C8252A982`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangMembers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_GET_GANG_MEMBERS

## Signature

```c
int _NETWORK_GET_GANG_MEMBERS(Any gangId, Any* memberHandles);
```

## Parameters

- `gangId` (`Any`)
- `memberHandles` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, memberHandles = NetworkGetGangMembers(gangId, memberHandles)

-- always available, by hash
local retval, memberHandles = Citizen.InvokeNative(0xD1BF325C8252A982, gangId, Citizen.PointerValueIntInitialized(memberHandles), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, memberHandles] = NetworkGetGangMembers(gangId, memberHandles);

// by hash
const [retval, memberHandles] = Citizen.invokeNative('0xD1BF325C8252A982', gangId, Citizen.pointerValueIntInitialized(memberHandles), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var memberHandles = new OutputArgument();
int retval = Function.Call<int>((Hash)0xD1BF325C8252A982, gangId, memberHandles);
// memberHandles.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_GET_GANG_PRIVACY

- **Hash:** `0x9970AE8C3D706139`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangPrivacy`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_GET_GANG_PRIVACY

## Signature

```c
int _NETWORK_GET_GANG_PRIVACY();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetGangPrivacy()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9970AE8C3D706139, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGangPrivacy();

// by hash
const retval = Citizen.invokeNative('0x9970AE8C3D706139', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9970AE8C3D706139);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_GET_GANG_SIZE

- **Hash:** `0x853B0FA4D8732C57`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetGangSize`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_GET_GANG_SIZE

## Signature

```c
int _NETWORK_GET_GANG_SIZE(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetGangSize(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x853B0FA4D8732C57, gangId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGangSize(gangId);

// by hash
const retval = Citizen.invokeNative('0x853B0FA4D8732C57', gangId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x853B0FA4D8732C57, gangId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_GET_NUM_GANG_MEMBERS

- **Hash:** `0x149A2751AB66AC02`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkGetNumGangMembers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_GET_NUM_GANG_MEMBERS

## Signature

```c
int NETWORK_GET_NUM_GANG_MEMBERS(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNumGangMembers(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x149A2751AB66AC02, gangId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNumGangMembers(gangId);

// by hash
const retval = Citizen.invokeNative('0x149A2751AB66AC02', gangId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x149A2751AB66AC02, gangId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_IS_GANG_ACTIVE

- **Hash:** `0x0F99F6436528A089`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsGangActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_IS_GANG_ACTIVE

## Signature

```c
BOOL NETWORK_IS_GANG_ACTIVE(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGangActive(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0F99F6436528A089, gangId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGangActive(gangId);

// by hash
const retval = Citizen.invokeNative('0x0F99F6436528A089', gangId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0F99F6436528A089, gangId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_IS_GANG_ID_VALID

- **Hash:** `0xD6F6ACF4392187FB`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsGangIdValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_IS_GANG_ID_VALID

## Signature

```c
BOOL NETWORK_IS_GANG_ID_VALID(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGangIdValid(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6F6ACF4392187FB, gangId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGangIdValid(gangId);

// by hash
const retval = Citizen.invokeNative('0xD6F6ACF4392187FB', gangId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD6F6ACF4392187FB, gangId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_IS_GANG_IN_SESSION

- **Hash:** `0x93A91A351A07360E`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsGangInSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_IS_GANG_IN_SESSION

## Signature

```c
BOOL NETWORK_IS_GANG_IN_SESSION(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGangInSession(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x93A91A351A07360E, gangId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGangInSession(gangId);

// by hash
const retval = Citizen.invokeNative('0x93A91A351A07360E', gangId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x93A91A351A07360E, gangId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_IS_GANG_LEADER

- **Hash:** `0x424B17A7DC5C90BC`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsGangLeader`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_IS_GANG_LEADER

## Signature

```c
BOOL NETWORK_IS_GANG_LEADER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGangLeader(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x424B17A7DC5C90BC, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGangLeader(player);

// by hash
const retval = Citizen.invokeNative('0x424B17A7DC5C90BC', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x424B17A7DC5C90BC, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_IS_GANG_MEMBER

- **Hash:** `0x9BE7DCB22D32CCBE`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsGangMember`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_IS_GANG_MEMBER

## Signature

```c
BOOL _NETWORK_IS_GANG_MEMBER(Any gangId, Player player);
```

## Parameters

- `gangId` (`Any`)
- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGangMember(gangId, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9BE7DCB22D32CCBE, gangId, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGangMember(gangId, player);

// by hash
const retval = Citizen.invokeNative('0x9BE7DCB22D32CCBE', gangId, player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9BE7DCB22D32CCBE, gangId, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_IS_GANG_OPEN

- **Hash:** `0xFCF96CCBD81B24C8`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsGangOpen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_IS_GANG_OPEN

## Signature

```c
BOOL _NETWORK_IS_GANG_OPEN(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGangOpen(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCF96CCBD81B24C8, gangId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGangOpen(gangId);

// by hash
const retval = Citizen.invokeNative('0xFCF96CCBD81B24C8', gangId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFCF96CCBD81B24C8, gangId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_IS_IN_MY_GANG

- **Hash:** `0x81FB74C83C2ED69F`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsInMyGang`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_IS_IN_MY_GANG

## Signature

```c
BOOL _NETWORK_IS_IN_MY_GANG(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsInMyGang(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x81FB74C83C2ED69F, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInMyGang(player);

// by hash
const retval = Citizen.invokeNative('0x81FB74C83C2ED69F', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x81FB74C83C2ED69F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::NETWORK_IS_IN_SAME_GANG

- **Hash:** `0x3F59FE6F37869576`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkIsInSameGang`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/NETWORK_IS_IN_SAME_GANG

## Signature

```c
BOOL NETWORK_IS_IN_SAME_GANG(Player player1, Player player2);
```

## Parameters

- `player1` (`Player`)
- `player2` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsInSameGang(player1, player2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F59FE6F37869576, player1, player2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInSameGang(player1, player2);

// by hash
const retval = Citizen.invokeNative('0x3F59FE6F37869576', player1, player2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3F59FE6F37869576, player1, player2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_KICK_GANG_MEMBER

- **Hash:** `0xCD9E2D9BC52FD80F`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkKickGangMember`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_KICK_GANG_MEMBER

## Signature

```c
void _NETWORK_KICK_GANG_MEMBER(Player player, int banTimeSeconds);
```

## Parameters

- `player` (`Player`)
- `banTimeSeconds` (`int`)

## Returns

`void`

## Description

banTimeSeconds is 120 in R* Scripts

## Usage

### Lua

```lua
NetworkKickGangMember(player, banTimeSeconds)

-- always available, by hash
Citizen.InvokeNative(0xCD9E2D9BC52FD80F, player, banTimeSeconds)
```

### JavaScript

```js
NetworkKickGangMember(player, banTimeSeconds);

// by hash
Citizen.invokeNative('0xCD9E2D9BC52FD80F', player, banTimeSeconds);
```

### C#

```csharp
Function.Call((Hash)0xCD9E2D9BC52FD80F, player, banTimeSeconds);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_LEAVE_GANG

- **Hash:** `0x0A04A07BC3074EDB`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkLeaveGang`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_LEAVE_GANG

## Signature

```c
void _NETWORK_LEAVE_GANG(BOOL disband);
```

## Parameters

- `disband` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkLeaveGang(disband)

-- always available, by hash
Citizen.InvokeNative(0x0A04A07BC3074EDB, disband)
```

### JavaScript

```js
NetworkLeaveGang(disband);

// by hash
Citizen.invokeNative('0x0A04A07BC3074EDB', disband);
```

### C#

```csharp
Function.Call((Hash)0x0A04A07BC3074EDB, disband);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_REQUEST_GANG_JOIN

- **Hash:** `0xC0474C8BCF6787AD`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkRequestGangJoin`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_REQUEST_GANG_JOIN

## Signature

```c
BOOL _NETWORK_REQUEST_GANG_JOIN(Any gangId);
```

## Parameters

- `gangId` (`Any`)

## Returns

`BOOL`

## Description

Returns true if join succeeded, false if failed.

## Usage

### Lua

```lua
local retval = NetworkRequestGangJoin(gangId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0474C8BCF6787AD, gangId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestGangJoin(gangId);

// by hash
const retval = Citizen.invokeNative('0xC0474C8BCF6787AD', gangId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC0474C8BCF6787AD, gangId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_SET_GANG_PRIVACY

- **Hash:** `0xC5BF29F4035277C2`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkSetGangPrivacy`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_SET_GANG_PRIVACY

## Signature

```c
BOOL _NETWORK_SET_GANG_PRIVACY(int privacyType);
```

## Parameters

- `privacyType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSetGangPrivacy(privacyType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5BF29F4035277C2, privacyType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSetGangPrivacy(privacyType);

// by hash
const retval = Citizen.invokeNative('0xC5BF29F4035277C2', privacyType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC5BF29F4035277C2, privacyType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_SET_GANG_SIZE

- **Hash:** `0x833D8268D51B4522`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkSetGangSize`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_SET_GANG_SIZE

## Signature

```c
BOOL _NETWORK_SET_GANG_SIZE(int size);
```

## Parameters

- `size` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSetGangSize(size)

-- always available, by hash
local retval = Citizen.InvokeNative(0x833D8268D51B4522, size, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSetGangSize(size);

// by hash
const retval = Citizen.invokeNative('0x833D8268D51B4522', size, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x833D8268D51B4522, size);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GANG::_NETWORK_START_GANG

- **Hash:** `0xD1A226F2E05E58FC`
- **Namespace:** GANG
- **Runtime name (Lua/JS):** `NetworkStartGang`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GANG/_NETWORK_START_GANG

## Signature

```c
void _NETWORK_START_GANG(BOOL openStatus, int campSize);
```

## Parameters

- `openStatus` (`BOOL`)
- `campSize` (`int`)

## Returns

`void`

## Description

openStatus = true -> sets privacyType = 2 (PUBLIC_ADVERTISED)
openStatus = false -> sets privacyType = 1 (INVITE_ONLY)

campSize: NET_CAMP_SIZE_SMALLEST = 4, NET_CAMP_SIZE_LARGEST = 7

## Usage

### Lua

```lua
NetworkStartGang(openStatus, campSize)

-- always available, by hash
Citizen.InvokeNative(0xD1A226F2E05E58FC, openStatus, campSize)
```

### JavaScript

```js
NetworkStartGang(openStatus, campSize);

// by hash
Citizen.invokeNative('0xD1A226F2E05E58FC', openStatus, campSize);
```

### C#

```csharp
Function.Call((Hash)0xD1A226F2E05E58FC, openStatus, campSize);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GOOGLE_ANALYTICS::_GOOGLE_ANALYTICS_END_EVENT

- **Hash:** `0x87BBCC4360A9BDE3`
- **Namespace:** GOOGLE_ANALYTICS
- **Runtime name (Lua/JS):** `GoogleAnalyticsEndEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/GOOGLE_ANALYTICS/_GOOGLE_ANALYTICS_END_EVENT

## Signature

```c
BOOL _GOOGLE_ANALYTICS_END_EVENT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GoogleAnalyticsEndEvent()

-- always available, by hash
local retval = Citizen.InvokeNative(0x87BBCC4360A9BDE3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GoogleAnalyticsEndEvent();

// by hash
const retval = Citizen.invokeNative('0x87BBCC4360A9BDE3', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x87BBCC4360A9BDE3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GOOGLE_ANALYTICS::_GOOGLE_ANALYTICS_POP_PAGE

- **Hash:** `0xC6DE040378364798`
- **Namespace:** GOOGLE_ANALYTICS
- **Runtime name (Lua/JS):** `GoogleAnalyticsPopPage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GOOGLE_ANALYTICS/_GOOGLE_ANALYTICS_POP_PAGE

## Signature

```c
void _GOOGLE_ANALYTICS_POP_PAGE(const char* pageName);
```

## Parameters

- `pageName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
GoogleAnalyticsPopPage(pageName)

-- always available, by hash
Citizen.InvokeNative(0xC6DE040378364798, pageName)
```

### JavaScript

```js
GoogleAnalyticsPopPage(pageName);

// by hash
Citizen.invokeNative('0xC6DE040378364798', pageName);
```

### C#

```csharp
Function.Call((Hash)0xC6DE040378364798, pageName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GOOGLE_ANALYTICS::_GOOGLE_ANALYTICS_PUSH_PAGE

- **Hash:** `0xD43A616AE3AC4EF6`
- **Namespace:** GOOGLE_ANALYTICS
- **Runtime name (Lua/JS):** `GoogleAnalyticsPushPage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GOOGLE_ANALYTICS/_GOOGLE_ANALYTICS_PUSH_PAGE

## Signature

```c
void _GOOGLE_ANALYTICS_PUSH_PAGE(const char* pageName);
```

## Parameters

- `pageName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
GoogleAnalyticsPushPage(pageName)

-- always available, by hash
Citizen.InvokeNative(0xD43A616AE3AC4EF6, pageName)
```

### JavaScript

```js
GoogleAnalyticsPushPage(pageName);

// by hash
Citizen.invokeNative('0xD43A616AE3AC4EF6', pageName);
```

### C#

```csharp
Function.Call((Hash)0xD43A616AE3AC4EF6, pageName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GOOGLE_ANALYTICS::_GOOGLE_ANALYTICS_START_EVENT

- **Hash:** `0x1C54F031D7C0F7AC`
- **Namespace:** GOOGLE_ANALYTICS
- **Runtime name (Lua/JS):** `GoogleAnalyticsStartEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/GOOGLE_ANALYTICS/_GOOGLE_ANALYTICS_START_EVENT

## Signature

```c
BOOL _GOOGLE_ANALYTICS_START_EVENT(const char* eventCategory, const char* eventAction, const char* eventLabel, int eventValue);
```

## Parameters

- `eventCategory` (`const char*`)
- `eventAction` (`const char*`)
- `eventLabel` (`const char*`)
- `eventValue` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GoogleAnalyticsStartEvent(eventCategory, eventAction, eventLabel, eventValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1C54F031D7C0F7AC, eventCategory, eventAction, eventLabel, eventValue, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GoogleAnalyticsStartEvent(eventCategory, eventAction, eventLabel, eventValue);

// by hash
const retval = Citizen.invokeNative('0x1C54F031D7C0F7AC', eventCategory, eventAction, eventLabel, eventValue, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1C54F031D7C0F7AC, eventCategory, eventAction, eventLabel, eventValue);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x085C5B61A0114F32

- **Hash:** `0x085C5B61A0114F32`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x085c5b61a0114f32`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x085C5B61A0114F32

## Signature

```c
void _0x085C5B61A0114F32(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x085c5b61a0114f32(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x085C5B61A0114F32, p0, p1)
```

### JavaScript

```js
N_0x085c5b61a0114f32(p0, p1);

// by hash
Citizen.invokeNative('0x085C5B61A0114F32', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x085C5B61A0114F32, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x085c5b61a0114f32` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x0D5B19C34068FEE7

- **Hash:** `0x0D5B19C34068FEE7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x0d5b19c34068fee7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x0D5B19C34068FEE7

## Signature

```c
void _0x0D5B19C34068FEE7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

Gets set to 1 when GET_STATUS_OF_TAKE_HIGH_QUALITY_PHOTO = PHOTO_OPERATION_SUCCEEDED

## Usage

### Lua

```lua
N_0x0d5b19c34068fee7(p0)

-- always available, by hash
Citizen.InvokeNative(0x0D5B19C34068FEE7, p0)
```

### JavaScript

```js
N_0x0d5b19c34068fee7(p0);

// by hash
Citizen.invokeNative('0x0D5B19C34068FEE7', p0);
```

### C#

```csharp
Function.Call((Hash)0x0D5B19C34068FEE7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d5b19c34068fee7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x1460B644397453EB

- **Hash:** `0x1460B644397453EB`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x1460b644397453eb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x1460B644397453EB

## Signature

```c
void _0x1460B644397453EB();
```

## Returns

`void`

## Description

_RESET_*

## Usage

### Lua

```lua
N_0x1460b644397453eb()

-- always available, by hash
Citizen.InvokeNative(0x1460B644397453EB)
```

### JavaScript

```js
N_0x1460b644397453eb();

// by hash
Citizen.invokeNative('0x1460B644397453EB');
```

### C#

```csharp
Function.Call((Hash)0x1460B644397453EB);
```

- This native has no known name, so the runtime exposes it only as `N_0x1460b644397453eb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x171C18E994C1A395

- **Hash:** `0x171C18E994C1A395`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x171c18e994c1a395`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x171C18E994C1A395

## Signature

```c
void _0x171C18E994C1A395(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x171c18e994c1a395(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x171C18E994C1A395, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x171c18e994c1a395(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x171C18E994C1A395', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x171C18E994C1A395, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x171c18e994c1a395` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x1A9F09AB458D49C6

- **Hash:** `0x1A9F09AB458D49C6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x1a9f09ab458d49c6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x1A9F09AB458D49C6

## Signature

```c
void _0x1A9F09AB458D49C6(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Used in shop scripts for CATALOG_BOOK
false = Normal -> [CATALOG_BOOK_SHUTDOWN]
true = Trees flickering? -> [CATALOG_BOOK_OPEN]

## Usage

### Lua

```lua
N_0x1a9f09ab458d49c6(p0)

-- always available, by hash
Citizen.InvokeNative(0x1A9F09AB458D49C6, p0)
```

### JavaScript

```js
N_0x1a9f09ab458d49c6(p0);

// by hash
Citizen.invokeNative('0x1A9F09AB458D49C6', p0);
```

### C#

```csharp
Function.Call((Hash)0x1A9F09AB458D49C6, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1a9f09ab458d49c6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x1C6306E5BC25C29C

- **Hash:** `0x1C6306E5BC25C29C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x1c6306e5bc25c29c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x1C6306E5BC25C29C

## Signature

```c
void _0x1C6306E5BC25C29C();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x1c6306e5bc25c29c()

-- always available, by hash
Citizen.InvokeNative(0x1C6306E5BC25C29C)
```

### JavaScript

```js
N_0x1c6306e5bc25c29c();

// by hash
Citizen.invokeNative('0x1C6306E5BC25C29C');
```

### C#

```csharp
Function.Call((Hash)0x1C6306E5BC25C29C);
```

- This native has no known name, so the runtime exposes it only as `N_0x1c6306e5bc25c29c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x1FF8731BE1DFC0C0

- **Hash:** `0x1FF8731BE1DFC0C0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x1ff8731be1dfc0c0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x1FF8731BE1DFC0C0

## Signature

```c
void _0x1FF8731BE1DFC0C0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1ff8731be1dfc0c0(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1FF8731BE1DFC0C0, p0, p1)
```

### JavaScript

```js
N_0x1ff8731be1dfc0c0(p0, p1);

// by hash
Citizen.invokeNative('0x1FF8731BE1DFC0C0', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1FF8731BE1DFC0C0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1ff8731be1dfc0c0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x26DD2FB0A88CC412

- **Hash:** `0x26DD2FB0A88CC412`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x26dd2fb0a88cc412`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x26DD2FB0A88CC412

## Signature

```c
void _0x26DD2FB0A88CC412(const char* effectName, const char* effectName2, Any p2, Any p3);
```

## Parameters

- `effectName` (`const char*`)
- `effectName2` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

effectName2, p2 and p3 are unused

ANIMPOSTFX_*

## Usage

### Lua

```lua
N_0x26dd2fb0a88cc412(effectName, effectName2, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x26DD2FB0A88CC412, effectName, effectName2, p2, p3)
```

### JavaScript

```js
N_0x26dd2fb0a88cc412(effectName, effectName2, p2, p3);

// by hash
Citizen.invokeNative('0x26DD2FB0A88CC412', effectName, effectName2, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x26DD2FB0A88CC412, effectName, effectName2, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x26dd2fb0a88cc412` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x285438C26C732F9D

- **Hash:** `0x285438C26C732F9D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x285438c26c732f9d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x285438C26C732F9D

## Signature

```c
Any _0x285438C26C732F9D();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x285438c26c732f9d()

-- always available, by hash
local retval = Citizen.InvokeNative(0x285438C26C732F9D, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x285438c26c732f9d();

// by hash
const retval = Citizen.invokeNative('0x285438C26C732F9D', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x285438C26C732F9D);
```

- This native has no known name, so the runtime exposes it only as `N_0x285438c26c732f9d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x32DE2BFFDA43E62A

- **Hash:** `0x32DE2BFFDA43E62A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x32de2bffda43e62a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x32DE2BFFDA43E62A

## Signature

```c
void _0x32DE2BFFDA43E62A();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x32de2bffda43e62a()

-- always available, by hash
Citizen.InvokeNative(0x32DE2BFFDA43E62A)
```

### JavaScript

```js
N_0x32de2bffda43e62a();

// by hash
Citizen.invokeNative('0x32DE2BFFDA43E62A');
```

### C#

```csharp
Function.Call((Hash)0x32DE2BFFDA43E62A);
```

- This native has no known name, so the runtime exposes it only as `N_0x32de2bffda43e62a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x38D9D50F2085E9B3

- **Hash:** `0x38D9D50F2085E9B3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x38d9d50f2085e9b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x38D9D50F2085E9B3

## Signature

```c
void _0x38D9D50F2085E9B3(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`void`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
N_0x38d9d50f2085e9b3(effectNameHash)

-- always available, by hash
Citizen.InvokeNative(0x38D9D50F2085E9B3, effectNameHash)
```

### JavaScript

```js
N_0x38d9d50f2085e9b3(effectNameHash);

// by hash
Citizen.invokeNative('0x38D9D50F2085E9B3', effectNameHash);
```

### C#

```csharp
Function.Call((Hash)0x38D9D50F2085E9B3, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x38d9d50f2085e9b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x3DA7A10583A4BEC0

- **Hash:** `0x3DA7A10583A4BEC0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x3da7a10583a4bec0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x3DA7A10583A4BEC0

## Signature

```c
BOOL _0x3DA7A10583A4BEC0();
```

## Returns

`BOOL`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
local retval = N_0x3da7a10583a4bec0()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3DA7A10583A4BEC0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3da7a10583a4bec0();

// by hash
const retval = Citizen.invokeNative('0x3DA7A10583A4BEC0', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3DA7A10583A4BEC0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3da7a10583a4bec0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x402E1A61D2587FCD

- **Hash:** `0x402E1A61D2587FCD`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x402e1a61d2587fcd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x402E1A61D2587FCD

## Signature

```c
BOOL _0x402E1A61D2587FCD(Any p0, float x, float y, float z, float p4, float p5, float heading);
```

## Parameters

- `p0` (`Any`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `heading` (`float`)

## Returns

`BOOL`

## Description

Only used in R* SP Script spd_agnesdown1

## Usage

### Lua

```lua
local retval = N_0x402e1a61d2587fcd(p0, x, y, z, p4, p5, heading)

-- always available, by hash
local retval = Citizen.InvokeNative(0x402E1A61D2587FCD, p0, x, y, z, p4, p5, heading, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x402e1a61d2587fcd(p0, x, y, z, p4, p5, heading);

// by hash
const retval = Citizen.invokeNative('0x402E1A61D2587FCD', p0, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, heading + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x402E1A61D2587FCD, p0, x, y, z, p4, p5, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x402e1a61d2587fcd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x4046493D2EEACA0E

- **Hash:** `0x4046493D2EEACA0E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x4046493d2eeaca0e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x4046493D2EEACA0E

## Signature

```c
void _0x4046493D2EEACA0E();
```

## Returns

`void`

## Description

_DISABLE_*

## Usage

### Lua

```lua
N_0x4046493d2eeaca0e()

-- always available, by hash
Citizen.InvokeNative(0x4046493D2EEACA0E)
```

### JavaScript

```js
N_0x4046493d2eeaca0e();

// by hash
Citizen.invokeNative('0x4046493D2EEACA0E');
```

### C#

```csharp
Function.Call((Hash)0x4046493D2EEACA0E);
```

- This native has no known name, so the runtime exposes it only as `N_0x4046493d2eeaca0e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x41F88A85A579A61D

- **Hash:** `0x41F88A85A579A61D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x41f88a85a579a61d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x41F88A85A579A61D

## Signature

```c
void _0x41F88A85A579A61D(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Description

Used in CREATE_BEZIER_BLOOD_TRAIL_OF_TYPE

## Usage

### Lua

```lua
N_0x41f88a85a579a61d(p0)

-- always available, by hash
Citizen.InvokeNative(0x41F88A85A579A61D, p0)
```

### JavaScript

```js
N_0x41f88a85a579a61d(p0);

// by hash
Citizen.invokeNative('0x41F88A85A579A61D', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x41F88A85A579A61D, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x41f88a85a579a61d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x453D16D41FC51D3E

- **Hash:** `0x453D16D41FC51D3E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x453d16d41fc51d3e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x453D16D41FC51D3E

## Signature

```c
void _0x453D16D41FC51D3E(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x453d16d41fc51d3e(p0)

-- always available, by hash
Citizen.InvokeNative(0x453D16D41FC51D3E, p0)
```

### JavaScript

```js
N_0x453d16d41fc51d3e(p0);

// by hash
Citizen.invokeNative('0x453D16D41FC51D3E', p0);
```

### C#

```csharp
Function.Call((Hash)0x453D16D41FC51D3E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x453d16d41fc51d3e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x48FE0DB54045B975

- **Hash:** `0x48FE0DB54045B975`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x48fe0db54045b975`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x48FE0DB54045B975

## Signature

```c
void _0x48FE0DB54045B975(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x48fe0db54045b975(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x48FE0DB54045B975, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
N_0x48fe0db54045b975(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x48FE0DB54045B975', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x48FE0DB54045B975, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x48fe0db54045b975` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x4BD66B4E3427689B

- **Hash:** `0x4BD66B4E3427689B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x4bd66b4e3427689b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x4BD66B4E3427689B

## Signature

```c
void _0x4BD66B4E3427689B(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Description

Used in CREATE_BEZIER_BLOOD_TRAIL_OF_TYPE

## Usage

### Lua

```lua
N_0x4bd66b4e3427689b(p0)

-- always available, by hash
Citizen.InvokeNative(0x4BD66B4E3427689B, p0)
```

### JavaScript

```js
N_0x4bd66b4e3427689b(p0);

// by hash
Citizen.invokeNative('0x4BD66B4E3427689B', p0);
```

### C#

```csharp
Function.Call((Hash)0x4BD66B4E3427689B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4bd66b4e3427689b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x4FB67D172C4476F3

- **Hash:** `0x4FB67D172C4476F3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x4fb67d172c4476f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x4FB67D172C4476F3

## Signature

```c
void _0x4FB67D172C4476F3(Entity entity, const char* p1, const char* p2, float p3);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`const char*`)
- `p2` (`const char*`)
- `p3` (`float`)

## Returns

`void`

## Description

p1: AMB_ANN_COAL_CHUTE_DIVE, AMB_ANN_COAL_CHUTE
p2: EMIT
p3: either 0.0f or 1.0f

## Usage

### Lua

```lua
N_0x4fb67d172c4476f3(entity, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4FB67D172C4476F3, entity, p1, p2, p3)
```

### JavaScript

```js
N_0x4fb67d172c4476f3(entity, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4FB67D172C4476F3', entity, p1, p2, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4FB67D172C4476F3, entity, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x4fb67d172c4476f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x503941F65DBA24EC

- **Hash:** `0x503941F65DBA24EC`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x503941f65dba24ec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x503941F65DBA24EC

## Signature

```c
void _0x503941F65DBA24EC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x503941f65dba24ec(p0)

-- always available, by hash
Citizen.InvokeNative(0x503941F65DBA24EC, p0)
```

### JavaScript

```js
N_0x503941f65dba24ec(p0);

// by hash
Citizen.invokeNative('0x503941F65DBA24EC', p0);
```

### C#

```csharp
Function.Call((Hash)0x503941F65DBA24EC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x503941f65dba24ec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x519928DF02EB5101

- **Hash:** `0x519928DF02EB5101`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x519928df02eb5101`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x519928DF02EB5101

## Signature

```c
void _0x519928DF02EB5101(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x519928df02eb5101(p0)

-- always available, by hash
Citizen.InvokeNative(0x519928DF02EB5101, p0)
```

### JavaScript

```js
N_0x519928df02eb5101(p0);

// by hash
Citizen.invokeNative('0x519928DF02EB5101', p0);
```

### C#

```csharp
Function.Call((Hash)0x519928DF02EB5101, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x519928df02eb5101` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x5C674EB487891F6B

- **Hash:** `0x5C674EB487891F6B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x5c674eb487891f6b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x5C674EB487891F6B

## Signature

```c
Any _0x5C674EB487891F6B();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5c674eb487891f6b()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C674EB487891F6B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5c674eb487891f6b();

// by hash
const retval = Citizen.invokeNative('0x5C674EB487891F6B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5C674EB487891F6B);
```

- This native has no known name, so the runtime exposes it only as `N_0x5c674eb487891f6b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x5C9C3A466B3296A8

- **Hash:** `0x5C9C3A466B3296A8`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x5c9c3a466b3296a8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x5C9C3A466B3296A8

## Signature

```c
Any _0x5C9C3A466B3296A8(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

Only used in R* SP Script spd_agnesdown1

## Usage

### Lua

```lua
local retval = N_0x5c9c3a466b3296a8(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C9C3A466B3296A8, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5c9c3a466b3296a8(p0);

// by hash
const retval = Citizen.invokeNative('0x5C9C3A466B3296A8', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5C9C3A466B3296A8, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5c9c3a466b3296a8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x67B0778C62E74423

- **Hash:** `0x67B0778C62E74423`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x67b0778c62e74423`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x67B0778C62E74423

## Signature

```c
void _0x67B0778C62E74423(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x67b0778c62e74423(p0)

-- always available, by hash
Citizen.InvokeNative(0x67B0778C62E74423, p0)
```

### JavaScript

```js
N_0x67b0778c62e74423(p0);

// by hash
Citizen.invokeNative('0x67B0778C62E74423', p0);
```

### C#

```csharp
Function.Call((Hash)0x67B0778C62E74423, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x67b0778c62e74423` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x6C03118E9E5C1A14

- **Hash:** `0x6C03118E9E5C1A14`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x6c03118e9e5c1a14`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x6C03118E9E5C1A14

## Signature

```c
void _0x6C03118E9E5C1A14(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6c03118e9e5c1a14(p0)

-- always available, by hash
Citizen.InvokeNative(0x6C03118E9E5C1A14, p0)
```

### JavaScript

```js
N_0x6c03118e9e5c1a14(p0);

// by hash
Citizen.invokeNative('0x6C03118E9E5C1A14', p0);
```

### C#

```csharp
Function.Call((Hash)0x6C03118E9E5C1A14, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c03118e9e5c1a14` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x71845905BCCDE781

- **Hash:** `0x71845905BCCDE781`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x71845905bccde781`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x71845905BCCDE781

## Signature

```c
void _0x71845905BCCDE781(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`void`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
N_0x71845905bccde781(effectNameHash)

-- always available, by hash
Citizen.InvokeNative(0x71845905BCCDE781, effectNameHash)
```

### JavaScript

```js
N_0x71845905bccde781(effectNameHash);

// by hash
Citizen.invokeNative('0x71845905BCCDE781', effectNameHash);
```

### C#

```csharp
Function.Call((Hash)0x71845905BCCDE781, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x71845905bccde781` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x735762E8D7573E42

- **Hash:** `0x735762E8D7573E42`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x735762e8d7573e42`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x735762E8D7573E42

## Signature

```c
void _0x735762E8D7573E42(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x735762e8d7573e42(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x735762E8D7573E42, p0, p1, p2)
```

### JavaScript

```js
N_0x735762e8d7573e42(p0, p1, p2);

// by hash
Citizen.invokeNative('0x735762E8D7573E42', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x735762E8D7573E42, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x735762e8d7573e42` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x812C1563185C6FB2

- **Hash:** `0x812C1563185C6FB2`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x812c1563185c6fb2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x812C1563185C6FB2

## Signature

```c
void _0x812C1563185C6FB2();
```

## Returns

`void`

## Description

Used in CREATE_BEZIER_BLOOD_TRAIL_OF_TYPE
_ENABLE_*

## Usage

### Lua

```lua
N_0x812c1563185c6fb2()

-- always available, by hash
Citizen.InvokeNative(0x812C1563185C6FB2)
```

### JavaScript

```js
N_0x812c1563185c6fb2();

// by hash
Citizen.invokeNative('0x812C1563185C6FB2');
```

### C#

```csharp
Function.Call((Hash)0x812C1563185C6FB2);
```

- This native has no known name, so the runtime exposes it only as `N_0x812c1563185c6fb2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x815653A42C5ABE76

- **Hash:** `0x815653A42C5ABE76`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x815653a42c5abe76`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x815653A42C5ABE76

## Signature

```c
void _0x815653A42C5ABE76();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x815653a42c5abe76()

-- always available, by hash
Citizen.InvokeNative(0x815653A42C5ABE76)
```

### JavaScript

```js
N_0x815653a42c5abe76();

// by hash
Citizen.invokeNative('0x815653A42C5ABE76');
```

### C#

```csharp
Function.Call((Hash)0x815653A42C5ABE76);
```

- This native has no known name, so the runtime exposes it only as `N_0x815653a42c5abe76` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x8996FA6AD9FE4E90

- **Hash:** `0x8996FA6AD9FE4E90`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x8996fa6ad9fe4e90`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x8996FA6AD9FE4E90

## Signature

```c
void _0x8996FA6AD9FE4E90(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8996fa6ad9fe4e90(p0)

-- always available, by hash
Citizen.InvokeNative(0x8996FA6AD9FE4E90, p0)
```

### JavaScript

```js
N_0x8996fa6ad9fe4e90(p0);

// by hash
Citizen.invokeNative('0x8996FA6AD9FE4E90', p0);
```

### C#

```csharp
Function.Call((Hash)0x8996FA6AD9FE4E90, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8996fa6ad9fe4e90` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x910E260AEAD855DE

- **Hash:** `0x910E260AEAD855DE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x910e260aead855de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x910E260AEAD855DE

## Signature

```c
void _0x910E260AEAD855DE();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x910e260aead855de()

-- always available, by hash
Citizen.InvokeNative(0x910E260AEAD855DE)
```

### JavaScript

```js
N_0x910e260aead855de();

// by hash
Citizen.invokeNative('0x910E260AEAD855DE');
```

### C#

```csharp
Function.Call((Hash)0x910E260AEAD855DE);
```

- This native has no known name, so the runtime exposes it only as `N_0x910e260aead855de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x94B261F1F35293E1

- **Hash:** `0x94B261F1F35293E1`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x94b261f1f35293e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x94B261F1F35293E1

## Signature

```c
void _0x94B261F1F35293E1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x94b261f1f35293e1(p0)

-- always available, by hash
Citizen.InvokeNative(0x94B261F1F35293E1, p0)
```

### JavaScript

```js
N_0x94b261f1f35293e1(p0);

// by hash
Citizen.invokeNative('0x94B261F1F35293E1', p0);
```

### C#

```csharp
Function.Call((Hash)0x94B261F1F35293E1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x94b261f1f35293e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x981C7D863980FA51

- **Hash:** `0x981C7D863980FA51`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x981c7d863980fa51`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x981C7D863980FA51

## Signature

```c
void _0x981C7D863980FA51();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x981c7d863980fa51()

-- always available, by hash
Citizen.InvokeNative(0x981C7D863980FA51)
```

### JavaScript

```js
N_0x981c7d863980fa51();

// by hash
Citizen.invokeNative('0x981C7D863980FA51');
```

### C#

```csharp
Function.Call((Hash)0x981C7D863980FA51);
```

- This native has no known name, so the runtime exposes it only as `N_0x981c7d863980fa51` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x9D1B0B5066205692

- **Hash:** `0x9D1B0B5066205692`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x9d1b0b5066205692`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x9D1B0B5066205692

## Signature

```c
void _0x9D1B0B5066205692();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x9d1b0b5066205692()

-- always available, by hash
Citizen.InvokeNative(0x9D1B0B5066205692)
```

### JavaScript

```js
N_0x9d1b0b5066205692();

// by hash
Citizen.invokeNative('0x9D1B0B5066205692');
```

### C#

```csharp
Function.Call((Hash)0x9D1B0B5066205692);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d1b0b5066205692` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x9F158A49B0D84C3C

- **Hash:** `0x9F158A49B0D84C3C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x9f158a49b0d84c3c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x9F158A49B0D84C3C

## Signature

```c
void _0x9F158A49B0D84C3C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9f158a49b0d84c3c(p0)

-- always available, by hash
Citizen.InvokeNative(0x9F158A49B0D84C3C, p0)
```

### JavaScript

```js
N_0x9f158a49b0d84c3c(p0);

// by hash
Citizen.invokeNative('0x9F158A49B0D84C3C', p0);
```

### C#

```csharp
Function.Call((Hash)0x9F158A49B0D84C3C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9f158a49b0d84c3c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0x9F6D859C80708B26

- **Hash:** `0x9F6D859C80708B26`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0x9f6d859c80708b26`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0x9F6D859C80708B26

## Signature

```c
void _0x9F6D859C80708B26(BOOL p0, BOOL p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9f6d859c80708b26(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9F6D859C80708B26, p0, p1)
```

### JavaScript

```js
N_0x9f6d859c80708b26(p0, p1);

// by hash
Citizen.invokeNative('0x9F6D859C80708B26', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9F6D859C80708B26, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9f6d859c80708b26` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xA04EF43030593ABC

- **Hash:** `0xA04EF43030593ABC`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xa04ef43030593abc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xA04EF43030593ABC

## Signature

```c
void _0xA04EF43030593ABC(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa04ef43030593abc(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA04EF43030593ABC, p0, p1)
```

### JavaScript

```js
N_0xa04ef43030593abc(p0, p1);

// by hash
Citizen.invokeNative('0xA04EF43030593ABC', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA04EF43030593ABC, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa04ef43030593abc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xA0F4D12D6042F6D5

- **Hash:** `0xA0F4D12D6042F6D5`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xa0f4d12d6042f6d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xA0F4D12D6042F6D5

## Signature

```c
void _0xA0F4D12D6042F6D5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa0f4d12d6042f6d5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA0F4D12D6042F6D5, p0, p1)
```

### JavaScript

```js
N_0xa0f4d12d6042f6d5(p0, p1);

// by hash
Citizen.invokeNative('0xA0F4D12D6042F6D5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA0F4D12D6042F6D5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa0f4d12d6042f6d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xA15CCAB8AD038291

- **Hash:** `0xA15CCAB8AD038291`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xa15ccab8ad038291`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xA15CCAB8AD038291

## Signature

```c
Any _0xA15CCAB8AD038291(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa15ccab8ad038291(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA15CCAB8AD038291, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa15ccab8ad038291(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xA15CCAB8AD038291', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA15CCAB8AD038291, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xa15ccab8ad038291` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xA1A86055792FB249

- **Hash:** `0xA1A86055792FB249`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xa1a86055792fb249`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xA1A86055792FB249

## Signature

```c
void _0xA1A86055792FB249(int personaPhotoLocalCacheType);
```

## Parameters

- `personaPhotoLocalCacheType` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa1a86055792fb249(personaPhotoLocalCacheType)

-- always available, by hash
Citizen.InvokeNative(0xA1A86055792FB249, personaPhotoLocalCacheType)
```

### JavaScript

```js
N_0xa1a86055792fb249(personaPhotoLocalCacheType);

// by hash
Citizen.invokeNative('0xA1A86055792FB249', personaPhotoLocalCacheType);
```

### C#

```csharp
Function.Call((Hash)0xA1A86055792FB249, personaPhotoLocalCacheType);
```

- This native has no known name, so the runtime exposes it only as `N_0xa1a86055792fb249` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xA201A3D0AC087C37

- **Hash:** `0xA201A3D0AC087C37`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xa201a3d0ac087c37`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xA201A3D0AC087C37

## Signature

```c
void _0xA201A3D0AC087C37(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
N_0xa201a3d0ac087c37(effectName)

-- always available, by hash
Citizen.InvokeNative(0xA201A3D0AC087C37, effectName)
```

### JavaScript

```js
N_0xa201a3d0ac087c37(effectName);

// by hash
Citizen.invokeNative('0xA201A3D0AC087C37', effectName);
```

### C#

```csharp
Function.Call((Hash)0xA201A3D0AC087C37, effectName);
```

- This native has no known name, so the runtime exposes it only as `N_0xa201a3d0ac087c37` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xA21AF60C9F99CCC5

- **Hash:** `0xA21AF60C9F99CCC5`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xa21af60c9f99ccc5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xA21AF60C9F99CCC5

## Signature

```c
void _0xA21AF60C9F99CCC5();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xa21af60c9f99ccc5()

-- always available, by hash
Citizen.InvokeNative(0xA21AF60C9F99CCC5)
```

### JavaScript

```js
N_0xa21af60c9f99ccc5();

// by hash
Citizen.invokeNative('0xA21AF60C9F99CCC5');
```

### C#

```csharp
Function.Call((Hash)0xA21AF60C9F99CCC5);
```

- This native has no known name, so the runtime exposes it only as `N_0xa21af60c9f99ccc5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xB032C085D9A03907

- **Hash:** `0xB032C085D9A03907`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xb032c085d9a03907`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xB032C085D9A03907

## Signature

```c
void _0xB032C085D9A03907();
```

## Returns

`void`

## Description

_SET_D* or _SET_E*

## Usage

### Lua

```lua
N_0xb032c085d9a03907()

-- always available, by hash
Citizen.InvokeNative(0xB032C085D9A03907)
```

### JavaScript

```js
N_0xb032c085d9a03907();

// by hash
Citizen.invokeNative('0xB032C085D9A03907');
```

### C#

```csharp
Function.Call((Hash)0xB032C085D9A03907);
```

- This native has no known name, so the runtime exposes it only as `N_0xb032c085d9a03907` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xB958D97A0DFAA0C2

- **Hash:** `0xB958D97A0DFAA0C2`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xb958d97a0dfaa0c2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xB958D97A0DFAA0C2

## Signature

```c
BOOL _0xB958D97A0DFAA0C2(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`BOOL`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
local retval = N_0xb958d97a0dfaa0c2(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB958D97A0DFAA0C2, effectName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb958d97a0dfaa0c2(effectName);

// by hash
const retval = Citizen.invokeNative('0xB958D97A0DFAA0C2', effectName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB958D97A0DFAA0C2, effectName);
```

- This native has no known name, so the runtime exposes it only as `N_0xb958d97a0dfaa0c2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xC06F2F45A73EABCD

- **Hash:** `0xC06F2F45A73EABCD`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xc06f2f45a73eabcd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xC06F2F45A73EABCD

## Signature

```c
void _0xC06F2F45A73EABCD(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

Used in NET_CAMP_SPIRIT_ANIMAL_CLEAR_ANIMAL_VISIBILITY

## Usage

### Lua

```lua
N_0xc06f2f45a73eabcd(entity)

-- always available, by hash
Citizen.InvokeNative(0xC06F2F45A73EABCD, entity)
```

### JavaScript

```js
N_0xc06f2f45a73eabcd(entity);

// by hash
Citizen.invokeNative('0xC06F2F45A73EABCD', entity);
```

### C#

```csharp
Function.Call((Hash)0xC06F2F45A73EABCD, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xc06f2f45a73eabcd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xC28F62AC9774FC1B

- **Hash:** `0xC28F62AC9774FC1B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xc28f62ac9774fc1b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xC28F62AC9774FC1B

## Signature

```c
Any _0xC28F62AC9774FC1B();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc28f62ac9774fc1b()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC28F62AC9774FC1B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc28f62ac9774fc1b();

// by hash
const retval = Citizen.invokeNative('0xC28F62AC9774FC1B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC28F62AC9774FC1B);
```

- This native has no known name, so the runtime exposes it only as `N_0xc28f62ac9774fc1b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xC37792A3F9C90771

- **Hash:** `0xC37792A3F9C90771`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xc37792a3f9c90771`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xC37792A3F9C90771

## Signature

```c
Any _0xC37792A3F9C90771();
```

## Returns

`Any`

## Description

Doesn't actually return anything.

ANIMPOSTFX_*

## Usage

### Lua

```lua
local retval = N_0xc37792a3f9c90771()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC37792A3F9C90771, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc37792a3f9c90771();

// by hash
const retval = Citizen.invokeNative('0xC37792A3F9C90771', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC37792A3F9C90771);
```

- This native has no known name, so the runtime exposes it only as `N_0xc37792a3f9c90771` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xC489FE31AC726512

- **Hash:** `0xC489FE31AC726512`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xc489fe31ac726512`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xC489FE31AC726512

## Signature

```c
void _0xC489FE31AC726512(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc489fe31ac726512(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC489FE31AC726512, p0, p1)
```

### JavaScript

```js
N_0xc489fe31ac726512(p0, p1);

// by hash
Citizen.invokeNative('0xC489FE31AC726512', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC489FE31AC726512, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc489fe31ac726512` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xC76FC4C2FC5F4405

- **Hash:** `0xC76FC4C2FC5F4405`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xc76fc4c2fc5f4405`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xC76FC4C2FC5F4405

## Signature

```c
void _0xC76FC4C2FC5F4405(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`void`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
N_0xc76fc4c2fc5f4405(effectNameHash)

-- always available, by hash
Citizen.InvokeNative(0xC76FC4C2FC5F4405, effectNameHash)
```

### JavaScript

```js
N_0xc76fc4c2fc5f4405(effectNameHash);

// by hash
Citizen.invokeNative('0xC76FC4C2FC5F4405', effectNameHash);
```

### C#

```csharp
Function.Call((Hash)0xC76FC4C2FC5F4405, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xc76fc4c2fc5f4405` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xCC3B787E73E64160

- **Hash:** `0xCC3B787E73E64160`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xcc3b787e73e64160`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xCC3B787E73E64160

## Signature

```c
void _0xCC3B787E73E64160(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcc3b787e73e64160(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xCC3B787E73E64160, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xcc3b787e73e64160(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xCC3B787E73E64160', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xCC3B787E73E64160, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xcc3b787e73e64160` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xD1472AFF30C103D6

- **Hash:** `0xD1472AFF30C103D6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xd1472aff30c103d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xD1472AFF30C103D6

## Signature

```c
void _0xD1472AFF30C103D6(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Description

Only used in R* Script nb_stalking_hunter

## Usage

### Lua

```lua
N_0xd1472aff30c103d6(p0)

-- always available, by hash
Citizen.InvokeNative(0xD1472AFF30C103D6, p0)
```

### JavaScript

```js
N_0xd1472aff30c103d6(p0);

// by hash
Citizen.invokeNative('0xD1472AFF30C103D6', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD1472AFF30C103D6, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xd1472aff30c103d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xD543487A1F12828F

- **Hash:** `0xD543487A1F12828F`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xd543487a1f12828f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xD543487A1F12828F

## Signature

```c
void _0xD543487A1F12828F(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd543487a1f12828f(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xD543487A1F12828F, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xd543487a1f12828f(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xD543487A1F12828F', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xD543487A1F12828F, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xd543487a1f12828f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xD9BC98B55BCFAA9B

- **Hash:** `0xD9BC98B55BCFAA9B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xd9bc98b55bcfaa9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xD9BC98B55BCFAA9B

## Signature

```c
void _0xD9BC98B55BCFAA9B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd9bc98b55bcfaa9b(p0)

-- always available, by hash
Citizen.InvokeNative(0xD9BC98B55BCFAA9B, p0)
```

### JavaScript

```js
N_0xd9bc98b55bcfaa9b(p0);

// by hash
Citizen.invokeNative('0xD9BC98B55BCFAA9B', p0);
```

### C#

```csharp
Function.Call((Hash)0xD9BC98B55BCFAA9B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd9bc98b55bcfaa9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xE63D68F455CA0B47

- **Hash:** `0xE63D68F455CA0B47`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xe63d68f455ca0b47`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xE63D68F455CA0B47

## Signature

```c
Any _0xE63D68F455CA0B47(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe63d68f455ca0b47(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE63D68F455CA0B47, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe63d68f455ca0b47(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xE63D68F455CA0B47', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE63D68F455CA0B47, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xe63d68f455ca0b47` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xE75CDDEBF618C8FF

- **Hash:** `0xE75CDDEBF618C8FF`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xe75cddebf618c8ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xE75CDDEBF618C8FF

## Signature

```c
BOOL _0xE75CDDEBF618C8FF(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`BOOL`

## Description

ANIMPOSTFX_*

## Usage

### Lua

```lua
local retval = N_0xe75cddebf618c8ff(effectNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE75CDDEBF618C8FF, effectNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe75cddebf618c8ff(effectNameHash);

// by hash
const retval = Citizen.invokeNative('0xE75CDDEBF618C8FF', effectNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE75CDDEBF618C8FF, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xe75cddebf618c8ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xEB48CE48EEC41FD4

- **Hash:** `0xEB48CE48EEC41FD4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xeb48ce48eec41fd4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xEB48CE48EEC41FD4

## Signature

```c
void _0xEB48CE48EEC41FD4(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeb48ce48eec41fd4(p0)

-- always available, by hash
Citizen.InvokeNative(0xEB48CE48EEC41FD4, p0)
```

### JavaScript

```js
N_0xeb48ce48eec41fd4(p0);

// by hash
Citizen.invokeNative('0xEB48CE48EEC41FD4', p0);
```

### C#

```csharp
Function.Call((Hash)0xEB48CE48EEC41FD4, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xeb48ce48eec41fd4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xEC3D8C228FE553D7

- **Hash:** `0xEC3D8C228FE553D7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xec3d8c228fe553d7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xEC3D8C228FE553D7

## Signature

```c
BOOL _0xEC3D8C228FE553D7(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xec3d8c228fe553d7(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC3D8C228FE553D7, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xec3d8c228fe553d7(p0);

// by hash
const retval = Citizen.invokeNative('0xEC3D8C228FE553D7', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEC3D8C228FE553D7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xec3d8c228fe553d7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xEC3F7F24EEEB3BA3

- **Hash:** `0xEC3F7F24EEEB3BA3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xec3f7f24eeeb3ba3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xEC3F7F24EEEB3BA3

## Signature

```c
void _0xEC3F7F24EEEB3BA3();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xec3f7f24eeeb3ba3()

-- always available, by hash
Citizen.InvokeNative(0xEC3F7F24EEEB3BA3)
```

### JavaScript

```js
N_0xec3f7f24eeeb3ba3();

// by hash
Citizen.invokeNative('0xEC3F7F24EEEB3BA3');
```

### C#

```csharp
Function.Call((Hash)0xEC3F7F24EEEB3BA3);
```

- This native has no known name, so the runtime exposes it only as `N_0xec3f7f24eeeb3ba3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xF2F543D48F319A3A

- **Hash:** `0xF2F543D48F319A3A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xf2f543d48f319a3a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xF2F543D48F319A3A

## Signature

```c
void _0xF2F543D48F319A3A();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf2f543d48f319a3a()

-- always available, by hash
Citizen.InvokeNative(0xF2F543D48F319A3A)
```

### JavaScript

```js
N_0xf2f543d48f319a3a();

// by hash
Citizen.invokeNative('0xF2F543D48F319A3A');
```

### C#

```csharp
Function.Call((Hash)0xF2F543D48F319A3A);
```

- This native has no known name, so the runtime exposes it only as `N_0xf2f543d48f319a3a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xFB680A9B33D0EDBE

- **Hash:** `0xFB680A9B33D0EDBE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xfb680a9b33d0edbe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xFB680A9B33D0EDBE

## Signature

```c
void _0xFB680A9B33D0EDBE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

_DISABLE_*

## Usage

### Lua

```lua
N_0xfb680a9b33d0edbe(p0)

-- always available, by hash
Citizen.InvokeNative(0xFB680A9B33D0EDBE, p0)
```

### JavaScript

```js
N_0xfb680a9b33d0edbe(p0);

// by hash
Citizen.invokeNative('0xFB680A9B33D0EDBE', p0);
```

### C#

```csharp
Function.Call((Hash)0xFB680A9B33D0EDBE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfb680a9b33d0edbe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xFC9B53C072F418E0

- **Hash:** `0xFC9B53C072F418E0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xfc9b53c072f418e0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xFC9B53C072F418E0

## Signature

```c
Any _0xFC9B53C072F418E0();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xfc9b53c072f418e0()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC9B53C072F418E0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfc9b53c072f418e0();

// by hash
const retval = Citizen.invokeNative('0xFC9B53C072F418E0', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFC9B53C072F418E0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfc9b53c072f418e0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xFD05B1DDE83749FA

- **Hash:** `0xFD05B1DDE83749FA`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xfd05b1dde83749fa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xFD05B1DDE83749FA

## Signature

```c
BOOL _0xFD05B1DDE83749FA(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Description

R* Script spd_agnesdow1: p0 = SPD_AGNES_DOWD_01

## Usage

### Lua

```lua
local retval = N_0xfd05b1dde83749fa(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD05B1DDE83749FA, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xfd05b1dde83749fa(p0);

// by hash
const retval = Citizen.invokeNative('0xFD05B1DDE83749FA', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFD05B1DDE83749FA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfd05b1dde83749fa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xFF584F097C17FA8F

- **Hash:** `0xFF584F097C17FA8F`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xff584f097c17fa8f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xFF584F097C17FA8F

## Signature

```c
BOOL _0xFF584F097C17FA8F();
```

## Returns

`BOOL`

## Description

Returns whether the 'killFX' setting is enabled.

ANIMPOSTFX_*

## Usage

### Lua

```lua
local retval = N_0xff584f097c17fa8f()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF584F097C17FA8F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xff584f097c17fa8f();

// by hash
const retval = Citizen.invokeNative('0xFF584F097C17FA8F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF584F097C17FA8F);
```

- This native has no known name, so the runtime exposes it only as `N_0xff584f097c17fa8f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_0xFF8018C778349234

- **Hash:** `0xFF8018C778349234`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `N_0xff8018c778349234`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/0xFF8018C778349234

## Signature

```c
void _0xFF8018C778349234(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xff8018c778349234(p0)

-- always available, by hash
Citizen.InvokeNative(0xFF8018C778349234, p0)
```

### JavaScript

```js
N_0xff8018c778349234(p0);

// by hash
Citizen.invokeNative('0xFF8018C778349234', p0);
```

### C#

```csharp
Function.Call((Hash)0xFF8018C778349234, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xff8018c778349234` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ADD_BLOOD_POOL

- **Hash:** `0xFA2ECC78A6014D4F`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodPool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_POOL

## Signature

```c
void _ADD_BLOOD_POOL(float x, float y, float z, BOOL unused);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `unused` (`BOOL`)

## Returns

`void`

## Description

https://i.imgur.com/ULQU9US.jpg
More rounded and small puddle

## Usage

### Lua

```lua
AddBloodPool(x, y, z, unused)

-- always available, by hash
Citizen.InvokeNative(0xFA2ECC78A6014D4F, x, y, z, unused)
```

### JavaScript

```js
AddBloodPool(x, y, z, unused);

// by hash
Citizen.invokeNative('0xFA2ECC78A6014D4F', x + 0.0000001, y + 0.0000001, z + 0.0000001, unused);
```

### C#

```csharp
Function.Call((Hash)0xFA2ECC78A6014D4F, x, y, z, unused);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# GRAPHICS::_ADD_BLOOD_POOL_2

- **Hash:** `0xF708298675ABDC6A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodPool_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_POOL_2

## Signature

```c
void _ADD_BLOOD_POOL_2(float x, float y, float z, float p3, float size, float p5, BOOL permanent, float p7, BOOL p8);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)
- `size` (`float`)
- `p5` (`float`)
- `permanent` (`BOOL`)
- `p7` (`float`)
- `p8` (`BOOL`)

## Returns

`void`

## Description

https://i.imgur.com/rPITUCV.jpg
More customizable and more like quadrants

## Usage

### Lua

```lua
AddBloodPool_2(x, y, z, p3, size, p5, permanent, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xF708298675ABDC6A, x, y, z, p3, size, p5, permanent, p7, p8)
```

### JavaScript

```js
AddBloodPool_2(x, y, z, p3, size, p5, permanent, p7, p8);

// by hash
Citizen.invokeNative('0xF708298675ABDC6A', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, size + 0.0000001, p5 + 0.0000001, permanent, p7 + 0.0000001, p8);
```

### C#

```csharp
Function.Call((Hash)0xF708298675ABDC6A, x, y, z, p3, size, p5, permanent, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# GRAPHICS::_ADD_BLOOD_POOLS_FOR_PED

- **Hash:** `0xDFCE8CE9F3EBE93F`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodPoolsForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_POOLS_FOR_PED

## Signature

```c
void _ADD_BLOOD_POOLS_FOR_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Creates blood pools for the given ped in some interval for a few seconds.

## Usage

### Lua

```lua
AddBloodPoolsForPed(ped)

-- always available, by hash
Citizen.InvokeNative(0xDFCE8CE9F3EBE93F, ped)
```

### JavaScript

```js
AddBloodPoolsForPed(ped);

// by hash
Citizen.invokeNative('0xDFCE8CE9F3EBE93F', ped);
```

### C#

```csharp
Function.Call((Hash)0xDFCE8CE9F3EBE93F, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS

- **Hash:** `0xC349EE1E6EFA494B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodPoolsForPedWithParams`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS

## Signature

```c
void _ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS(Ped ped, float p1, float size, float p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `size` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddBloodPoolsForPedWithParams(ped, p1, size, p3)

-- always available, by hash
Citizen.InvokeNative(0xC349EE1E6EFA494B, ped, p1, size, p3)
```

### JavaScript

```js
AddBloodPoolsForPedWithParams(ped, p1, size, p3);

// by hash
Citizen.invokeNative('0xC349EE1E6EFA494B', ped, p1 + 0.0000001, size + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC349EE1E6EFA494B, ped, p1, size, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# GRAPHICS::_ADD_BLOOD_TRAIL_POINT

- **Hash:** `0xDD9DC1AB63D513CE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodTrailPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_TRAIL_POINT

## Signature

```c
void _ADD_BLOOD_TRAIL_POINT(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddBloodTrailPoint(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xDD9DC1AB63D513CE, x, y, z)
```

### JavaScript

```js
AddBloodTrailPoint(x, y, z);

// by hash
Citizen.invokeNative('0xDD9DC1AB63D513CE', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDD9DC1AB63D513CE, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ADD_BLOOD_TRAIL_SPLAT

- **Hash:** `0xF5E45CB1CF965D2D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodTrailSplat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_TRAIL_SPLAT

## Signature

```c
void _ADD_BLOOD_TRAIL_SPLAT(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddBloodTrailSplat(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xF5E45CB1CF965D2D, x, y, z)
```

### JavaScript

```js
AddBloodTrailSplat(x, y, z);

// by hash
Citizen.invokeNative('0xF5E45CB1CF965D2D', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF5E45CB1CF965D2D, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ADD_DECAL

- **Hash:** `0x57CB267624EF85C0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddDecal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ADD_DECAL

## Signature

```c
int ADD_DECAL(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17, Any p18, Any p19, Any p20, Any p21);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)
- `p15` (`Any`)
- `p16` (`Any`)
- `p17` (`Any`)
- `p18` (`Any`)
- `p19` (`Any`)
- `p20` (`Any`)
- `p21` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = AddDecal(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57CB267624EF85C0, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddDecal(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21);

// by hash
const retval = Citizen.invokeNative('0x57CB267624EF85C0', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57CB267624EF85C0, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19, p20, p21);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ADD_ENTITY_TO_ENTITY_MASK

- **Hash:** `0xC6F81FCD15350323`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddEntityToEntityMask`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_ENTITY_TO_ENTITY_MASK

## Signature

```c
void _ADD_ENTITY_TO_ENTITY_MASK(Entity entity, int mask);
```

## Parameters

- `entity` (`Entity`)
- `mask` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AddEntityToEntityMask(entity, mask)

-- always available, by hash
Citizen.InvokeNative(0xC6F81FCD15350323, entity, mask)
```

### JavaScript

```js
AddEntityToEntityMask(entity, mask);

// by hash
Citizen.invokeNative('0xC6F81FCD15350323', entity, mask);
```

### C#

```csharp
Function.Call((Hash)0xC6F81FCD15350323, entity, mask);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY

- **Hash:** `0x958DEBD9353C0935`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddEntityToEntityMaskWithIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY

## Signature

```c
void _ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY(Entity entity, int mask, float intensity);
```

## Parameters

- `entity` (`Entity`)
- `mask` (`int`)
- `intensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddEntityToEntityMaskWithIntensity(entity, mask, intensity)

-- always available, by hash
Citizen.InvokeNative(0x958DEBD9353C0935, entity, mask, intensity)
```

### JavaScript

```js
AddEntityToEntityMaskWithIntensity(entity, mask, intensity);

// by hash
Citizen.invokeNative('0x958DEBD9353C0935', entity, mask, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x958DEBD9353C0935, entity, mask, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ADD_PETROL_TRAIL_DECAL_INFO

- **Hash:** `0x73354FB6D03D2E8A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddPetrolTrailDecalInfo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ADD_PETROL_TRAIL_DECAL_INFO

## Signature

```c
void ADD_PETROL_TRAIL_DECAL_INFO(float x, float y, float z, float p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddPetrolTrailDecalInfo(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0x73354FB6D03D2E8A, x, y, z, p3)
```

### JavaScript

```js
AddPetrolTrailDecalInfo(x, y, z, p3);

// by hash
Citizen.invokeNative('0x73354FB6D03D2E8A', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x73354FB6D03D2E8A, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ADD_VEG_MODIFIER_SPHERE

- **Hash:** `0xFA50F79257745E74`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddVegModifierSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ADD_VEG_MODIFIER_SPHERE

## Signature

```c
int ADD_VEG_MODIFIER_SPHERE(float x, float y, float z, float radius, int modType, int flags, int p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `modType` (`int`)
- `flags` (`int`)
- `p6` (`int`)

## Returns

`int`

## Description

Returns veg modifier handle

## Usage

### Lua

```lua
local retval = AddVegModifierSphere(x, y, z, radius, modType, flags, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA50F79257745E74, x, y, z, radius, modType, flags, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddVegModifierSphere(x, y, z, radius, modType, flags, p6);

// by hash
const retval = Citizen.invokeNative('0xFA50F79257745E74', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, modType, flags, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFA50F79257745E74, x, y, z, radius, modType, flags, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [GRAPHICS::REMOVE_VEG_MODIFIER_SPHERE](https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_VEG_MODIFIER_SPHERE.md) — only works by invoking and passing as pointer value Citizen.InvokeNative(0x9CF1836C03FB67A2, Citizen.PointerValueIntInitialized(vegModifierId),1) p1 is 1 or 0

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ADD_VEG_MODIFIER_ZONE

- **Hash:** `0xBD3324281E8B9933`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddVegModifierZone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_VEG_MODIFIER_ZONE

## Signature

```c
int _ADD_VEG_MODIFIER_ZONE(Volume volume, int p1, int flags, int p3);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`int`)
- `flags` (`int`)
- `p3` (`int`)

## Returns

`int`

## Description

Adds Vegetation Blocking Zone, Added Snow Flattening veg mod Zone
Returns veg modifier handle

## Usage

### Lua

```lua
local retval = AddVegModifierZone(volume, p1, flags, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD3324281E8B9933, volume, p1, flags, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddVegModifierZone(volume, p1, flags, p3);

// by hash
const retval = Citizen.invokeNative('0xBD3324281E8B9933', volume, p1, flags, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBD3324281E8B9933, volume, p1, flags, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ALLOW_PICKUP_LIGHT_SYNC

- **Hash:** `0x7C348310A6E2FB91`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AllowPickupLightSync`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ALLOW_PICKUP_LIGHT_SYNC

## Signature

```c
void ALLOW_PICKUP_LIGHT_SYNC(Object pickupObject, BOOL allow);
```

## Parameters

- `pickupObject` (`Object`)
- `allow` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AllowPickupLightSync(pickupObject, allow)

-- always available, by hash
Citizen.InvokeNative(0x7C348310A6E2FB91, pickupObject, allow)
```

### JavaScript

```js
AllowPickupLightSync(pickupObject, allow);

// by hash
Citizen.invokeNative('0x7C348310A6E2FB91', pickupObject, allow);
```

### C#

```csharp
Function.Call((Hash)0x7C348310A6E2FB91, pickupObject, allow);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_CLEAR_EFFECT

- **Hash:** `0xC5CB91D65852ED7E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxClearEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_CLEAR_EFFECT

## Signature

```c
void _ANIMPOSTFX_CLEAR_EFFECT(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxClearEffect(effectName)

-- always available, by hash
Citizen.InvokeNative(0xC5CB91D65852ED7E, effectName)
```

### JavaScript

```js
AnimpostfxClearEffect(effectName);

// by hash
Citizen.invokeNative('0xC5CB91D65852ED7E', effectName);
```

### C#

```csharp
Function.Call((Hash)0xC5CB91D65852ED7E, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_GET_STACKHASH

- **Hash:** `0x842CCC9491FFCD9B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxGetStackhash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_GET_STACKHASH

## Signature

```c
Hash _ANIMPOSTFX_GET_STACKHASH(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`Hash`

## Description

Known effects: MP_Trans_SceneToPhoto
MP_Trans_WinLose
SpectateFilter
MP_CharacterCreatorPhoto
MP_Trans_PhotoToScene
InterrogationHit

## Usage

### Lua

```lua
local retval = AnimpostfxGetStackhash(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x842CCC9491FFCD9B, effectName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AnimpostfxGetStackhash(effectName);

// by hash
const retval = Citizen.invokeNative('0x842CCC9491FFCD9B', effectName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x842CCC9491FFCD9B, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_HAS_EVENT_TRIGGERED

- **Hash:** `0xFBF161FCFEC8589E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxHasEventTriggered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_HAS_EVENT_TRIGGERED

## Signature

```c
BOOL _ANIMPOSTFX_HAS_EVENT_TRIGGERED(const char* effectName, int eventType, BOOL bPeekOnly, BOOL* bIsRegistered);
```

## Parameters

- `effectName` (`const char*`)
- `eventType` (`int`)
- `bPeekOnly` (`BOOL`)
- `bIsRegistered` (`BOOL*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if an AnimPostFX event has just been triggered, using an effect name string.
Same kind of event system as ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH, but keyed by effect name such as "ChapterTitle_IntroCh01".

*Source: VORPCORE RDR3natives*

Return true if the event have just been triggered. Literaly the same system of ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH, but works with a string.

## Usage

### Lua

```lua
local retval, bIsRegistered = AnimpostfxHasEventTriggered(effectName, eventType, bPeekOnly, bIsRegistered)

-- always available, by hash
local retval, bIsRegistered = Citizen.InvokeNative(0xFBF161FCFEC8589E, effectName, eventType, bPeekOnly, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, bIsRegistered] = AnimpostfxHasEventTriggered(effectName, eventType, bPeekOnly, bIsRegistered);

// by hash
const [retval, bIsRegistered] = Citizen.invokeNative('0xFBF161FCFEC8589E', effectName, eventType, bPeekOnly, Citizen.pointerValueInt() /* BOOL* */, Citizen.returnResultAnyway());
```

### C#

```csharp
var bIsRegistered = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFBF161FCFEC8589E, effectName, eventType, bPeekOnly, bIsRegistered);
// bIsRegistered.GetResult<bool>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
CreateThread(function()
    AnimpostfxPlay("ChapterTitle_IntroCh01")
    while true do
        local hasEventTriggered1, isRegistered1 = AnimpostfxHasEventTriggered("ChapterTitle_IntroCh01", 1, false)
        local hasEventTriggered2, isRegistered2 = AnimpostfxHasEventTriggered("ChapterTitle_IntroCh01", 2, false)
        if (hasEventTriggered1) then
            print("AnimpostfxHasEventTriggered('ChapterTitle_IntroCh01', 1, false)", hasEventTriggered1)
        end
        if (hasEventTriggered2) then
            print("AnimpostfxHasEventTriggered('ChapterTitle_IntroCh01', 2, false)", hasEventTriggered2)
        end
        Wait(0)
    end
end)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# GRAPHICS::ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH

- **Hash:** `0x9AB192A9EF980EED`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxHasEventTriggeredByStackhash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH

## Signature

```c
BOOL ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH(Hash effectNameHash, int eventType, BOOL bPeekOnly, BOOL* bIsRegistered);
```

## Parameters

- `effectNameHash` (`Hash`)
- `eventType` (`int`)
- `bPeekOnly` (`BOOL`)
- `bIsRegistered` (`BOOL*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, bIsRegistered = AnimpostfxHasEventTriggeredByStackhash(effectNameHash, eventType, bPeekOnly, bIsRegistered)

-- always available, by hash
local retval, bIsRegistered = Citizen.InvokeNative(0x9AB192A9EF980EED, effectNameHash, eventType, bPeekOnly, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, bIsRegistered] = AnimpostfxHasEventTriggeredByStackhash(effectNameHash, eventType, bPeekOnly, bIsRegistered);

// by hash
const [retval, bIsRegistered] = Citizen.invokeNative('0x9AB192A9EF980EED', effectNameHash, eventType, bPeekOnly, Citizen.pointerValueInt() /* BOOL* */, Citizen.returnResultAnyway());
```

### C#

```csharp
var bIsRegistered = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9AB192A9EF980EED, effectNameHash, eventType, bPeekOnly, bIsRegistered);
// bIsRegistered.GetResult<bool>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## Related enums

- [AnimPostFXEventType](https://natives.borderlinerp.com/enums/AnimPostFXEventType.md) — 8 values

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_HAS_LOADED

- **Hash:** `0xBF2DD155B2ADCD0A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxHasLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_HAS_LOADED

## Signature

```c
BOOL _ANIMPOSTFX_HAS_LOADED(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AnimpostfxHasLoaded(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF2DD155B2ADCD0A, effectName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AnimpostfxHasLoaded(effectName);

// by hash
const retval = Citizen.invokeNative('0xBF2DD155B2ADCD0A', effectName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBF2DD155B2ADCD0A, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ANIMPOSTFX_IS_PRELOADING_BY_STACKHASH

- **Hash:** `0x59EA80079B86D8C7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxIsPreloadingByStackhash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ANIMPOSTFX_IS_PRELOADING_BY_STACKHASH

## Signature

```c
BOOL ANIMPOSTFX_IS_PRELOADING_BY_STACKHASH(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AnimpostfxIsPreloadingByStackhash(effectNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59EA80079B86D8C7, effectNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AnimpostfxIsPreloadingByStackhash(effectNameHash);

// by hash
const retval = Citizen.invokeNative('0x59EA80079B86D8C7', effectNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x59EA80079B86D8C7, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ANIMPOSTFX_IS_RUNNING

- **Hash:** `0x4A123E85D7C4CA0B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxIsRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ANIMPOSTFX_IS_RUNNING

## Signature

```c
BOOL ANIMPOSTFX_IS_RUNNING(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AnimpostfxIsRunning(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4A123E85D7C4CA0B, effectName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AnimpostfxIsRunning(effectName);

// by hash
const retval = Citizen.invokeNative('0x4A123E85D7C4CA0B', effectName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4A123E85D7C4CA0B, effectName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_IS_STACKHASH_PLAYING

- **Hash:** `0xEEF83A759AE06A27`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxIsStackhashPlaying`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_IS_STACKHASH_PLAYING

## Signature

```c
BOOL _ANIMPOSTFX_IS_STACKHASH_PLAYING(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AnimpostfxIsStackhashPlaying(effectNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEEF83A759AE06A27, effectNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AnimpostfxIsStackhashPlaying(effectNameHash);

// by hash
const retval = Citizen.invokeNative('0xEEF83A759AE06A27', effectNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEEF83A759AE06A27, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_IS_TAG_PLAYING

- **Hash:** `0x2D4F9C852CE8A253`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxIsTagPlaying`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_IS_TAG_PLAYING

## Signature

```c
BOOL _ANIMPOSTFX_IS_TAG_PLAYING(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AnimpostfxIsTagPlaying(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D4F9C852CE8A253, effectName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AnimpostfxIsTagPlaying(effectName);

// by hash
const retval = Citizen.invokeNative('0x2D4F9C852CE8A253', effectName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2D4F9C852CE8A253, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ANIMPOSTFX_PLAY

- **Hash:** `0x4102732DF6B4005F`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxPlay`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ANIMPOSTFX_PLAY

## Signature

```c
void ANIMPOSTFX_PLAY(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/graphics/animpostfx

## Usage

### Lua

```lua
AnimpostfxPlay(effectName)

-- always available, by hash
Citizen.InvokeNative(0x4102732DF6B4005F, effectName)
```

### JavaScript

```js
AnimpostfxPlay(effectName);

// by hash
Citizen.invokeNative('0x4102732DF6B4005F', effectName);
```

### C#

```csharp
Function.Call((Hash)0x4102732DF6B4005F, effectName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_PLAY_TAG

- **Hash:** `0x9B8D5D4CB8AF58B3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxPlayTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_PLAY_TAG

## Signature

```c
void _ANIMPOSTFX_PLAY_TAG(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxPlayTag(effectNameHash)

-- always available, by hash
Citizen.InvokeNative(0x9B8D5D4CB8AF58B3, effectNameHash)
```

### JavaScript

```js
AnimpostfxPlayTag(effectNameHash);

// by hash
Citizen.invokeNative('0x9B8D5D4CB8AF58B3', effectNameHash);
```

### C#

```csharp
Function.Call((Hash)0x9B8D5D4CB8AF58B3, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_PLAY_TIMED

- **Hash:** `0x3A9A281FF71249E9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxPlayTimed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_PLAY_TIMED

## Signature

```c
void _ANIMPOSTFX_PLAY_TIMED(const char* effectName, int duration);
```

## Parameters

- `effectName` (`const char*`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxPlayTimed(effectName, duration)

-- always available, by hash
Citizen.InvokeNative(0x3A9A281FF71249E9, effectName, duration)
```

### JavaScript

```js
AnimpostfxPlayTimed(effectName, duration);

// by hash
Citizen.invokeNative('0x3A9A281FF71249E9', effectName, duration);
```

### C#

```csharp
Function.Call((Hash)0x3A9A281FF71249E9, effectName, duration);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_PRELOAD_POSTFX

- **Hash:** `0x5199405EABFBD7F0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxPreloadPostfx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_PRELOAD_POSTFX

## Signature

```c
void _ANIMPOSTFX_PRELOAD_POSTFX(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxPreloadPostfx(effectName)

-- always available, by hash
Citizen.InvokeNative(0x5199405EABFBD7F0, effectName)
```

### JavaScript

```js
AnimpostfxPreloadPostfx(effectName);

// by hash
Citizen.invokeNative('0x5199405EABFBD7F0', effectName);
```

### C#

```csharp
Function.Call((Hash)0x5199405EABFBD7F0, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_PRELOAD_POSTFX_BY_STACKHASH

- **Hash:** `0xF3E039322BFBD4D8`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxPreloadPostfxByStackhash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_PRELOAD_POSTFX_BY_STACKHASH

## Signature

```c
void _ANIMPOSTFX_PRELOAD_POSTFX_BY_STACKHASH(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxPreloadPostfxByStackhash(effectNameHash)

-- always available, by hash
Citizen.InvokeNative(0xF3E039322BFBD4D8, effectNameHash)
```

### JavaScript

```js
AnimpostfxPreloadPostfxByStackhash(effectNameHash);

// by hash
Citizen.invokeNative('0xF3E039322BFBD4D8', effectNameHash);
```

### C#

```csharp
Function.Call((Hash)0xF3E039322BFBD4D8, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_SET_POSTFX_COLOR

- **Hash:** `0x63011D0C7C6519E0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxSetPostfxColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_POSTFX_COLOR

## Signature

```c
void _ANIMPOSTFX_SET_POSTFX_COLOR(const char* effectName, int p1, int red, int green, int blue, int alpha);
```

## Parameters

- `effectName` (`const char*`)
- `p1` (`int`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxSetPostfxColor(effectName, p1, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0x63011D0C7C6519E0, effectName, p1, red, green, blue, alpha)
```

### JavaScript

```js
AnimpostfxSetPostfxColor(effectName, p1, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0x63011D0C7C6519E0', effectName, p1, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0x63011D0C7C6519E0, effectName, p1, red, green, blue, alpha);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_SET_POTENCY

- **Hash:** `0xF972F0AB16DC5260`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxSetPotency`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_POTENCY

## Signature

```c
void _ANIMPOSTFX_SET_POTENCY(const char* effectName, int p1, float potency);
```

## Parameters

- `effectName` (`const char*`)
- `p1` (`int`)
- `potency` (`float`)

## Returns

`void`

## Description

Health Core Effect Filter Potency: p1 = 1
Stamina Core Effect Filter Potency: p1 = 2
Multiple Core Effect Filter Potency: p1 = 3

## Usage

### Lua

```lua
AnimpostfxSetPotency(effectName, p1, potency)

-- always available, by hash
Citizen.InvokeNative(0xF972F0AB16DC5260, effectName, p1, potency)
```

### JavaScript

```js
AnimpostfxSetPotency(effectName, p1, potency);

// by hash
Citizen.invokeNative('0xF972F0AB16DC5260', effectName, p1, potency + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF972F0AB16DC5260, effectName, p1, potency);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_SET_STRENGTH

- **Hash:** `0xCAB4DD2D5B2B7246`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxSetStrength`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_STRENGTH

## Signature

```c
void _ANIMPOSTFX_SET_STRENGTH(const char* effectName, float strength);
```

## Parameters

- `effectName` (`const char*`)
- `strength` (`float`)

## Returns

`void`

## Description

must be called after ANIMPOSTFX_PLAY, strength 0.0f - 1.0f

## Usage

### Lua

```lua
AnimpostfxSetStrength(effectName, strength)

-- always available, by hash
Citizen.InvokeNative(0xCAB4DD2D5B2B7246, effectName, strength)
```

### JavaScript

```js
AnimpostfxSetStrength(effectName, strength);

// by hash
Citizen.invokeNative('0xCAB4DD2D5B2B7246', effectName, strength + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCAB4DD2D5B2B7246, effectName, strength);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_SET_TO_UNLOAD

- **Hash:** `0x37D7BDBA89F13959`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxSetToUnload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_TO_UNLOAD

## Signature

```c
void _ANIMPOSTFX_SET_TO_UNLOAD(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxSetToUnload(effectName)

-- always available, by hash
Citizen.InvokeNative(0x37D7BDBA89F13959, effectName)
```

### JavaScript

```js
AnimpostfxSetToUnload(effectName);

// by hash
Citizen.invokeNative('0x37D7BDBA89F13959', effectName);
```

### C#

```csharp
Function.Call((Hash)0x37D7BDBA89F13959, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ANIMPOSTFX_STOP

- **Hash:** `0xB4FD7446BAB2F394`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxStop`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ANIMPOSTFX_STOP

## Signature

```c
void ANIMPOSTFX_STOP(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxStop(effectName)

-- always available, by hash
Citizen.InvokeNative(0xB4FD7446BAB2F394, effectName)
```

### JavaScript

```js
AnimpostfxStop(effectName);

// by hash
Citizen.invokeNative('0xB4FD7446BAB2F394', effectName);
```

### C#

```csharp
Function.Call((Hash)0xB4FD7446BAB2F394, effectName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ANIMPOSTFX_STOP_ALL

- **Hash:** `0x66560A0D4C64FD21`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxStopAll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ANIMPOSTFX_STOP_ALL

## Signature

```c
void ANIMPOSTFX_STOP_ALL();
```

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxStopAll()

-- always available, by hash
Citizen.InvokeNative(0x66560A0D4C64FD21)
```

### JavaScript

```js
AnimpostfxStopAll();

// by hash
Citizen.invokeNative('0x66560A0D4C64FD21');
```

### C#

```csharp
Function.Call((Hash)0x66560A0D4C64FD21);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_STOP_STACKHASH_POSTFX

- **Hash:** `0xEDA5CBECF56E1386`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxStopStackhashPostfx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_STOP_STACKHASH_POSTFX

## Signature

```c
void _ANIMPOSTFX_STOP_STACKHASH_POSTFX(Hash effectNameHash);
```

## Parameters

- `effectNameHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxStopStackhashPostfx(effectNameHash)

-- always available, by hash
Citizen.InvokeNative(0xEDA5CBECF56E1386, effectNameHash)
```

### JavaScript

```js
AnimpostfxStopStackhashPostfx(effectNameHash);

// by hash
Citizen.invokeNative('0xEDA5CBECF56E1386', effectNameHash);
```

### C#

```csharp
Function.Call((Hash)0xEDA5CBECF56E1386, effectNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ANIMPOSTFX_STOP_TAG

- **Hash:** `0xAD74C22A541AB987`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxStopTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_STOP_TAG

## Signature

```c
void _ANIMPOSTFX_STOP_TAG(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxStopTag(effectName)

-- always available, by hash
Citizen.InvokeNative(0xAD74C22A541AB987, effectName)
```

### JavaScript

```js
AnimpostfxStopTag(effectName);

// by hash
Citizen.invokeNative('0xAD74C22A541AB987', effectName);
```

### C#

```csharp
Function.Call((Hash)0xAD74C22A541AB987, effectName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ATTACH_TV_AUDIO_TO_ENTITY

- **Hash:** `0x40866A418EB8EFDE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AttachTvAudioToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ATTACH_TV_AUDIO_TO_ENTITY

## Signature

```c
void ATTACH_TV_AUDIO_TO_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
AttachTvAudioToEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0x40866A418EB8EFDE, entity)
```

### JavaScript

```js
AttachTvAudioToEntity(entity);

// by hash
Citizen.invokeNative('0x40866A418EB8EFDE', entity);
```

### C#

```csharp
Function.Call((Hash)0x40866A418EB8EFDE, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::BEGIN_CREATE_LOW_QUALITY_COPY_OF_PHOTO

- **Hash:** `0x494A9874F17A7D50`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `BeginCreateLowQualityCopyOfPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/BEGIN_CREATE_LOW_QUALITY_COPY_OF_PHOTO

## Signature

```c
BOOL BEGIN_CREATE_LOW_QUALITY_COPY_OF_PHOTO(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

Called together with FREE_MEMORY_FOR_LOW_QUALITY_PHOTO

## Usage

### Lua

```lua
local retval = BeginCreateLowQualityCopyOfPhoto(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x494A9874F17A7D50, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BeginCreateLowQualityCopyOfPhoto(p0);

// by hash
const retval = Citizen.invokeNative('0x494A9874F17A7D50', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x494A9874F17A7D50, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::BEGIN_TAKE_HIGH_QUALITY_PHOTO

- **Hash:** `0xA15BFFC0A01B34E1`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `BeginTakeHighQualityPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/BEGIN_TAKE_HIGH_QUALITY_PHOTO

## Signature

```c
BOOL BEGIN_TAKE_HIGH_QUALITY_PHOTO();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = BeginTakeHighQualityPhoto()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA15BFFC0A01B34E1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BeginTakeHighQualityPhoto();

// by hash
const retval = Citizen.invokeNative('0xA15BFFC0A01B34E1', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA15BFFC0A01B34E1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_BLOCK_PICKUP_OBJECT_LIGHT

- **Hash:** `0x50C14328119E1DD1`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `BlockPickupObjectLight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_BLOCK_PICKUP_OBJECT_LIGHT

## Signature

```c
void _BLOCK_PICKUP_OBJECT_LIGHT(Object pickupObject, BOOL toggle);
```

## Parameters

- `pickupObject` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BlockPickupObjectLight(pickupObject, toggle)

-- always available, by hash
Citizen.InvokeNative(0x50C14328119E1DD1, pickupObject, toggle)
```

### JavaScript

```js
BlockPickupObjectLight(pickupObject, toggle);

// by hash
Citizen.invokeNative('0x50C14328119E1DD1', pickupObject, toggle);
```

### C#

```csharp
Function.Call((Hash)0x50C14328119E1DD1, pickupObject, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::BLOCK_PICKUP_PLACEMENT_LIGHT

- **Hash:** `0x0552AA3FFC5B87AA`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `BlockPickupPlacementLight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/BLOCK_PICKUP_PLACEMENT_LIGHT

## Signature

```c
void BLOCK_PICKUP_PLACEMENT_LIGHT(Pickup pickup, BOOL toggle);
```

## Parameters

- `pickup` (`Pickup`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BlockPickupPlacementLight(pickup, toggle)

-- always available, by hash
Citizen.InvokeNative(0x0552AA3FFC5B87AA, pickup, toggle)
```

### JavaScript

```js
BlockPickupPlacementLight(pickup, toggle);

// by hash
Citizen.invokeNative('0x0552AA3FFC5B87AA', pickup, toggle);
```

### C#

```csharp
Function.Call((Hash)0x0552AA3FFC5B87AA, pickup, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_BLOOD_TRAIL_FOR_WAYPOINT

- **Hash:** `0xB9C92616929CC25D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `BloodTrailForWaypoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_BLOOD_TRAIL_FOR_WAYPOINT

## Signature

```c
void _BLOOD_TRAIL_FOR_WAYPOINT(const char* waypointRecording, float p1);
```

## Parameters

- `waypointRecording` (`const char*`)
- `p1` (`float`)

## Returns

`void`

## Description

p1: 0.3f in R* Scripts

## Usage

### Lua

```lua
BloodTrailForWaypoint(waypointRecording, p1)

-- always available, by hash
Citizen.InvokeNative(0xB9C92616929CC25D, waypointRecording, p1)
```

### JavaScript

```js
BloodTrailForWaypoint(waypointRecording, p1);

// by hash
Citizen.invokeNative('0xB9C92616929CC25D', waypointRecording, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB9C92616929CC25D, waypointRecording, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CASCADE_SHADOWS_CLEAR_SHADOW_SAMPLE_TYPE

- **Hash:** `0xF7C29D7C12C36F03`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CascadeShadowsClearShadowSampleType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CASCADE_SHADOWS_CLEAR_SHADOW_SAMPLE_TYPE

## Signature

```c
void CASCADE_SHADOWS_CLEAR_SHADOW_SAMPLE_TYPE();
```

## Returns

`void`

## Usage

### Lua

```lua
CascadeShadowsClearShadowSampleType()

-- always available, by hash
Citizen.InvokeNative(0xF7C29D7C12C36F03)
```

### JavaScript

```js
CascadeShadowsClearShadowSampleType();

// by hash
Citizen.invokeNative('0xF7C29D7C12C36F03');
```

### C#

```csharp
Function.Call((Hash)0xF7C29D7C12C36F03);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CASCADE_SHADOWS_ENABLE_ENTITY_TRACKER

- **Hash:** `0x8FBFD2AEB196B369`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CascadeShadowsEnableEntityTracker`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CASCADE_SHADOWS_ENABLE_ENTITY_TRACKER

## Signature

```c
void CASCADE_SHADOWS_ENABLE_ENTITY_TRACKER(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

When this is set to ON, shadows only draw as you get nearer.

When OFF, they draw from a further distance.

## Usage

### Lua

```lua
CascadeShadowsEnableEntityTracker(toggle)

-- always available, by hash
Citizen.InvokeNative(0x8FBFD2AEB196B369, toggle)
```

### JavaScript

```js
CascadeShadowsEnableEntityTracker(toggle);

// by hash
Citizen.invokeNative('0x8FBFD2AEB196B369', toggle);
```

### C#

```csharp
Function.Call((Hash)0x8FBFD2AEB196B369, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CASCADE_SHADOWS_SET_CASCADE_BOUNDS

- **Hash:** `0xD9EDB2E4512D563E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CascadeShadowsSetCascadeBounds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CASCADE_SHADOWS_SET_CASCADE_BOUNDS

## Signature

```c
void CASCADE_SHADOWS_SET_CASCADE_BOUNDS(Any p0, BOOL p1, float p2, float p3, float p4, float p5, BOOL p6, float p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`BOOL`)
- `p7` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
CascadeShadowsSetCascadeBounds(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xD9EDB2E4512D563E, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
CascadeShadowsSetCascadeBounds(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xD9EDB2E4512D563E', p0, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6, p7 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD9EDB2E4512D563E, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE

- **Hash:** `0xCE4774E0F9AD48D1`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CascadeShadowsSetShadowSampleType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE

## Signature

```c
void CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE(const char* type);
```

## Parameters

- `type` (`const char*`)

## Returns

`void`

## Description

Possible values:
"CSM_ST_POINT"
"CSM_ST_LINEAR"
"CSM_ST_BOX3x3"
"CSM_ST_BOX4x4"
"CSM_ST_DITHER2_LINEAR"
"CSM_ST_CUBIC"
"CSM_ST_POISSON16"
"CSM_ST_SOFT8"
"CSM_ST_SOFT16"
"CSM_ST_SOFT32"
"CSM_ST_DITHER16_RPDB"
"CSM_ST_POISSON16_RPDB_GNORM"
"CSM_ST_HIGHRES_BOX4x4"
"CSM_ST_ESM"

## Usage

### Lua

```lua
CascadeShadowsSetShadowSampleType(type)

-- always available, by hash
Citizen.InvokeNative(0xCE4774E0F9AD48D1, type)
```

### JavaScript

```js
CascadeShadowsSetShadowSampleType(type);

// by hash
Citizen.invokeNative('0xCE4774E0F9AD48D1', type);
```

### C#

```csharp
Function.Call((Hash)0xCE4774E0F9AD48D1, type);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_CHANGE_PHOTO_MODE_CONTRAST

- **Hash:** `0x62B9F9A1272AED80`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ChangePhotoModeContrast`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_CHANGE_PHOTO_MODE_CONTRAST

## Signature

```c
void _CHANGE_PHOTO_MODE_CONTRAST(float value);
```

## Parameters

- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ChangePhotoModeContrast(value)

-- always available, by hash
Citizen.InvokeNative(0x62B9F9A1272AED80, value)
```

### JavaScript

```js
ChangePhotoModeContrast(value);

// by hash
Citizen.invokeNative('0x62B9F9A1272AED80', value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x62B9F9A1272AED80, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_GET_PHOTO_MODE_CONTRAST](https://natives.borderlinerp.com/natives/GRAPHICS/_GET_PHOTO_MODE_CONTRAST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_CHANGE_PHOTO_MODE_EXPOSURE

- **Hash:** `0xC8D0611D9A0CF5D3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ChangePhotoModeExposure`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_CHANGE_PHOTO_MODE_EXPOSURE

## Signature

```c
void _CHANGE_PHOTO_MODE_EXPOSURE(float value);
```

## Parameters

- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ChangePhotoModeExposure(value)

-- always available, by hash
Citizen.InvokeNative(0xC8D0611D9A0CF5D3, value)
```

### JavaScript

```js
ChangePhotoModeExposure(value);

// by hash
Citizen.invokeNative('0xC8D0611D9A0CF5D3', value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC8D0611D9A0CF5D3, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_GET_PHOTO_MODE_EXPOSURE](https://natives.borderlinerp.com/natives/GRAPHICS/_GET_PHOTO_MODE_EXPOSURE.md)
- [GRAPHICS::_UPDATE_PHOTO_MODE_EXPOSURE](https://natives.borderlinerp.com/natives/GRAPHICS/_UPDATE_PHOTO_MODE_EXPOSURE.md) — Resets the exposure to the value when exposure lock was enabled

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CLEAR_TIMECYCLE_MODIFIER

- **Hash:** `0x0E3F4AF2D63491FB`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ClearTimecycleModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CLEAR_TIMECYCLE_MODIFIER

## Signature

```c
void CLEAR_TIMECYCLE_MODIFIER();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearTimecycleModifier()

-- always available, by hash
Citizen.InvokeNative(0x0E3F4AF2D63491FB)
```

### JavaScript

```js
ClearTimecycleModifier();

// by hash
Citizen.invokeNative('0x0E3F4AF2D63491FB');
```

### C#

```csharp
Function.Call((Hash)0x0E3F4AF2D63491FB);
```

## See also

- [GRAPHICS::SET_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/GRAPHICS/SET_TIMECYCLE_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CREATE_CHECKPOINT_WITH_NAMEHASH

- **Hash:** `0x175668836B44CBB0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CreateCheckpointWithNamehash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CREATE_CHECKPOINT_WITH_NAMEHASH

## Signature

```c
int CREATE_CHECKPOINT_WITH_NAMEHASH(Hash typeHash, float posX1, float posY1, float posZ1, float posX2, float posY2, float posZ2, float radius, int red, int green, int blue, int alpha, int reserved);
```

## Parameters

- `typeHash` (`Hash`)
- `posX1` (`float`)
- `posY1` (`float`)
- `posZ1` (`float`)
- `posX2` (`float`)
- `posY2` (`float`)
- `posZ2` (`float`)
- `radius` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)
- `reserved` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CreateCheckpointWithNamehash(typeHash, posX1, posY1, posZ1, posX2, posY2, posZ2, radius, red, green, blue, alpha, reserved)

-- always available, by hash
local retval = Citizen.InvokeNative(0x175668836B44CBB0, typeHash, posX1, posY1, posZ1, posX2, posY2, posZ2, radius, red, green, blue, alpha, reserved, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateCheckpointWithNamehash(typeHash, posX1, posY1, posZ1, posX2, posY2, posZ2, radius, red, green, blue, alpha, reserved);

// by hash
const retval = Citizen.invokeNative('0x175668836B44CBB0', typeHash, posX1 + 0.0000001, posY1 + 0.0000001, posZ1 + 0.0000001, posX2 + 0.0000001, posY2 + 0.0000001, posZ2 + 0.0000001, radius + 0.0000001, red, green, blue, alpha, reserved, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x175668836B44CBB0, typeHash, posX1, posY1, posZ1, posX2, posY2, posZ2, radius, red, green, blue, alpha, reserved);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_CREATE_SWATCH_TEXTURE_DICT

- **Hash:** `0x3D084D5568FB4028`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CreateSwatchTextureDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_CREATE_SWATCH_TEXTURE_DICT

## Signature

```c
BOOL _CREATE_SWATCH_TEXTURE_DICT(int slots);
```

## Parameters

- `slots` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CreateSwatchTextureDict(slots)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D084D5568FB4028, slots, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CreateSwatchTextureDict(slots);

// by hash
const retval = Citizen.invokeNative('0x3D084D5568FB4028', slots, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3D084D5568FB4028, slots);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_DESTROY_SWATCH_TEXTURE_DICT](https://natives.borderlinerp.com/natives/GRAPHICS/_DESTROY_SWATCH_TEXTURE_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::CREATE_TRACKED_POINT

- **Hash:** `0xFB405CB357C69CB9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CreateTrackedPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CREATE_TRACKED_POINT

## Signature

```c
int CREATE_TRACKED_POINT();
```

## Returns

`int`

## Description

Creates a tracked point, useful for checking the visibility of a 3D point on screen.

## Usage

### Lua

```lua
local retval = CreateTrackedPoint()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB405CB357C69CB9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateTrackedPoint();

// by hash
const retval = Citizen.invokeNative('0xFB405CB357C69CB9', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFB405CB357C69CB9);
```

## See also

- [GRAPHICS::DESTROY_TRACKED_POINT](https://natives.borderlinerp.com/natives/GRAPHICS/DESTROY_TRACKED_POINT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DELETE_CHECKPOINT

- **Hash:** `0x0DED5B0C8EBAAE12`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DeleteCheckpoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DELETE_CHECKPOINT

## Signature

```c
void DELETE_CHECKPOINT(int checkpoint);
```

## Parameters

- `checkpoint` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteCheckpoint(checkpoint)

-- always available, by hash
Citizen.InvokeNative(0x0DED5B0C8EBAAE12, checkpoint)
```

### JavaScript

```js
DeleteCheckpoint(checkpoint);

// by hash
Citizen.invokeNative('0x0DED5B0C8EBAAE12', checkpoint);
```

### C#

```csharp
Function.Call((Hash)0x0DED5B0C8EBAAE12, checkpoint);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_DESTROY_SWATCH_TEXTURE_DICT

- **Hash:** `0xDAD7FB8402651654`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DestroySwatchTextureDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_DESTROY_SWATCH_TEXTURE_DICT

## Signature

```c
void _DESTROY_SWATCH_TEXTURE_DICT();
```

## Returns

`void`

## Usage

### Lua

```lua
DestroySwatchTextureDict()

-- always available, by hash
Citizen.InvokeNative(0xDAD7FB8402651654)
```

### JavaScript

```js
DestroySwatchTextureDict();

// by hash
Citizen.invokeNative('0xDAD7FB8402651654');
```

### C#

```csharp
Function.Call((Hash)0xDAD7FB8402651654);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_CREATE_SWATCH_TEXTURE_DICT](https://natives.borderlinerp.com/natives/GRAPHICS/_CREATE_SWATCH_TEXTURE_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DESTROY_TRACKED_POINT

- **Hash:** `0x37A59922109F8F1C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DestroyTrackedPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DESTROY_TRACKED_POINT

## Signature

```c
void DESTROY_TRACKED_POINT(int point);
```

## Parameters

- `point` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DestroyTrackedPoint(point)

-- always available, by hash
Citizen.InvokeNative(0x37A59922109F8F1C, point)
```

### JavaScript

```js
DestroyTrackedPoint(point);

// by hash
Citizen.invokeNative('0x37A59922109F8F1C', point);
```

### C#

```csharp
Function.Call((Hash)0x37A59922109F8F1C, point);
```

## See also

- [GRAPHICS::CREATE_TRACKED_POINT](https://natives.borderlinerp.com/natives/GRAPHICS/CREATE_TRACKED_POINT.md) — Creates a tracked point, useful for checking the visibility of a 3D point on screen.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DISABLE_ENTITYMASK

- **Hash:** `0x5C9978A2A3DC3D0D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DisableEntitymask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DISABLE_ENTITYMASK

## Signature

```c
void DISABLE_ENTITYMASK();
```

## Returns

`void`

## Usage

### Lua

```lua
DisableEntitymask()

-- always available, by hash
Citizen.InvokeNative(0x5C9978A2A3DC3D0D)
```

### JavaScript

```js
DisableEntitymask();

// by hash
Citizen.invokeNative('0x5C9978A2A3DC3D0D');
```

### C#

```csharp
Function.Call((Hash)0x5C9978A2A3DC3D0D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_DISABLE_FAR_ARTIFICIAL_LIGHTS

- **Hash:** `0xCD284E2F6AC27EE9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DisableFarArtificialLights`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_DISABLE_FAR_ARTIFICIAL_LIGHTS

## Signature

```c
void _DISABLE_FAR_ARTIFICIAL_LIGHTS(BOOL disable);
```

## Parameters

- `disable` (`BOOL`)

## Returns

`void`

## Description

Only used in guama1 R* Script
Disables lod/distant lights when BOOL is set to true

## Usage

### Lua

```lua
DisableFarArtificialLights(disable)

-- always available, by hash
Citizen.InvokeNative(0xCD284E2F6AC27EE9, disable)
```

### JavaScript

```js
DisableFarArtificialLights(disable);

// by hash
Citizen.invokeNative('0xCD284E2F6AC27EE9', disable);
```

### C#

```csharp
Function.Call((Hash)0xCD284E2F6AC27EE9, disable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DISABLE_HDTEX_THIS_FRAME

- **Hash:** `0x98A7CD5EA379A854`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DisableHdtexThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DISABLE_HDTEX_THIS_FRAME

## Signature

```c
void DISABLE_HDTEX_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
DisableHdtexThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x98A7CD5EA379A854)
```

### JavaScript

```js
DisableHdtexThisFrame();

// by hash
Citizen.invokeNative('0x98A7CD5EA379A854');
```

### C#

```csharp
Function.Call((Hash)0x98A7CD5EA379A854);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_DISABLE_STATIC_VEG_MODIFIER

- **Hash:** `0xDD0BC0EDCB2162F6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DisableStaticVegModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_DISABLE_STATIC_VEG_MODIFIER

## Signature

```c
void _DISABLE_STATIC_VEG_MODIFIER(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DisableStaticVegModifier(p0)

-- always available, by hash
Citizen.InvokeNative(0xDD0BC0EDCB2162F6, p0)
```

### JavaScript

```js
DisableStaticVegModifier(p0);

// by hash
Citizen.invokeNative('0xDD0BC0EDCB2162F6', p0);
```

### C#

```csharp
Function.Call((Hash)0xDD0BC0EDCB2162F6, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_ENABLE_STATIC_VEG_MODIFIER](https://natives.borderlinerp.com/natives/GRAPHICS/_ENABLE_STATIC_VEG_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_DOES_CHECKPOINT_HAVE_FX

- **Hash:** `0x4C11CCACB7C02B6E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DoesCheckpointHaveFx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_DOES_CHECKPOINT_HAVE_FX

## Signature

```c
BOOL _DOES_CHECKPOINT_HAVE_FX(int checkpoint);
```

## Parameters

- `checkpoint` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesCheckpointHaveFx(checkpoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C11CCACB7C02B6E, checkpoint, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesCheckpointHaveFx(checkpoint);

// by hash
const retval = Citizen.invokeNative('0x4C11CCACB7C02B6E', checkpoint, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4C11CCACB7C02B6E, checkpoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DOES_PARTICLE_FX_LOOPED_EXIST

- **Hash:** `0x9DD5AFF561E88F2A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DoesParticleFxLoopedExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DOES_PARTICLE_FX_LOOPED_EXIST

## Signature

```c
BOOL DOES_PARTICLE_FX_LOOPED_EXIST(int ptfxHandle);
```

## Parameters

- `ptfxHandle` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesParticleFxLoopedExist(ptfxHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9DD5AFF561E88F2A, ptfxHandle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesParticleFxLoopedExist(ptfxHandle);

// by hash
const retval = Citizen.invokeNative('0x9DD5AFF561E88F2A', ptfxHandle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9DD5AFF561E88F2A, ptfxHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DRAW_LIGHT_WITH_RANGE

- **Hash:** `0xD2D9E04C0DF927F4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DrawLightWithRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_LIGHT_WITH_RANGE

## Signature

```c
void DRAW_LIGHT_WITH_RANGE(float posX, float posY, float posZ, int colorR, int colorG, int colorB, float range, float intensity);
```

## Parameters

- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `colorR` (`int`)
- `colorG` (`int`)
- `colorB` (`int`)
- `range` (`float`)
- `intensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
DrawLightWithRange(posX, posY, posZ, colorR, colorG, colorB, range, intensity)

-- always available, by hash
Citizen.InvokeNative(0xD2D9E04C0DF927F4, posX, posY, posZ, colorR, colorG, colorB, range, intensity)
```

### JavaScript

```js
DrawLightWithRange(posX, posY, posZ, colorR, colorG, colorB, range, intensity);

// by hash
Citizen.invokeNative('0xD2D9E04C0DF927F4', posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, colorR, colorG, colorB, range + 0.0000001, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD2D9E04C0DF927F4, posX, posY, posZ, colorR, colorG, colorB, range, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DRAW_LOW_QUALITY_PHOTO_TO_PHONE

- **Hash:** `0xF1142E5D64B47802`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DrawLowQualityPhotoToPhone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_LOW_QUALITY_PHOTO_TO_PHONE

## Signature

```c
void DRAW_LOW_QUALITY_PHOTO_TO_PHONE(BOOL p0, int photoRotation);
```

## Parameters

- `p0` (`BOOL`)
- `photoRotation` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything (GTA5 leftover, there is no phone in RDR3)

## Usage

### Lua

```lua
DrawLowQualityPhotoToPhone(p0, photoRotation)

-- always available, by hash
Citizen.InvokeNative(0xF1142E5D64B47802, p0, photoRotation)
```

### JavaScript

```js
DrawLowQualityPhotoToPhone(p0, photoRotation);

// by hash
Citizen.invokeNative('0xF1142E5D64B47802', p0, photoRotation);
```

### C#

```csharp
Function.Call((Hash)0xF1142E5D64B47802, p0, photoRotation);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_DRAW_MARKER

- **Hash:** `0x2A32FAA57B937173`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DrawMarker`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `DRAW_MARKER`
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_DRAW_MARKER

## Signature

```c
void _DRAW_MARKER(Hash type, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, int red, int green, int blue, int alpha, BOOL bobUpAndDown, BOOL faceCamera, int p19, BOOL rotate, const char* textureDict, const char* textureName, BOOL drawOnEnts);
```

## Parameters

- `type` (`Hash`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `dirX` (`float`)
- `dirY` (`float`)
- `dirZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)
- `bobUpAndDown` (`BOOL`)
- `faceCamera` (`BOOL`)
- `p19` (`int`)
- `rotate` (`BOOL`)
- `textureDict` (`const char*`)
- `textureName` (`const char*`)
- `drawOnEnts` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

https://github.com/femga/rdr3_discoveries/blob/master/graphics/markers/marker_types.lua

*Source: VORPCORE RDR3natives*

https://github.com/femga/rdr3_discoveries/blob/master/graphics/markers/marker_types.lua
Old name: _DRAW_MARKER

## Usage

### Lua

```lua
DrawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)

-- always available, by hash
Citizen.InvokeNative(0x2A32FAA57B937173, type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)
```

### JavaScript

```js
DrawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts);

// by hash
Citizen.invokeNative('0x2A32FAA57B937173', type, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, dirX + 0.0000001, dirY + 0.0000001, dirZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts);
```

### C#

```csharp
Function.Call((Hash)0x2A32FAA57B937173, type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# GRAPHICS::DRAW_RECT

- **Hash:** `0x405224591DF02025`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DrawRect`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_RECT

## Signature

```c
void DRAW_RECT(float x, float y, float width, float height, int red, int green, int blue, int alpha, BOOL p8, BOOL p9);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `width` (`float`)
- `height` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`void`

## Description

Draws a rectangle on the screen.

-x: The relative X point of the center of the rectangle. (0.0-1.0, 0.0 is the left edge of the screen, 1.0 is the right edge of the screen)

-y: The relative Y point of the center of the rectangle. (0.0-1.0, 0.0 is the top edge of the screen, 1.0 is the bottom edge of the screen)

-width: The relative width of the rectangle. (0.0-1.0, 1.0 means the whole screen width)

-height: The relative height of the rectangle. (0.0-1.0, 1.0 means the whole screen height)

-R: Red part of the color. (0-255)

-G: Green part of the color. (0-255)

-B: Blue part of the color. (0-255)

-A: Alpha part of the color. (0-255, 0 means totally transparent, 255 means totally opaque)

## Usage

### Lua

```lua
DrawRect(x, y, width, height, red, green, blue, alpha, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x405224591DF02025, x, y, width, height, red, green, blue, alpha, p8, p9)
```

### JavaScript

```js
DrawRect(x, y, width, height, red, green, blue, alpha, p8, p9);

// by hash
Citizen.invokeNative('0x405224591DF02025', x + 0.0000001, y + 0.0000001, width + 0.0000001, height + 0.0000001, red, green, blue, alpha, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x405224591DF02025, x, y, width, height, red, green, blue, alpha, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DRAW_SPRITE

- **Hash:** `0xC9884ECADE94CB34`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DrawSprite`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_SPRITE

## Signature

```c
void DRAW_SPRITE(const char* textureDict, const char* textureName, float screenX, float screenY, float width, float height, float heading, int red, int green, int blue, int alpha, BOOL p11);
```

## Parameters

- `textureDict` (`const char*`)
- `textureName` (`const char*`)
- `screenX` (`float`)
- `screenY` (`float`)
- `width` (`float`)
- `height` (`float`)
- `heading` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)
- `p11` (`BOOL`)

## Returns

`void`

## Description

Draws a 2D sprite on the screen.

Parameters:
textureDict - Name of texture dictionary to load texture from

textureName - Name of texture to load from texture dictionary

screenX/Y - Screen offset (0.5 = center)
scaleX/Y - Texture scaling. Negative values can be used to flip the texture on that axis. (0.5 = half)

heading - Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees

red,green,blue - Sprite color (default = 255/255/255)

alpha - opacity level

https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/textures

## Usage

### Lua

```lua
DrawSprite(textureDict, textureName, screenX, screenY, width, height, heading, red, green, blue, alpha, p11)

-- always available, by hash
Citizen.InvokeNative(0xC9884ECADE94CB34, textureDict, textureName, screenX, screenY, width, height, heading, red, green, blue, alpha, p11)
```

### JavaScript

```js
DrawSprite(textureDict, textureName, screenX, screenY, width, height, heading, red, green, blue, alpha, p11);

// by hash
Citizen.invokeNative('0xC9884ECADE94CB34', textureDict, textureName, screenX + 0.0000001, screenY + 0.0000001, width + 0.0000001, height + 0.0000001, heading + 0.0000001, red, green, blue, alpha, p11);
```

### C#

```csharp
Function.Call((Hash)0xC9884ECADE94CB34, textureDict, textureName, screenX, screenY, width, height, heading, red, green, blue, alpha, p11);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::DRAW_TV_CHANNEL

- **Hash:** `0xC0A145540254A840`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `DrawTvChannel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_TV_CHANNEL

## Signature

```c
void DRAW_TV_CHANNEL(float xPos, float yPos, float xScale, float yScale, float rotation, int red, int green, int blue, int alpha);
```

## Parameters

- `xPos` (`float`)
- `yPos` (`float`)
- `xScale` (`float`)
- `yScale` (`float`)
- `rotation` (`float`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DrawTvChannel(xPos, yPos, xScale, yScale, rotation, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0xC0A145540254A840, xPos, yPos, xScale, yScale, rotation, red, green, blue, alpha)
```

### JavaScript

```js
DrawTvChannel(xPos, yPos, xScale, yScale, rotation, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0xC0A145540254A840', xPos + 0.0000001, yPos + 0.0000001, xScale + 0.0000001, yScale + 0.0000001, rotation + 0.0000001, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0xC0A145540254A840, xPos, yPos, xScale, yScale, rotation, red, green, blue, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [GRAPHICS::SET_TV_CHANNEL](https://natives.borderlinerp.com/natives/GRAPHICS/SET_TV_CHANNEL.md)
- [GRAPHICS::GET_TV_CHANNEL](https://natives.borderlinerp.com/natives/GRAPHICS/GET_TV_CHANNEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ENABLE_ENTITYMASK

- **Hash:** `0xFAAD23DE7A54FC14`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `EnableEntitymask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ENABLE_ENTITYMASK

## Signature

```c
void ENABLE_ENTITYMASK();
```

## Returns

`void`

## Usage

### Lua

```lua
EnableEntitymask()

-- always available, by hash
Citizen.InvokeNative(0xFAAD23DE7A54FC14)
```

### JavaScript

```js
EnableEntitymask();

// by hash
Citizen.invokeNative('0xFAAD23DE7A54FC14');
```

### C#

```csharp
Function.Call((Hash)0xFAAD23DE7A54FC14);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ENABLE_MOON_CYCLE_OVERRIDE

- **Hash:** `0x6FE93BCC7BF12B63`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `EnableMoonCycleOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ENABLE_MOON_CYCLE_OVERRIDE

## Signature

```c
void ENABLE_MOON_CYCLE_OVERRIDE(float strength);
```

## Parameters

- `strength` (`float`)

## Returns

`void`

## Description

Old name: _ENABLE_EXTRA_TIMECYCLE_MODIFIER_STRENGTH

## Usage

### Lua

```lua
EnableMoonCycleOverride(strength)

-- always available, by hash
Citizen.InvokeNative(0x6FE93BCC7BF12B63, strength)
```

### JavaScript

```js
EnableMoonCycleOverride(strength);

// by hash
Citizen.invokeNative('0x6FE93BCC7BF12B63', strength + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6FE93BCC7BF12B63, strength);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::ENABLE_MOVIE_SUBTITLES

- **Hash:** `0x6FC9B065229C0787`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `EnableMovieSubtitles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/ENABLE_MOVIE_SUBTITLES

## Signature

```c
void ENABLE_MOVIE_SUBTITLES(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
EnableMovieSubtitles(toggle)

-- always available, by hash
Citizen.InvokeNative(0x6FC9B065229C0787, toggle)
```

### JavaScript

```js
EnableMovieSubtitles(toggle);

// by hash
Citizen.invokeNative('0x6FC9B065229C0787', toggle);
```

### C#

```csharp
Function.Call((Hash)0x6FC9B065229C0787, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_ENABLE_STATIC_VEG_MODIFIER

- **Hash:** `0xDFEA23EC90113657`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `EnableStaticVegModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ENABLE_STATIC_VEG_MODIFIER

## Signature

```c
void _ENABLE_STATIC_VEG_MODIFIER(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
EnableStaticVegModifier(p0)

-- always available, by hash
Citizen.InvokeNative(0xDFEA23EC90113657, p0)
```

### JavaScript

```js
EnableStaticVegModifier(p0);

// by hash
Citizen.invokeNative('0xDFEA23EC90113657', p0);
```

### C#

```csharp
Function.Call((Hash)0xDFEA23EC90113657, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_DISABLE_STATIC_VEG_MODIFIER](https://natives.borderlinerp.com/natives/GRAPHICS/_DISABLE_STATIC_VEG_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::END_PETROL_TRAIL_DECALS

- **Hash:** `0x0E126AAE933F3B56`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `EndPetrolTrailDecals`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/END_PETROL_TRAIL_DECALS

## Signature

```c
void END_PETROL_TRAIL_DECALS();
```

## Returns

`void`

## Usage

### Lua

```lua
EndPetrolTrailDecals()

-- always available, by hash
Citizen.InvokeNative(0x0E126AAE933F3B56)
```

### JavaScript

```js
EndPetrolTrailDecals();

// by hash
Citizen.invokeNative('0x0E126AAE933F3B56');
```

### C#

```csharp
Function.Call((Hash)0x0E126AAE933F3B56);
```

## See also

- [GRAPHICS::START_PETROL_TRAIL_DECALS](https://natives.borderlinerp.com/natives/GRAPHICS/START_PETROL_TRAIL_DECALS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::FREE_MEMORY_FOR_HIGH_QUALITY_PHOTO

- **Hash:** `0xD45547D8396F002A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `FreeMemoryForHighQualityPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/FREE_MEMORY_FOR_HIGH_QUALITY_PHOTO

## Signature

```c
void FREE_MEMORY_FOR_HIGH_QUALITY_PHOTO();
```

## Returns

`void`

## Usage

### Lua

```lua
FreeMemoryForHighQualityPhoto()

-- always available, by hash
Citizen.InvokeNative(0xD45547D8396F002A)
```

### JavaScript

```js
FreeMemoryForHighQualityPhoto();

// by hash
Citizen.invokeNative('0xD45547D8396F002A');
```

### C#

```csharp
Function.Call((Hash)0xD45547D8396F002A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::FREE_MEMORY_FOR_LOW_QUALITY_PHOTO

- **Hash:** `0x614682E715ADBAAC`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `FreeMemoryForLowQualityPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/FREE_MEMORY_FOR_LOW_QUALITY_PHOTO

## Signature

```c
void FREE_MEMORY_FOR_LOW_QUALITY_PHOTO();
```

## Returns

`void`

## Usage

### Lua

```lua
FreeMemoryForLowQualityPhoto()

-- always available, by hash
Citizen.InvokeNative(0x614682E715ADBAAC)
```

### JavaScript

```js
FreeMemoryForLowQualityPhoto();

// by hash
Citizen.invokeNative('0x614682E715ADBAAC');
```

### C#

```csharp
Function.Call((Hash)0x614682E715ADBAAC);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::FREE_MEMORY_FOR_MISSION_CREATOR_PHOTO

- **Hash:** `0x7DFF8F94937D2659`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `FreeMemoryForMissionCreatorPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/FREE_MEMORY_FOR_MISSION_CREATOR_PHOTO

## Signature

```c
void FREE_MEMORY_FOR_MISSION_CREATOR_PHOTO();
```

## Returns

`void`

## Usage

### Lua

```lua
FreeMemoryForMissionCreatorPhoto()

-- always available, by hash
Citizen.InvokeNative(0x7DFF8F94937D2659)
```

### JavaScript

```js
FreeMemoryForMissionCreatorPhoto();

// by hash
Citizen.invokeNative('0x7DFF8F94937D2659');
```

### C#

```csharp
Function.Call((Hash)0x7DFF8F94937D2659);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GENERATE_SWATCH_TEXTURE

- **Hash:** `0x160921255327C591`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GenerateSwatchTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GENERATE_SWATCH_TEXTURE

## Signature

```c
void _GENERATE_SWATCH_TEXTURE(int slotId, Hash componentHash, int metapedType, BOOL p3);
```

## Parameters

- `slotId` (`int`)
- `componentHash` (`Hash`)
- `metapedType` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

Example:
local hash = GetHashKey("CLOTHING_ITEM_M_EYES_001_TINT_001")
_GENERATE_SWATCH_TEXTURE(0, hash, 0, true)
metapedType: see 0xEC9A1261BF0CE510

## Usage

### Lua

```lua
GenerateSwatchTexture(slotId, componentHash, metapedType, p3)

-- always available, by hash
Citizen.InvokeNative(0x160921255327C591, slotId, componentHash, metapedType, p3)
```

### JavaScript

```js
GenerateSwatchTexture(slotId, componentHash, metapedType, p3);

// by hash
Citizen.invokeNative('0x160921255327C591', slotId, componentHash, metapedType, p3);
```

### C#

```csharp
Function.Call((Hash)0x160921255327C591, slotId, componentHash, metapedType, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GENERATE_SWATCH_TEXTURE_DIRECTLY

- **Hash:** `0x646ED1A1D28487DF`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GenerateSwatchTextureDirectly`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GENERATE_SWATCH_TEXTURE_DIRECTLY

## Signature

```c
void _GENERATE_SWATCH_TEXTURE_DIRECTLY(int slot, Any p1);
```

## Parameters

- `slot` (`int`)
- `p1` (`Any`)

## Returns

`void`

## Description

Example: https://pastebin.com/tTgpER9A

## Usage

### Lua

```lua
GenerateSwatchTextureDirectly(slot, p1)

-- always available, by hash
Citizen.InvokeNative(0x646ED1A1D28487DF, slot, p1)
```

### JavaScript

```js
GenerateSwatchTextureDirectly(slot, p1);

// by hash
Citizen.invokeNative('0x646ED1A1D28487DF', slot, p1);
```

### C#

```csharp
Function.Call((Hash)0x646ED1A1D28487DF, slot, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_CURRENT_NUMBER_OF_LOCAL_PHOTOS

- **Hash:** `0x78C56B8A7B1D000C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetCurrentNumberOfLocalPhotos`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_CURRENT_NUMBER_OF_LOCAL_PHOTOS

## Signature

```c
int _GET_CURRENT_NUMBER_OF_LOCAL_PHOTOS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetCurrentNumberOfLocalPhotos()

-- always available, by hash
local retval = Citizen.InvokeNative(0x78C56B8A7B1D000C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentNumberOfLocalPhotos();

// by hash
const retval = Citizen.invokeNative('0x78C56B8A7B1D000C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x78C56B8A7B1D000C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_ENTITY_MASK_LAYERS

- **Hash:** `0xE8A8378BF651079C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetEntityMaskLayers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_ENTITY_MASK_LAYERS

## Signature

```c
BOOL _GET_ENTITY_MASK_LAYERS(Entity entity, float* layer0, float* layer1, float* layer2, float* layer3);
```

## Parameters

- `entity` (`Entity`)
- `layer0` (`float*`)
- `layer1` (`float*`)
- `layer2` (`float*`)
- `layer3` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, layer0, layer1, layer2, layer3 = GetEntityMaskLayers(entity)

-- always available, by hash
local retval, layer0, layer1, layer2, layer3 = Citizen.InvokeNative(0xE8A8378BF651079C, entity, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, layer0, layer1, layer2, layer3] = GetEntityMaskLayers(entity);

// by hash
const [retval, layer0, layer1, layer2, layer3] = Citizen.invokeNative('0xE8A8378BF651079C', entity, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var layer0 = new OutputArgument();
var layer1 = new OutputArgument();
var layer2 = new OutputArgument();
var layer3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE8A8378BF651079C, entity, layer0, layer1, layer2, layer3);
// layer0.GetResult<float>()
// layer1.GetResult<float>()
// layer2.GetResult<float>()
// layer3.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_SET_ENTITY_MASK_LAYERS](https://natives.borderlinerp.com/natives/GRAPHICS/_SET_ENTITY_MASK_LAYERS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_MAX_NUMBER_OF_LOCAL_PHOTOS

- **Hash:** `0x8E587FCD30E05592`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetMaxNumberOfLocalPhotos`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_MAX_NUMBER_OF_LOCAL_PHOTOS

## Signature

```c
int _GET_MAX_NUMBER_OF_LOCAL_PHOTOS();
```

## Returns

`int`

## Description

Always returns 200.

## Usage

### Lua

```lua
local retval = GetMaxNumberOfLocalPhotos()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E587FCD30E05592, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxNumberOfLocalPhotos();

// by hash
const retval = Citizen.invokeNative('0x8E587FCD30E05592', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8E587FCD30E05592);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_MODIFIED_VISIBILITY_DISTANCE

- **Hash:** `0x25CA89B2A39DCC69`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetModifiedVisibilityDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_MODIFIED_VISIBILITY_DISTANCE

## Signature

```c
float _GET_MODIFIED_VISIBILITY_DISTANCE();
```

## Returns

`float`

## Description

_GET_C* - _GET_E*

## Usage

### Lua

```lua
local retval = GetModifiedVisibilityDistance()

-- always available, by hash
local retval = Citizen.InvokeNative(0x25CA89B2A39DCC69, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetModifiedVisibilityDistance();

// by hash
const retval = Citizen.invokeNative('0x25CA89B2A39DCC69', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x25CA89B2A39DCC69);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_PHOTO_MODE_CONTRAST

- **Hash:** `0x98F4154989B81EC6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetPhotoModeContrast`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_PHOTO_MODE_CONTRAST

## Signature

```c
float _GET_PHOTO_MODE_CONTRAST();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPhotoModeContrast()

-- always available, by hash
local retval = Citizen.InvokeNative(0x98F4154989B81EC6, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPhotoModeContrast();

// by hash
const retval = Citizen.invokeNative('0x98F4154989B81EC6', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x98F4154989B81EC6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_CHANGE_PHOTO_MODE_CONTRAST](https://natives.borderlinerp.com/natives/GRAPHICS/_CHANGE_PHOTO_MODE_CONTRAST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_PHOTO_MODE_EXPOSURE

- **Hash:** `0x06C0D8BB6B04A709`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetPhotoModeExposure`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_PHOTO_MODE_EXPOSURE

## Signature

```c
float _GET_PHOTO_MODE_EXPOSURE();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPhotoModeExposure()

-- always available, by hash
local retval = Citizen.InvokeNative(0x06C0D8BB6B04A709, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPhotoModeExposure();

// by hash
const retval = Citizen.invokeNative('0x06C0D8BB6B04A709', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x06C0D8BB6B04A709);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_CHANGE_PHOTO_MODE_EXPOSURE](https://natives.borderlinerp.com/natives/GRAPHICS/_CHANGE_PHOTO_MODE_EXPOSURE.md)
- [GRAPHICS::_UPDATE_PHOTO_MODE_EXPOSURE](https://natives.borderlinerp.com/natives/GRAPHICS/_UPDATE_PHOTO_MODE_EXPOSURE.md) — Resets the exposure to the value when exposure lock was enabled

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_GET_PROXY_INTERIOR_INDEX

- **Hash:** `0x5D1C5D8E62E8EE1C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetProxyInteriorIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_GET_PROXY_INTERIOR_INDEX

## Signature

```c
int _GET_PROXY_INTERIOR_INDEX(int interiorId);
```

## Parameters

- `interiorId` (`int`)

## Returns

`int`

## Description

Returns proxyInteriorIndex

## Usage

### Lua

```lua
local retval = GetProxyInteriorIndex(interiorId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D1C5D8E62E8EE1C, interiorId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetProxyInteriorIndex(interiorId);

// by hash
const retval = Citizen.invokeNative('0x5D1C5D8E62E8EE1C', interiorId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5D1C5D8E62E8EE1C, interiorId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_SCREEN_COORD_FROM_WORLD_COORD

- **Hash:** `0xCB50D7AFCC8B0EC6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetScreenCoordFromWorldCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_SCREEN_COORD_FROM_WORLD_COORD

## Signature

```c
BOOL GET_SCREEN_COORD_FROM_WORLD_COORD(float worldX, float worldY, float worldZ, float* screenX, float* screenY);
```

## Parameters

- `worldX` (`float`)
- `worldY` (`float`)
- `worldZ` (`float`)
- `screenX` (`float*`)
- `screenY` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, screenX, screenY = GetScreenCoordFromWorldCoord(worldX, worldY, worldZ)

-- always available, by hash
local retval, screenX, screenY = Citizen.InvokeNative(0xCB50D7AFCC8B0EC6, worldX, worldY, worldZ, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, screenX, screenY] = GetScreenCoordFromWorldCoord(worldX, worldY, worldZ);

// by hash
const [retval, screenX, screenY] = Citizen.invokeNative('0xCB50D7AFCC8B0EC6', worldX + 0.0000001, worldY + 0.0000001, worldZ + 0.0000001, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var screenX = new OutputArgument();
var screenY = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCB50D7AFCC8B0EC6, worldX, worldY, worldZ, screenX, screenY);
// screenX.GetResult<float>()
// screenY.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_SCREEN_RESOLUTION

- **Hash:** `0x66773C92835D0909`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetScreenResolution`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_SCREEN_RESOLUTION

## Signature

```c
void GET_SCREEN_RESOLUTION(int* x, int* y);
```

## Parameters

- `x` (`int*`)
- `y` (`int*`)

## Returns

`void`

## Description

Hardcoded to always set x to 1280 and y to 720.

## Usage

### Lua

```lua
local x, y = GetScreenResolution()

-- always available, by hash
local x, y = Citizen.InvokeNative(0x66773C92835D0909, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [x, y] = GetScreenResolution();

// by hash
const [x, y] = Citizen.invokeNative('0x66773C92835D0909', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var x = new OutputArgument();
var y = new OutputArgument();
Function.Call((Hash)0x66773C92835D0909, x, y);
// x.GetResult<int>()
// y.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_STATUS_OF_CREATE_LOW_QUALITY_COPY_OF_PHOTO

- **Hash:** `0x13430D3D5A45F14B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetStatusOfCreateLowQualityCopyOfPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_STATUS_OF_CREATE_LOW_QUALITY_COPY_OF_PHOTO

## Signature

```c
int GET_STATUS_OF_CREATE_LOW_QUALITY_COPY_OF_PHOTO(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`int`

## Description

Old name: _GET_STATUS_OF_DRAW_LOW_QUALITY_PHOTO

## Usage

### Lua

```lua
local retval = GetStatusOfCreateLowQualityCopyOfPhoto(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13430D3D5A45F14B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfCreateLowQualityCopyOfPhoto(p0);

// by hash
const retval = Citizen.invokeNative('0x13430D3D5A45F14B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13430D3D5A45F14B, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_STATUS_OF_LOAD_MISSION_CREATOR_PHOTO

- **Hash:** `0xC71B50AE58D07369`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetStatusOfLoadMissionCreatorPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_STATUS_OF_LOAD_MISSION_CREATOR_PHOTO

## Signature

```c
int GET_STATUS_OF_LOAD_MISSION_CREATOR_PHOTO(const char* contentId);
```

## Parameters

- `contentId` (`const char*`)

## Returns

`int`

## Description

contentId: returned by NETWORK::_UGC_QUERY_GET_CREATOR_PHOTO(uVar0, 0, sParam3)

## Usage

### Lua

```lua
local retval = GetStatusOfLoadMissionCreatorPhoto(contentId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC71B50AE58D07369, contentId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfLoadMissionCreatorPhoto(contentId);

// by hash
const retval = Citizen.invokeNative('0xC71B50AE58D07369', contentId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC71B50AE58D07369, contentId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_STATUS_OF_SAVE_HIGH_QUALITY_PHOTO

- **Hash:** `0xD6663EC374092383`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetStatusOfSaveHighQualityPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_STATUS_OF_SAVE_HIGH_QUALITY_PHOTO

## Signature

```c
int GET_STATUS_OF_SAVE_HIGH_QUALITY_PHOTO();
```

## Returns

`int`

## Description

0 = succeeded
1 = getting status
2 = failed

## Usage

### Lua

```lua
local retval = GetStatusOfSaveHighQualityPhoto()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6663EC374092383, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfSaveHighQualityPhoto();

// by hash
const retval = Citizen.invokeNative('0xD6663EC374092383', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD6663EC374092383);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_STATUS_OF_SORTED_LIST_OPERATION

- **Hash:** `0xB28894CD7408BD0C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetStatusOfSortedListOperation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_STATUS_OF_SORTED_LIST_OPERATION

## Signature

```c
int GET_STATUS_OF_SORTED_LIST_OPERATION();
```

## Returns

`int`

## Description

0 = succeeded
1 = getting status
2 = failed

## Usage

### Lua

```lua
local retval = GetStatusOfSortedListOperation()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB28894CD7408BD0C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfSortedListOperation();

// by hash
const retval = Citizen.invokeNative('0xB28894CD7408BD0C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB28894CD7408BD0C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_STATUS_OF_TAKE_HIGH_QUALITY_PHOTO

- **Hash:** `0x4A3DA74C3CCB1725`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetStatusOfTakeHighQualityPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_STATUS_OF_TAKE_HIGH_QUALITY_PHOTO

## Signature

```c
int GET_STATUS_OF_TAKE_HIGH_QUALITY_PHOTO();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetStatusOfTakeHighQualityPhoto()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4A3DA74C3CCB1725, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfTakeHighQualityPhoto();

// by hash
const retval = Citizen.invokeNative('0x4A3DA74C3CCB1725', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4A3DA74C3CCB1725);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_TIMECYCLE_MODIFIER_INDEX

- **Hash:** `0xA705394293E2B3D3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetTimecycleModifierIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_TIMECYCLE_MODIFIER_INDEX

## Signature

```c
int GET_TIMECYCLE_MODIFIER_INDEX();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetTimecycleModifierIndex()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA705394293E2B3D3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimecycleModifierIndex();

// by hash
const retval = Citizen.invokeNative('0xA705394293E2B3D3', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA705394293E2B3D3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_TIMECYCLE_TRANSITION_MODIFIER_INDEX

- **Hash:** `0x2DA67BA3C8A6755D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetTimecycleTransitionModifierIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_TIMECYCLE_TRANSITION_MODIFIER_INDEX

## Signature

```c
int GET_TIMECYCLE_TRANSITION_MODIFIER_INDEX();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetTimecycleTransitionModifierIndex()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DA67BA3C8A6755D, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimecycleTransitionModifierIndex();

// by hash
const retval = Citizen.invokeNative('0x2DA67BA3C8A6755D', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2DA67BA3C8A6755D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_TOGGLE_PAUSED_RENDERPHASES_STATUS

- **Hash:** `0x86ED21BDB2791CE8`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetTogglePausedRenderphasesStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_TOGGLE_PAUSED_RENDERPHASES_STATUS

## Signature

```c
BOOL GET_TOGGLE_PAUSED_RENDERPHASES_STATUS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetTogglePausedRenderphasesStatus()

-- always available, by hash
local retval = Citizen.InvokeNative(0x86ED21BDB2791CE8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetTogglePausedRenderphasesStatus();

// by hash
const retval = Citizen.invokeNative('0x86ED21BDB2791CE8', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x86ED21BDB2791CE8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::GET_TV_CHANNEL

- **Hash:** `0xF90FBFD68F3C59AE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetTvChannel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_TV_CHANNEL

## Signature

```c
int GET_TV_CHANNEL();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetTvChannel()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF90FBFD68F3C59AE, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTvChannel();

// by hash
const retval = Citizen.invokeNative('0xF90FBFD68F3C59AE', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF90FBFD68F3C59AE);
```

## See also

- [GRAPHICS::SET_TV_CHANNEL](https://natives.borderlinerp.com/natives/GRAPHICS/SET_TV_CHANNEL.md)
- [GRAPHICS::DRAW_TV_CHANNEL](https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_TV_CHANNEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::IS_DECAL_ALIVE

- **Hash:** `0x3E4B4E5CF5D3EEB5`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsDecalAlive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/IS_DECAL_ALIVE

## Signature

```c
BOOL IS_DECAL_ALIVE(int decal);
```

## Parameters

- `decal` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDecalAlive(decal)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E4B4E5CF5D3EEB5, decal, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDecalAlive(decal);

// by hash
const retval = Citizen.invokeNative('0x3E4B4E5CF5D3EEB5', decal, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3E4B4E5CF5D3EEB5, decal);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::IS_PHOTO_FRAME

- **Hash:** `0x86076AE35CBBE55F`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsPhotoFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/IS_PHOTO_FRAME

## Signature

```c
BOOL IS_PHOTO_FRAME();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPhotoFrame()

-- always available, by hash
local retval = Citizen.InvokeNative(0x86076AE35CBBE55F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPhotoFrame();

// by hash
const retval = Citizen.invokeNative('0x86076AE35CBBE55F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x86076AE35CBBE55F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_IS_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_ENABLED

- **Hash:** `0x113857D66A9CABE6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsProxyInteriorIndexArtificialLightsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_IS_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_ENABLED

## Signature

```c
BOOL _IS_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_ENABLED(int proxyInteriorIndex);
```

## Parameters

- `proxyInteriorIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsProxyInteriorIndexArtificialLightsEnabled(proxyInteriorIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x113857D66A9CABE6, proxyInteriorIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsProxyInteriorIndexArtificialLightsEnabled(proxyInteriorIndex);

// by hash
const retval = Citizen.invokeNative('0x113857D66A9CABE6', proxyInteriorIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x113857D66A9CABE6, proxyInteriorIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_IS_STATIC_VEG_MODIFIER_ENABLED

- **Hash:** `0xDE9BAD3292AA6D5E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsStaticVegModifierEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_IS_STATIC_VEG_MODIFIER_ENABLED

## Signature

```c
BOOL _IS_STATIC_VEG_MODIFIER_ENABLED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsStaticVegModifierEnabled(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE9BAD3292AA6D5E, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsStaticVegModifierEnabled(p0);

// by hash
const retval = Citizen.invokeNative('0xDE9BAD3292AA6D5E', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE9BAD3292AA6D5E, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_IS_TEXTURE_IN_DICT

- **Hash:** `0xA2A51869BDED733B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsTextureInDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_IS_TEXTURE_IN_DICT

## Signature

```c
BOOL _IS_TEXTURE_IN_DICT(Hash txdHash, Hash dict);
```

## Parameters

- `txdHash` (`Hash`)
- `dict` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTextureInDict(txdHash, dict)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2A51869BDED733B, txdHash, dict, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTextureInDict(txdHash, dict);

// by hash
const retval = Citizen.invokeNative('0xA2A51869BDED733B', txdHash, dict, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA2A51869BDED733B, txdHash, dict);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_IS_TRACKED_POINT_VALID

- **Hash:** `0xF2FDDCC8C6BAE1B3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsTrackedPointValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_IS_TRACKED_POINT_VALID

## Signature

```c
BOOL _IS_TRACKED_POINT_VALID(int point);
```

## Parameters

- `point` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTrackedPointValid(point)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF2FDDCC8C6BAE1B3, point, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTrackedPointValid(point);

// by hash
const retval = Citizen.invokeNative('0xF2FDDCC8C6BAE1B3', point, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF2FDDCC8C6BAE1B3, point);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::IS_TRACKED_POINT_VISIBLE

- **Hash:** `0xCBB056BA159FB48D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsTrackedPointVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/IS_TRACKED_POINT_VISIBLE

## Signature

```c
BOOL IS_TRACKED_POINT_VISIBLE(int point);
```

## Parameters

- `point` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTrackedPointVisible(point)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCBB056BA159FB48D, point, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTrackedPointVisible(point);

// by hash
const retval = Citizen.invokeNative('0xCBB056BA159FB48D', point, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCBB056BA159FB48D, point);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::IS_TVSHOW_CURRENTLY_PLAYING

- **Hash:** `0x4D562223E0EB65F3`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `IsTvshowCurrentlyPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/IS_TVSHOW_CURRENTLY_PLAYING

## Signature

```c
BOOL IS_TVSHOW_CURRENTLY_PLAYING(Hash videoCliphash);
```

## Parameters

- `videoCliphash` (`Hash`)

## Returns

`BOOL`

## Description

Old name: _IS_TV_PLAYLIST_ITEM_PLAYING

## Usage

### Lua

```lua
local retval = IsTvshowCurrentlyPlaying(videoCliphash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4D562223E0EB65F3, videoCliphash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTvshowCurrentlyPlaying(videoCliphash);

// by hash
const retval = Citizen.invokeNative('0x4D562223E0EB65F3', videoCliphash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4D562223E0EB65F3, videoCliphash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::LOAD_MISSION_CREATOR_PHOTO

- **Hash:** `0x84F0BA7462FF8D58`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `LoadMissionCreatorPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/LOAD_MISSION_CREATOR_PHOTO

## Signature

```c
BOOL LOAD_MISSION_CREATOR_PHOTO(Any* p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = LoadMissionCreatorPhoto(p1, p2, p3)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x84F0BA7462FF8D58, Citizen.PointerValueInt(), p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = LoadMissionCreatorPhoto(p1, p2, p3);

// by hash
const [retval, p0] = Citizen.invokeNative('0x84F0BA7462FF8D58', Citizen.pointerValueInt(), p1, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x84F0BA7462FF8D58, p0, p1, p2, p3);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_NUM_PIXELS_VISIBLE_AT_TRACKED_POINT

- **Hash:** `0xDFE332A5DA6FE7C9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `NumPixelsVisibleAtTrackedPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_NUM_PIXELS_VISIBLE_AT_TRACKED_POINT

## Signature

```c
int _NUM_PIXELS_VISIBLE_AT_TRACKED_POINT(int iTrackedPoint);
```

## Parameters

- `iTrackedPoint` (`int`)

## Returns

`int`

## Description

Returns iNumPixels, iPixelsVisible

## Usage

### Lua

```lua
local retval = NumPixelsVisibleAtTrackedPoint(iTrackedPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDFE332A5DA6FE7C9, iTrackedPoint, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NumPixelsVisibleAtTrackedPoint(iTrackedPoint);

// by hash
const retval = Citizen.invokeNative('0xDFE332A5DA6FE7C9', iTrackedPoint, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDFE332A5DA6FE7C9, iTrackedPoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_PEDSHOT_FINISH_CLEANUP_DATA

- **Hash:** `0xC2B8164C3BE871A4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `PedshotFinishCleanupData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_PEDSHOT_FINISH_CLEANUP_DATA

## Signature

```c
void _PEDSHOT_FINISH_CLEANUP_DATA();
```

## Returns

`void`

## Usage

### Lua

```lua
PedshotFinishCleanupData()

-- always available, by hash
Citizen.InvokeNative(0xC2B8164C3BE871A4)
```

### JavaScript

```js
PedshotFinishCleanupData();

// by hash
Citizen.invokeNative('0xC2B8164C3BE871A4');
```

### C#

```csharp
Function.Call((Hash)0xC2B8164C3BE871A4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_PEDSHOT_GENERATE_PERSONA_PHOTO

- **Hash:** `0xD9C24F53631F2372`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `PedshotGeneratePersonaPhoto`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_PEDSHOT_GENERATE_PERSONA_PHOTO

## Signature

```c
BOOL _PEDSHOT_GENERATE_PERSONA_PHOTO(const char* texture, Ped ped, int playerSlot);
```

## Parameters

- `texture` (`const char*`)
- `ped` (`Ped`)
- `playerSlot` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedshotGeneratePersonaPhoto(texture, ped, playerSlot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9C24F53631F2372, texture, ped, playerSlot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PedshotGeneratePersonaPhoto(texture, ped, playerSlot);

// by hash
const retval = Citizen.invokeNative('0xD9C24F53631F2372', texture, ped, playerSlot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD9C24F53631F2372, texture, ped, playerSlot);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_PEDSHOT_INIT_CLEANUP_DATA

- **Hash:** `0x55285F885F662169`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `PedshotInitCleanupData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_PEDSHOT_INIT_CLEANUP_DATA

## Signature

```c
void _PEDSHOT_INIT_CLEANUP_DATA();
```

## Returns

`void`

## Usage

### Lua

```lua
PedshotInitCleanupData()

-- always available, by hash
Citizen.InvokeNative(0x55285F885F662169)
```

### JavaScript

```js
PedshotInitCleanupData();

// by hash
Citizen.invokeNative('0x55285F885F662169');
```

### C#

```csharp
Function.Call((Hash)0x55285F885F662169);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::PEDSHOT_IS_AVAILABLE

- **Hash:** `0xAF6E67D073D2DCE2`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `PedshotIsAvailable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/PEDSHOT_IS_AVAILABLE

## Signature

```c
BOOL PEDSHOT_IS_AVAILABLE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedshotIsAvailable()

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF6E67D073D2DCE2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PedshotIsAvailable();

// by hash
const retval = Citizen.invokeNative('0xAF6E67D073D2DCE2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAF6E67D073D2DCE2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_PEDSHOT_PREVIOUS_PERSONA_PHOTO_DATA_CLEANUP

- **Hash:** `0x3E2FDDBE435A8787`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `PedshotPreviousPersonaPhotoDataCleanup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_PEDSHOT_PREVIOUS_PERSONA_PHOTO_DATA_CLEANUP

## Signature

```c
void _PEDSHOT_PREVIOUS_PERSONA_PHOTO_DATA_CLEANUP();
```

## Returns

`void`

## Usage

### Lua

```lua
PedshotPreviousPersonaPhotoDataCleanup()

-- always available, by hash
Citizen.InvokeNative(0x3E2FDDBE435A8787)
```

### JavaScript

```js
PedshotPreviousPersonaPhotoDataCleanup();

// by hash
Citizen.invokeNative('0x3E2FDDBE435A8787');
```

### C#

```csharp
Function.Call((Hash)0x3E2FDDBE435A8787);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_PEDSHOT_SET_PERSONA_PHOTO_TYPE

- **Hash:** `0x196D3ACBEBA4A44B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `PedshotSetPersonaPhotoType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_PEDSHOT_SET_PERSONA_PHOTO_TYPE

## Signature

```c
void _PEDSHOT_SET_PERSONA_PHOTO_TYPE(int personaPhotoLocalCacheType);
```

## Parameters

- `personaPhotoLocalCacheType` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
PedshotSetPersonaPhotoType(personaPhotoLocalCacheType)

-- always available, by hash
Citizen.InvokeNative(0x196D3ACBEBA4A44B, personaPhotoLocalCacheType)
```

### JavaScript

```js
PedshotSetPersonaPhotoType(personaPhotoLocalCacheType);

// by hash
Citizen.invokeNative('0x196D3ACBEBA4A44B', personaPhotoLocalCacheType);
```

### C#

```csharp
Function.Call((Hash)0x196D3ACBEBA4A44B, personaPhotoLocalCacheType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::QUEUE_OPERATION_TO_CREATE_SORTED_LIST_OF_PHOTOS

- **Hash:** `0xA42EDF1E88734A7E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `QueueOperationToCreateSortedListOfPhotos`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/QUEUE_OPERATION_TO_CREATE_SORTED_LIST_OF_PHOTOS

## Signature

```c
BOOL QUEUE_OPERATION_TO_CREATE_SORTED_LIST_OF_PHOTOS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = QueueOperationToCreateSortedListOfPhotos()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA42EDF1E88734A7E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = QueueOperationToCreateSortedListOfPhotos();

// by hash
const retval = Citizen.invokeNative('0xA42EDF1E88734A7E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA42EDF1E88734A7E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_DECAL

- **Hash:** `0x49A720552EB0BB88`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveDecal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_DECAL

## Signature

```c
void REMOVE_DECAL(int decal);
```

## Parameters

- `decal` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveDecal(decal)

-- always available, by hash
Citizen.InvokeNative(0x49A720552EB0BB88, decal)
```

### JavaScript

```js
RemoveDecal(decal);

// by hash
Citizen.invokeNative('0x49A720552EB0BB88', decal);
```

### C#

```csharp
Function.Call((Hash)0x49A720552EB0BB88, decal);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_DECALS_FROM_OBJECT

- **Hash:** `0xFB8972BAE0013140`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveDecalsFromObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_DECALS_FROM_OBJECT

## Signature

```c
void REMOVE_DECALS_FROM_OBJECT(Object obj);
```

## Parameters

- `obj` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveDecalsFromObject(obj)

-- always available, by hash
Citizen.InvokeNative(0xFB8972BAE0013140, obj)
```

### JavaScript

```js
RemoveDecalsFromObject(obj);

// by hash
Citizen.invokeNative('0xFB8972BAE0013140', obj);
```

### C#

```csharp
Function.Call((Hash)0xFB8972BAE0013140, obj);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_DECALS_IN_RANGE

- **Hash:** `0x86DE59FA02902B40`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveDecalsInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_DECALS_IN_RANGE

## Signature

```c
void REMOVE_DECALS_IN_RANGE(float x, float y, float z, float range);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `range` (`float`)

## Returns

`void`

## Description

Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol...

## Usage

### Lua

```lua
RemoveDecalsInRange(x, y, z, range)

-- always available, by hash
Citizen.InvokeNative(0x86DE59FA02902B40, x, y, z, range)
```

### JavaScript

```js
RemoveDecalsInRange(x, y, z, range);

// by hash
Citizen.invokeNative('0x86DE59FA02902B40', x + 0.0000001, y + 0.0000001, z + 0.0000001, range + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x86DE59FA02902B40, x, y, z, range);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_REMOVE_ENTITY_FROM_ENTITY_MASK

- **Hash:** `0x56A786E87FF53478`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveEntityFromEntityMask`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_REMOVE_ENTITY_FROM_ENTITY_MASK

## Signature

```c
void _REMOVE_ENTITY_FROM_ENTITY_MASK(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveEntityFromEntityMask(entity)

-- always available, by hash
Citizen.InvokeNative(0x56A786E87FF53478, entity)
```

### JavaScript

```js
RemoveEntityFromEntityMask(entity);

// by hash
Citizen.invokeNative('0x56A786E87FF53478', entity);
```

### C#

```csharp
Function.Call((Hash)0x56A786E87FF53478, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_GRASS_CULL_SPHERE

- **Hash:** `0xAE7BF7CA9E4BA48D`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveGrassCullSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_GRASS_CULL_SPHERE

## Signature

```c
void REMOVE_GRASS_CULL_SPHERE(int handle);
```

## Parameters

- `handle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveGrassCullSphere(handle)

-- always available, by hash
Citizen.InvokeNative(0xAE7BF7CA9E4BA48D, handle)
```

### JavaScript

```js
RemoveGrassCullSphere(handle);

// by hash
Citizen.invokeNative('0xAE7BF7CA9E4BA48D', handle);
```

### C#

```csharp
Function.Call((Hash)0xAE7BF7CA9E4BA48D, handle);
```

## See also

- [GRAPHICS::SET_GRASS_CULL_SPHERE](https://natives.borderlinerp.com/natives/GRAPHICS/SET_GRASS_CULL_SPHERE.md) — Returns handle to be used with REMOVE_GRASS_CULL_SPHERE

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_PARTICLE_FX

- **Hash:** `0x459598F579C98929`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveParticleFx`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_PARTICLE_FX

## Signature

```c
void REMOVE_PARTICLE_FX(int ptfxHandle, BOOL p1);
```

## Parameters

- `ptfxHandle` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveParticleFx(ptfxHandle, p1)

-- always available, by hash
Citizen.InvokeNative(0x459598F579C98929, ptfxHandle, p1)
```

### JavaScript

```js
RemoveParticleFx(ptfxHandle, p1);

// by hash
Citizen.invokeNative('0x459598F579C98929', ptfxHandle, p1);
```

### C#

```csharp
Function.Call((Hash)0x459598F579C98929, ptfxHandle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_PARTICLE_FX_FROM_ENTITY

- **Hash:** `0x92884B4A49D81325`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveParticleFxFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_PARTICLE_FX_FROM_ENTITY

## Signature

```c
void REMOVE_PARTICLE_FX_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveParticleFxFromEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0x92884B4A49D81325, entity)
```

### JavaScript

```js
RemoveParticleFxFromEntity(entity);

// by hash
Citizen.invokeNative('0x92884B4A49D81325', entity);
```

### C#

```csharp
Function.Call((Hash)0x92884B4A49D81325, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_PARTICLE_FX_IN_RANGE

- **Hash:** `0x87B5905ECA623B68`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveParticleFxInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_PARTICLE_FX_IN_RANGE

## Signature

```c
void REMOVE_PARTICLE_FX_IN_RANGE(float X, float Y, float Z, float radius);
```

## Parameters

- `X` (`float`)
- `Y` (`float`)
- `Z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveParticleFxInRange(X, Y, Z, radius)

-- always available, by hash
Citizen.InvokeNative(0x87B5905ECA623B68, X, Y, Z, radius)
```

### JavaScript

```js
RemoveParticleFxInRange(X, Y, Z, radius);

// by hash
Citizen.invokeNative('0x87B5905ECA623B68', X + 0.0000001, Y + 0.0000001, Z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x87B5905ECA623B68, X, Y, Z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::REMOVE_VEG_MODIFIER_SPHERE

- **Hash:** `0x9CF1836C03FB67A2`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveVegModifierSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_VEG_MODIFIER_SPHERE

## Signature

```c
void REMOVE_VEG_MODIFIER_SPHERE(int vegModifierHandle, int p1);
```

## Parameters

- `vegModifierHandle` (`int`)
- `p1` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

only works by invoking and passing as pointer value Citizen.InvokeNative(0x9CF1836C03FB67A2, Citizen.PointerValueIntInitialized(vegModifierId),1) p1 is 1 or 0

## Usage

### Lua

```lua
RemoveVegModifierSphere(vegModifierHandle, p1)

-- always available, by hash
Citizen.InvokeNative(0x9CF1836C03FB67A2, vegModifierHandle, p1)
```

### JavaScript

```js
RemoveVegModifierSphere(vegModifierHandle, p1);

// by hash
Citizen.invokeNative('0x9CF1836C03FB67A2', vegModifierHandle, p1);
```

### C#

```csharp
Function.Call((Hash)0x9CF1836C03FB67A2, vegModifierHandle, p1);
```

## See also

- [GRAPHICS::ADD_VEG_MODIFIER_SPHERE](https://natives.borderlinerp.com/natives/GRAPHICS/ADD_VEG_MODIFIER_SPHERE.md) — Returns veg modifier handle

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# GRAPHICS::RESET_ADAPTATION

- **Hash:** `0x297B72E2AF094742`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ResetAdaptation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/RESET_ADAPTATION

## Signature

```c
void RESET_ADAPTATION(int unk);
```

## Parameters

- `unk` (`int`)

## Returns

`void`

## Description

Sets an unknown value related to timecycles.

## Usage

### Lua

```lua
ResetAdaptation(unk)

-- always available, by hash
Citizen.InvokeNative(0x297B72E2AF094742, unk)
```

### JavaScript

```js
ResetAdaptation(unk);

// by hash
Citizen.invokeNative('0x297B72E2AF094742', unk);
```

### C#

```csharp
Function.Call((Hash)0x297B72E2AF094742, unk);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_RESET_ENTITY_AURA

- **Hash:** `0xAF4D239B8903FCBE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ResetEntityAura`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_RESET_ENTITY_AURA

## Signature

```c
void _RESET_ENTITY_AURA();
```

## Returns

`void`

## Description

Used for script function RPG_GLOBAL_STATS__PRIVATE__DEACTIVATE_STAT_FLAG - Inspiration Aura unequip

## Usage

### Lua

```lua
ResetEntityAura()

-- always available, by hash
Citizen.InvokeNative(0xAF4D239B8903FCBE)
```

### JavaScript

```js
ResetEntityAura();

// by hash
Citizen.invokeNative('0xAF4D239B8903FCBE');
```

### C#

```csharp
Function.Call((Hash)0xAF4D239B8903FCBE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_SET_ENTITY_AURA](https://natives.borderlinerp.com/natives/GRAPHICS/_SET_ENTITY_AURA.md) — Used for script function RPG_GLOBAL_STATS__PRIVATE__ACTIVATE_STAT_FLAG - Quite and Inspiration Aura equip

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_RESET_MASK_OVERLAY

- **Hash:** `0x5AC6E0FA028369DE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ResetMaskOverlay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_REMOVE_MASK_OVERLAY`
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_RESET_MASK_OVERLAY

## Signature

```c
void _RESET_MASK_OVERLAY();
```

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears/removes the 2D fullscreen mask overlay currently applied with _SET_MASK_OVERLAY.
Used during cleanup when the player puts away binoculars, exits a camera view, or when a screen fade/cutscene ends.

*Source: VORPCORE RDR3natives*

Removes the mask overlay that was set with SET_MASK_OVERLAY

## Usage

### Lua

```lua
ResetMaskOverlay()

-- always available, by hash
Citizen.InvokeNative(0x5AC6E0FA028369DE)
```

### JavaScript

```js
ResetMaskOverlay();

// by hash
Citizen.invokeNative('0x5AC6E0FA028369DE');
```

### C#

```csharp
Function.Call((Hash)0x5AC6E0FA028369DE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_SET_MASK_OVERLAY](https://natives.borderlinerp.com/natives/GRAPHICS/_SET_MASK_OVERLAY.md) — Applies a 2D fullscreen mask/overlay component to the screen.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# GRAPHICS::RESET_PARTICLE_FX_OVERRIDE

- **Hash:** `0x274B3DABF7E72DEF`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ResetParticleFxOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/RESET_PARTICLE_FX_OVERRIDE

## Signature

```c
void RESET_PARTICLE_FX_OVERRIDE(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Description

Resets the effect of SET_PARTICLE_FX_OVERRIDE

## Usage

### Lua

```lua
ResetParticleFxOverride(name)

-- always available, by hash
Citizen.InvokeNative(0x274B3DABF7E72DEF, name)
```

### JavaScript

```js
ResetParticleFxOverride(name);

// by hash
Citizen.invokeNative('0x274B3DABF7E72DEF', name);
```

### C#

```csharp
Function.Call((Hash)0x274B3DABF7E72DEF, name);
```

## See also

- [GRAPHICS::SET_PARTICLE_FX_OVERRIDE](https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::RESET_PAUSED_RENDERPHASES

- **Hash:** `0xCCD9AAD85E1B559E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ResetPausedRenderphases`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/RESET_PAUSED_RENDERPHASES

## Signature

```c
void RESET_PAUSED_RENDERPHASES();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetPausedRenderphases()

-- always available, by hash
Citizen.InvokeNative(0xCCD9AAD85E1B559E)
```

### JavaScript

```js
ResetPausedRenderphases();

// by hash
Citizen.invokeNative('0xCCD9AAD85E1B559E');
```

### C#

```csharp
Function.Call((Hash)0xCCD9AAD85E1B559E);
```

## See also

- [GRAPHICS::TOGGLE_PAUSED_RENDERPHASES](https://natives.borderlinerp.com/natives/GRAPHICS/TOGGLE_PAUSED_RENDERPHASES.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SAVE_HIGH_QUALITY_PHOTO

- **Hash:** `0x57639FD876B68A91`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SaveHighQualityPhoto`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SAVE_HIGH_QUALITY_PHOTO

## Signature

```c
BOOL SAVE_HIGH_QUALITY_PHOTO(int unused);
```

## Parameters

- `unused` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SaveHighQualityPhoto(unused)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57639FD876B68A91, unused, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SaveHighQualityPhoto(unused);

// by hash
const retval = Citizen.invokeNative('0x57639FD876B68A91', unused, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x57639FD876B68A91, unused);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_ARTIFICIAL_LIGHTS_STATE

- **Hash:** `0xB2797619A7C7747B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetArtificialLightsState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_ARTIFICIAL_LIGHTS_STATE

## Signature

```c
void SET_ARTIFICIAL_LIGHTS_STATE(BOOL state);
```

## Parameters

- `state` (`BOOL`)

## Returns

`void`

## Description

Does not affect weapons, particles, fire/explosions, flashlights or the sun.
When set to true, all emissive textures (including ped components that have light effects), street lights, building lights, vehicle lights, etc will all be turned off.

state: True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on.

## Usage

### Lua

```lua
SetArtificialLightsState(state)

-- always available, by hash
Citizen.InvokeNative(0xB2797619A7C7747B, state)
```

### JavaScript

```js
SetArtificialLightsState(state);

// by hash
Citizen.invokeNative('0xB2797619A7C7747B', state);
```

### C#

```csharp
Function.Call((Hash)0xB2797619A7C7747B, state);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_CHECKPOINT_RGBA

- **Hash:** `0xCAAFC225E33B1D15`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCheckpointRgba`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_CHECKPOINT_RGBA

## Signature

```c
void SET_CHECKPOINT_RGBA(int checkpoint, int red, int green, int blue, int alpha);
```

## Parameters

- `checkpoint` (`int`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Description

Sets the checkpoint color.

## Usage

### Lua

```lua
SetCheckpointRgba(checkpoint, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0xCAAFC225E33B1D15, checkpoint, red, green, blue, alpha)
```

### JavaScript

```js
SetCheckpointRgba(checkpoint, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0xCAAFC225E33B1D15', checkpoint, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0xCAAFC225E33B1D15, checkpoint, red, green, blue, alpha);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_CHECKPOINT_RGBA2

- **Hash:** `0x99AFF17222D4DEB4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCheckpointRgba2`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_CHECKPOINT_RGBA2

## Signature

```c
void SET_CHECKPOINT_RGBA2(int checkpoint, int red, int green, int blue, int alpha);
```

## Parameters

- `checkpoint` (`int`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Description

Sets the checkpoint icon color.

## Usage

### Lua

```lua
SetCheckpointRgba2(checkpoint, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0x99AFF17222D4DEB4, checkpoint, red, green, blue, alpha)
```

### JavaScript

```js
SetCheckpointRgba2(checkpoint, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0x99AFF17222D4DEB4', checkpoint, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0x99AFF17222D4DEB4, checkpoint, red, green, blue, alpha);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_CLOUD_HEIGHT

- **Hash:** `0xC332C91388F5580B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCloudHeight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_CLOUD_HEIGHT

## Signature

```c
void _SET_CLOUD_HEIGHT(float height);
```

## Parameters

- `height` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCloudHeight(height)

-- always available, by hash
Citizen.InvokeNative(0xC332C91388F5580B, height)
```

### JavaScript

```js
SetCloudHeight(height);

// by hash
Citizen.invokeNative('0xC332C91388F5580B', height + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC332C91388F5580B, height);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_CLOUD_LAYER

- **Hash:** `0xB8C984C0D47F4F07`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCloudLayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_CLOUD_LAYER

## Signature

```c
void _SET_CLOUD_LAYER(float x, float y, int p2);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetCloudLayer(x, y, p2)

-- always available, by hash
Citizen.InvokeNative(0xB8C984C0D47F4F07, x, y, p2)
```

### JavaScript

```js
SetCloudLayer(x, y, p2);

// by hash
Citizen.invokeNative('0xB8C984C0D47F4F07', x + 0.0000001, y + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xB8C984C0D47F4F07, x, y, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_CLOUD_NOISE

- **Hash:** `0xFE7966DF01452F32`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCloudNoise`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_CLOUD_NOISE

## Signature

```c
void _SET_CLOUD_NOISE(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCloudNoise(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xFE7966DF01452F32, x, y, z)
```

### JavaScript

```js
SetCloudNoise(x, y, z);

// by hash
Citizen.invokeNative('0xFE7966DF01452F32', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFE7966DF01452F32, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_CLOUD_POSITION

- **Hash:** `0x10C1767B93257480`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetCloudPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_CLOUD_POSITION

## Signature

```c
void _SET_CLOUD_POSITION(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

Only used in finale2, smuggler2, winter4
_SET_CLOUD_A* - _SET_CLOUD_H*

## Usage

### Lua

```lua
SetCloudPosition(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x10C1767B93257480, x, y, z)
```

### JavaScript

```js
SetCloudPosition(x, y, z);

// by hash
Citizen.invokeNative('0x10C1767B93257480', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x10C1767B93257480, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_DISABLE_PETROL_DECALS_IGNITING_THIS_FRAME

- **Hash:** `0x53ED07BF368EDA59`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetDisablePetrolDecalsIgnitingThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_DISABLE_PETROL_DECALS_IGNITING_THIS_FRAME

## Signature

```c
void SET_DISABLE_PETROL_DECALS_IGNITING_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
SetDisablePetrolDecalsIgnitingThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x53ED07BF368EDA59)
```

### JavaScript

```js
SetDisablePetrolDecalsIgnitingThisFrame();

// by hash
Citizen.invokeNative('0x53ED07BF368EDA59');
```

### C#

```csharp
Function.Call((Hash)0x53ED07BF368EDA59);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_DISTRICT_PHOTO_TAKEN_STAT

- **Hash:** `0x9937FACBBF267244`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetDistrictPhotoTakenStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_DISTRICT_PHOTO_TAKEN_STAT

## Signature

```c
void _SET_DISTRICT_PHOTO_TAKEN_STAT(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetDistrictPhotoTakenStat(p0)

-- always available, by hash
Citizen.InvokeNative(0x9937FACBBF267244, p0)
```

### JavaScript

```js
SetDistrictPhotoTakenStat(p0);

// by hash
Citizen.invokeNative('0x9937FACBBF267244', p0);
```

### C#

```csharp
Function.Call((Hash)0x9937FACBBF267244, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_ENTITY_AURA

- **Hash:** `0x249CD6B7285536F2`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetEntityAura`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_ENTITY_AURA

## Signature

```c
void _SET_ENTITY_AURA(float p0, float p1, float p2);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`void`

## Description

Used for script function RPG_GLOBAL_STATS__PRIVATE__ACTIVATE_STAT_FLAG - Quite and Inspiration Aura equip
Params: 0f, 2f, 2f

## Usage

### Lua

```lua
SetEntityAura(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x249CD6B7285536F2, p0, p1, p2)
```

### JavaScript

```js
SetEntityAura(p0, p1, p2);

// by hash
Citizen.invokeNative('0x249CD6B7285536F2', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x249CD6B7285536F2, p0, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_RESET_ENTITY_AURA](https://natives.borderlinerp.com/natives/GRAPHICS/_RESET_ENTITY_AURA.md) — Used for script function RPG_GLOBAL_STATS__PRIVATE__DEACTIVATE_STAT_FLAG - Inspiration Aura unequip

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_ENTITY_MASK_LAYERS

- **Hash:** `0xE92012611461A42A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetEntityMaskLayers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_ENTITY_MASK_LAYERS

## Signature

```c
void _SET_ENTITY_MASK_LAYERS(Entity entity, float* layer0, float* layer1, float* layer2, float* layer3);
```

## Parameters

- `entity` (`Entity`)
- `layer0` (`float*`)
- `layer1` (`float*`)
- `layer2` (`float*`)
- `layer3` (`float*`)

## Returns

`void`

## Usage

### Lua

```lua
local layer0, layer1, layer2, layer3 = SetEntityMaskLayers(entity)

-- always available, by hash
local layer0, layer1, layer2, layer3 = Citizen.InvokeNative(0xE92012611461A42A, entity, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [layer0, layer1, layer2, layer3] = SetEntityMaskLayers(entity);

// by hash
const [layer0, layer1, layer2, layer3] = Citizen.invokeNative('0xE92012611461A42A', entity, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat());
```

### C#

```csharp
var layer0 = new OutputArgument();
var layer1 = new OutputArgument();
var layer2 = new OutputArgument();
var layer3 = new OutputArgument();
Function.Call((Hash)0xE92012611461A42A, entity, layer0, layer1, layer2, layer3);
// layer0.GetResult<float>()
// layer1.GetResult<float>()
// layer2.GetResult<float>()
// layer3.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_GET_ENTITY_MASK_LAYERS](https://natives.borderlinerp.com/natives/GRAPHICS/_GET_ENTITY_MASK_LAYERS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_ENTITY_RENDER_GUARMA_SHIP

- **Hash:** `0xC38B4952B728397A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetEntityRenderGuarmaShip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_ENTITY_RENDER_GUARMA_SHIP

## Signature

```c
void _SET_ENTITY_RENDER_GUARMA_SHIP(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Only used in guama1 R* SP Script while spawning the ship
_SET_ENTITY_QUATERNION_* - SET_ENTITY_RENDER_*

## Usage

### Lua

```lua
SetEntityRenderGuarmaShip(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC38B4952B728397A, vehicle, toggle)
```

### JavaScript

```js
SetEntityRenderGuarmaShip(vehicle, toggle);

// by hash
Citizen.invokeNative('0xC38B4952B728397A', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC38B4952B728397A, vehicle, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_GRASS_CULL_SPHERE

- **Hash:** `0x27219300C36A8D40`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetGrassCullSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_GRASS_CULL_SPHERE

## Signature

```c
int SET_GRASS_CULL_SPHERE(float x, float y, float z, float p3, int p4);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)
- `p4` (`int`)

## Returns

`int`

## Description

Returns handle to be used with REMOVE_GRASS_CULL_SPHERE

## Usage

### Lua

```lua
local retval = SetGrassCullSphere(x, y, z, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27219300C36A8D40, x, y, z, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetGrassCullSphere(x, y, z, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x27219300C36A8D40', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x27219300C36A8D40, x, y, z, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [GRAPHICS::REMOVE_GRASS_CULL_SPHERE](https://natives.borderlinerp.com/natives/GRAPHICS/REMOVE_GRASS_CULL_SPHERE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_HIDOF_OVERRIDE

- **Hash:** `0xCC23AA1A7CBFE840`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetHidofOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_HIDOF_OVERRIDE

## Signature

```c
void SET_HIDOF_OVERRIDE(BOOL p0, BOOL p1, float p2, float p3, float p4, float p5);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)

## Returns

`void`

## Description

Old name: _SET_HIDOF_ENV_BLUR_PARAMS

## Usage

### Lua

```lua
SetHidofOverride(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xCC23AA1A7CBFE840, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
SetHidofOverride(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xCC23AA1A7CBFE840', p0, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCC23AA1A7CBFE840, p0, p1, p2, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_LIGHTS_COLOR_FOR_ENTITY

- **Hash:** `0x6EC2A67962296F49`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetLightsColorForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_LIGHTS_COLOR_FOR_ENTITY

## Signature

```c
void _SET_LIGHTS_COLOR_FOR_ENTITY(Entity entity, int red, int green, int blue);
```

## Parameters

- `entity` (`Entity`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)

## Returns

`void`

## Description

https://gfycat.com/meagerfaireyra

## Usage

### Lua

```lua
SetLightsColorForEntity(entity, red, green, blue)

-- always available, by hash
Citizen.InvokeNative(0x6EC2A67962296F49, entity, red, green, blue)
```

### JavaScript

```js
SetLightsColorForEntity(entity, red, green, blue);

// by hash
Citizen.invokeNative('0x6EC2A67962296F49', entity, red, green, blue);
```

### C#

```csharp
Function.Call((Hash)0x6EC2A67962296F49, entity, red, green, blue);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# GRAPHICS::_SET_LIGHTS_INTENSITY_FOR_ENTITY

- **Hash:** `0x07C0F87AAC57F2E4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetLightsIntensityForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_LIGHTS_INTENSITY_FOR_ENTITY

## Signature

```c
void _SET_LIGHTS_INTENSITY_FOR_ENTITY(Entity entity, float intensity);
```

## Parameters

- `entity` (`Entity`)
- `intensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetLightsIntensityForEntity(entity, intensity)

-- always available, by hash
Citizen.InvokeNative(0x07C0F87AAC57F2E4, entity, intensity)
```

### JavaScript

```js
SetLightsIntensityForEntity(entity, intensity);

// by hash
Citizen.invokeNative('0x07C0F87AAC57F2E4', entity, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x07C0F87AAC57F2E4, entity, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_LIGHTS_TYPE_FOR_ENTITY

- **Hash:** `0xAB72C67163DC4DB4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetLightsTypeForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_LIGHTS_TYPE_FOR_ENTITY

## Signature

```c
void _SET_LIGHTS_TYPE_FOR_ENTITY(Entity entity, int type);
```

## Parameters

- `entity` (`Entity`)
- `type` (`int`)

## Returns

`void`

## Description

type must be less than or equal to 20

## Usage

### Lua

```lua
SetLightsTypeForEntity(entity, type)

-- always available, by hash
Citizen.InvokeNative(0xAB72C67163DC4DB4, entity, type)
```

### JavaScript

```js
SetLightsTypeForEntity(entity, type);

// by hash
Citizen.invokeNative('0xAB72C67163DC4DB4', entity, type);
```

### C#

```csharp
Function.Call((Hash)0xAB72C67163DC4DB4, entity, type);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_MASK_OVERLAY

- **Hash:** `0x21F00E08CBB5F37B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetMaskOverlay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_MASK_OVERLAY

## Signature

```c
void _SET_MASK_OVERLAY(const char* maskName);
```

## Parameters

- `maskName` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies a 2D fullscreen mask/overlay component to the screen.
Used in cutscenes or scripts when the player/ped looks through binoculars, scopes, or cameras.
Example component: COMPONENT_BINOCULARS_SCOPE01.
Clear with _RESET_MASK_OVERLAY.

*Source: VORPCORE RDR3natives*

Params: COMPONENT_BINOCULARS_SCOPE01

## Usage

### Lua

```lua
SetMaskOverlay(maskName)

-- always available, by hash
Citizen.InvokeNative(0x21F00E08CBB5F37B, maskName)
```

### JavaScript

```js
SetMaskOverlay(maskName);

// by hash
Citizen.invokeNative('0x21F00E08CBB5F37B', maskName);
```

### C#

```csharp
Function.Call((Hash)0x21F00E08CBB5F37B, maskName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_RESET_MASK_OVERLAY](https://natives.borderlinerp.com/natives/GRAPHICS/_RESET_MASK_OVERLAY.md) — Clears/removes the 2D fullscreen mask overlay currently applied with _SET_MASK_OVERLAY.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# GRAPHICS::SET_PARTICLE_FX_AMBIENT_COLOUR

- **Hash:** `0x3C61B52B00848C26`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxAmbientColour`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_AMBIENT_COLOUR

## Signature

```c
void SET_PARTICLE_FX_AMBIENT_COLOUR(Entity entity, const char* p1, float r, float g, float b);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`const char*`)
- `r` (`float`)
- `g` (`float`)
- `b` (`float`)

## Returns

`void`

## Description

Related to Campfires.
p1: AMB_BONFIRE_MP, AMB_CAMPFIRE_LRG_MP

## Usage

### Lua

```lua
SetParticleFxAmbientColour(entity, p1, r, g, b)

-- always available, by hash
Citizen.InvokeNative(0x3C61B52B00848C26, entity, p1, r, g, b)
```

### JavaScript

```js
SetParticleFxAmbientColour(entity, p1, r, g, b);

// by hash
Citizen.invokeNative('0x3C61B52B00848C26', entity, p1, r + 0.0000001, g + 0.0000001, b + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3C61B52B00848C26, entity, p1, r, g, b);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_BULLET_IMPACT_LODRANGE_SCALE

- **Hash:** `0x8DCCC98DC0DBF9E4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxBulletImpactLodrangeScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_BULLET_IMPACT_LODRANGE_SCALE

## Signature

```c
void SET_PARTICLE_FX_BULLET_IMPACT_LODRANGE_SCALE(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxBulletImpactLodrangeScale(p0)

-- always available, by hash
Citizen.InvokeNative(0x8DCCC98DC0DBF9E4, p0)
```

### JavaScript

```js
SetParticleFxBulletImpactLodrangeScale(p0);

// by hash
Citizen.invokeNative('0x8DCCC98DC0DBF9E4', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8DCCC98DC0DBF9E4, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_BULLET_IMPACT_SCALE

- **Hash:** `0xA53C8D7D0F8C74D0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxBulletImpactScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_BULLET_IMPACT_SCALE

## Signature

```c
void SET_PARTICLE_FX_BULLET_IMPACT_SCALE(float scale);
```

## Parameters

- `scale` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxBulletImpactScale(scale)

-- always available, by hash
Citizen.InvokeNative(0xA53C8D7D0F8C74D0, scale)
```

### JavaScript

```js
SetParticleFxBulletImpactScale(scale);

// by hash
Citizen.invokeNative('0xA53C8D7D0F8C74D0', scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA53C8D7D0F8C74D0, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_FOOT_LODRANGE_SCALE

- **Hash:** `0x2A1625858887D4E6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxFootLodrangeScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_FOOT_LODRANGE_SCALE

## Signature

```c
void SET_PARTICLE_FX_FOOT_LODRANGE_SCALE(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxFootLodrangeScale(p0)

-- always available, by hash
Citizen.InvokeNative(0x2A1625858887D4E6, p0)
```

### JavaScript

```js
SetParticleFxFootLodrangeScale(p0);

// by hash
Citizen.invokeNative('0x2A1625858887D4E6', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2A1625858887D4E6, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_LOOPED_ALPHA

- **Hash:** `0x88786E76234F7054`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedAlpha`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_LOOPED_ALPHA

## Signature

```c
void SET_PARTICLE_FX_LOOPED_ALPHA(int ptfxHandle, float alpha);
```

## Parameters

- `ptfxHandle` (`int`)
- `alpha` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxLoopedAlpha(ptfxHandle, alpha)

-- always available, by hash
Citizen.InvokeNative(0x88786E76234F7054, ptfxHandle, alpha)
```

### JavaScript

```js
SetParticleFxLoopedAlpha(ptfxHandle, alpha);

// by hash
Citizen.invokeNative('0x88786E76234F7054', ptfxHandle, alpha + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x88786E76234F7054, ptfxHandle, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_LOOPED_COLOUR

- **Hash:** `0x239879FC61C610CC`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedColour`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_LOOPED_COLOUR

## Signature

```c
void SET_PARTICLE_FX_LOOPED_COLOUR(int ptfxHandle, float r, float g, float b, BOOL p4);
```

## Parameters

- `ptfxHandle` (`int`)
- `r` (`float`)
- `g` (`float`)
- `b` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxLoopedColour(ptfxHandle, r, g, b, p4)

-- always available, by hash
Citizen.InvokeNative(0x239879FC61C610CC, ptfxHandle, r, g, b, p4)
```

### JavaScript

```js
SetParticleFxLoopedColour(ptfxHandle, r, g, b, p4);

// by hash
Citizen.invokeNative('0x239879FC61C610CC', ptfxHandle, r + 0.0000001, g + 0.0000001, b + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x239879FC61C610CC, ptfxHandle, r, g, b, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_LOOPED_EVOLUTION

- **Hash:** `0x3674F389B0FACD80`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedEvolution`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_LOOPED_EVOLUTION

## Signature

```c
void SET_PARTICLE_FX_LOOPED_EVOLUTION(int ptfxHandle, const char* propertyName, float amount, BOOL noNetwork);
```

## Parameters

- `ptfxHandle` (`int`)
- `propertyName` (`const char*`)
- `amount` (`float`)
- `noNetwork` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxLoopedEvolution(ptfxHandle, propertyName, amount, noNetwork)

-- always available, by hash
Citizen.InvokeNative(0x3674F389B0FACD80, ptfxHandle, propertyName, amount, noNetwork)
```

### JavaScript

```js
SetParticleFxLoopedEvolution(ptfxHandle, propertyName, amount, noNetwork);

// by hash
Citizen.invokeNative('0x3674F389B0FACD80', ptfxHandle, propertyName, amount + 0.0000001, noNetwork);
```

### C#

```csharp
Function.Call((Hash)0x3674F389B0FACD80, ptfxHandle, propertyName, amount, noNetwork);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_LOOPED_FAR_CLIP_DIST

- **Hash:** `0x9B04D471DA0AD7AA`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedFarClipDist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_LOOPED_FAR_CLIP_DIST

## Signature

```c
void SET_PARTICLE_FX_LOOPED_FAR_CLIP_DIST(int ptfxHandle, float range);
```

## Parameters

- `ptfxHandle` (`int`)
- `range` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxLoopedFarClipDist(ptfxHandle, range)

-- always available, by hash
Citizen.InvokeNative(0x9B04D471DA0AD7AA, ptfxHandle, range)
```

### JavaScript

```js
SetParticleFxLoopedFarClipDist(ptfxHandle, range);

// by hash
Citizen.invokeNative('0x9B04D471DA0AD7AA', ptfxHandle, range + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9B04D471DA0AD7AA, ptfxHandle, range);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_LOOPED_OFFSETS

- **Hash:** `0xD3A4A95FC94FE83B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedOffsets`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_LOOPED_OFFSETS

## Signature

```c
void SET_PARTICLE_FX_LOOPED_OFFSETS(int ptfxHandle, float x, float y, float z, float rotX, float rotY, float rotZ);
```

## Parameters

- `ptfxHandle` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxLoopedOffsets(ptfxHandle, x, y, z, rotX, rotY, rotZ)

-- always available, by hash
Citizen.InvokeNative(0xD3A4A95FC94FE83B, ptfxHandle, x, y, z, rotX, rotY, rotZ)
```

### JavaScript

```js
SetParticleFxLoopedOffsets(ptfxHandle, x, y, z, rotX, rotY, rotZ);

// by hash
Citizen.invokeNative('0xD3A4A95FC94FE83B', ptfxHandle, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD3A4A95FC94FE83B, ptfxHandle, x, y, z, rotX, rotY, rotZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_LOOPED_SCALE

- **Hash:** `0x1A9E1C0D98D093B7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_LOOPED_SCALE

## Signature

```c
void SET_PARTICLE_FX_LOOPED_SCALE(int ptfxHandle, float scale);
```

## Parameters

- `ptfxHandle` (`int`)
- `scale` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxLoopedScale(ptfxHandle, scale)

-- always available, by hash
Citizen.InvokeNative(0x1A9E1C0D98D093B7, ptfxHandle, scale)
```

### JavaScript

```js
SetParticleFxLoopedScale(ptfxHandle, scale);

// by hash
Citizen.invokeNative('0x1A9E1C0D98D093B7', ptfxHandle, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1A9E1C0D98D093B7, ptfxHandle, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PARTICLE_FX_LOOPED_UPDATE_DISTANT_SMOKE

- **Hash:** `0x9DDC222D85D5AF2A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxLoopedUpdateDistantSmoke`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PARTICLE_FX_LOOPED_UPDATE_DISTANT_SMOKE

## Signature

```c
void _SET_PARTICLE_FX_LOOPED_UPDATE_DISTANT_SMOKE(int ptfxHandle, float scalar);
```

## Parameters

- `ptfxHandle` (`int`)
- `scalar` (`float`)

## Returns

`void`

## Description

_SET_PARTICLE_FX_LOOPED_FA* - _SET_PARTICLE_FX_LOOPED_OF*

## Usage

### Lua

```lua
SetParticleFxLoopedUpdateDistantSmoke(ptfxHandle, scalar)

-- always available, by hash
Citizen.InvokeNative(0x9DDC222D85D5AF2A, ptfxHandle, scalar)
```

### JavaScript

```js
SetParticleFxLoopedUpdateDistantSmoke(ptfxHandle, scalar);

// by hash
Citizen.invokeNative('0x9DDC222D85D5AF2A', ptfxHandle, scalar + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9DDC222D85D5AF2A, ptfxHandle, scalar);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_NON_LOOPED_ALPHA

- **Hash:** `0xE8A35938A7026CEA`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxNonLoopedAlpha`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_NON_LOOPED_ALPHA

## Signature

```c
void SET_PARTICLE_FX_NON_LOOPED_ALPHA(float alpha);
```

## Parameters

- `alpha` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxNonLoopedAlpha(alpha)

-- always available, by hash
Citizen.InvokeNative(0xE8A35938A7026CEA, alpha)
```

### JavaScript

```js
SetParticleFxNonLoopedAlpha(alpha);

// by hash
Citizen.invokeNative('0xE8A35938A7026CEA', alpha + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE8A35938A7026CEA, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_NON_LOOPED_COLOUR

- **Hash:** `0x60B85BED6577A35B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxNonLoopedColour`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_NON_LOOPED_COLOUR

## Signature

```c
void SET_PARTICLE_FX_NON_LOOPED_COLOUR(float r, float g, float b);
```

## Parameters

- `r` (`float`)
- `g` (`float`)
- `b` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxNonLoopedColour(r, g, b)

-- always available, by hash
Citizen.InvokeNative(0x60B85BED6577A35B, r, g, b)
```

### JavaScript

```js
SetParticleFxNonLoopedColour(r, g, b);

// by hash
Citizen.invokeNative('0x60B85BED6577A35B', r + 0.0000001, g + 0.0000001, b + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x60B85BED6577A35B, r, g, b);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PARTICLE_FX_NON_LOOPED_EMITTER_SCALE

- **Hash:** `0x56C392C2BD78B024`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxNonLoopedEmitterScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PARTICLE_FX_NON_LOOPED_EMITTER_SCALE

## Signature

```c
void _SET_PARTICLE_FX_NON_LOOPED_EMITTER_SCALE(float p0, float p1, float p2);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxNonLoopedEmitterScale(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x56C392C2BD78B024, p0, p1, p2)
```

### JavaScript

```js
SetParticleFxNonLoopedEmitterScale(p0, p1, p2);

// by hash
Citizen.invokeNative('0x56C392C2BD78B024', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x56C392C2BD78B024, p0, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PARTICLE_FX_OVERRIDE

- **Hash:** `0xBE711A169E9C7E95`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_OVERRIDE

## Signature

```c
void SET_PARTICLE_FX_OVERRIDE(const char* oldAsset, const char* newAsset);
```

## Parameters

- `oldAsset` (`const char*`)
- `newAsset` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxOverride(oldAsset, newAsset)

-- always available, by hash
Citizen.InvokeNative(0xBE711A169E9C7E95, oldAsset, newAsset)
```

### JavaScript

```js
SetParticleFxOverride(oldAsset, newAsset);

// by hash
Citizen.invokeNative('0xBE711A169E9C7E95', oldAsset, newAsset);
```

### C#

```csharp
Function.Call((Hash)0xBE711A169E9C7E95, oldAsset, newAsset);
```

## See also

- [GRAPHICS::RESET_PARTICLE_FX_OVERRIDE](https://natives.borderlinerp.com/natives/GRAPHICS/RESET_PARTICLE_FX_OVERRIDE.md) — Resets the effect of SET_PARTICLE_FX_OVERRIDE

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PEARLESCENT_FX_ENABLED

- **Hash:** `0x72E30372E7CC4415`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPearlescentFxEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PEARLESCENT_FX_ENABLED

## Signature

```c
void _SET_PEARLESCENT_FX_ENABLED(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Enables/disables a kind of 'shiny' effect on metals.

## Usage

### Lua

```lua
SetPearlescentFxEnabled(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x72E30372E7CC4415, object, toggle)
```

### JavaScript

```js
SetPearlescentFxEnabled(object, toggle);

// by hash
Citizen.invokeNative('0x72E30372E7CC4415', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x72E30372E7CC4415, object, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PHOTO_IN_PHOTOMODE_STAT

- **Hash:** `0xFA91736933AB3D93`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPhotoInPhotomodeStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PHOTO_IN_PHOTOMODE_STAT

## Signature

```c
void _SET_PHOTO_IN_PHOTOMODE_STAT(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPhotoInPhotomodeStat(p0)

-- always available, by hash
Citizen.InvokeNative(0xFA91736933AB3D93, p0)
```

### JavaScript

```js
SetPhotoInPhotomodeStat(p0);

// by hash
Citizen.invokeNative('0xFA91736933AB3D93', p0);
```

### C#

```csharp
Function.Call((Hash)0xFA91736933AB3D93, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PHOTO_MODE_AO_ENHANCED

- **Hash:** `0xF5793BB386E1FF9C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPhotoModeAoEnhanced`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PHOTO_MODE_AO_ENHANCED

## Signature

```c
void _SET_PHOTO_MODE_AO_ENHANCED(BOOL bEnabled);
```

## Parameters

- `bEnabled` (`BOOL`)

## Returns

`void`

## Description

Toggles an enhanced/high-quality ambient occlusion mode used in Photo Mode.
Called with 1 when photo mode's manual exposure/contrast adjustments become active (after the PauseMenuIn post-fx transition finishes), and called with 0 when photo mode is closed/torn down.
Stores the value into a global bool that appears to gate a higher quality AO pass while composing photos.

Parameters:
- bEnabled: true to enable the enhanced AO pass, false to disable it.

## Usage

### Lua

```lua
SetPhotoModeAoEnhanced(bEnabled)

-- always available, by hash
Citizen.InvokeNative(0xF5793BB386E1FF9C, bEnabled)
```

### JavaScript

```js
SetPhotoModeAoEnhanced(bEnabled);

// by hash
Citizen.invokeNative('0xF5793BB386E1FF9C', bEnabled);
```

### C#

```csharp
Function.Call((Hash)0xF5793BB386E1FF9C, bEnabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PHOTO_MODE_EXPOSURE_LOCKED

- **Hash:** `0x5CD6A2CCE5087161`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPhotoModeExposureLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PHOTO_MODE_EXPOSURE_LOCKED

## Signature

```c
void _SET_PHOTO_MODE_EXPOSURE_LOCKED(BOOL locked);
```

## Parameters

- `locked` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPhotoModeExposureLocked(locked)

-- always available, by hash
Citizen.InvokeNative(0x5CD6A2CCE5087161, locked)
```

### JavaScript

```js
SetPhotoModeExposureLocked(locked);

// by hash
Citizen.invokeNative('0x5CD6A2CCE5087161', locked);
```

### C#

```csharp
Function.Call((Hash)0x5CD6A2CCE5087161, locked);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PHOTO_OVERLAY_EFFECT_STAT

- **Hash:** `0x8B3296278328B5EB`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPhotoOverlayEffectStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PHOTO_OVERLAY_EFFECT_STAT

## Signature

```c
void _SET_PHOTO_OVERLAY_EFFECT_STAT(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPhotoOverlayEffectStat(p0)

-- always available, by hash
Citizen.InvokeNative(0x8B3296278328B5EB, p0)
```

### JavaScript

```js
SetPhotoOverlayEffectStat(p0);

// by hash
Citizen.invokeNative('0x8B3296278328B5EB', p0);
```

### C#

```csharp
Function.Call((Hash)0x8B3296278328B5EB, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PHOTO_SELF_STAT

- **Hash:** `0x2705D18C11B61046`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPhotoSelfStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PHOTO_SELF_STAT

## Signature

```c
void _SET_PHOTO_SELF_STAT(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPhotoSelfStat(p0)

-- always available, by hash
Citizen.InvokeNative(0x2705D18C11B61046, p0)
```

### JavaScript

```js
SetPhotoSelfStat(p0);

// by hash
Citizen.invokeNative('0x2705D18C11B61046', p0);
```

### C#

```csharp
Function.Call((Hash)0x2705D18C11B61046, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PHOTO_STUDIO_STAT

- **Hash:** `0x8E6AFF353C09652E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPhotoStudioStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PHOTO_STUDIO_STAT

## Signature

```c
void _SET_PHOTO_STUDIO_STAT(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPhotoStudioStat(p0)

-- always available, by hash
Citizen.InvokeNative(0x8E6AFF353C09652E, p0)
```

### JavaScript

```js
SetPhotoStudioStat(p0);

// by hash
Citizen.invokeNative('0x8E6AFF353C09652E', p0);
```

### C#

```csharp
Function.Call((Hash)0x8E6AFF353C09652E, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_PICKUP_LIGHT

- **Hash:** `0x7DFB49BCDB73089A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPickupLight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PICKUP_LIGHT

## Signature

```c
void SET_PICKUP_LIGHT(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

https://imgur.com/a/I2swSDJ

Old name: _SET_PICKUP_OBJECT_GLOW_ENABLED

## Usage

### Lua

```lua
SetPickupLight(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7DFB49BCDB73089A, object, toggle)
```

### JavaScript

```js
SetPickupLight(object, toggle);

// by hash
Citizen.invokeNative('0x7DFB49BCDB73089A', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7DFB49BCDB73089A, object, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PLAYER_APPEAR_IN_PHOTO

- **Hash:** `0x75D568607909333E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPlayerAppearInPhoto`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PLAYER_APPEAR_IN_PHOTO

## Signature

```c
void _SET_PLAYER_APPEAR_IN_PHOTO(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerAppearInPhoto(player)

-- always available, by hash
Citizen.InvokeNative(0x75D568607909333E, player)
```

### JavaScript

```js
SetPlayerAppearInPhoto(player);

// by hash
Citizen.invokeNative('0x75D568607909333E', player);
```

### C#

```csharp
Function.Call((Hash)0x75D568607909333E, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_POSSE_ID_FOR_PHOTO

- **Hash:** `0x564837D4A9EDE296`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetPosseIdForPhoto`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_POSSE_ID_FOR_PHOTO

## Signature

```c
void _SET_POSSE_ID_FOR_PHOTO(Any posseId);
```

## Parameters

- `posseId` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPosseIdForPhoto(posseId)

-- always available, by hash
Citizen.InvokeNative(0x564837D4A9EDE296, posseId)
```

### JavaScript

```js
SetPosseIdForPhoto(posseId);

// by hash
Citizen.invokeNative('0x564837D4A9EDE296', posseId);
```

### C#

```csharp
Function.Call((Hash)0x564837D4A9EDE296, posseId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_STATE

- **Hash:** `0xBFCB17895BB99E4E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetProxyInteriorIndexArtificialLightsState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_STATE

## Signature

```c
void _SET_PROXY_INTERIOR_INDEX_ARTIFICIAL_LIGHTS_STATE(int proxyInteriorIndex, BOOL state);
```

## Parameters

- `proxyInteriorIndex` (`int`)
- `state` (`BOOL`)

## Returns

`void`

## Description

state: false disables artificial interior light sources for specific proxyInteriorIndex

## Usage

### Lua

```lua
SetProxyInteriorIndexArtificialLightsState(proxyInteriorIndex, state)

-- always available, by hash
Citizen.InvokeNative(0xBFCB17895BB99E4E, proxyInteriorIndex, state)
```

### JavaScript

```js
SetProxyInteriorIndexArtificialLightsState(proxyInteriorIndex, state);

// by hash
Citizen.invokeNative('0xBFCB17895BB99E4E', proxyInteriorIndex, state);
```

### C#

```csharp
Function.Call((Hash)0xBFCB17895BB99E4E, proxyInteriorIndex, state);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_REGION_PHOTO_TAKEN_STAT

- **Hash:** `0xD1031B83AC093BC7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetRegionPhotoTakenStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_REGION_PHOTO_TAKEN_STAT

## Signature

```c
void _SET_REGION_PHOTO_TAKEN_STAT(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetRegionPhotoTakenStat(p0)

-- always available, by hash
Citizen.InvokeNative(0xD1031B83AC093BC7, p0)
```

### JavaScript

```js
SetRegionPhotoTakenStat(p0);

// by hash
Citizen.invokeNative('0xD1031B83AC093BC7', p0);
```

### C#

```csharp
Function.Call((Hash)0xD1031B83AC093BC7, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU

- **Hash:** `0x906B86E6D7896B9E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetScriptGfxDrawBehindPausemenu`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU

## Signature

```c
void SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets a flag defining whether or not script draw commands should continue being drawn behind the pause menu. This is usually used for draw commands that are used with a world render target.

## Usage

### Lua

```lua
SetScriptGfxDrawBehindPausemenu(toggle)

-- always available, by hash
Citizen.InvokeNative(0x906B86E6D7896B9E, toggle)
```

### JavaScript

```js
SetScriptGfxDrawBehindPausemenu(toggle);

// by hash
Citizen.invokeNative('0x906B86E6D7896B9E', toggle);
```

### C#

```csharp
Function.Call((Hash)0x906B86E6D7896B9E, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER

- **Hash:** `0xCFCC78391C8B3814`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetScriptGfxDrawOrder`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_SCRIPT_GFX_DRAW_ORDER

## Signature

```c
void SET_SCRIPT_GFX_DRAW_ORDER(int drawOrder);
```

## Parameters

- `drawOrder` (`int`)

## Returns

`void`

## Description

Sets the draw order for script draw commands.

## Usage

### Lua

```lua
SetScriptGfxDrawOrder(drawOrder)

-- always available, by hash
Citizen.InvokeNative(0xCFCC78391C8B3814, drawOrder)
```

### JavaScript

```js
SetScriptGfxDrawOrder(drawOrder);

// by hash
Citizen.invokeNative('0xCFCC78391C8B3814', drawOrder);
```

### C#

```csharp
Function.Call((Hash)0xCFCC78391C8B3814, drawOrder);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_SNIPER_GLINTS_ENABLED

- **Hash:** `0x6E8EB45A4F4460EB`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetSniperGlintsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_SNIPER_GLINTS_ENABLED

## Signature

```c
void _SET_SNIPER_GLINTS_ENABLED(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetSniperGlintsEnabled(enabled)

-- always available, by hash
Citizen.InvokeNative(0x6E8EB45A4F4460EB, enabled)
```

### JavaScript

```js
SetSniperGlintsEnabled(enabled);

// by hash
Citizen.invokeNative('0x6E8EB45A4F4460EB', enabled);
```

### C#

```csharp
Function.Call((Hash)0x6E8EB45A4F4460EB, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_SNOW_COVERAGE_TYPE

- **Hash:** `0xF02A9C330BBFC5C7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetSnowCoverageType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_SNOW_COVERAGE_TYPE

## Signature

```c
void _SET_SNOW_COVERAGE_TYPE(int type);
```

## Parameters

- `type` (`int`)

## Returns

`void`

## Description

enum class eSnowCoverageType
{
	Primary,
	Secondary,
	Xmas,
	XmasSecondary // since b1232
};

## Usage

### Lua

```lua
SetSnowCoverageType(type)

-- always available, by hash
Citizen.InvokeNative(0xF02A9C330BBFC5C7, type)
```

### JavaScript

```js
SetSnowCoverageType(type);

// by hash
Citizen.invokeNative('0xF02A9C330BBFC5C7', type);
```

### C#

```csharp
Function.Call((Hash)0xF02A9C330BBFC5C7, type);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_SET_STATE_PHOTO_TAKEN_STAT

- **Hash:** `0x8952E857696B8A79`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetStatePhotoTakenStat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_STATE_PHOTO_TAKEN_STAT

## Signature

```c
void _SET_STATE_PHOTO_TAKEN_STAT(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetStatePhotoTakenStat(p0)

-- always available, by hash
Citizen.InvokeNative(0x8952E857696B8A79, p0)
```

### JavaScript

```js
SetStatePhotoTakenStat(p0);

// by hash
Citizen.invokeNative('0x8952E857696B8A79', p0);
```

### C#

```csharp
Function.Call((Hash)0x8952E857696B8A79, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TIMECYCLE_MODIFIER

- **Hash:** `0xFA08722A5EA82DA7`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTimecycleModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TIMECYCLE_MODIFIER

## Signature

```c
void SET_TIMECYCLE_MODIFIER(const char* modifierName);
```

## Parameters

- `modifierName` (`const char*`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/graphics/timecycles

## Usage

### Lua

```lua
SetTimecycleModifier(modifierName)

-- always available, by hash
Citizen.InvokeNative(0xFA08722A5EA82DA7, modifierName)
```

### JavaScript

```js
SetTimecycleModifier(modifierName);

// by hash
Citizen.invokeNative('0xFA08722A5EA82DA7', modifierName);
```

### C#

```csharp
Function.Call((Hash)0xFA08722A5EA82DA7, modifierName);
```

## See also

- [GRAPHICS::CLEAR_TIMECYCLE_MODIFIER](https://natives.borderlinerp.com/natives/GRAPHICS/CLEAR_TIMECYCLE_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TIMECYCLE_MODIFIER_STRENGTH

- **Hash:** `0xFDB74C9CC54C3F37`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTimecycleModifierStrength`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TIMECYCLE_MODIFIER_STRENGTH

## Signature

```c
void SET_TIMECYCLE_MODIFIER_STRENGTH(float strength);
```

## Parameters

- `strength` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTimecycleModifierStrength(strength)

-- always available, by hash
Citizen.InvokeNative(0xFDB74C9CC54C3F37, strength)
```

### JavaScript

```js
SetTimecycleModifierStrength(strength);

// by hash
Citizen.invokeNative('0xFDB74C9CC54C3F37', strength + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFDB74C9CC54C3F37, strength);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TRACKED_POINT_INFO

- **Hash:** `0xF6FDA3D4404D4F2C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTrackedPointInfo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TRACKED_POINT_INFO

## Signature

```c
void SET_TRACKED_POINT_INFO(int point, float x, float y, float z, float radius);
```

## Parameters

- `point` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTrackedPointInfo(point, x, y, z, radius)

-- always available, by hash
Citizen.InvokeNative(0xF6FDA3D4404D4F2C, point, x, y, z, radius)
```

### JavaScript

```js
SetTrackedPointInfo(point, x, y, z, radius);

// by hash
Citizen.invokeNative('0xF6FDA3D4404D4F2C', point, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF6FDA3D4404D4F2C, point, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TRANSITION_OUT_OF_TIMECYCLE_MODIFIER

- **Hash:** `0xBB6C707F20D955D4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTransitionOutOfTimecycleModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TRANSITION_OUT_OF_TIMECYCLE_MODIFIER

## Signature

```c
void SET_TRANSITION_OUT_OF_TIMECYCLE_MODIFIER(float strength);
```

## Parameters

- `strength` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTransitionOutOfTimecycleModifier(strength)

-- always available, by hash
Citizen.InvokeNative(0xBB6C707F20D955D4, strength)
```

### JavaScript

```js
SetTransitionOutOfTimecycleModifier(strength);

// by hash
Citizen.invokeNative('0xBB6C707F20D955D4', strength + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBB6C707F20D955D4, strength);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TRANSITION_TIMECYCLE_MODIFIER

- **Hash:** `0xFF927A09F481D80C`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTransitionTimecycleModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TRANSITION_TIMECYCLE_MODIFIER

## Signature

```c
void SET_TRANSITION_TIMECYCLE_MODIFIER(const char* modifierName, float transitionBlend);
```

## Parameters

- `modifierName` (`const char*`)
- `transitionBlend` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTransitionTimecycleModifier(modifierName, transitionBlend)

-- always available, by hash
Citizen.InvokeNative(0xFF927A09F481D80C, modifierName, transitionBlend)
```

### JavaScript

```js
SetTransitionTimecycleModifier(modifierName, transitionBlend);

// by hash
Citizen.invokeNative('0xFF927A09F481D80C', modifierName, transitionBlend + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFF927A09F481D80C, modifierName, transitionBlend);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TV_AUDIO_FRONTEND

- **Hash:** `0x64437C98FCC5F291`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTvAudioFrontend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TV_AUDIO_FRONTEND

## Signature

```c
void SET_TV_AUDIO_FRONTEND(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Probably changes tvs from being a 3d audio to being "global" audio

## Usage

### Lua

```lua
SetTvAudioFrontend(toggle)

-- always available, by hash
Citizen.InvokeNative(0x64437C98FCC5F291, toggle)
```

### JavaScript

```js
SetTvAudioFrontend(toggle);

// by hash
Citizen.invokeNative('0x64437C98FCC5F291', toggle);
```

### C#

```csharp
Function.Call((Hash)0x64437C98FCC5F291, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TV_CHANNEL

- **Hash:** `0x593FAF7FC9401A56`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTvChannel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TV_CHANNEL

## Signature

```c
void SET_TV_CHANNEL(int channel);
```

## Parameters

- `channel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTvChannel(channel)

-- always available, by hash
Citizen.InvokeNative(0x593FAF7FC9401A56, channel)
```

### JavaScript

```js
SetTvChannel(channel);

// by hash
Citizen.invokeNative('0x593FAF7FC9401A56', channel);
```

### C#

```csharp
Function.Call((Hash)0x593FAF7FC9401A56, channel);
```

## See also

- [GRAPHICS::GET_TV_CHANNEL](https://natives.borderlinerp.com/natives/GRAPHICS/GET_TV_CHANNEL.md)
- [GRAPHICS::DRAW_TV_CHANNEL](https://natives.borderlinerp.com/natives/GRAPHICS/DRAW_TV_CHANNEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TV_CHANNEL_PLAYLIST

- **Hash:** `0xDEC6B25F5DC8925B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTvChannelPlaylist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TV_CHANNEL_PLAYLIST

## Signature

```c
void SET_TV_CHANNEL_PLAYLIST(int tvChannel, const char* playlistName, BOOL restart);
```

## Parameters

- `tvChannel` (`int`)
- `playlistName` (`const char*`)
- `restart` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetTvChannelPlaylist(tvChannel, playlistName, restart)

-- always available, by hash
Citizen.InvokeNative(0xDEC6B25F5DC8925B, tvChannel, playlistName, restart)
```

### JavaScript

```js
SetTvChannelPlaylist(tvChannel, playlistName, restart);

// by hash
Citizen.invokeNative('0xDEC6B25F5DC8925B', tvChannel, playlistName, restart);
```

### C#

```csharp
Function.Call((Hash)0xDEC6B25F5DC8925B, tvChannel, playlistName, restart);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::SET_TV_VOLUME

- **Hash:** `0x73A97068787D7231`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetTvVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_TV_VOLUME

## Signature

```c
void SET_TV_VOLUME(float volume);
```

## Parameters

- `volume` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTvVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0x73A97068787D7231, volume)
```

### JavaScript

```js
SetTvVolume(volume);

// by hash
Citizen.invokeNative('0x73A97068787D7231', volume + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x73A97068787D7231, volume);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY

- **Hash:** `0x8F90AB32E1944BDE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartNetworkedParticleFxLoopedOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY

## Signature

```c
int START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY(const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartNetworkedParticleFxLoopedOnEntity(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8F90AB32E1944BDE, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartNetworkedParticleFxLoopedOnEntity(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0x8F90AB32E1944BDE', effectName, entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8F90AB32E1944BDE, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE

- **Hash:** `0x9C56621462FFE7A6`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartNetworkedParticleFxLoopedOnEntityBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE

## Signature

```c
int START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE(const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `boneIndex` (`int`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartNetworkedParticleFxLoopedOnEntityBone(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9C56621462FFE7A6, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartNetworkedParticleFxLoopedOnEntityBone(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0x9C56621462FFE7A6', effectName, entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, boneIndex, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9C56621462FFE7A6, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD

- **Hash:** `0xFB97618457994A62`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartNetworkedParticleFxNonLoopedAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD

## Signature

```c
BOOL START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD(const char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartNetworkedParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB97618457994A62, effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartNetworkedParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0xFB97618457994A62', effectName, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB97618457994A62, effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY

- **Hash:** `0xE6CFE43937061143`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartNetworkedParticleFxNonLoopedOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY

## Signature

```c
BOOL START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY(const char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
```

## Parameters

- `effectName` (`const char*`)
- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scale` (`float`)
- `axisX` (`BOOL`)
- `axisY` (`BOOL`)
- `axisZ` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartNetworkedParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE6CFE43937061143, effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartNetworkedParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ);

// by hash
const retval = Citizen.invokeNative('0xE6CFE43937061143', effectName, entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scale + 0.0000001, axisX, axisY, axisZ, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE6CFE43937061143, effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD

- **Hash:** `0xBA32867E86125D3A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxLoopedAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_LOOPED_AT_COORD

## Signature

```c
int START_PARTICLE_FX_LOOPED_AT_COORD(const char* effectName, float x, float y, float z, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL p11);
```

## Parameters

- `effectName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)
- `p11` (`BOOL`)

## Returns

`int`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/graphics/ptfx/ptfx_assets_looped.lua

## Usage

### Lua

```lua
local retval = StartParticleFxLoopedAtCoord(effectName, x, y, z, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, p11)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA32867E86125D3A, effectName, x, y, z, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, p11, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartParticleFxLoopedAtCoord(effectName, x, y, z, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, p11);

// by hash
const retval = Citizen.invokeNative('0xBA32867E86125D3A', effectName, x + 0.0000001, y + 0.0000001, z + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, scale + 0.0000001, xAxis, yAxis, zAxis, p11, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBA32867E86125D3A, effectName, x, y, z, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, p11);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_LOOPED_ON_ENTITY

- **Hash:** `0xBD41E1440CE39800`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxLoopedOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_LOOPED_ON_ENTITY

## Signature

```c
int START_PARTICLE_FX_LOOPED_ON_ENTITY(const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartParticleFxLoopedOnEntity(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD41E1440CE39800, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartParticleFxLoopedOnEntity(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0xBD41E1440CE39800', effectName, entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBD41E1440CE39800, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE

- **Hash:** `0xD3BA6EC7F2FBD5E9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxLoopedOnEntityBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE

## Signature

```c
int START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE(const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `boneIndex` (`int`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartParticleFxLoopedOnEntityBone(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3BA6EC7F2FBD5E9, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartParticleFxLoopedOnEntityBone(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0xD3BA6EC7F2FBD5E9', effectName, entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, boneIndex, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD3BA6EC7F2FBD5E9, effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_LOOPED_ON_PED_BONE

- **Hash:** `0xE689C1B1432BB8AF`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxLoopedOnPedBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_LOOPED_ON_PED_BONE

## Signature

```c
int START_PARTICLE_FX_LOOPED_ON_PED_BONE(const char* effectName, Ped ped, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `ped` (`Ped`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `boneIndex` (`int`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartParticleFxLoopedOnPedBone(effectName, ped, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE689C1B1432BB8AF, effectName, ped, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartParticleFxLoopedOnPedBone(effectName, ped, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0xE689C1B1432BB8AF', effectName, ped, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, boneIndex, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE689C1B1432BB8AF, effectName, ped, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD

- **Hash:** `0x2E80BF72EF7C87AC`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxNonLoopedAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_NON_LOOPED_AT_COORD

## Signature

```c
BOOL START_PARTICLE_FX_NON_LOOPED_AT_COORD(const char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `effectName` (`const char*`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `scale` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/graphics/ptfx/ptfx_assets_non_looped.lua

## Usage

### Lua

```lua
local retval = StartParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E80BF72EF7C87AC, effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);

// by hash
const retval = Citizen.invokeNative('0x2E80BF72EF7C87AC', effectName, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, scale + 0.0000001, xAxis, yAxis, zAxis, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2E80BF72EF7C87AC, effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_ENTITY

- **Hash:** `0xFF4C64C513388C12`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxNonLoopedOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_NON_LOOPED_ON_ENTITY

## Signature

```c
BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY(const char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
```

## Parameters

- `effectName` (`const char*`)
- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scale` (`float`)
- `axisX` (`BOOL`)
- `axisY` (`BOOL`)
- `axisZ` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF4C64C513388C12, effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ);

// by hash
const retval = Citizen.invokeNative('0xFF4C64C513388C12', effectName, entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scale + 0.0000001, axisX, axisY, axisZ, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF4C64C513388C12, effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE

- **Hash:** `0x3FAA72BD940C3AC0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxNonLoopedOnPedBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE

## Signature

```c
BOOL START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE(const char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
```

## Parameters

- `effectName` (`const char*`)
- `ped` (`Ped`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `boneIndex` (`int`)
- `scale` (`float`)
- `axisX` (`BOOL`)
- `axisY` (`BOOL`)
- `axisZ` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartParticleFxNonLoopedOnPedBone(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FAA72BD940C3AC0, effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartParticleFxNonLoopedOnPedBone(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ);

// by hash
const retval = Citizen.invokeNative('0x3FAA72BD940C3AC0', effectName, ped, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, boneIndex, scale + 0.0000001, axisX, axisY, axisZ, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3FAA72BD940C3AC0, effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2

- **Hash:** `0xC695870B8A149B96`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartParticleFxNonLoopedOnPedBone_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2

## Signature

```c
BOOL _START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2(const char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
```

## Parameters

- `effectName` (`const char*`)
- `ped` (`Ped`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `boneIndex` (`int`)
- `scale` (`float`)
- `axisX` (`BOOL`)
- `axisY` (`BOOL`)
- `axisZ` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartParticleFxNonLoopedOnPedBone_2(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC695870B8A149B96, effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartParticleFxNonLoopedOnPedBone_2(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ);

// by hash
const retval = Citizen.invokeNative('0xC695870B8A149B96', effectName, ped, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, boneIndex, scale + 0.0000001, axisX, axisY, axisZ, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC695870B8A149B96, effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::START_PETROL_TRAIL_DECALS

- **Hash:** `0x46F246D6504F0031`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StartPetrolTrailDecals`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/START_PETROL_TRAIL_DECALS

## Signature

```c
void START_PETROL_TRAIL_DECALS(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StartPetrolTrailDecals(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x46F246D6504F0031, p0, p1)
```

### JavaScript

```js
StartPetrolTrailDecals(p0, p1);

// by hash
Citizen.invokeNative('0x46F246D6504F0031', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x46F246D6504F0031, p0, p1);
```

## See also

- [GRAPHICS::END_PETROL_TRAIL_DECALS](https://natives.borderlinerp.com/natives/GRAPHICS/END_PETROL_TRAIL_DECALS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::STOP_PARTICLE_FX_LOOPED

- **Hash:** `0x22970F3A088B133B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `StopParticleFxLooped`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/STOP_PARTICLE_FX_LOOPED

## Signature

```c
void STOP_PARTICLE_FX_LOOPED(int ptfxHandle, BOOL p1);
```

## Parameters

- `ptfxHandle` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopParticleFxLooped(ptfxHandle, p1)

-- always available, by hash
Citizen.InvokeNative(0x22970F3A088B133B, ptfxHandle, p1)
```

### JavaScript

```js
StopParticleFxLooped(ptfxHandle, p1);

// by hash
Citizen.invokeNative('0x22970F3A088B133B', ptfxHandle, p1);
```

### C#

```csharp
Function.Call((Hash)0x22970F3A088B133B, ptfxHandle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::TOGGLE_PAUSED_RENDERPHASES

- **Hash:** `0xEF9E1C45732F55FA`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `TogglePausedRenderphases`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/TOGGLE_PAUSED_RENDERPHASES

## Signature

```c
void TOGGLE_PAUSED_RENDERPHASES(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TogglePausedRenderphases(toggle)

-- always available, by hash
Citizen.InvokeNative(0xEF9E1C45732F55FA, toggle)
```

### JavaScript

```js
TogglePausedRenderphases(toggle);

// by hash
Citizen.invokeNative('0xEF9E1C45732F55FA', toggle);
```

### C#

```csharp
Function.Call((Hash)0xEF9E1C45732F55FA, toggle);
```

## See also

- [GRAPHICS::RESET_PAUSED_RENDERPHASES](https://natives.borderlinerp.com/natives/GRAPHICS/RESET_PAUSED_RENDERPHASES.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::UPDATE_LIGHTS_ON_ENTITY

- **Hash:** `0xBDBACB52A03CC760`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `UpdateLightsOnEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/UPDATE_LIGHTS_ON_ENTITY

## Signature

```c
void UPDATE_LIGHTS_ON_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
UpdateLightsOnEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0xBDBACB52A03CC760, entity)
```

### JavaScript

```js
UpdateLightsOnEntity(entity);

// by hash
Citizen.invokeNative('0xBDBACB52A03CC760', entity);
```

### C#

```csharp
Function.Call((Hash)0xBDBACB52A03CC760, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::_UPDATE_PHOTO_MODE_EXPOSURE

- **Hash:** `0x9229ED770975BD9E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `UpdatePhotoModeExposure`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_UPDATE_PHOTO_MODE_EXPOSURE

## Signature

```c
void _UPDATE_PHOTO_MODE_EXPOSURE();
```

## Returns

`void`

## Description

Resets the exposure to the value when exposure lock was enabled

## Usage

### Lua

```lua
UpdatePhotoModeExposure()

-- always available, by hash
Citizen.InvokeNative(0x9229ED770975BD9E)
```

### JavaScript

```js
UpdatePhotoModeExposure();

// by hash
Citizen.invokeNative('0x9229ED770975BD9E');
```

### C#

```csharp
Function.Call((Hash)0x9229ED770975BD9E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_CHANGE_PHOTO_MODE_EXPOSURE](https://natives.borderlinerp.com/natives/GRAPHICS/_CHANGE_PHOTO_MODE_EXPOSURE.md)
- [GRAPHICS::_GET_PHOTO_MODE_EXPOSURE](https://natives.borderlinerp.com/natives/GRAPHICS/_GET_PHOTO_MODE_EXPOSURE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# GRAPHICS::USE_PARTICLE_FX_ASSET

- **Hash:** `0xA10DB07FC234DD12`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `UseParticleFxAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/USE_PARTICLE_FX_ASSET

## Signature

```c
void USE_PARTICLE_FX_ASSET(const char* fxName);
```

## Parameters

- `fxName` (`const char*`)

## Returns

`void`

## Description

fxName: see data_0/data/effects/ptfx/fxlists/

## Usage

### Lua

```lua
UseParticleFxAsset(fxName)

-- always available, by hash
Citizen.InvokeNative(0xA10DB07FC234DD12, fxName)
```

### JavaScript

```js
UseParticleFxAsset(fxName);

// by hash
Citizen.invokeNative('0xA10DB07FC234DD12', fxName);
```

### C#

```csharp
Function.Call((Hash)0xA10DB07FC234DD12, fxName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x052D4AC0922AF91A

- **Hash:** `0x052D4AC0922AF91A`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x052d4ac0922af91a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x052D4AC0922AF91A

## Signature

```c
void _0x052D4AC0922AF91A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x052d4ac0922af91a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x052D4AC0922AF91A, p0, p1)
```

### JavaScript

```js
N_0x052d4ac0922af91a(p0, p1);

// by hash
Citizen.invokeNative('0x052D4AC0922AF91A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x052D4AC0922AF91A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x052d4ac0922af91a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x066725A9D52B3641

- **Hash:** `0x066725A9D52B3641`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x066725a9d52b3641`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x066725A9D52B3641

## Signature

```c
Any _0x066725A9D52B3641();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x066725a9d52b3641()

-- always available, by hash
local retval = Citizen.InvokeNative(0x066725A9D52B3641, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x066725a9d52b3641();

// by hash
const retval = Citizen.invokeNative('0x066725A9D52B3641', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x066725A9D52B3641);
```

- This native has no known name, so the runtime exposes it only as `N_0x066725a9d52b3641` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x100157D6D7FE32CA

- **Hash:** `0x100157D6D7FE32CA`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x100157d6d7fe32ca`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x100157D6D7FE32CA

## Signature

```c
Any _0x100157D6D7FE32CA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x100157d6d7fe32ca(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x100157D6D7FE32CA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x100157d6d7fe32ca(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x100157D6D7FE32CA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x100157D6D7FE32CA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x100157d6d7fe32ca` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x160825DADF1B04B3

- **Hash:** `0x160825DADF1B04B3`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x160825dadf1b04b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x160825DADF1B04B3

## Signature

```c
void _0x160825DADF1B04B3();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x160825dadf1b04b3()

-- always available, by hash
Citizen.InvokeNative(0x160825DADF1B04B3)
```

### JavaScript

```js
N_0x160825dadf1b04b3();

// by hash
Citizen.invokeNative('0x160825DADF1B04B3');
```

### C#

```csharp
Function.Call((Hash)0x160825DADF1B04B3);
```

- This native has no known name, so the runtime exposes it only as `N_0x160825dadf1b04b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x28AE29D909C8FDCE

- **Hash:** `0x28AE29D909C8FDCE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x28ae29d909c8fdce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x28AE29D909C8FDCE

## Signature

```c
Any _0x28AE29D909C8FDCE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x28ae29d909c8fdce(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x28AE29D909C8FDCE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x28ae29d909c8fdce(p0);

// by hash
const retval = Citizen.invokeNative('0x28AE29D909C8FDCE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x28AE29D909C8FDCE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x28ae29d909c8fdce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x2F7BB105144ACF30

- **Hash:** `0x2F7BB105144ACF30`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x2f7bb105144acf30`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x2F7BB105144ACF30

## Signature

```c
void _0x2F7BB105144ACF30();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x2f7bb105144acf30()

-- always available, by hash
Citizen.InvokeNative(0x2F7BB105144ACF30)
```

### JavaScript

```js
N_0x2f7bb105144acf30();

// by hash
Citizen.invokeNative('0x2F7BB105144ACF30');
```

### C#

```csharp
Function.Call((Hash)0x2F7BB105144ACF30);
```

- This native has no known name, so the runtime exposes it only as `N_0x2f7bb105144acf30` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x3FE4FB41EF7D2196

- **Hash:** `0x3FE4FB41EF7D2196`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x3fe4fb41ef7d2196`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x3FE4FB41EF7D2196

## Signature

```c
void _0x3FE4FB41EF7D2196(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3fe4fb41ef7d2196(p0)

-- always available, by hash
Citizen.InvokeNative(0x3FE4FB41EF7D2196, p0)
```

### JavaScript

```js
N_0x3fe4fb41ef7d2196(p0);

// by hash
Citizen.invokeNative('0x3FE4FB41EF7D2196', p0);
```

### C#

```csharp
Function.Call((Hash)0x3FE4FB41EF7D2196, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3fe4fb41ef7d2196` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x53CE46C01A089DA1

- **Hash:** `0x53CE46C01A089DA1`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x53ce46c01a089da1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x53CE46C01A089DA1

## Signature

```c
void _0x53CE46C01A089DA1(Prompt prompt, BOOL p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x53ce46c01a089da1(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0x53CE46C01A089DA1, prompt, p1)
```

### JavaScript

```js
N_0x53ce46c01a089da1(prompt, p1);

// by hash
Citizen.invokeNative('0x53CE46C01A089DA1', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0x53CE46C01A089DA1, prompt, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x53ce46c01a089da1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x5651516D947ABC53

- **Hash:** `0x5651516D947ABC53`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x5651516d947abc53`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x5651516D947ABC53

## Signature

```c
void _0x5651516D947ABC53();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x5651516d947abc53()

-- always available, by hash
Citizen.InvokeNative(0x5651516D947ABC53)
```

### JavaScript

```js
N_0x5651516d947abc53();

// by hash
Citizen.invokeNative('0x5651516D947ABC53');
```

### C#

```csharp
Function.Call((Hash)0x5651516D947ABC53);
```

- This native has no known name, so the runtime exposes it only as `N_0x5651516d947abc53` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x8A59D44189AF2BC5

- **Hash:** `0x8A59D44189AF2BC5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x8a59d44189af2bc5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x8A59D44189AF2BC5

## Signature

```c
void _0x8A59D44189AF2BC5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8a59d44189af2bc5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8A59D44189AF2BC5, p0, p1)
```

### JavaScript

```js
N_0x8a59d44189af2bc5(p0, p1);

// by hash
Citizen.invokeNative('0x8A59D44189AF2BC5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8A59D44189AF2BC5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8a59d44189af2bc5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x8B55B324A9123F6B

- **Hash:** `0x8B55B324A9123F6B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x8b55b324a9123f6b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x8B55B324A9123F6B

## Signature

```c
Any _0x8B55B324A9123F6B(int groupId, Volume volume, const char* p2, Any p3, Any p4, Any p5);
```

## Parameters

- `groupId` (`int`)
- `volume` (`Volume`)
- `p2` (`const char*`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8b55b324a9123f6b(groupId, volume, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8B55B324A9123F6B, groupId, volume, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8b55b324a9123f6b(groupId, volume, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x8B55B324A9123F6B', groupId, volume, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8B55B324A9123F6B, groupId, volume, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x8b55b324a9123f6b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x958278B97C4AFFD8

- **Hash:** `0x958278B97C4AFFD8`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x958278b97c4affd8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x958278B97C4AFFD8

## Signature

```c
void _0x958278B97C4AFFD8(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x958278b97c4affd8(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x958278B97C4AFFD8, p0, p1)
```

### JavaScript

```js
N_0x958278b97c4affd8(p0, p1);

// by hash
Citizen.invokeNative('0x958278B97C4AFFD8', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x958278B97C4AFFD8, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x958278b97c4affd8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0x9D37EB5003E0F2CF

- **Hash:** `0x9D37EB5003E0F2CF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0x9d37eb5003e0f2cf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0x9D37EB5003E0F2CF

## Signature

```c
void _0x9D37EB5003E0F2CF(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9d37eb5003e0f2cf(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9D37EB5003E0F2CF, p0, p1)
```

### JavaScript

```js
N_0x9d37eb5003e0f2cf(p0, p1);

// by hash
Citizen.invokeNative('0x9D37EB5003E0F2CF', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9D37EB5003E0F2CF, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d37eb5003e0f2cf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0xBFFF81E12A745A5F

- **Hash:** `0xBFFF81E12A745A5F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0xbfff81e12a745a5f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0xBFFF81E12A745A5F

## Signature

```c
void _0xBFFF81E12A745A5F();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xbfff81e12a745a5f()

-- always available, by hash
Citizen.InvokeNative(0xBFFF81E12A745A5F)
```

### JavaScript

```js
N_0xbfff81e12a745a5f();

// by hash
Citizen.invokeNative('0xBFFF81E12A745A5F');
```

### C#

```csharp
Function.Call((Hash)0xBFFF81E12A745A5F);
```

- This native has no known name, so the runtime exposes it only as `N_0xbfff81e12a745a5f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0xD6BD313CFA41E57A

- **Hash:** `0xD6BD313CFA41E57A`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0xd6bd313cfa41e57a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0xD6BD313CFA41E57A

## Signature

```c
Any _0xD6BD313CFA41E57A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd6bd313cfa41e57a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6BD313CFA41E57A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd6bd313cfa41e57a(p0);

// by hash
const retval = Citizen.invokeNative('0xD6BD313CFA41E57A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD6BD313CFA41E57A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd6bd313cfa41e57a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_0xF1E6979C0B779985

- **Hash:** `0xF1E6979C0B779985`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `N_0xf1e6979c0b779985`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/0xF1E6979C0B779985

## Signature

```c
void _0xF1E6979C0B779985(int uiscene);
```

## Parameters

- `uiscene` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf1e6979c0b779985(uiscene)

-- always available, by hash
Citizen.InvokeNative(0xF1E6979C0B779985, uiscene)
```

### JavaScript

```js
N_0xf1e6979c0b779985(uiscene);

// by hash
Citizen.invokeNative('0xF1E6979C0B779985', uiscene);
```

### C#

```csharp
Function.Call((Hash)0xF1E6979C0B779985, uiscene);
```

- This native has no known name, so the runtime exposes it only as `N_0xf1e6979c0b779985` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::ALLOW_PAUSE_WHEN_NOT_IN_STATE_OF_PLAY_THIS_FRAME

- **Hash:** `0x30996422DF1EE561`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `AllowPauseWhenNotInStateOfPlayThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/ALLOW_PAUSE_WHEN_NOT_IN_STATE_OF_PLAY_THIS_FRAME

## Signature

```c
void ALLOW_PAUSE_WHEN_NOT_IN_STATE_OF_PLAY_THIS_FRAME();
```

## Returns

`void`

## Description

Old name: _ALLOW_PAUSE_MENU_WHEN_DEAD_THIS_FRAME

## Usage

### Lua

```lua
AllowPauseWhenNotInStateOfPlayThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x30996422DF1EE561)
```

### JavaScript

```js
AllowPauseWhenNotInStateOfPlayThisFrame();

// by hash
Citizen.invokeNative('0x30996422DF1EE561');
```

### C#

```csharp
Function.Call((Hash)0x30996422DF1EE561);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::BUSYSPINNER_IS_ON

- **Hash:** `0x823BF7B1DF613A21`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `BusyspinnerIsOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/BUSYSPINNER_IS_ON

## Signature

```c
BOOL BUSYSPINNER_IS_ON();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = BusyspinnerIsOn()

-- always available, by hash
local retval = Citizen.InvokeNative(0x823BF7B1DF613A21, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BusyspinnerIsOn();

// by hash
const retval = Citizen.invokeNative('0x823BF7B1DF613A21', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x823BF7B1DF613A21);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::BUSYSPINNER_OFF

- **Hash:** `0x58F441B90EA84D06`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `BusyspinnerOff`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/BUSYSPINNER_OFF

## Signature

```c
void BUSYSPINNER_OFF();
```

## Returns

`void`

## Description

Removes the loading prompt at the bottom right of the screen.

## Usage

### Lua

```lua
BusyspinnerOff()

-- always available, by hash
Citizen.InvokeNative(0x58F441B90EA84D06)
```

### JavaScript

```js
BusyspinnerOff();

// by hash
Citizen.invokeNative('0x58F441B90EA84D06');
```

### C#

```csharp
Function.Call((Hash)0x58F441B90EA84D06);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_BUSYSPINNER_SET_TEXT

- **Hash:** `0x7F78CD75CC4539E4`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `BusyspinnerSetText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_BUSYSPINNER_SET_TEXT

## Signature

```c
void _BUSYSPINNER_SET_TEXT(const char* text);
```

## Parameters

- `text` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
BusyspinnerSetText(text)

-- always available, by hash
Citizen.InvokeNative(0x7F78CD75CC4539E4, text)
```

### JavaScript

```js
BusyspinnerSetText(text);

// by hash
Citizen.invokeNative('0x7F78CD75CC4539E4', text);
```

### C#

```csharp
Function.Call((Hash)0x7F78CD75CC4539E4, text);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::CLEAR_ALL_HELP_MESSAGES

- **Hash:** `0x916ED8321F087059`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `ClearAllHelpMessages`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/CLEAR_ALL_HELP_MESSAGES

## Signature

```c
void CLEAR_ALL_HELP_MESSAGES();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearAllHelpMessages()

-- always available, by hash
Citizen.InvokeNative(0x916ED8321F087059)
```

### JavaScript

```js
ClearAllHelpMessages();

// by hash
Citizen.invokeNative('0x916ED8321F087059');
```

### C#

```csharp
Function.Call((Hash)0x916ED8321F087059);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::CREATE_FAKE_MP_GAMER_TAG

- **Hash:** `0x53CB4B502E1C57EA`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `CreateFakeMpGamerTag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/CREATE_FAKE_MP_GAMER_TAG

## Signature

```c
int CREATE_FAKE_MP_GAMER_TAG(Ped ped, const char* username, BOOL pointedClanTag, BOOL isRockstarClan, const char* clanTag, int clanFlag);
```

## Parameters

- `ped` (`Ped`)
- `username` (`const char*`)
- `pointedClanTag` (`BOOL`)
- `isRockstarClan` (`BOOL`)
- `clanTag` (`const char*`)
- `clanFlag` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CreateFakeMpGamerTag(ped, username, pointedClanTag, isRockstarClan, clanTag, clanFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53CB4B502E1C57EA, ped, username, pointedClanTag, isRockstarClan, clanTag, clanFlag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateFakeMpGamerTag(ped, username, pointedClanTag, isRockstarClan, clanTag, clanFlag);

// by hash
const retval = Citizen.invokeNative('0x53CB4B502E1C57EA', ped, username, pointedClanTag, isRockstarClan, clanTag, clanFlag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x53CB4B502E1C57EA, ped, username, pointedClanTag, isRockstarClan, clanTag, clanFlag);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_CREATE_MP_GAMER_TAG

- **Hash:** `0xD877AF112AD2B41B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `CreateMpGamerTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_CREATE_MP_GAMER_TAG

## Signature

```c
int _CREATE_MP_GAMER_TAG(Player player, const char* username, BOOL pointedClanTag, BOOL isRockstarClan, const char* clanTag, int clanFlag);
```

## Parameters

- `player` (`Player`)
- `username` (`const char*`)
- `pointedClanTag` (`BOOL`)
- `isRockstarClan` (`BOOL`)
- `clanTag` (`const char*`)
- `clanFlag` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CreateMpGamerTag(player, username, pointedClanTag, isRockstarClan, clanTag, clanFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD877AF112AD2B41B, player, username, pointedClanTag, isRockstarClan, clanTag, clanFlag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMpGamerTag(player, username, pointedClanTag, isRockstarClan, clanTag, clanFlag);

// by hash
const retval = Citizen.invokeNative('0xD877AF112AD2B41B', player, username, pointedClanTag, isRockstarClan, clanTag, clanFlag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD877AF112AD2B41B, player, username, pointedClanTag, isRockstarClan, clanTag, clanFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [HUD::REMOVE_MP_GAMER_TAG](https://natives.borderlinerp.com/natives/HUD/REMOVE_MP_GAMER_TAG.md) — only works by invoking and passing as pointer value Citizen.InvokeNative(0x839BFD7D7E49FE09, Citizen.PointerValueIntInitialized(gamerTagId))

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_CREATE_MP_GAMER_TAG_ON_ENTITY

- **Hash:** `0xE961BF23EAB76B12`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `CreateMpGamerTagOnEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_CREATE_MP_GAMER_TAG_ON_ENTITY

## Signature

```c
int _CREATE_MP_GAMER_TAG_ON_ENTITY(Entity entity, const char* text);
```

## Parameters

- `entity` (`Entity`)
- `text` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CreateMpGamerTagOnEntity(entity, text)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE961BF23EAB76B12, entity, text, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMpGamerTagOnEntity(entity, text);

// by hash
const retval = Citizen.invokeNative('0xE961BF23EAB76B12', entity, text, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE961BF23EAB76B12, entity, text);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::DISABLE_FRONTEND_THIS_FRAME

- **Hash:** `0x56CE42A528156A67`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DisableFrontendThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/DISABLE_FRONTEND_THIS_FRAME

## Signature

```c
void DISABLE_FRONTEND_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
DisableFrontendThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x56CE42A528156A67)
```

### JavaScript

```js
DisableFrontendThisFrame();

// by hash
Citizen.invokeNative('0x56CE42A528156A67');
```

### C#

```csharp
Function.Call((Hash)0x56CE42A528156A67);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_DISABLE_HUD_CONTEXT

- **Hash:** `0x8BC7C1F929D07BF3`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DisableHudContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_DISABLE_HUD_CONTEXT

## Signature

```c
void _DISABLE_HUD_CONTEXT(Hash component);
```

## Parameters

- `component` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Old name: _DISPLAY_HUD_COMPONENT

*Source: VORPCORE RDR3natives*

https://gist.github.com/outsider31000/c640961d17b2e4fb0435a413710e1930 list of presets
Old name: _DISPLAY_HUD_COMPONENT

## Usage

### Lua

```lua
DisableHudContext(component)

-- always available, by hash
Citizen.InvokeNative(0x8BC7C1F929D07BF3, component)
```

### JavaScript

```js
DisableHudContext(component);

// by hash
Citizen.invokeNative('0x8BC7C1F929D07BF3', component);
```

### C#

```csharp
Function.Call((Hash)0x8BC7C1F929D07BF3, component);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eHudContext](https://natives.borderlinerp.com/enums/eHudContext.md) — 107 values

## See also

- [HUD::_ENABLE_HUD_CONTEXT](https://natives.borderlinerp.com/natives/HUD/_ENABLE_HUD_CONTEXT.md) — Old name: _HIDE_HUD_COMPONENT

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# HUD::_DISABLE_REDUCED_MENU_TIME_SCALE

- **Hash:** `0xC5C7A2F6567FCCBC`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DisableReducedMenuTimeScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_DISABLE_REDUCED_MENU_TIME_SCALE

## Signature

```c
void _DISABLE_REDUCED_MENU_TIME_SCALE();
```

## Returns

`void`

## Description

Disables reduced time scale while menus such as weapon wheel and satchel are open.

## Usage

### Lua

```lua
DisableReducedMenuTimeScale()

-- always available, by hash
Citizen.InvokeNative(0xC5C7A2F6567FCCBC)
```

### JavaScript

```js
DisableReducedMenuTimeScale();

// by hash
Citizen.invokeNative('0xC5C7A2F6567FCCBC');
```

### C#

```csharp
Function.Call((Hash)0xC5C7A2F6567FCCBC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [HUD::_ENABLE_REDUCED_MENU_TIME_SCALE](https://natives.borderlinerp.com/natives/HUD/_ENABLE_REDUCED_MENU_TIME_SCALE.md) — Enables reduced time scale while menus such as weapon wheel and satchel are open.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::DISPLAY_HUD

- **Hash:** `0xD63FE3AF9FB3D53F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DisplayHud`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/DISPLAY_HUD

## Signature

```c
void DISPLAY_HUD(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

If Hud should be displayed

## Usage

### Lua

```lua
DisplayHud(toggle)

-- always available, by hash
Citizen.InvokeNative(0xD63FE3AF9FB3D53F, toggle)
```

### JavaScript

```js
DisplayHud(toggle);

// by hash
Citizen.invokeNative('0xD63FE3AF9FB3D53F', toggle);
```

### C#

```csharp
Function.Call((Hash)0xD63FE3AF9FB3D53F, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_DISPLAY_TEXT

- **Hash:** `0xD79334A4BB99BAD1`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DisplayText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/HUD/_DISPLAY_TEXT

## Signature

```c
void _DISPLAY_TEXT(const char* text, float xPos, float yPos);
```

## Parameters

- `text` (`const char*`)
- `xPos` (`float`)
- `yPos` (`float`)

## Returns

`void`

## Description

nullsub, this native does nothing since build 1436, use _BG_DISPLAY_TEXT (0x16794E044C9EFB58) instead.

## Usage

### Lua

```lua
DisplayText(text, xPos, yPos)

-- always available, by hash
Citizen.InvokeNative(0xD79334A4BB99BAD1, text, xPos, yPos)
```

### JavaScript

```js
DisplayText(text, xPos, yPos);

// by hash
Citizen.invokeNative('0xD79334A4BB99BAD1', text, xPos + 0.0000001, yPos + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD79334A4BB99BAD1, text, xPos, yPos);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_DOES_TEXT_BLOCK_EXIST

- **Hash:** `0x2C729F2B94CEA911`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DoesTextBlockExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_DOES_TEXT_BLOCK_EXIST

## Signature

```c
BOOL _DOES_TEXT_BLOCK_EXIST(const char* textDatabase);
```

## Parameters

- `textDatabase` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesTextBlockExist(textDatabase)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C729F2B94CEA911, textDatabase, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesTextBlockExist(textDatabase);

// by hash
const retval = Citizen.invokeNative('0x2C729F2B94CEA911', textDatabase, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2C729F2B94CEA911, textDatabase);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::DOES_TEXT_LABEL_EXIST

- **Hash:** `0x73C258C68D6F55B6`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DoesTextLabelExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/DOES_TEXT_LABEL_EXIST

## Signature

```c
BOOL DOES_TEXT_LABEL_EXIST(const char* label);
```

## Parameters

- `label` (`const char*`)

## Returns

`BOOL`

## Description

Checks if the passed gxt name exists in the game files.

## Usage

### Lua

```lua
local retval = DoesTextLabelExist(label)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73C258C68D6F55B6, label, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesTextLabelExist(label);

// by hash
const retval = Citizen.invokeNative('0x73C258C68D6F55B6', label, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73C258C68D6F55B6, label);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_ENABLE_HUD_CONTEXT

- **Hash:** `0x4CC5F2FC1332577F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `EnableHudContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_ENABLE_HUD_CONTEXT

## Signature

```c
void _ENABLE_HUD_CONTEXT(Hash component);
```

## Parameters

- `component` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

https://github.com/femga/rdr3_discoveries/tree/master/graphics/HUD/hud_presets
Old name: _HIDE_HUD_COMPONENT

*Source: VORPCORE RDR3natives*

https://gist.github.com/outsider31000/c640961d17b2e4fb0435a413710e1930 list of presets
Old name: _HIDE_HUD_COMPONENT

## Usage

### Lua

```lua
EnableHudContext(component)

-- always available, by hash
Citizen.InvokeNative(0x4CC5F2FC1332577F, component)
```

### JavaScript

```js
EnableHudContext(component);

// by hash
Citizen.invokeNative('0x4CC5F2FC1332577F', component);
```

### C#

```csharp
Function.Call((Hash)0x4CC5F2FC1332577F, component);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eHudContext](https://natives.borderlinerp.com/enums/eHudContext.md) — 107 values

## See also

- [HUD::_DISABLE_HUD_CONTEXT](https://natives.borderlinerp.com/natives/HUD/_DISABLE_HUD_CONTEXT.md) — Old name: _DISPLAY_HUD_COMPONENT

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# HUD::_ENABLE_HUD_CONTEXT_THIS_FRAME

- **Hash:** `0xC9CAEAEEC1256E54`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `EnableHudContextThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_ENABLE_HUD_CONTEXT_THIS_FRAME

## Signature

```c
void _ENABLE_HUD_CONTEXT_THIS_FRAME(Hash component);
```

## Parameters

- `component` (`Hash`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

https://gist.github.com/outsider31000/c640961d17b2e4fb0435a413710e1930 list of presets

## Usage

### Lua

```lua
EnableHudContextThisFrame(component)

-- always available, by hash
Citizen.InvokeNative(0xC9CAEAEEC1256E54, component)
```

### JavaScript

```js
EnableHudContextThisFrame(component);

// by hash
Citizen.invokeNative('0xC9CAEAEEC1256E54', component);
```

### C#

```csharp
Function.Call((Hash)0xC9CAEAEEC1256E54, component);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eHudContext](https://natives.borderlinerp.com/enums/eHudContext.md) — 107 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::_ENABLE_REDUCED_MENU_TIME_SCALE

- **Hash:** `0x26F6BBEA2CE3E3DC`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `EnableReducedMenuTimeScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_ENABLE_REDUCED_MENU_TIME_SCALE

## Signature

```c
void _ENABLE_REDUCED_MENU_TIME_SCALE();
```

## Returns

`void`

## Description

Enables reduced time scale while menus such as weapon wheel and satchel are open.

## Usage

### Lua

```lua
EnableReducedMenuTimeScale()

-- always available, by hash
Citizen.InvokeNative(0x26F6BBEA2CE3E3DC)
```

### JavaScript

```js
EnableReducedMenuTimeScale();

// by hash
Citizen.invokeNative('0x26F6BBEA2CE3E3DC');
```

### C#

```csharp
Function.Call((Hash)0x26F6BBEA2CE3E3DC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [HUD::_DISABLE_REDUCED_MENU_TIME_SCALE](https://natives.borderlinerp.com/natives/HUD/_DISABLE_REDUCED_MENU_TIME_SCALE.md) — Disables reduced time scale while menus such as weapon wheel and satchel are open.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME

- **Hash:** `0x9D7E12EC6A1EE4E5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetCharacterFromAudioConversationFilename`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME

## Signature

```c
const char* GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME(const char* text, int position, int length);
```

## Parameters

- `text` (`const char*`)
- `position` (`int`)
- `length` (`int`)

## Returns

`const char*`

## Description

Note: you must use VAR_STRING. Byte code very similar to TEXT_COMMAND_DISPLAY_TEXT in V
Old name: _GET_TEXT_SUBSTRING

## Usage

### Lua

```lua
local retval = GetCharacterFromAudioConversationFilename(text, position, length)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D7E12EC6A1EE4E5, text, position, length, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetCharacterFromAudioConversationFilename(text, position, length);

// by hash
const retval = Citizen.invokeNative('0x9D7E12EC6A1EE4E5', text, position, length, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x9D7E12EC6A1EE4E5, text, position, length);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_GET_COLOR_FROM_NAME

- **Hash:** `0xB981DD2DFAF9B1C9`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetColorFromName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_GET_COLOR_FROM_NAME

## Signature

```c
void _GET_COLOR_FROM_NAME(Hash colorNameHash, int* red, int* green, int* blue, int* alpha);
```

## Parameters

- `colorNameHash` (`Hash`)
- `red` (`int*`)
- `green` (`int*`)
- `blue` (`int*`)
- `alpha` (`int*`)

## Returns

`void`

## Description

colorNameHash: https://alloc8or.re/rdr3/doc/enums/eColor.txt

## Usage

### Lua

```lua
local red, green, blue, alpha = GetColorFromName(colorNameHash)

-- always available, by hash
local red, green, blue, alpha = Citizen.InvokeNative(0xB981DD2DFAF9B1C9, colorNameHash, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [red, green, blue, alpha] = GetColorFromName(colorNameHash);

// by hash
const [red, green, blue, alpha] = Citizen.invokeNative('0xB981DD2DFAF9B1C9', colorNameHash, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var red = new OutputArgument();
var green = new OutputArgument();
var blue = new OutputArgument();
var alpha = new OutputArgument();
Function.Call((Hash)0xB981DD2DFAF9B1C9, colorNameHash, red, green, blue, alpha);
// red.GetResult<int>()
// green.GetResult<int>()
// blue.GetResult<int>()
// alpha.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_FILENAME_FOR_AUDIO_CONVERSATION

- **Hash:** `0xCFEDCCAD3C5BA90D`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetFilenameForAudioConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_FILENAME_FOR_AUDIO_CONVERSATION

## Signature

```c
const char* GET_FILENAME_FOR_AUDIO_CONVERSATION(const char* labelName);
```

## Parameters

- `labelName` (`const char*`)

## Returns

`const char*`

## Description

Gets a string literal from a label name.

Old name: _GET_LABEL_TEXT

## Usage

### Lua

```lua
local retval = GetFilenameForAudioConversation(labelName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCFEDCCAD3C5BA90D, labelName, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetFilenameForAudioConversation(labelName);

// by hash
const retval = Citizen.invokeNative('0xCFEDCCAD3C5BA90D', labelName, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xCFEDCCAD3C5BA90D, labelName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION

- **Hash:** `0xB39C81628EF10B42`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetHudScreenPositionFromWorldPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION

## Signature

```c
int GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION(float worldX, float worldY, float worldZ, float* screenX, float* screenY);
```

## Parameters

- `worldX` (`float`)
- `worldY` (`float`)
- `worldZ` (`float`)
- `screenX` (`float*`)
- `screenY` (`float*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, screenX, screenY = GetHudScreenPositionFromWorldPosition(worldX, worldY, worldZ)

-- always available, by hash
local retval, screenX, screenY = Citizen.InvokeNative(0xB39C81628EF10B42, worldX, worldY, worldZ, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, screenX, screenY] = GetHudScreenPositionFromWorldPosition(worldX, worldY, worldZ);

// by hash
const [retval, screenX, screenY] = Citizen.invokeNative('0xB39C81628EF10B42', worldX + 0.0000001, worldY + 0.0000001, worldZ + 0.0000001, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var screenX = new OutputArgument();
var screenY = new OutputArgument();
int retval = Function.Call<int>((Hash)0xB39C81628EF10B42, worldX, worldY, worldZ, screenX, screenY);
// screenX.GetResult<float>()
// screenY.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_GET_HUD_VISIBILITY_SLOT_STATE

- **Hash:** `0x7EC0D68233E391AC`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetHudVisibilitySlotState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_HUD_STATE`
- **URL:** https://natives.borderlinerp.com/natives/HUD/_GET_HUD_VISIBILITY_SLOT_STATE

## Signature

```c
int _GET_HUD_VISIBILITY_SLOT_STATE(int hudSlot);
```

## Parameters

- `hudSlot` (`int`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the current state value for a HUD component slot ID.
Enum: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eHudVisibilitySlotType 
Notes:
- Component-specific semantics: the same numeric state can mean different things depending on the component.
- Used heavily as a gating signal for prompts/targeting/UI updates (e.g., return 0 when 21==2 or 54==2; block logic when 10==2 or 10==4).

*Source: VORPCORE RDR3natives*

Returns the state of a specific HUD Component
eHudVisibilitySlotType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eHudVisibilitySlotType

## Usage

### Lua

```lua
local retval = GetHudVisibilitySlotState(hudSlot)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7EC0D68233E391AC, hudSlot, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHudVisibilitySlotState(hudSlot);

// by hash
const retval = Citizen.invokeNative('0x7EC0D68233E391AC', hudSlot, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7EC0D68233E391AC, hudSlot);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eHudVisibilitySlotType](https://natives.borderlinerp.com/enums/eHudVisibilitySlotType.md) — 67 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::_GET_LABEL_TEXT_2

- **Hash:** `0x3429670F9B9EF2D3`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetLabelText_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_GET_LABEL_TEXT_2

## Signature

```c
const char* _GET_LABEL_TEXT_2(const char* label);
```

## Parameters

- `label` (`const char*`)

## Returns

`const char*`

## Description

_GET_FILENAME_* - _GET_FRAME*

## Usage

### Lua

```lua
local retval = GetLabelText_2(label)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3429670F9B9EF2D3, label, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetLabelText_2(label);

// by hash
const retval = Citizen.invokeNative('0x3429670F9B9EF2D3', label, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x3429670F9B9EF2D3, label);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_LENGTH_OF_LITERAL_STRING

- **Hash:** `0x481FBF588B0B76DB`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetLengthOfLiteralString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_LENGTH_OF_LITERAL_STRING

## Signature

```c
int GET_LENGTH_OF_LITERAL_STRING(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`int`

## Description

Returns the length of the string passed (much like strlen).

## Usage

### Lua

```lua
local retval = GetLengthOfLiteralString(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0x481FBF588B0B76DB, string, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLengthOfLiteralString(string);

// by hash
const retval = Citizen.invokeNative('0x481FBF588B0B76DB', string, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x481FBF588B0B76DB, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_LENGTH_OF_LITERAL_STRING_IN_BYTES

- **Hash:** `0xDC5AD6B7AB8184F5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetLengthOfLiteralStringInBytes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_LENGTH_OF_LITERAL_STRING_IN_BYTES

## Signature

```c
int GET_LENGTH_OF_LITERAL_STRING_IN_BYTES(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetLengthOfLiteralStringInBytes(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC5AD6B7AB8184F5, string, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLengthOfLiteralStringInBytes(string);

// by hash
const retval = Citizen.invokeNative('0xDC5AD6B7AB8184F5', string, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC5AD6B7AB8184F5, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_NAMED_RENDERTARGET_RENDER_ID

- **Hash:** `0xB6762A85EE29AA60`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetNamedRendertargetRenderId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_NAMED_RENDERTARGET_RENDER_ID

## Signature

```c
int GET_NAMED_RENDERTARGET_RENDER_ID(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNamedRendertargetRenderId(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6762A85EE29AA60, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNamedRendertargetRenderId(name);

// by hash
const retval = Citizen.invokeNative('0xB6762A85EE29AA60', name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB6762A85EE29AA60, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::GET_STRING_FROM_HASH_KEY

- **Hash:** `0xBD5DD5EAE2B6CE14`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetStringFromHashKey`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_STRING_FROM_HASH_KEY

## Signature

```c
const char* GET_STRING_FROM_HASH_KEY(Hash labelHash);
```

## Parameters

- `labelHash` (`Hash`)

## Returns

`const char*`

## Description

Returns the label text given the hash.

Old name: _GET_LABEL_TEXT_BY_HASH

## Usage

### Lua

```lua
local retval = GetStringFromHashKey(labelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD5DD5EAE2B6CE14, labelHash, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetStringFromHashKey(labelHash);

// by hash
const retval = Citizen.invokeNative('0xBD5DD5EAE2B6CE14', labelHash, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xBD5DD5EAE2B6CE14, labelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_GET_TEXT_SUBSTRING_2

- **Hash:** `0xD8402B858F4DDD88`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetTextSubstring_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_GET_TEXT_SUBSTRING_2

## Signature

```c
const char* _GET_TEXT_SUBSTRING_2(const char* text, int length);
```

## Parameters

- `text` (`const char*`)
- `length` (`int`)

## Returns

`const char*`

## Description

Similar to 0x9D7E12EC6A1EE4E5(GET_TEXT_SUBSTRING) but starts at the beginning of the string
_GET_FILE* - _GET_FRAME*

## Usage

### Lua

```lua
local retval = GetTextSubstring_2(text, length)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD8402B858F4DDD88, text, length, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetTextSubstring_2(text, length);

// by hash
const retval = Citizen.invokeNative('0xD8402B858F4DDD88', text, length, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xD8402B858F4DDD88, text, length);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_GET_TEXT_SUBSTRING_3

- **Hash:** `0x806862E5D266CF38`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetTextSubstring_3`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_GET_TEXT_SUBSTRING_3

## Signature

```c
const char* _GET_TEXT_SUBSTRING_3(const char* text, int begin, int length);
```

## Parameters

- `text` (`const char*`)
- `begin` (`int`)
- `length` (`int`)

## Returns

`const char*`

## Description

*Source: alloc8or RDR3 NativeDB*

_GET_BOUNTY* - _GET_CHARACTER*

*Source: VORPCORE RDR3natives*

Example: HUD::_0x806862E5D266CF38(&string1, 0, HUD::GET_LENGTH_OF_LITERAL_STRING(&string1) - HUD::GET_LENGTH_OF_LITERAL_STRING("_DUALWIELD"))

## Usage

### Lua

```lua
local retval = GetTextSubstring_3(text, begin, length)

-- always available, by hash
local retval = Citizen.InvokeNative(0x806862E5D266CF38, text, begin, length, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetTextSubstring_3(text, begin, length);

// by hash
const retval = Citizen.invokeNative('0x806862E5D266CF38', text, begin, length, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x806862E5D266CF38, text, begin, length);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::HIDE_HUD_AND_RADAR_THIS_FRAME

- **Hash:** `0x36CDD81627A6FCD2`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `HideHudAndRadarThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/HIDE_HUD_AND_RADAR_THIS_FRAME

## Signature

```c
void HIDE_HUD_AND_RADAR_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
HideHudAndRadarThisFrame()

-- always available, by hash
Citizen.InvokeNative(0x36CDD81627A6FCD2)
```

### JavaScript

```js
HideHudAndRadarThisFrame();

// by hash
Citizen.invokeNative('0x36CDD81627A6FCD2');
```

### C#

```csharp
Function.Call((Hash)0x36CDD81627A6FCD2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::HIDE_LOADING_ON_FADE_THIS_FRAME

- **Hash:** `0xEA600AABAF4B9084`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `HideLoadingOnFadeThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/HIDE_LOADING_ON_FADE_THIS_FRAME

## Signature

```c
void HIDE_LOADING_ON_FADE_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
HideLoadingOnFadeThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xEA600AABAF4B9084)
```

### JavaScript

```js
HideLoadingOnFadeThisFrame();

// by hash
Citizen.invokeNative('0xEA600AABAF4B9084');
```

### C#

```csharp
Function.Call((Hash)0xEA600AABAF4B9084);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_HUD_CHECK_CLOSEST_HORSE

- **Hash:** `0x0501D52D24EA8934`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `HudCheckClosestHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_NEAR_HORSE`
- **URL:** https://natives.borderlinerp.com/natives/HUD/_HUD_CHECK_CLOSEST_HORSE

## Signature

```c
Entity _HUD_CHECK_CLOSEST_HORSE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`Entity`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns closest horse entity handle (about 3 meters; facing, directly riding, etc).
Maybe when horse hud interaction prompts are allowed to show (?)

Params: p0 is usually true, if its false the native returns the players ped handle (?)

_HIDE_* - _IGNORE_*

*Source: VORPCORE RDR3natives*

This native accepts 1 as parameter in the decompiles
returns the nearest horse handle if within 2 3 meters of the player, if not close enough returns false

NOTE: if type is 0 returns PlayerPedId always?

## Usage

### Lua

```lua
local retval = HudCheckClosestHorse(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0501D52D24EA8934, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = HudCheckClosestHorse(p0);

// by hash
const retval = Citizen.invokeNative('0x0501D52D24EA8934', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0501D52D24EA8934, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# HUD::_HUD_GET_INVENTORY_WHEEL_CURRENTLY_HIGHLIGHTED

- **Hash:** `0x9C409BBC492CB5B1`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `HudGetInventoryWheelCurrentlyHighlighted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HUD_WEAPON_WHEEL_GET_SELECTED_ITEM_HASH`
- **URL:** https://natives.borderlinerp.com/natives/HUD/_HUD_GET_INVENTORY_WHEEL_CURRENTLY_HIGHLIGHTED

## Signature

```c
Hash _HUD_GET_INVENTORY_WHEEL_CURRENTLY_HIGHLIGHTED();
```

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the hash of the currently highlighted item in the weapon wheel.
Only works while the wheel is open.

Use in conjunction with IS_CONTROL_JUST_RELEASED(0, 'INPUT_OPEN_WHEEL_MENU') to detect item selection/usage.

*Source: VORPCORE RDR3natives*

Returns the hash of the currently highlighted item in the weapon wheel.
Only works while the wheel is open otherwise will return false

Use in conjunction with IS_CONTROL_JUST_RELEASED(0, 'INPUT_OPEN_WHEEL_MENU') to detect item selection/usage.

## Usage

### Lua

```lua
local retval = HudGetInventoryWheelCurrentlyHighlighted()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9C409BBC492CB5B1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = HudGetInventoryWheelCurrentlyHighlighted();

// by hash
const retval = Citizen.invokeNative('0x9C409BBC492CB5B1', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9C409BBC492CB5B1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# HUD::_HUD_HIDE_THIS_FRAME

- **Hash:** `0xBF4F34A85CA2970D`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `HudHideThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Other names:** `_HIDE_HUD_THIS_FRAME`
- **URL:** https://natives.borderlinerp.com/natives/HUD/_HUD_HIDE_THIS_FRAME

## Signature

```c
void _HUD_HIDE_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
HudHideThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xBF4F34A85CA2970D)
```

### JavaScript

```js
HudHideThisFrame();

// by hash
Citizen.invokeNative('0xBF4F34A85CA2970D');
```

### C#

```csharp
Function.Call((Hash)0xBF4F34A85CA2970D);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_HUD_HIDDEN

- **Hash:** `0x71B72B478F8189DC`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsHudHidden`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_HUD_HIDDEN

## Signature

```c
BOOL IS_HUD_HIDDEN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsHudHidden()

-- always available, by hash
local retval = Citizen.InvokeNative(0x71B72B478F8189DC, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsHudHidden();

// by hash
const retval = Citizen.invokeNative('0x71B72B478F8189DC', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x71B72B478F8189DC);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_MP_GAMER_TAG_ACTIVE

- **Hash:** `0x6E1C31E14C7A5F97`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsMpGamerTagActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_MP_GAMER_TAG_ACTIVE

## Signature

```c
BOOL IS_MP_GAMER_TAG_ACTIVE(int gamerTagId);
```

## Parameters

- `gamerTagId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMpGamerTagActive(gamerTagId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E1C31E14C7A5F97, gamerTagId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMpGamerTagActive(gamerTagId);

// by hash
const retval = Citizen.invokeNative('0x6E1C31E14C7A5F97', gamerTagId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6E1C31E14C7A5F97, gamerTagId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_IS_MP_GAMER_TAG_ACTIVE_ON_ENTITY

- **Hash:** `0x502E1591A504F843`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsMpGamerTagActiveOnEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_IS_MP_GAMER_TAG_ACTIVE_ON_ENTITY

## Signature

```c
BOOL _IS_MP_GAMER_TAG_ACTIVE_ON_ENTITY(int gamerTagId, Entity entity);
```

## Parameters

- `gamerTagId` (`int`)
- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMpGamerTagActiveOnEntity(gamerTagId, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x502E1591A504F843, gamerTagId, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMpGamerTagActiveOnEntity(gamerTagId, entity);

// by hash
const retval = Citizen.invokeNative('0x502E1591A504F843', gamerTagId, entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x502E1591A504F843, gamerTagId, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_NAMED_RENDERTARGET_LINKED

- **Hash:** `0x707032835FF09AE7`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsNamedRendertargetLinked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_NAMED_RENDERTARGET_LINKED

## Signature

```c
BOOL IS_NAMED_RENDERTARGET_LINKED(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsNamedRendertargetLinked(modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x707032835FF09AE7, modelHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsNamedRendertargetLinked(modelHash);

// by hash
const retval = Citizen.invokeNative('0x707032835FF09AE7', modelHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x707032835FF09AE7, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_NAMED_RENDERTARGET_REGISTERED

- **Hash:** `0x3EE32F7964C40FE6`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsNamedRendertargetRegistered`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_NAMED_RENDERTARGET_REGISTERED

## Signature

```c
BOOL IS_NAMED_RENDERTARGET_REGISTERED(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsNamedRendertargetRegistered(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3EE32F7964C40FE6, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsNamedRendertargetRegistered(name);

// by hash
const retval = Citizen.invokeNative('0x3EE32F7964C40FE6', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3EE32F7964C40FE6, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_PAUSE_MENU_ACTIVE

- **Hash:** `0x535384D6067BA42E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsPauseMenuActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_PAUSE_MENU_ACTIVE

## Signature

```c
BOOL IS_PAUSE_MENU_ACTIVE();
```

## Returns

`BOOL`

## Description

Returns true when either Pause Menu, a Frontend Menu, Online Policies menu or Social Club menu is active.

## Usage

### Lua

```lua
local retval = IsPauseMenuActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x535384D6067BA42E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPauseMenuActive();

// by hash
const retval = Citizen.invokeNative('0x535384D6067BA42E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x535384D6067BA42E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_RADAR_HIDDEN

- **Hash:** `0x1B82FD5FFA4D666E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsRadarHidden`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_RADAR_HIDDEN

## Signature

```c
BOOL IS_RADAR_HIDDEN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsRadarHidden()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B82FD5FFA4D666E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRadarHidden();

// by hash
const retval = Citizen.invokeNative('0x1B82FD5FFA4D666E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1B82FD5FFA4D666E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_RADAR_HIDDEN_BY_SCRIPT

- **Hash:** `0x66F35DD9D2B58579`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsRadarHiddenByScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_RADAR_HIDDEN_BY_SCRIPT

## Signature

```c
BOOL IS_RADAR_HIDDEN_BY_SCRIPT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsRadarHiddenByScript()

-- always available, by hash
local retval = Citizen.InvokeNative(0x66F35DD9D2B58579, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRadarHiddenByScript();

// by hash
const retval = Citizen.invokeNative('0x66F35DD9D2B58579', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x66F35DD9D2B58579);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_RADAR_PREFERENCE_SWITCHED_ON

- **Hash:** `0x81E47F0EE1F2B21E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsRadarPreferenceSwitchedOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_RADAR_PREFERENCE_SWITCHED_ON

## Signature

```c
BOOL IS_RADAR_PREFERENCE_SWITCHED_ON();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsRadarPreferenceSwitchedOn()

-- always available, by hash
local retval = Citizen.InvokeNative(0x81E47F0EE1F2B21E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRadarPreferenceSwitchedOn();

// by hash
const retval = Citizen.invokeNative('0x81E47F0EE1F2B21E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x81E47F0EE1F2B21E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::IS_SUBTITLE_PREFERENCE_SWITCHED_ON

- **Hash:** `0x7C4AC9573587F2DF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `IsSubtitlePreferenceSwitchedOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/HUD/IS_SUBTITLE_PREFERENCE_SWITCHED_ON

## Signature

```c
BOOL IS_SUBTITLE_PREFERENCE_SWITCHED_ON();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSubtitlePreferenceSwitchedOn()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C4AC9573587F2DF, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSubtitlePreferenceSwitchedOn();

// by hash
const retval = Citizen.invokeNative('0x7C4AC9573587F2DF', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C4AC9573587F2DF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_CAN_WRITE_ENTRY

- **Hash:** `0xCF782691D91F270E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalCanWriteEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_CAN_WRITE_ENTRY

## Signature

```c
Any _JOURNAL_CAN_WRITE_ENTRY(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = JournalCanWriteEntry(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF782691D91F270E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = JournalCanWriteEntry(p0);

// by hash
const retval = Citizen.invokeNative('0xCF782691D91F270E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCF782691D91F270E, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_CLEAR_ALL_PROGRESS

- **Hash:** `0xF402978DE6F88D6E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalClearAllProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_CLEAR_ALL_PROGRESS

## Signature

```c
void _JOURNAL_CLEAR_ALL_PROGRESS();
```

## Returns

`void`

## Usage

### Lua

```lua
JournalClearAllProgress()

-- always available, by hash
Citizen.InvokeNative(0xF402978DE6F88D6E)
```

### JavaScript

```js
JournalClearAllProgress();

// by hash
Citizen.invokeNative('0xF402978DE6F88D6E');
```

### C#

```csharp
Function.Call((Hash)0xF402978DE6F88D6E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_GET_ENTRY_AT_INDEX

- **Hash:** `0x3D16ABD7A1FD8C96`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalGetEntryAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_GET_ENTRY_AT_INDEX

## Signature

```c
Any _JOURNAL_GET_ENTRY_AT_INDEX(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = JournalGetEntryAtIndex(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D16ABD7A1FD8C96, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = JournalGetEntryAtIndex(p0);

// by hash
const retval = Citizen.invokeNative('0x3D16ABD7A1FD8C96', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3D16ABD7A1FD8C96, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_GET_ENTRY_COUNT

- **Hash:** `0xE65B5DE53351BE22`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalGetEntryCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_GET_ENTRY_COUNT

## Signature

```c
Any _JOURNAL_GET_ENTRY_COUNT();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = JournalGetEntryCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE65B5DE53351BE22, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = JournalGetEntryCount();

// by hash
const retval = Citizen.invokeNative('0xE65B5DE53351BE22', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE65B5DE53351BE22);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_GET_ENTRY_INFO

- **Hash:** `0x5514C3E60673530F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalGetEntryInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_GET_ENTRY_INFO

## Signature

```c
Any _JOURNAL_GET_ENTRY_INFO(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = JournalGetEntryInfo(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5514C3E60673530F, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = JournalGetEntryInfo(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x5514C3E60673530F', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5514C3E60673530F, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_GET_GRIME_AT_INDEX

- **Hash:** `0xCB5945E1B855852F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalGetGrimeAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_GET_GRIME_AT_INDEX

## Signature

```c
Any _JOURNAL_GET_GRIME_AT_INDEX(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = JournalGetGrimeAtIndex(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB5945E1B855852F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = JournalGetGrimeAtIndex(p0);

// by hash
const retval = Citizen.invokeNative('0xCB5945E1B855852F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB5945E1B855852F, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_GET_TEXTURE_WITH_LAYOUT

- **Hash:** `0x62CC549B3B8EA2AA`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalGetTextureWithLayout`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_GET_TEXTURE_WITH_LAYOUT

## Signature

```c
Any _JOURNAL_GET_TEXTURE_WITH_LAYOUT(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = JournalGetTextureWithLayout(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62CC549B3B8EA2AA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = JournalGetTextureWithLayout(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x62CC549B3B8EA2AA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x62CC549B3B8EA2AA, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_MARK_READ

- **Hash:** `0xE4509BABE59BD24E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalMarkRead`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_MARK_READ

## Signature

```c
void _JOURNAL_MARK_READ(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
JournalMarkRead(p0)

-- always available, by hash
Citizen.InvokeNative(0xE4509BABE59BD24E, p0)
```

### JavaScript

```js
JournalMarkRead(p0);

// by hash
Citizen.invokeNative('0xE4509BABE59BD24E', p0);
```

### C#

```csharp
Function.Call((Hash)0xE4509BABE59BD24E, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_JOURNAL_WRITE_ENTRY

- **Hash:** `0x6DFDD665E416B093`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `JournalWriteEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_JOURNAL_WRITE_ENTRY

## Signature

```c
void _JOURNAL_WRITE_ENTRY(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
JournalWriteEntry(p0)

-- always available, by hash
Citizen.InvokeNative(0x6DFDD665E416B093, p0)
```

### JavaScript

```js
JournalWriteEntry(p0);

// by hash
Citizen.invokeNative('0x6DFDD665E416B093', p0);
```

### C#

```csharp
Function.Call((Hash)0x6DFDD665E416B093, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::LINK_NAMED_RENDERTARGET

- **Hash:** `0x2F506B8556242DDB`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `LinkNamedRendertarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/LINK_NAMED_RENDERTARGET

## Signature

```c
void LINK_NAMED_RENDERTARGET(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
LinkNamedRendertarget(modelHash)

-- always available, by hash
Citizen.InvokeNative(0x2F506B8556242DDB, modelHash)
```

### JavaScript

```js
LinkNamedRendertarget(modelHash);

// by hash
Citizen.invokeNative('0x2F506B8556242DDB', modelHash);
```

### C#

```csharp
Function.Call((Hash)0x2F506B8556242DDB, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [HUD::REGISTER_NAMED_RENDERTARGET](https://natives.borderlinerp.com/natives/HUD/REGISTER_NAMED_RENDERTARGET.md)
- [HUD::RELEASE_NAMED_RENDERTARGET](https://natives.borderlinerp.com/natives/HUD/RELEASE_NAMED_RENDERTARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_MP_GAMER_TAG_DISABLE_REVIVE_TOP_ICON

- **Hash:** `0x1F9A64C2804B3471`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `MpGamerTagDisableReviveTopIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_MP_GAMER_TAG_DISABLE_REVIVE_TOP_ICON

## Signature

```c
void _MP_GAMER_TAG_DISABLE_REVIVE_TOP_ICON(int gamerTagId);
```

## Parameters

- `gamerTagId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
MpGamerTagDisableReviveTopIcon(gamerTagId)

-- always available, by hash
Citizen.InvokeNative(0x1F9A64C2804B3471, gamerTagId)
```

### JavaScript

```js
MpGamerTagDisableReviveTopIcon(gamerTagId);

// by hash
Citizen.invokeNative('0x1F9A64C2804B3471', gamerTagId);
```

### C#

```csharp
Function.Call((Hash)0x1F9A64C2804B3471, gamerTagId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_MP_GAMER_TAG_ENABLE_REVIVE_TOP_ICON

- **Hash:** `0xFFF6579CF0139FCE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `MpGamerTagEnableReviveTopIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_MP_GAMER_TAG_ENABLE_REVIVE_TOP_ICON

## Signature

```c
void _MP_GAMER_TAG_ENABLE_REVIVE_TOP_ICON(int gamerTagId);
```

## Parameters

- `gamerTagId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
MpGamerTagEnableReviveTopIcon(gamerTagId)

-- always available, by hash
Citizen.InvokeNative(0xFFF6579CF0139FCE, gamerTagId)
```

### JavaScript

```js
MpGamerTagEnableReviveTopIcon(gamerTagId);

// by hash
Citizen.invokeNative('0xFFF6579CF0139FCE', gamerTagId);
```

### C#

```csharp
Function.Call((Hash)0xFFF6579CF0139FCE, gamerTagId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::REGISTER_NAMED_RENDERTARGET

- **Hash:** `0x98AF2BB6F62BD588`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `RegisterNamedRendertarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/REGISTER_NAMED_RENDERTARGET

## Signature

```c
BOOL REGISTER_NAMED_RENDERTARGET(const char* name, BOOL p1);
```

## Parameters

- `name` (`const char*`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RegisterNamedRendertarget(name, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98AF2BB6F62BD588, name, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RegisterNamedRendertarget(name, p1);

// by hash
const retval = Citizen.invokeNative('0x98AF2BB6F62BD588', name, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x98AF2BB6F62BD588, name, p1);
```

## See also

- [HUD::RELEASE_NAMED_RENDERTARGET](https://natives.borderlinerp.com/natives/HUD/RELEASE_NAMED_RENDERTARGET.md)
- [HUD::LINK_NAMED_RENDERTARGET](https://natives.borderlinerp.com/natives/HUD/LINK_NAMED_RENDERTARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::RELEASE_NAMED_RENDERTARGET

- **Hash:** `0x0E692EE61761361F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `ReleaseNamedRendertarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/RELEASE_NAMED_RENDERTARGET

## Signature

```c
BOOL RELEASE_NAMED_RENDERTARGET(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ReleaseNamedRendertarget(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E692EE61761361F, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ReleaseNamedRendertarget(name);

// by hash
const retval = Citizen.invokeNative('0x0E692EE61761361F', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E692EE61761361F, name);
```

## See also

- [HUD::REGISTER_NAMED_RENDERTARGET](https://natives.borderlinerp.com/natives/HUD/REGISTER_NAMED_RENDERTARGET.md)
- [HUD::LINK_NAMED_RENDERTARGET](https://natives.borderlinerp.com/natives/HUD/LINK_NAMED_RENDERTARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::REMOVE_MP_GAMER_TAG

- **Hash:** `0x839BFD7D7E49FE09`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `RemoveMpGamerTag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/REMOVE_MP_GAMER_TAG

## Signature

```c
void REMOVE_MP_GAMER_TAG(int gamerTagId);
```

## Parameters

- `gamerTagId` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

only works by invoking and passing as pointer value Citizen.InvokeNative(0x839BFD7D7E49FE09, Citizen.PointerValueIntInitialized(gamerTagId))

## Usage

### Lua

```lua
RemoveMpGamerTag(gamerTagId)

-- always available, by hash
Citizen.InvokeNative(0x839BFD7D7E49FE09, gamerTagId)
```

### JavaScript

```js
RemoveMpGamerTag(gamerTagId);

// by hash
Citizen.invokeNative('0x839BFD7D7E49FE09', gamerTagId);
```

### C#

```csharp
Function.Call((Hash)0x839BFD7D7E49FE09, gamerTagId);
```

## See also

- [HUD::_CREATE_MP_GAMER_TAG](https://natives.borderlinerp.com/natives/HUD/_CREATE_MP_GAMER_TAG.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::_SET_CURRENT_UGC_MISSION_DESCRIPTION

- **Hash:** `0xCE0D2F5586627CCE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetCurrentUgcMissionDescription`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_CURRENT_UGC_MISSION_DESCRIPTION

## Signature

```c
void _SET_CURRENT_UGC_MISSION_DESCRIPTION(BOOL active, const char* string1, const char* string2, const char* string3, const char* string4);
```

## Parameters

- `active` (`BOOL`)
- `string1` (`const char*`)
- `string2` (`const char*`)
- `string3` (`const char*`)
- `string4` (`const char*`)

## Returns

`void`

## Description

string1 is the only string used in the scripts, the others are null (0)

## Usage

### Lua

```lua
SetCurrentUgcMissionDescription(active, string1, string2, string3, string4)

-- always available, by hash
Citizen.InvokeNative(0xCE0D2F5586627CCE, active, string1, string2, string3, string4)
```

### JavaScript

```js
SetCurrentUgcMissionDescription(active, string1, string2, string3, string4);

// by hash
Citizen.invokeNative('0xCE0D2F5586627CCE', active, string1, string2, string3, string4);
```

### C#

```csharp
Function.Call((Hash)0xCE0D2F5586627CCE, active, string1, string2, string3, string4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::SET_FRONTEND_ACTIVE

- **Hash:** `0xCE47C21C0687EBC2`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetFrontendActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/SET_FRONTEND_ACTIVE

## Signature

```c
void SET_FRONTEND_ACTIVE(BOOL active);
```

## Parameters

- `active` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetFrontendActive(active)

-- always available, by hash
Citizen.InvokeNative(0xCE47C21C0687EBC2, active)
```

### JavaScript

```js
SetFrontendActive(active);

// by hash
Citizen.invokeNative('0xCE47C21C0687EBC2', active);
```

### C#

```csharp
Function.Call((Hash)0xCE47C21C0687EBC2, active);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::SET_MISSION_NAME

- **Hash:** `0x402669A4BDAA72DA`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMissionName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/SET_MISSION_NAME

## Signature

```c
void SET_MISSION_NAME(BOOL p0, const char* name);
```

## Parameters

- `p0` (`BOOL`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetMissionName(p0, name)

-- always available, by hash
Citizen.InvokeNative(0x402669A4BDAA72DA, p0, name)
```

### JavaScript

```js
SetMissionName(p0, name);

// by hash
Citizen.invokeNative('0x402669A4BDAA72DA', p0, name);
```

### C#

```csharp
Function.Call((Hash)0x402669A4BDAA72DA, p0, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::SET_MISSION_NAME_FOR_UGC_MISSION

- **Hash:** `0xD98630CE73C61E98`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMissionNameForUgcMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/SET_MISSION_NAME_FOR_UGC_MISSION

## Signature

```c
void SET_MISSION_NAME_FOR_UGC_MISSION(BOOL p0, const char* name);
```

## Parameters

- `p0` (`BOOL`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetMissionNameForUgcMission(p0, name)

-- always available, by hash
Citizen.InvokeNative(0xD98630CE73C61E98, p0, name)
```

### JavaScript

```js
SetMissionNameForUgcMission(p0, name);

// by hash
Citizen.invokeNative('0xD98630CE73C61E98', p0, name);
```

### C#

```csharp
Function.Call((Hash)0xD98630CE73C61E98, p0, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::SET_MP_GAMER_TAG_BIG_TEXT

- **Hash:** `0xA0D7CE5F83259663`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagBigText`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/SET_MP_GAMER_TAG_BIG_TEXT

## Signature

```c
void SET_MP_GAMER_TAG_BIG_TEXT(int gamerTagId, const char* string);
```

## Parameters

- `gamerTagId` (`int`)
- `string` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetMpGamerTagBigText(gamerTagId, string)

-- always available, by hash
Citizen.InvokeNative(0xA0D7CE5F83259663, gamerTagId, string)
```

### JavaScript

```js
SetMpGamerTagBigText(gamerTagId, string);

// by hash
Citizen.invokeNative('0xA0D7CE5F83259663', gamerTagId, string);
```

### C#

```csharp
Function.Call((Hash)0xA0D7CE5F83259663, gamerTagId, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_COLOUR

- **Hash:** `0x84BD27DDF9575816`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagColour`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_COLOUR

## Signature

```c
void _SET_MP_GAMER_TAG_COLOUR(int gamerTagId, Hash colour);
```

## Parameters

- `gamerTagId` (`int`)
- `colour` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetMpGamerTagColour(gamerTagId, colour)

-- always available, by hash
Citizen.InvokeNative(0x84BD27DDF9575816, gamerTagId, colour)
```

### JavaScript

```js
SetMpGamerTagColour(gamerTagId, colour);

// by hash
Citizen.invokeNative('0x84BD27DDF9575816', gamerTagId, colour);
```

### C#

```csharp
Function.Call((Hash)0x84BD27DDF9575816, gamerTagId, colour);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::SET_MP_GAMER_TAG_NAME

- **Hash:** `0xEA6F4B8D4B4B5B3E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/SET_MP_GAMER_TAG_NAME

## Signature

```c
void SET_MP_GAMER_TAG_NAME(int gamerTagId, const char* string);
```

## Parameters

- `gamerTagId` (`int`)
- `string` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetMpGamerTagName(gamerTagId, string)

-- always available, by hash
Citizen.InvokeNative(0xEA6F4B8D4B4B5B3E, gamerTagId, string)
```

### JavaScript

```js
SetMpGamerTagName(gamerTagId, string);

// by hash
Citizen.invokeNative('0xEA6F4B8D4B4B5B3E', gamerTagId, string);
```

### C#

```csharp
Function.Call((Hash)0xEA6F4B8D4B4B5B3E, gamerTagId, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_NAME_POSSE

- **Hash:** `0x1EA716E0628A6F44`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagNamePosse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_NAME_POSSE

## Signature

```c
void _SET_MP_GAMER_TAG_NAME_POSSE(int gamerTagId, const char* text);
```

## Parameters

- `gamerTagId` (`int`)
- `text` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetMpGamerTagNamePosse(gamerTagId, text)

-- always available, by hash
Citizen.InvokeNative(0x1EA716E0628A6F44, gamerTagId, text)
```

### JavaScript

```js
SetMpGamerTagNamePosse(gamerTagId, text);

// by hash
Citizen.invokeNative('0x1EA716E0628A6F44', gamerTagId, text);
```

### C#

```csharp
Function.Call((Hash)0x1EA716E0628A6F44, gamerTagId, text);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_SECONDARY_ICON

- **Hash:** `0x95384C6CE1526EFF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagSecondaryIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_SECONDARY_ICON

## Signature

```c
void _SET_MP_GAMER_TAG_SECONDARY_ICON(int gamerTagId, Hash icon);
```

## Parameters

- `gamerTagId` (`int`)
- `icon` (`Hash`)

## Returns

`void`

## Description

Found icons: SPEAKER, THROPY

## Usage

### Lua

```lua
SetMpGamerTagSecondaryIcon(gamerTagId, icon)

-- always available, by hash
Citizen.InvokeNative(0x95384C6CE1526EFF, gamerTagId, icon)
```

### JavaScript

```js
SetMpGamerTagSecondaryIcon(gamerTagId, icon);

// by hash
Citizen.invokeNative('0x95384C6CE1526EFF', gamerTagId, icon);
```

### C#

```csharp
Function.Call((Hash)0x95384C6CE1526EFF, gamerTagId, icon);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_TOP_ICON

- **Hash:** `0x5F57522BC1EB9D9D`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagTopIcon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_TOP_ICON

## Signature

```c
void _SET_MP_GAMER_TAG_TOP_ICON(int gamerTagId, Hash icon);
```

## Parameters

- `gamerTagId` (`int`)
- `icon` (`Hash`)

## Returns

`void`

## Description

Found icons: https://pastebin.com/xx6rEgiG

## Usage

### Lua

```lua
SetMpGamerTagTopIcon(gamerTagId, icon)

-- always available, by hash
Citizen.InvokeNative(0x5F57522BC1EB9D9D, gamerTagId, icon)
```

### JavaScript

```js
SetMpGamerTagTopIcon(gamerTagId, icon);

// by hash
Citizen.invokeNative('0x5F57522BC1EB9D9D', gamerTagId, icon);
```

### C#

```csharp
Function.Call((Hash)0x5F57522BC1EB9D9D, gamerTagId, icon);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_TYPE

- **Hash:** `0x25B9C78A25105C35`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_TYPE

## Signature

```c
void _SET_MP_GAMER_TAG_TYPE(int gamerTagId, Hash type);
```

## Parameters

- `gamerTagId` (`int`)
- `type` (`Hash`)

## Returns

`void`

## Description

Found types: GENERIC_PLAYER, DEADDROP, HOTPROPERTY, MINIGAMES

## Usage

### Lua

```lua
SetMpGamerTagType(gamerTagId, type)

-- always available, by hash
Citizen.InvokeNative(0x25B9C78A25105C35, gamerTagId, type)
```

### JavaScript

```js
SetMpGamerTagType(gamerTagId, type);

// by hash
Citizen.invokeNative('0x25B9C78A25105C35', gamerTagId, type);
```

### C#

```csharp
Function.Call((Hash)0x25B9C78A25105C35, gamerTagId, type);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_UNK_ALLOW_LOCALIZED

- **Hash:** `0xEF7AB1A0E8C86170`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagUnkAllowLocalized`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_UNK_ALLOW_LOCALIZED

## Signature

```c
void _SET_MP_GAMER_TAG_UNK_ALLOW_LOCALIZED(int gamerTagId, BOOL allow);
```

## Parameters

- `gamerTagId` (`int`)
- `allow` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetMpGamerTagUnkAllowLocalized(gamerTagId, allow)

-- always available, by hash
Citizen.InvokeNative(0xEF7AB1A0E8C86170, gamerTagId, allow)
```

### JavaScript

```js
SetMpGamerTagUnkAllowLocalized(gamerTagId, allow);

// by hash
Citizen.invokeNative('0xEF7AB1A0E8C86170', gamerTagId, allow);
```

### C#

```csharp
Function.Call((Hash)0xEF7AB1A0E8C86170, gamerTagId, allow);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_MP_GAMER_TAG_VISIBILITY

- **Hash:** `0x93171DDDAB274EB8`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetMpGamerTagVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_MP_GAMER_TAG_VISIBILITY

## Signature

```c
void _SET_MP_GAMER_TAG_VISIBILITY(int gamerTagId, int visibility);
```

## Parameters

- `gamerTagId` (`int`)
- `visibility` (`int`)

## Returns

`void`

## Description

visibility:
enum eUIGamertagVisibility
{
	UIGAMERTAGVISIBILITY_NONE,
	UIGAMERTAGVISIBILITY_ICON,
	UIGAMERTAGVISIBILITY_SIMPLE,
	UIGAMERTAGVISIBILITY_COMPLEX
};

## Usage

### Lua

```lua
SetMpGamerTagVisibility(gamerTagId, visibility)

-- always available, by hash
Citizen.InvokeNative(0x93171DDDAB274EB8, gamerTagId, visibility)
```

### JavaScript

```js
SetMpGamerTagVisibility(gamerTagId, visibility);

// by hash
Citizen.invokeNative('0x93171DDDAB274EB8', gamerTagId, visibility);
```

### C#

```csharp
Function.Call((Hash)0x93171DDDAB274EB8, gamerTagId, visibility);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SET_TEXT_COLOR

- **Hash:** `0x50A41AD966910F03`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetTextColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_TEXT_COLOR

## Signature

```c
void _SET_TEXT_COLOR(int r, int g, int b, int a);
```

## Parameters

- `r` (`int`)
- `g` (`int`)
- `b` (`int`)
- `a` (`int`)

## Returns

`void`

## Description

This native does nothing since build 1436, use _BG_SET_TEXT_COLOR (0x16FA5CE47F184F1E) instead.

## Usage

### Lua

```lua
SetTextColor(r, g, b, a)

-- always available, by hash
Citizen.InvokeNative(0x50A41AD966910F03, r, g, b, a)
```

### JavaScript

```js
SetTextColor(r, g, b, a);

// by hash
Citizen.invokeNative('0x50A41AD966910F03', r, g, b, a);
```

### C#

```csharp
Function.Call((Hash)0x50A41AD966910F03, r, g, b, a);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::SET_TEXT_RENDER_ID

- **Hash:** `0xE550CDE128D56757`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetTextRenderId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/SET_TEXT_RENDER_ID

## Signature

```c
void SET_TEXT_RENDER_ID(int renderId);
```

## Parameters

- `renderId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextRenderId(renderId)

-- always available, by hash
Citizen.InvokeNative(0xE550CDE128D56757, renderId)
```

### JavaScript

```js
SetTextRenderId(renderId);

// by hash
Citizen.invokeNative('0xE550CDE128D56757', renderId);
```

### C#

```csharp
Function.Call((Hash)0xE550CDE128D56757, renderId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_SHOW_HORSE_CORES

- **Hash:** `0xD4EE21B7CC7FD350`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `ShowHorseCores`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SHOW_HORSE_CORES

## Signature

```c
void _SHOW_HORSE_CORES(BOOL state);
```

## Parameters

- `state` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ShowHorseCores(state)

-- always available, by hash
Citizen.InvokeNative(0xD4EE21B7CC7FD350, state)
```

### JavaScript

```js
ShowHorseCores(state);

// by hash
Citizen.invokeNative('0xD4EE21B7CC7FD350', state);
```

### C#

```csharp
Function.Call((Hash)0xD4EE21B7CC7FD350, state);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# HUD::_SHOW_PLAYER_CORES

- **Hash:** `0x50C803A4CD5932C5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `ShowPlayerCores`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SHOW_PLAYER_CORES

## Signature

```c
void _SHOW_PLAYER_CORES(BOOL state);
```

## Parameters

- `state` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ShowPlayerCores(state)

-- always available, by hash
Citizen.InvokeNative(0x50C803A4CD5932C5, state)
```

### JavaScript

```js
ShowPlayerCores(state);

// by hash
Citizen.invokeNative('0x50C803A4CD5932C5', state);
```

### C#

```csharp
Function.Call((Hash)0x50C803A4CD5932C5, state);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# HUD::_TEXT_BLOCK_DELETE

- **Hash:** `0xAA03F130A637D923`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `TextBlockDelete`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_TEXT_BLOCK_DELETE

## Signature

```c
void _TEXT_BLOCK_DELETE(const char* textBlock);
```

## Parameters

- `textBlock` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
TextBlockDelete(textBlock)

-- always available, by hash
Citizen.InvokeNative(0xAA03F130A637D923, textBlock)
```

### JavaScript

```js
TextBlockDelete(textBlock);

// by hash
Citizen.invokeNative('0xAA03F130A637D923', textBlock);
```

### C#

```csharp
Function.Call((Hash)0xAA03F130A637D923, textBlock);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::TEXT_BLOCK_IS_LOADED

- **Hash:** `0xD0976CC34002DB57`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `TextBlockIsLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/TEXT_BLOCK_IS_LOADED

## Signature

```c
BOOL TEXT_BLOCK_IS_LOADED(const char* textBlock);
```

## Parameters

- `textBlock` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TextBlockIsLoaded(textBlock)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0976CC34002DB57, textBlock, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TextBlockIsLoaded(textBlock);

// by hash
const retval = Citizen.invokeNative('0xD0976CC34002DB57', textBlock, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD0976CC34002DB57, textBlock);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_TEXT_BLOCK_IS_STREAMED

- **Hash:** `0x3CF96E16265B7DC8`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `TextBlockIsStreamed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_TEXT_BLOCK_IS_STREAMED

## Signature

```c
BOOL _TEXT_BLOCK_IS_STREAMED(const char* textBlock);
```

## Parameters

- `textBlock` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TextBlockIsStreamed(textBlock)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CF96E16265B7DC8, textBlock, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TextBlockIsStreamed(textBlock);

// by hash
const retval = Citizen.invokeNative('0x3CF96E16265B7DC8', textBlock, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3CF96E16265B7DC8, textBlock);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::TEXT_BLOCK_REQUEST

- **Hash:** `0xF66090013DE648D5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `TextBlockRequest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/TEXT_BLOCK_REQUEST

## Signature

```c
void TEXT_BLOCK_REQUEST(const char* textBlock);
```

## Parameters

- `textBlock` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
TextBlockRequest(textBlock)

-- always available, by hash
Citizen.InvokeNative(0xF66090013DE648D5, textBlock)
```

### JavaScript

```js
TextBlockRequest(textBlock);

// by hash
Citizen.invokeNative('0xF66090013DE648D5', textBlock);
```

### C#

```csharp
Function.Call((Hash)0xF66090013DE648D5, textBlock);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::UI_GET_SCENE_UIOBJECT

- **Hash:** `0xBE1067CD1C9570F6`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiGetSceneUiobject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/UI_GET_SCENE_UIOBJECT

## Signature

```c
Any UI_GET_SCENE_UIOBJECT(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiGetSceneUiobject(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBE1067CD1C9570F6, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiGetSceneUiobject(p0);

// by hash
const retval = Citizen.invokeNative('0xBE1067CD1C9570F6', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBE1067CD1C9570F6, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::UI_MOVIEVIEW_SET_RENDER_TARGET

- **Hash:** `0x51DE09A2196BD951`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiMovieviewSetRenderTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/UI_MOVIEVIEW_SET_RENDER_TARGET

## Signature

```c
void UI_MOVIEVIEW_SET_RENDER_TARGET(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiMovieviewSetRenderTarget(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x51DE09A2196BD951, p0, p1)
```

### JavaScript

```js
UiMovieviewSetRenderTarget(p0, p1);

// by hash
Citizen.invokeNative('0x51DE09A2196BD951', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x51DE09A2196BD951, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_ADD_GROUP_LINK

- **Hash:** `0x684C96CC7C66E8EF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptAddGroupLink`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_ADD_GROUP_LINK

## Signature

```c
void _UI_PROMPT_ADD_GROUP_LINK(Any p0, Prompt prompt, Any p2);
```

## Parameters

- `p0` (`Any`)
- `prompt` (`Prompt`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptAddGroupLink(p0, prompt, p2)

-- always available, by hash
Citizen.InvokeNative(0x684C96CC7C66E8EF, p0, prompt, p2)
```

### JavaScript

```js
UiPromptAddGroupLink(p0, prompt, p2);

// by hash
Citizen.invokeNative('0x684C96CC7C66E8EF', p0, prompt, p2);
```

### C#

```csharp
Function.Call((Hash)0x684C96CC7C66E8EF, p0, prompt, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_ADD_GROUP_RETURN_LINK

- **Hash:** `0x837972ED28159536`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptAddGroupReturnLink`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_ADD_GROUP_RETURN_LINK

## Signature

```c
void _UI_PROMPT_ADD_GROUP_RETURN_LINK(Any p0, Prompt prompt);
```

## Parameters

- `p0` (`Any`)
- `prompt` (`Prompt`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptAddGroupReturnLink(p0, prompt)

-- always available, by hash
Citizen.InvokeNative(0x837972ED28159536, p0, prompt)
```

### JavaScript

```js
UiPromptAddGroupReturnLink(p0, prompt);

// by hash
Citizen.invokeNative('0x837972ED28159536', p0, prompt);
```

### C#

```csharp
Function.Call((Hash)0x837972ED28159536, p0, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_CLEAR_HORIZONTAL_ORIENTATION

- **Hash:** `0x6095358C4142932A`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptClearHorizontalOrientation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CLEAR_HORIZONTAL_ORIENTATION

## Signature

```c
void _UI_PROMPT_CLEAR_HORIZONTAL_ORIENTATION(int id);
```

## Parameters

- `id` (`int`)

## Returns

`void`

## Description

id is the return value from 0xD9459157EB22C895.

## Usage

### Lua

```lua
UiPromptClearHorizontalOrientation(id)

-- always available, by hash
Citizen.InvokeNative(0x6095358C4142932A, id)
```

### JavaScript

```js
UiPromptClearHorizontalOrientation(id);

// by hash
Citizen.invokeNative('0x6095358C4142932A', id);
```

### C#

```csharp
Function.Call((Hash)0x6095358C4142932A, id);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_CLEAR_PROMPT_PRIORITY_PREFERENCE

- **Hash:** `0x51259AE5C72D4A1B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptClearPromptPriorityPreference`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CLEAR_PROMPT_PRIORITY_PREFERENCE

## Signature

```c
void _UI_PROMPT_CLEAR_PROMPT_PRIORITY_PREFERENCE();
```

## Returns

`void`

## Usage

### Lua

```lua
UiPromptClearPromptPriorityPreference()

-- always available, by hash
Citizen.InvokeNative(0x51259AE5C72D4A1B)
```

### JavaScript

```js
UiPromptClearPromptPriorityPreference();

// by hash
Citizen.invokeNative('0x51259AE5C72D4A1B');
```

### C#

```csharp
Function.Call((Hash)0x51259AE5C72D4A1B);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_CONTEXT_SET_POINT

- **Hash:** `0xAE84C5EE2C384FB3`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptContextSetPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CONTEXT_SET_POINT

## Signature

```c
void _UI_PROMPT_CONTEXT_SET_POINT(Prompt prompt, float x, float y, float z);
```

## Parameters

- `prompt` (`Prompt`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptContextSetPoint(prompt, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xAE84C5EE2C384FB3, prompt, x, y, z)
```

### JavaScript

```js
UiPromptContextSetPoint(prompt, x, y, z);

// by hash
Citizen.invokeNative('0xAE84C5EE2C384FB3', prompt, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAE84C5EE2C384FB3, prompt, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_CONTEXT_SET_RADIUS

- **Hash:** `0x0C718001B77CA468`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptContextSetRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CONTEXT_SET_RADIUS

## Signature

```c
void _UI_PROMPT_CONTEXT_SET_RADIUS(Prompt prompt, float radius);
```

## Parameters

- `prompt` (`Prompt`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptContextSetRadius(prompt, radius)

-- always available, by hash
Citizen.InvokeNative(0x0C718001B77CA468, prompt, radius)
```

### JavaScript

```js
UiPromptContextSetRadius(prompt, radius);

// by hash
Citizen.invokeNative('0x0C718001B77CA468', prompt, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0C718001B77CA468, prompt, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_CONTEXT_SET_VOLUME

- **Hash:** `0x4D107406667423BE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptContextSetVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CONTEXT_SET_VOLUME

## Signature

```c
void _UI_PROMPT_CONTEXT_SET_VOLUME(Prompt prompt, Volume volume);
```

## Parameters

- `prompt` (`Prompt`)
- `volume` (`Volume`)

## Returns

`void`

## Description

Attaches a Volume

## Usage

### Lua

```lua
UiPromptContextSetVolume(prompt, volume)

-- always available, by hash
Citizen.InvokeNative(0x4D107406667423BE, prompt, volume)
```

### JavaScript

```js
UiPromptContextSetVolume(prompt, volume);

// by hash
Citizen.invokeNative('0x4D107406667423BE', prompt, volume);
```

### C#

```csharp
Function.Call((Hash)0x4D107406667423BE, prompt, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_CREATE

- **Hash:** `0x29FA7910726C3889`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptCreate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CREATE

## Signature

```c
Prompt _UI_PROMPT_CREATE(Hash inputHash, const char* labelName, Any p2, Any p3, Any p4, int p5);
```

## Parameters

- `inputHash` (`Hash`)
- `labelName` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`int`)

## Returns

`Prompt`

## Usage

### Lua

```lua
local retval = UiPromptCreate(inputHash, labelName, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x29FA7910726C3889, inputHash, labelName, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptCreate(inputHash, labelName, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x29FA7910726C3889', inputHash, labelName, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x29FA7910726C3889, inputHash, labelName, p2, p3, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_DELETE

- **Hash:** `0x00EDE88D4D13CF59`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptDelete`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_DELETE

## Signature

```c
void _UI_PROMPT_DELETE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptDelete(prompt)

-- always available, by hash
Citizen.InvokeNative(0x00EDE88D4D13CF59, prompt)
```

### JavaScript

```js
UiPromptDelete(prompt);

// by hash
Citizen.invokeNative('0x00EDE88D4D13CF59', prompt);
```

### C#

```csharp
Function.Call((Hash)0x00EDE88D4D13CF59, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_DISABLE_PROMPT_TYPE_THIS_FRAME

- **Hash:** `0xFC094EF26DD153FA`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptDisablePromptTypeThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_DISABLE_PROMPT_TYPE_THIS_FRAME

## Signature

```c
void _UI_PROMPT_DISABLE_PROMPT_TYPE_THIS_FRAME(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptDisablePromptTypeThisFrame(p0)

-- always available, by hash
Citizen.InvokeNative(0xFC094EF26DD153FA, p0)
```

### JavaScript

```js
UiPromptDisablePromptTypeThisFrame(p0);

// by hash
Citizen.invokeNative('0xFC094EF26DD153FA', p0);
```

### C#

```csharp
Function.Call((Hash)0xFC094EF26DD153FA, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_DISABLE_PROMPTS_THIS_FRAME

- **Hash:** `0xF1622CE88A1946FB`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptDisablePromptsThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_DISABLE_PROMPTS_THIS_FRAME

## Signature

```c
void _UI_PROMPT_DISABLE_PROMPTS_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
UiPromptDisablePromptsThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xF1622CE88A1946FB)
```

### JavaScript

```js
UiPromptDisablePromptsThisFrame();

// by hash
Citizen.invokeNative('0xF1622CE88A1946FB');
```

### C#

```csharp
Function.Call((Hash)0xF1622CE88A1946FB);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_DOES_AMBIENT_GROUP_EXIST

- **Hash:** `0xEB550B927B34A1BB`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptDoesAmbientGroupExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_DOES_AMBIENT_GROUP_EXIST

## Signature

```c
BOOL _UI_PROMPT_DOES_AMBIENT_GROUP_EXIST(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptDoesAmbientGroupExist(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB550B927B34A1BB, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptDoesAmbientGroupExist(hash);

// by hash
const retval = Citizen.invokeNative('0xEB550B927B34A1BB', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEB550B927B34A1BB, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_ENABLE_PROMPT_TYPE_THIS_FRAME

- **Hash:** `0x06565032897BA861`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptEnablePromptTypeThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_ENABLE_PROMPT_TYPE_THIS_FRAME

## Signature

```c
void _UI_PROMPT_ENABLE_PROMPT_TYPE_THIS_FRAME(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/graphics/HUD/prompts/prompt_types

## Usage

### Lua

```lua
UiPromptEnablePromptTypeThisFrame(p0)

-- always available, by hash
Citizen.InvokeNative(0x06565032897BA861, p0)
```

### JavaScript

```js
UiPromptEnablePromptTypeThisFrame(p0);

// by hash
Citizen.invokeNative('0x06565032897BA861', p0);
```

### C#

```csharp
Function.Call((Hash)0x06565032897BA861, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_FILTER_CLEAR

- **Hash:** `0x6A2F820452017EA2`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptFilterClear`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_FILTER_CLEAR

## Signature

```c
void _UI_PROMPT_FILTER_CLEAR();
```

## Returns

`void`

## Usage

### Lua

```lua
UiPromptFilterClear()

-- always available, by hash
Citizen.InvokeNative(0x6A2F820452017EA2)
```

### JavaScript

```js
UiPromptFilterClear();

// by hash
Citizen.invokeNative('0x6A2F820452017EA2');
```

### C#

```csharp
Function.Call((Hash)0x6A2F820452017EA2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_GET_GROUP_ACTIVE_PAGE

- **Hash:** `0xC1FCC36C3F7286C8`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetGroupActivePage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_GROUP_ACTIVE_PAGE

## Signature

```c
int _UI_PROMPT_GET_GROUP_ACTIVE_PAGE(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UiPromptGetGroupActivePage(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC1FCC36C3F7286C8, hash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptGetGroupActivePage(hash);

// by hash
const retval = Citizen.invokeNative('0xC1FCC36C3F7286C8', hash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC1FCC36C3F7286C8, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_GET_GROUP_ID_FOR_SCENARIO_POINT

- **Hash:** `0xCB73D7521E7103F0`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetGroupIdForScenarioPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_GROUP_ID_FOR_SCENARIO_POINT

## Signature

```c
int _UI_PROMPT_GET_GROUP_ID_FOR_SCENARIO_POINT(Any p0, int p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UiPromptGetGroupIdForScenarioPoint(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB73D7521E7103F0, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptGetGroupIdForScenarioPoint(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xCB73D7521E7103F0', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB73D7521E7103F0, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY

- **Hash:** `0xB796970BD125FCE8`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetGroupIdForTargetEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY

## Signature

```c
int _UI_PROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UiPromptGetGroupIdForTargetEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB796970BD125FCE8, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptGetGroupIdForTargetEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xB796970BD125FCE8', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB796970BD125FCE8, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_GET_MASH_MODE_PROGRESS

- **Hash:** `0x8A9585293863B8A5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetMashModeProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_MASH_MODE_PROGRESS

## Signature

```c
float _UI_PROMPT_GET_MASH_MODE_PROGRESS(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = UiPromptGetMashModeProgress(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8A9585293863B8A5, prompt, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = UiPromptGetMashModeProgress(prompt);

// by hash
const retval = Citizen.invokeNative('0x8A9585293863B8A5', prompt, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8A9585293863B8A5, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_GET_PROGRESS

- **Hash:** `0x81801291806DBC50`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_PROGRESS

## Signature

```c
float _UI_PROMPT_GET_PROGRESS(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = UiPromptGetProgress(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x81801291806DBC50, prompt, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = UiPromptGetProgress(prompt);

// by hash
const retval = Citizen.invokeNative('0x81801291806DBC50', prompt, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x81801291806DBC50, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_GET_URGENT_PULSING_ENABLED

- **Hash:** `0x1FBA0DABECDDB52B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetUrgentPulsingEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_URGENT_PULSING_ENABLED

## Signature

```c
BOOL _UI_PROMPT_GET_URGENT_PULSING_ENABLED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptGetUrgentPulsingEnabled(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1FBA0DABECDDB52B, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptGetUrgentPulsingEnabled(prompt);

// by hash
const retval = Citizen.invokeNative('0x1FBA0DABECDDB52B', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1FBA0DABECDDB52B, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_HOLD_AUTO_FILL_MODE

- **Hash:** `0x8010BEBD0D5ED5BC`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasHoldAutoFillMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_HOLD_AUTO_FILL_MODE

## Signature

```c
BOOL _UI_PROMPT_HAS_HOLD_AUTO_FILL_MODE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasHoldAutoFillMode(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8010BEBD0D5ED5BC, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasHoldAutoFillMode(prompt);

// by hash
const retval = Citizen.invokeNative('0x8010BEBD0D5ED5BC', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8010BEBD0D5ED5BC, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_HOLD_MODE

- **Hash:** `0xB60C9F9ED47ABB76`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasHoldMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_HOLD_MODE

## Signature

```c
BOOL _UI_PROMPT_HAS_HOLD_MODE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasHoldMode(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB60C9F9ED47ABB76, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasHoldMode(prompt);

// by hash
const retval = Citizen.invokeNative('0xB60C9F9ED47ABB76', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB60C9F9ED47ABB76, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_HOLD_MODE_COMPLETED

- **Hash:** `0xE0F65F0640EF0617`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasHoldModeCompleted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_HOLD_MODE_COMPLETED

## Signature

```c
BOOL _UI_PROMPT_HAS_HOLD_MODE_COMPLETED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasHoldModeCompleted(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE0F65F0640EF0617, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasHoldModeCompleted(prompt);

// by hash
const retval = Citizen.invokeNative('0xE0F65F0640EF0617', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE0F65F0640EF0617, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_MANUAL_MASH_MODE

- **Hash:** `0xA6C6A4ADB3BAC409`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasManualMashMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_MANUAL_MASH_MODE

## Signature

```c
BOOL _UI_PROMPT_HAS_MANUAL_MASH_MODE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasManualMashMode(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6C6A4ADB3BAC409, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasManualMashMode(prompt);

// by hash
const retval = Citizen.invokeNative('0xA6C6A4ADB3BAC409', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA6C6A4ADB3BAC409, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_MASH_MODE

- **Hash:** `0xCD072523791DDC1B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasMashMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_MASH_MODE

## Signature

```c
BOOL _UI_PROMPT_HAS_MASH_MODE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasMashMode(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD072523791DDC1B, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasMashMode(prompt);

// by hash
const retval = Citizen.invokeNative('0xCD072523791DDC1B', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCD072523791DDC1B, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_MASH_MODE_COMPLETED

- **Hash:** `0x845CE958416DC473`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasMashModeCompleted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_MASH_MODE_COMPLETED

## Signature

```c
BOOL _UI_PROMPT_HAS_MASH_MODE_COMPLETED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasMashModeCompleted(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x845CE958416DC473, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasMashModeCompleted(prompt);

// by hash
const retval = Citizen.invokeNative('0x845CE958416DC473', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x845CE958416DC473, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_MASH_MODE_FAILED

- **Hash:** `0x25B18E530CF39D6F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasMashModeFailed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_MASH_MODE_FAILED

## Signature

```c
BOOL _UI_PROMPT_HAS_MASH_MODE_FAILED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasMashModeFailed(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x25B18E530CF39D6F, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasMashModeFailed(prompt);

// by hash
const retval = Citizen.invokeNative('0x25B18E530CF39D6F', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25B18E530CF39D6F, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_MASH_MODE_JUST_PRESSED

- **Hash:** `0xB0E8599243B3F568`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasMashModeJustPressed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_MASH_MODE_JUST_PRESSED

## Signature

```c
BOOL _UI_PROMPT_HAS_MASH_MODE_JUST_PRESSED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

returns true if the mash mode have just been pressed

## Usage

### Lua

```lua
local retval = UiPromptHasMashModeJustPressed(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB0E8599243B3F568, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasMashModeJustPressed(prompt);

// by hash
const retval = Citizen.invokeNative('0xB0E8599243B3F568', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB0E8599243B3F568, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::_UI_PROMPT_HAS_PRESSED_TIMED_MODE_COMPLETED

- **Hash:** `0x3CE854D250A88DAF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasPressedTimedModeCompleted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_PRESSED_TIMED_MODE_COMPLETED

## Signature

```c
BOOL _UI_PROMPT_HAS_PRESSED_TIMED_MODE_COMPLETED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasPressedTimedModeCompleted(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CE854D250A88DAF, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasPressedTimedModeCompleted(prompt);

// by hash
const retval = Citizen.invokeNative('0x3CE854D250A88DAF', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3CE854D250A88DAF, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_PRESSED_TIMED_MODE_FAILED

- **Hash:** `0x1A17B9ECFF617562`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasPressedTimedModeFailed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_PRESSED_TIMED_MODE_FAILED

## Signature

```c
BOOL _UI_PROMPT_HAS_PRESSED_TIMED_MODE_FAILED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptHasPressedTimedModeFailed(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1A17B9ECFF617562, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasPressedTimedModeFailed(prompt);

// by hash
const retval = Citizen.invokeNative('0x1A17B9ECFF617562', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1A17B9ECFF617562, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_HAS_STANDARD_MODE_COMPLETED

- **Hash:** `0xC92AC953F0A982AE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptHasStandardModeCompleted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_HAS_STANDARD_MODE_COMPLETED

## Signature

```c
BOOL _UI_PROMPT_HAS_STANDARD_MODE_COMPLETED(Prompt prompt, int p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

Params: p1 is 0

## Usage

### Lua

```lua
local retval = UiPromptHasStandardModeCompleted(prompt, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC92AC953F0A982AE, prompt, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptHasStandardModeCompleted(prompt, p1);

// by hash
const retval = Citizen.invokeNative('0xC92AC953F0A982AE', prompt, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC92AC953F0A982AE, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_ACTIVE

- **Hash:** `0x546E342E01DE71CF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_ACTIVE

## Signature

```c
BOOL _UI_PROMPT_IS_ACTIVE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsActive(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x546E342E01DE71CF, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsActive(prompt);

// by hash
const retval = Citizen.invokeNative('0x546E342E01DE71CF', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x546E342E01DE71CF, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::UI_PROMPT_IS_CONTROL_ACTION_ACTIVE

- **Hash:** `0x1BE19185B8AFE299`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsControlActionActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/UI_PROMPT_IS_CONTROL_ACTION_ACTIVE

## Signature

```c
BOOL UI_PROMPT_IS_CONTROL_ACTION_ACTIVE(Hash controlAction);
```

## Parameters

- `controlAction` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsControlActionActive(controlAction)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1BE19185B8AFE299, controlAction, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsControlActionActive(controlAction);

// by hash
const retval = Citizen.invokeNative('0x1BE19185B8AFE299', controlAction, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1BE19185B8AFE299, controlAction);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_ENABLED

- **Hash:** `0x0D00EDDFB58B7F28`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_ENABLED

## Signature

```c
BOOL _UI_PROMPT_IS_ENABLED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsEnabled(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D00EDDFB58B7F28, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsEnabled(prompt);

// by hash
const retval = Citizen.invokeNative('0x0D00EDDFB58B7F28', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0D00EDDFB58B7F28, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_HOLD_MODE_RUNNING

- **Hash:** `0xC7D70EAEF92EFF48`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsHoldModeRunning`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_HOLD_MODE_RUNNING

## Signature

```c
BOOL _UI_PROMPT_IS_HOLD_MODE_RUNNING(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsHoldModeRunning(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC7D70EAEF92EFF48, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsHoldModeRunning(prompt);

// by hash
const retval = Citizen.invokeNative('0xC7D70EAEF92EFF48', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC7D70EAEF92EFF48, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_JUST_PRESSED

- **Hash:** `0x2787CC611D3FACC5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsJustPressed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_JUST_PRESSED

## Signature

```c
BOOL _UI_PROMPT_IS_JUST_PRESSED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsJustPressed(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2787CC611D3FACC5, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsJustPressed(prompt);

// by hash
const retval = Citizen.invokeNative('0x2787CC611D3FACC5', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2787CC611D3FACC5, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_JUST_RELEASED

- **Hash:** `0x635CC82FA297A827`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsJustReleased`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_JUST_RELEASED

## Signature

```c
BOOL _UI_PROMPT_IS_JUST_RELEASED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsJustReleased(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x635CC82FA297A827, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsJustReleased(prompt);

// by hash
const retval = Citizen.invokeNative('0x635CC82FA297A827', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x635CC82FA297A827, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_PRESSED

- **Hash:** `0x21E60E230086697F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsPressed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_PRESSED

## Signature

```c
BOOL _UI_PROMPT_IS_PRESSED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsPressed(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x21E60E230086697F, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsPressed(prompt);

// by hash
const retval = Citizen.invokeNative('0x21E60E230086697F', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x21E60E230086697F, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_RELEASED

- **Hash:** `0xAFC887BA7A7756D6`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsReleased`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_RELEASED

## Signature

```c
BOOL _UI_PROMPT_IS_RELEASED(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsReleased(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAFC887BA7A7756D6, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsReleased(prompt);

// by hash
const retval = Citizen.invokeNative('0xAFC887BA7A7756D6', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAFC887BA7A7756D6, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_IS_VALID

- **Hash:** `0x347469FBDD1589A9`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptIsValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_IS_VALID

## Signature

```c
BOOL _UI_PROMPT_IS_VALID(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptIsValid(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x347469FBDD1589A9, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptIsValid(prompt);

// by hash
const retval = Citizen.invokeNative('0x347469FBDD1589A9', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x347469FBDD1589A9, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_REGISTER_BEGIN

- **Hash:** `0x04F97DE45A519419`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptRegisterBegin`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_REGISTER_BEGIN

## Signature

```c
Prompt _UI_PROMPT_REGISTER_BEGIN();
```

## Returns

`Prompt`

## Usage

### Lua

```lua
local retval = UiPromptRegisterBegin()

-- always available, by hash
local retval = Citizen.InvokeNative(0x04F97DE45A519419, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptRegisterBegin();

// by hash
const retval = Citizen.invokeNative('0x04F97DE45A519419', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x04F97DE45A519419);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_REGISTER_END

- **Hash:** `0xF7AA2696A22AD8B9`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptRegisterEnd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_REGISTER_END

## Signature

```c
void _UI_PROMPT_REGISTER_END(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptRegisterEnd(prompt)

-- always available, by hash
Citizen.InvokeNative(0xF7AA2696A22AD8B9, prompt)
```

### JavaScript

```js
UiPromptRegisterEnd(prompt);

// by hash
Citizen.invokeNative('0xF7AA2696A22AD8B9', prompt);
```

### C#

```csharp
Function.Call((Hash)0xF7AA2696A22AD8B9, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_REMOVE_GROUP

- **Hash:** `0x4E52C800A28F7BE8`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptRemoveGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_REMOVE_GROUP

## Signature

```c
void _UI_PROMPT_REMOVE_GROUP(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptRemoveGroup(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0x4E52C800A28F7BE8, prompt, p1)
```

### JavaScript

```js
UiPromptRemoveGroup(prompt, p1);

// by hash
Citizen.invokeNative('0x4E52C800A28F7BE8', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0x4E52C800A28F7BE8, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_RESTART_MODES

- **Hash:** `0xDC6C55DFA2C24EE5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptRestartModes`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_RESTART_MODES

## Signature

```c
void _UI_PROMPT_RESTART_MODES(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptRestartModes(prompt)

-- always available, by hash
Citizen.InvokeNative(0xDC6C55DFA2C24EE5, prompt)
```

### JavaScript

```js
UiPromptRestartModes(prompt);

// by hash
Citizen.invokeNative('0xDC6C55DFA2C24EE5', prompt);
```

### C#

```csharp
Function.Call((Hash)0xDC6C55DFA2C24EE5, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_ACTIVE_GROUP_THIS_FRAME

- **Hash:** `0xC65A45D4453C2627`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetActiveGroupThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_ACTIVE_GROUP_THIS_FRAME

## Signature

```c
Any _UI_PROMPT_SET_ACTIVE_GROUP_THIS_FRAME(Hash hash, const char* name, int tabAmount, int tabDefaultIndex, int p4, Prompt prompt);
```

## Parameters

- `hash` (`Hash`)
- `name` (`const char*`)
- `tabAmount` (`int`)
- `tabDefaultIndex` (`int`)
- `p4` (`int`)
- `prompt` (`Prompt`)

## Returns

`Any`

## Description

Note: you must use VAR_STRING for p1 if string is not part of text database
tabAmount: specifies number of tabs in prompt group
tabDefaultIndex: specifies starting index
p3 if is set > 3 you can no longer press Q to change tab if there are more than one tab set in tabAmount

## Usage

### Lua

```lua
local retval = UiPromptSetActiveGroupThisFrame(hash, name, tabAmount, tabDefaultIndex, p4, prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC65A45D4453C2627, hash, name, tabAmount, tabDefaultIndex, p4, prompt, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptSetActiveGroupThisFrame(hash, name, tabAmount, tabDefaultIndex, p4, prompt);

// by hash
const retval = Citizen.invokeNative('0xC65A45D4453C2627', hash, name, tabAmount, tabDefaultIndex, p4, prompt, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC65A45D4453C2627, hash, name, tabAmount, tabDefaultIndex, p4, prompt);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_ALLOWED_ACTION

- **Hash:** `0x565C1CE183CB0EAF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetAllowedAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_ALLOWED_ACTION

## Signature

```c
void _UI_PROMPT_SET_ALLOWED_ACTION(Prompt prompt, Hash action);
```

## Parameters

- `prompt` (`Prompt`)
- `action` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetAllowedAction(prompt, action)

-- always available, by hash
Citizen.InvokeNative(0x565C1CE183CB0EAF, prompt, action)
```

### JavaScript

```js
UiPromptSetAllowedAction(prompt, action);

// by hash
Citizen.invokeNative('0x565C1CE183CB0EAF', prompt, action);
```

### C#

```csharp
Function.Call((Hash)0x565C1CE183CB0EAF, prompt, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_AMBIENT_GROUP_THIS_FRAME

- **Hash:** `0x315C81D760609108`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetAmbientGroupThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_AMBIENT_GROUP_THIS_FRAME

## Signature

```c
Any _UI_PROMPT_SET_AMBIENT_GROUP_THIS_FRAME(Entity entity, float p1, int p2, int p3, Hash p4, const char* name, int p6);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`float`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`Hash`)
- `name` (`const char*`)
- `p6` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiPromptSetAmbientGroupThisFrame(entity, p1, p2, p3, p4, name, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x315C81D760609108, entity, p1, p2, p3, p4, name, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptSetAmbientGroupThisFrame(entity, p1, p2, p3, p4, name, p6);

// by hash
const retval = Citizen.invokeNative('0x315C81D760609108', entity, p1 + 0.0000001, p2, p3, p4, name, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x315C81D760609108, entity, p1, p2, p3, p4, name, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_ATTRIBUTE

- **Hash:** `0x560E76D5E2E1803F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetAttribute`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_ATTRIBUTE

## Signature

```c
void _UI_PROMPT_SET_ATTRIBUTE(Prompt prompt, int attribute, BOOL enabled);
```

## Parameters

- `prompt` (`Prompt`)
- `attribute` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

attribute: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eUIPromptAttribute

## Usage

### Lua

```lua
UiPromptSetAttribute(prompt, attribute, enabled)

-- always available, by hash
Citizen.InvokeNative(0x560E76D5E2E1803F, prompt, attribute, enabled)
```

### JavaScript

```js
UiPromptSetAttribute(prompt, attribute, enabled);

// by hash
Citizen.invokeNative('0x560E76D5E2E1803F', prompt, attribute, enabled);
```

### C#

```csharp
Function.Call((Hash)0x560E76D5E2E1803F, prompt, attribute, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUIPromptAttribute](https://natives.borderlinerp.com/enums/eUIPromptAttribute.md) — 45 values

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_BEAT_MODE

- **Hash:** `0xF957A1654C6322FE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetBeatMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_BEAT_MODE

## Signature

```c
void _UI_PROMPT_SET_BEAT_MODE(Prompt prompt, BOOL toggle);
```

## Parameters

- `prompt` (`Prompt`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetBeatMode(prompt, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF957A1654C6322FE, prompt, toggle)
```

### JavaScript

```js
UiPromptSetBeatMode(prompt, toggle);

// by hash
Citizen.invokeNative('0xF957A1654C6322FE', prompt, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF957A1654C6322FE, prompt, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_BEAT_MODE_GRAYED_OUT

- **Hash:** `0xB487A4936FBF40AC`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetBeatModeGrayedOut`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_BEAT_MODE_GRAYED_OUT

## Signature

```c
void _UI_PROMPT_SET_BEAT_MODE_GRAYED_OUT(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetBeatModeGrayedOut(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0xB487A4936FBF40AC, prompt, p1)
```

### JavaScript

```js
UiPromptSetBeatModeGrayedOut(prompt, p1);

// by hash
Citizen.invokeNative('0xB487A4936FBF40AC', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0xB487A4936FBF40AC, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_CONTROL_ACTION

- **Hash:** `0xB5352B7494A08258`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetControlAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_CONTROL_ACTION

## Signature

```c
Any _UI_PROMPT_SET_CONTROL_ACTION(Prompt prompt, Hash action);
```

## Parameters

- `prompt` (`Prompt`)
- `action` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiPromptSetControlAction(prompt, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB5352B7494A08258, prompt, action, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptSetControlAction(prompt, action);

// by hash
const retval = Citizen.invokeNative('0xB5352B7494A08258', prompt, action, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB5352B7494A08258, prompt, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_ENABLED

- **Hash:** `0x8A0FB4D03A630D21`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_ENABLED

## Signature

```c
void _UI_PROMPT_SET_ENABLED(Prompt prompt, BOOL toggle);
```

## Parameters

- `prompt` (`Prompt`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetEnabled(prompt, toggle)

-- always available, by hash
Citizen.InvokeNative(0x8A0FB4D03A630D21, prompt, toggle)
```

### JavaScript

```js
UiPromptSetEnabled(prompt, toggle);

// by hash
Citizen.invokeNative('0x8A0FB4D03A630D21', prompt, toggle);
```

### C#

```csharp
Function.Call((Hash)0x8A0FB4D03A630D21, prompt, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_GROUP

- **Hash:** `0x2F11D3A254169EA4`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_GROUP

## Signature

```c
void _UI_PROMPT_SET_GROUP(Prompt prompt, int groupId, int tabIndex);
```

## Parameters

- `prompt` (`Prompt`)
- `groupId` (`int`)
- `tabIndex` (`int`)

## Returns

`void`

## Description

tabIndex: specifies tab of prompt

## Usage

### Lua

```lua
UiPromptSetGroup(prompt, groupId, tabIndex)

-- always available, by hash
Citizen.InvokeNative(0x2F11D3A254169EA4, prompt, groupId, tabIndex)
```

### JavaScript

```js
UiPromptSetGroup(prompt, groupId, tabIndex);

// by hash
Citizen.invokeNative('0x2F11D3A254169EA4', prompt, groupId, tabIndex);
```

### C#

```csharp
Function.Call((Hash)0x2F11D3A254169EA4, prompt, groupId, tabIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_HOLD_AUTO_FILL_MODE

- **Hash:** `0x3CE932E737C145D6`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetHoldAutoFillMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_HOLD_AUTO_FILL_MODE

## Signature

```c
void _UI_PROMPT_SET_HOLD_AUTO_FILL_MODE(Prompt prompt, int autoFillTimeMs, int holdTimeMs);
```

## Parameters

- `prompt` (`Prompt`)
- `autoFillTimeMs` (`int`)
- `holdTimeMs` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetHoldAutoFillMode(prompt, autoFillTimeMs, holdTimeMs)

-- always available, by hash
Citizen.InvokeNative(0x3CE932E737C145D6, prompt, autoFillTimeMs, holdTimeMs)
```

### JavaScript

```js
UiPromptSetHoldAutoFillMode(prompt, autoFillTimeMs, holdTimeMs);

// by hash
Citizen.invokeNative('0x3CE932E737C145D6', prompt, autoFillTimeMs, holdTimeMs);
```

### C#

```csharp
Function.Call((Hash)0x3CE932E737C145D6, prompt, autoFillTimeMs, holdTimeMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_HOLD_AUTO_FILL_WITH_DECAY_MODE

- **Hash:** `0xA3F2149AA24F3D8E`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetHoldAutoFillWithDecayMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_HOLD_AUTO_FILL_WITH_DECAY_MODE

## Signature

```c
void _UI_PROMPT_SET_HOLD_AUTO_FILL_WITH_DECAY_MODE(Prompt prompt, int autoFillTimeMs, int holdTimeMs);
```

## Parameters

- `prompt` (`Prompt`)
- `autoFillTimeMs` (`int`)
- `holdTimeMs` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetHoldAutoFillWithDecayMode(prompt, autoFillTimeMs, holdTimeMs)

-- always available, by hash
Citizen.InvokeNative(0xA3F2149AA24F3D8E, prompt, autoFillTimeMs, holdTimeMs)
```

### JavaScript

```js
UiPromptSetHoldAutoFillWithDecayMode(prompt, autoFillTimeMs, holdTimeMs);

// by hash
Citizen.invokeNative('0xA3F2149AA24F3D8E', prompt, autoFillTimeMs, holdTimeMs);
```

### C#

```csharp
Function.Call((Hash)0xA3F2149AA24F3D8E, prompt, autoFillTimeMs, holdTimeMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_HOLD_INDEFINITELY_MODE

- **Hash:** `0xEA5CCF4EEB2F82D1`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetHoldIndefinitelyMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_HOLD_INDEFINITELY_MODE

## Signature

```c
void _UI_PROMPT_SET_HOLD_INDEFINITELY_MODE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetHoldIndefinitelyMode(prompt)

-- always available, by hash
Citizen.InvokeNative(0xEA5CCF4EEB2F82D1, prompt)
```

### JavaScript

```js
UiPromptSetHoldIndefinitelyMode(prompt);

// by hash
Citizen.invokeNative('0xEA5CCF4EEB2F82D1', prompt);
```

### C#

```csharp
Function.Call((Hash)0xEA5CCF4EEB2F82D1, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_HOLD_MODE

- **Hash:** `0x94073D5CA3F16B7B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetHoldMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_HOLD_MODE

## Signature

```c
void _UI_PROMPT_SET_HOLD_MODE(Prompt prompt, int holdTimeMs);
```

## Parameters

- `prompt` (`Prompt`)
- `holdTimeMs` (`int`)

## Returns

`void`

## Description

Params: p2 is 304000 in R* SP Script coachrobberies

## Usage

### Lua

```lua
UiPromptSetHoldMode(prompt, holdTimeMs)

-- always available, by hash
Citizen.InvokeNative(0x94073D5CA3F16B7B, prompt, holdTimeMs)
```

### JavaScript

```js
UiPromptSetHoldMode(prompt, holdTimeMs);

// by hash
Citizen.invokeNative('0x94073D5CA3F16B7B', prompt, holdTimeMs);
```

### C#

```csharp
Function.Call((Hash)0x94073D5CA3F16B7B, prompt, holdTimeMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MANUAL_RESOLVED

- **Hash:** `0xA520C7B05FA4EB2A`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetManualResolved`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MANUAL_RESOLVED

## Signature

```c
void _UI_PROMPT_SET_MANUAL_RESOLVED(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetManualResolved(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0xA520C7B05FA4EB2A, prompt, p1)
```

### JavaScript

```js
UiPromptSetManualResolved(prompt, p1);

// by hash
Citizen.invokeNative('0xA520C7B05FA4EB2A', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0xA520C7B05FA4EB2A, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_AUTO_FILL_MODE

- **Hash:** `0x6C39587D7CC66801`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashAutoFillMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_AUTO_FILL_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_AUTO_FILL_MODE(Prompt prompt, int autoFillTimeMs, int mashes);
```

## Parameters

- `prompt` (`Prompt`)
- `autoFillTimeMs` (`int`)
- `mashes` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashAutoFillMode(prompt, autoFillTimeMs, mashes)

-- always available, by hash
Citizen.InvokeNative(0x6C39587D7CC66801, prompt, autoFillTimeMs, mashes)
```

### JavaScript

```js
UiPromptSetMashAutoFillMode(prompt, autoFillTimeMs, mashes);

// by hash
Citizen.invokeNative('0x6C39587D7CC66801', prompt, autoFillTimeMs, mashes);
```

### C#

```csharp
Function.Call((Hash)0x6C39587D7CC66801, prompt, autoFillTimeMs, mashes);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_INDEFINITELY_MODE

- **Hash:** `0x7B66E89312727274`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashIndefinitelyMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_INDEFINITELY_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_INDEFINITELY_MODE(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashIndefinitelyMode(prompt)

-- always available, by hash
Citizen.InvokeNative(0x7B66E89312727274, prompt)
```

### JavaScript

```js
UiPromptSetMashIndefinitelyMode(prompt);

// by hash
Citizen.invokeNative('0x7B66E89312727274', prompt);
```

### C#

```csharp
Function.Call((Hash)0x7B66E89312727274, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_MANUAL_CAN_FAIL_MODE

- **Hash:** `0x179DCF71F705DA20`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashManualCanFailMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_MANUAL_CAN_FAIL_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_MANUAL_CAN_FAIL_MODE(Prompt prompt, float p1, float p2, float p3, Any p4);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashManualCanFailMode(prompt, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x179DCF71F705DA20, prompt, p1, p2, p3, p4)
```

### JavaScript

```js
UiPromptSetMashManualCanFailMode(prompt, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x179DCF71F705DA20', prompt, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x179DCF71F705DA20, prompt, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_MANUAL_MODE

- **Hash:** `0x32DF729D8BD3C1C6`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashManualMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_MANUAL_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_MANUAL_MODE(Prompt prompt, float p1, float p2, float p3, Any p4);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashManualMode(prompt, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x32DF729D8BD3C1C6, prompt, p1, p2, p3, p4)
```

### JavaScript

```js
UiPromptSetMashManualMode(prompt, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x32DF729D8BD3C1C6', prompt, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x32DF729D8BD3C1C6, prompt, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_MANUAL_MODE_DECAY_SPEED

- **Hash:** `0x7D393C247FB9B431`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashManualModeDecaySpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_MANUAL_MODE_DECAY_SPEED

## Signature

```c
void _UI_PROMPT_SET_MASH_MANUAL_MODE_DECAY_SPEED(Prompt prompt, float speed);
```

## Parameters

- `prompt` (`Prompt`)
- `speed` (`float`)

## Returns

`void`

## Description

standard (prompt not held) rate: 0.035f
fast (prompt held) rate: 0.015f
punitive (been hit) rate: 0.14f

## Usage

### Lua

```lua
UiPromptSetMashManualModeDecaySpeed(prompt, speed)

-- always available, by hash
Citizen.InvokeNative(0x7D393C247FB9B431, prompt, speed)
```

### JavaScript

```js
UiPromptSetMashManualModeDecaySpeed(prompt, speed);

// by hash
Citizen.invokeNative('0x7D393C247FB9B431', prompt, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7D393C247FB9B431, prompt, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_MANUAL_MODE_INCREASE_PER_PRESS

- **Hash:** `0xA0D1D79C6036A855`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashManualModeIncreasePerPress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_MANUAL_MODE_INCREASE_PER_PRESS

## Signature

```c
void _UI_PROMPT_SET_MASH_MANUAL_MODE_INCREASE_PER_PRESS(Prompt prompt, float rate);
```

## Parameters

- `prompt` (`Prompt`)
- `rate` (`float`)

## Returns

`void`

## Description

standard (prompt not held) rate: (1f / 128f)
fast (prompt held) rate: (1f / 64f)
punitive (been hit) rate: (1f / 128f)

## Usage

### Lua

```lua
UiPromptSetMashManualModeIncreasePerPress(prompt, rate)

-- always available, by hash
Citizen.InvokeNative(0xA0D1D79C6036A855, prompt, rate)
```

### JavaScript

```js
UiPromptSetMashManualModeIncreasePerPress(prompt, rate);

// by hash
Citizen.invokeNative('0xA0D1D79C6036A855', prompt, rate + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA0D1D79C6036A855, prompt, rate);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_MANUAL_MODE_PRESSED_GROWTH_SPEED

- **Hash:** `0x56DBB26F98582C29`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashManualModePressedGrowthSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_MANUAL_MODE_PRESSED_GROWTH_SPEED

## Signature

```c
void _UI_PROMPT_SET_MASH_MANUAL_MODE_PRESSED_GROWTH_SPEED(Prompt prompt, float speed);
```

## Parameters

- `prompt` (`Prompt`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashManualModePressedGrowthSpeed(prompt, speed)

-- always available, by hash
Citizen.InvokeNative(0x56DBB26F98582C29, prompt, speed)
```

### JavaScript

```js
UiPromptSetMashManualModePressedGrowthSpeed(prompt, speed);

// by hash
Citizen.invokeNative('0x56DBB26F98582C29', prompt, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x56DBB26F98582C29, prompt, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_MODE

- **Hash:** `0xDF6423BF071C7F71`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_MODE(Prompt prompt, int mashes);
```

## Parameters

- `prompt` (`Prompt`)
- `mashes` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashMode(prompt, mashes)

-- always available, by hash
Citizen.InvokeNative(0xDF6423BF071C7F71, prompt, mashes)
```

### JavaScript

```js
UiPromptSetMashMode(prompt, mashes);

// by hash
Citizen.invokeNative('0xDF6423BF071C7F71', prompt, mashes);
```

### C#

```csharp
Function.Call((Hash)0xDF6423BF071C7F71, prompt, mashes);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_MASH_WITH_RESISTANCE_CAN_FAIL_MODE

- **Hash:** `0xDC0CB602DEADBA53`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashWithResistanceCanFailMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_WITH_RESISTANCE_CAN_FAIL_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_WITH_RESISTANCE_CAN_FAIL_MODE(Prompt prompt, int mashes, float decreaseSpeed, float startProgress);
```

## Parameters

- `prompt` (`Prompt`)
- `mashes` (`int`)
- `decreaseSpeed` (`float`)
- `startProgress` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the mode for the given prompt to mash mode.
decreaseSpeed: 0.0f will result in the prompt not showing the mash progress at all. 0.01f - ?.0f. At speeds around 7.0f to 8.0f the prompt basically fails immediately if you don't start mashing right away.
startProgress: 0.0f - 1.0f is a percentage value, so 0.5f = 50% progress. Range: 0.0f - 1.0f

*Source: VORPCORE RDR3natives*

For startProgress, 0.0f - 1.0f is a percentage value, so 0.5f = 50% progress. Range: 0.0f - 1.0f
For decreaseSpeed, 0.0f will result in the prompt not showing the mash progress at all. 0.01f - ?.0f. At speeds around 7.0f to 8.0f the prompt basically fails immediately if you don't start mashing right away.

## Usage

### Lua

```lua
UiPromptSetMashWithResistanceCanFailMode(prompt, mashes, decreaseSpeed, startProgress)

-- always available, by hash
Citizen.InvokeNative(0xDC0CB602DEADBA53, prompt, mashes, decreaseSpeed, startProgress)
```

### JavaScript

```js
UiPromptSetMashWithResistanceCanFailMode(prompt, mashes, decreaseSpeed, startProgress);

// by hash
Citizen.invokeNative('0xDC0CB602DEADBA53', prompt, mashes, decreaseSpeed + 0.0000001, startProgress + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDC0CB602DEADBA53, prompt, mashes, decreaseSpeed, startProgress);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::_UI_PROMPT_SET_MASH_WITH_RESISTANCE_MODE

- **Hash:** `0xCD1BDFF15EFA79F5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetMashWithResistanceMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_MASH_WITH_RESISTANCE_MODE

## Signature

```c
void _UI_PROMPT_SET_MASH_WITH_RESISTANCE_MODE(Prompt prompt, int mashes, float p2, float p3);
```

## Parameters

- `prompt` (`Prompt`)
- `mashes` (`int`)
- `p2` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetMashWithResistanceMode(prompt, mashes, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCD1BDFF15EFA79F5, prompt, mashes, p2, p3)
```

### JavaScript

```js
UiPromptSetMashWithResistanceMode(prompt, mashes, p2, p3);

// by hash
Citizen.invokeNative('0xCD1BDFF15EFA79F5', prompt, mashes, p2 + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCD1BDFF15EFA79F5, prompt, mashes, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_ORDERING_AS_INPUT_TYPE

- **Hash:** `0x2F385ECC5200938D`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetOrderingAsInputType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_ORDERING_AS_INPUT_TYPE

## Signature

```c
void _UI_PROMPT_SET_ORDERING_AS_INPUT_TYPE(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetOrderingAsInputType(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0x2F385ECC5200938D, prompt, p1)
```

### JavaScript

```js
UiPromptSetOrderingAsInputType(prompt, p1);

// by hash
Citizen.invokeNative('0x2F385ECC5200938D', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0x2F385ECC5200938D, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_PRESSED_TIMED_MODE

- **Hash:** `0x1473D3AF51D54276`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetPressedTimedMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_PRESSED_TIMED_MODE

## Signature

```c
void _UI_PROMPT_SET_PRESSED_TIMED_MODE(Prompt prompt, int depletionTimeMs);
```

## Parameters

- `prompt` (`Prompt`)
- `depletionTimeMs` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetPressedTimedMode(prompt, depletionTimeMs)

-- always available, by hash
Citizen.InvokeNative(0x1473D3AF51D54276, prompt, depletionTimeMs)
```

### JavaScript

```js
UiPromptSetPressedTimedMode(prompt, depletionTimeMs);

// by hash
Citizen.invokeNative('0x1473D3AF51D54276', prompt, depletionTimeMs);
```

### C#

```csharp
Function.Call((Hash)0x1473D3AF51D54276, prompt, depletionTimeMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_PRIORITY

- **Hash:** `0xCA24F528D0D16289`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetPriority`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_PRIORITY

## Signature

```c
void _UI_PROMPT_SET_PRIORITY(Prompt prompt, int priority);
```

## Parameters

- `prompt` (`Prompt`)
- `priority` (`int`)

## Returns

`void`

## Description

priority: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptPriority

## Usage

### Lua

```lua
UiPromptSetPriority(prompt, priority)

-- always available, by hash
Citizen.InvokeNative(0xCA24F528D0D16289, prompt, priority)
```

### JavaScript

```js
UiPromptSetPriority(prompt, priority);

// by hash
Citizen.invokeNative('0xCA24F528D0D16289', prompt, priority);
```

### C#

```csharp
Function.Call((Hash)0xCA24F528D0D16289, prompt, priority);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePromptPriority](https://natives.borderlinerp.com/enums/ePromptPriority.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_PROMPT_PRIORITY_PREFERENCE

- **Hash:** `0x530A428705BE5DEF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetPromptPriorityPreference`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_PROMPT_PRIORITY_PREFERENCE

## Signature

```c
void _UI_PROMPT_SET_PROMPT_PRIORITY_PREFERENCE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetPromptPriorityPreference(ped)

-- always available, by hash
Citizen.InvokeNative(0x530A428705BE5DEF, ped)
```

### JavaScript

```js
UiPromptSetPromptPriorityPreference(ped);

// by hash
Citizen.invokeNative('0x530A428705BE5DEF', ped);
```

### C#

```csharp
Function.Call((Hash)0x530A428705BE5DEF, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_REGISTER_HORIZONTAL_ORIENTATION

- **Hash:** `0xD9459157EB22C895`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetRegisterHorizontalOrientation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_REGISTER_HORIZONTAL_ORIENTATION

## Signature

```c
int _UI_PROMPT_SET_REGISTER_HORIZONTAL_ORIENTATION();
```

## Returns

`int`

## Description

This returns an id that can be used with 0x6095358C4142932A.

## Usage

### Lua

```lua
local retval = UiPromptSetRegisterHorizontalOrientation()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9459157EB22C895, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptSetRegisterHorizontalOrientation();

// by hash
const retval = Citizen.invokeNative('0xD9459157EB22C895', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD9459157EB22C895);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_ROTATE_MODE

- **Hash:** `0x7ABE7095FB3D2581`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetRotateMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_ROTATE_MODE

## Signature

```c
void _UI_PROMPT_SET_ROTATE_MODE(Prompt prompt, float p1, BOOL counterclockwise);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`float`)
- `counterclockwise` (`BOOL`)

## Returns

`void`

## Description

Used for controllers

## Usage

### Lua

```lua
UiPromptSetRotateMode(prompt, p1, counterclockwise)

-- always available, by hash
Citizen.InvokeNative(0x7ABE7095FB3D2581, prompt, p1, counterclockwise)
```

### JavaScript

```js
UiPromptSetRotateMode(prompt, p1, counterclockwise);

// by hash
Citizen.invokeNative('0x7ABE7095FB3D2581', prompt, p1 + 0.0000001, counterclockwise);
```

### C#

```csharp
Function.Call((Hash)0x7ABE7095FB3D2581, prompt, p1, counterclockwise);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_SPINNER_POSITION

- **Hash:** `0x832CB510DE546282`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetSpinnerPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_SPINNER_POSITION

## Signature

```c
void _UI_PROMPT_SET_SPINNER_POSITION(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetSpinnerPosition(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0x832CB510DE546282, prompt, p1)
```

### JavaScript

```js
UiPromptSetSpinnerPosition(prompt, p1);

// by hash
Citizen.invokeNative('0x832CB510DE546282', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0x832CB510DE546282, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_SPINNER_SPEED

- **Hash:** `0xAC6586A7FDCD4B68`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetSpinnerSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_SPINNER_SPEED

## Signature

```c
void _UI_PROMPT_SET_SPINNER_SPEED(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetSpinnerSpeed(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0xAC6586A7FDCD4B68, prompt, p1)
```

### JavaScript

```js
UiPromptSetSpinnerSpeed(prompt, p1);

// by hash
Citizen.invokeNative('0xAC6586A7FDCD4B68', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0xAC6586A7FDCD4B68, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_STANDARD_MODE

- **Hash:** `0xCC6656799977741B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetStandardMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_STANDARD_MODE

## Signature

```c
void _UI_PROMPT_SET_STANDARD_MODE(Prompt prompt, BOOL releaseMode);
```

## Parameters

- `prompt` (`Prompt`)
- `releaseMode` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetStandardMode(prompt, releaseMode)

-- always available, by hash
Citizen.InvokeNative(0xCC6656799977741B, prompt, releaseMode)
```

### JavaScript

```js
UiPromptSetStandardMode(prompt, releaseMode);

// by hash
Citizen.invokeNative('0xCC6656799977741B', prompt, releaseMode);
```

### C#

```csharp
Function.Call((Hash)0xCC6656799977741B, prompt, releaseMode);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_STANDARDIZED_HOLD_MODE

- **Hash:** `0x74C7D7B72ED0D3CF`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetStandardizedHoldMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_STANDARDIZED_HOLD_MODE

## Signature

```c
void _UI_PROMPT_SET_STANDARDIZED_HOLD_MODE(Prompt prompt, Hash holdType);
```

## Parameters

- `prompt` (`Prompt`)
- `holdType` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

holdType: SHORT_TIMED_EVENT_MP, SHORT_TIMED_EVENT, MEDIUM_TIMED_EVENT, LONG_TIMED_EVENT, RUSTLING_CALM_TIMING, PLAYER_FOCUS_TIMING, PLAYER_REACTION_TIMING

*Source: VORPCORE RDR3natives*

HoldType Hashes: SHORT_TIMED_EVENT_MP, SHORT_TIMED_EVENT, MEDIUM_TIMED_EVENT, LONG_TIMED_EVENT, RUSTLING_CALM_TIMING, PLAYER_FOCUS_TIMING, PLAYER_REACTION_TIMING

## Usage

### Lua

```lua
UiPromptSetStandardizedHoldMode(prompt, holdType)

-- always available, by hash
Citizen.InvokeNative(0x74C7D7B72ED0D3CF, prompt, holdType)
```

### JavaScript

```js
UiPromptSetStandardizedHoldMode(prompt, holdType);

// by hash
Citizen.invokeNative('0x74C7D7B72ED0D3CF', prompt, holdType);
```

### C#

```csharp
Function.Call((Hash)0x74C7D7B72ED0D3CF, prompt, holdType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# HUD::_UI_PROMPT_SET_TAG

- **Hash:** `0xDEC85C174751292B`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TAG

## Signature

```c
void _UI_PROMPT_SET_TAG(Prompt prompt, Any p1);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetTag(prompt, p1)

-- always available, by hash
Citizen.InvokeNative(0xDEC85C174751292B, prompt, p1)
```

### JavaScript

```js
UiPromptSetTag(prompt, p1);

// by hash
Citizen.invokeNative('0xDEC85C174751292B', prompt, p1);
```

### C#

```csharp
Function.Call((Hash)0xDEC85C174751292B, prompt, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_TARGET_MODE

- **Hash:** `0x5F6503D9CD2754EB`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetTargetMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TARGET_MODE

## Signature

```c
void _UI_PROMPT_SET_TARGET_MODE(Prompt prompt, float p1, float p2, Any p3);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetTargetMode(prompt, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x5F6503D9CD2754EB, prompt, p1, p2, p3)
```

### JavaScript

```js
UiPromptSetTargetMode(prompt, p1, p2, p3);

// by hash
Citizen.invokeNative('0x5F6503D9CD2754EB', prompt, p1 + 0.0000001, p2 + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x5F6503D9CD2754EB, prompt, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_TARGET_MODE_PROGRESS

- **Hash:** `0x00123054BEC8A30F`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetTargetModeProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TARGET_MODE_PROGRESS

## Signature

```c
void _UI_PROMPT_SET_TARGET_MODE_PROGRESS(Prompt prompt, float progress);
```

## Parameters

- `prompt` (`Prompt`)
- `progress` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetTargetModeProgress(prompt, progress)

-- always available, by hash
Citizen.InvokeNative(0x00123054BEC8A30F, prompt, progress)
```

### JavaScript

```js
UiPromptSetTargetModeProgress(prompt, progress);

// by hash
Citizen.invokeNative('0x00123054BEC8A30F', prompt, progress + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x00123054BEC8A30F, prompt, progress);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_TARGET_MODE_TARGET

- **Hash:** `0x5E019C45DD3B6A14`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetTargetModeTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TARGET_MODE_TARGET

## Signature

```c
void _UI_PROMPT_SET_TARGET_MODE_TARGET(Prompt prompt, float p1, float p2);
```

## Parameters

- `prompt` (`Prompt`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetTargetModeTarget(prompt, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x5E019C45DD3B6A14, prompt, p1, p2)
```

### JavaScript

```js
UiPromptSetTargetModeTarget(prompt, p1, p2);

// by hash
Citizen.invokeNative('0x5E019C45DD3B6A14', prompt, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5E019C45DD3B6A14, prompt, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_TEXT

- **Hash:** `0x5DD02A8318420DD7`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TEXT

## Signature

```c
void _UI_PROMPT_SET_TEXT(Prompt prompt, const char* text);
```

## Parameters

- `prompt` (`Prompt`)
- `text` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetText(prompt, text)

-- always available, by hash
Citizen.InvokeNative(0x5DD02A8318420DD7, prompt, text)
```

### JavaScript

```js
UiPromptSetText(prompt, text);

// by hash
Citizen.invokeNative('0x5DD02A8318420DD7', prompt, text);
```

### C#

```csharp
Function.Call((Hash)0x5DD02A8318420DD7, prompt, text);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_TRANSPORT_MODE

- **Hash:** `0x876E4A35C73A6655`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetTransportMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TRANSPORT_MODE

## Signature

```c
void _UI_PROMPT_SET_TRANSPORT_MODE(Prompt prompt, int mode);
```

## Parameters

- `prompt` (`Prompt`)
- `mode` (`int`)

## Returns

`void`

## Description

TM_ANY = 0,
TM_ON_FOOT,
TM_IN_VEHICLE

## Usage

### Lua

```lua
UiPromptSetTransportMode(prompt, mode)

-- always available, by hash
Citizen.InvokeNative(0x876E4A35C73A6655, prompt, mode)
```

### JavaScript

```js
UiPromptSetTransportMode(prompt, mode);

// by hash
Citizen.invokeNative('0x876E4A35C73A6655', prompt, mode);
```

### C#

```csharp
Function.Call((Hash)0x876E4A35C73A6655, prompt, mode);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_TYPE

- **Hash:** `0xF4A5C4509BF923B1`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TYPE

## Signature

```c
void _UI_PROMPT_SET_TYPE(Prompt prompt, int type);
```

## Parameters

- `prompt` (`Prompt`)
- `type` (`int`)

## Returns

`void`

## Description

Params: type = mostly 0, 6 (net_mission_intro_story_gvo), 7 (fm_mission_controller), 14 (net_ugc_end_flow_transition_online), 15 (net_main_[tlg_]offline)

## Usage

### Lua

```lua
UiPromptSetType(prompt, type)

-- always available, by hash
Citizen.InvokeNative(0xF4A5C4509BF923B1, prompt, type)
```

### JavaScript

```js
UiPromptSetType(prompt, type);

// by hash
Citizen.invokeNative('0xF4A5C4509BF923B1', prompt, type);
```

### C#

```csharp
Function.Call((Hash)0xF4A5C4509BF923B1, prompt, type);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_URGENT_PULSING_ENABLED

- **Hash:** `0xC5F428EE08FA7F2C`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetUrgentPulsingEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_URGENT_PULSING_ENABLED

## Signature

```c
void _UI_PROMPT_SET_URGENT_PULSING_ENABLED(Prompt prompt, BOOL toggle);
```

## Parameters

- `prompt` (`Prompt`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetUrgentPulsingEnabled(prompt, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC5F428EE08FA7F2C, prompt, toggle)
```

### JavaScript

```js
UiPromptSetUrgentPulsingEnabled(prompt, toggle);

// by hash
Citizen.invokeNative('0xC5F428EE08FA7F2C', prompt, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC5F428EE08FA7F2C, prompt, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_SET_VISIBLE

- **Hash:** `0x71215ACCFDE075EE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetVisible`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_VISIBLE

## Signature

```c
void _UI_PROMPT_SET_VISIBLE(Prompt prompt, BOOL toggle);
```

## Parameters

- `prompt` (`Prompt`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UiPromptSetVisible(prompt, toggle)

-- always available, by hash
Citizen.InvokeNative(0x71215ACCFDE075EE, prompt, toggle)
```

### JavaScript

```js
UiPromptSetVisible(prompt, toggle);

// by hash
Citizen.invokeNative('0x71215ACCFDE075EE', prompt, toggle);
```

### C#

```csharp
Function.Call((Hash)0x71215ACCFDE075EE, prompt, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::_UI_PROMPT_WAS_BEAT_MODE_PRESSED_IN_TIME_WINDOW

- **Hash:** `0x1FE4788AB1430C55`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptWasBeatModePressedInTimeWindow`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_WAS_BEAT_MODE_PRESSED_IN_TIME_WINDOW

## Signature

```c
BOOL _UI_PROMPT_WAS_BEAT_MODE_PRESSED_IN_TIME_WINDOW(Prompt prompt);
```

## Parameters

- `prompt` (`Prompt`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiPromptWasBeatModePressedInTimeWindow(prompt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1FE4788AB1430C55, prompt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiPromptWasBeatModePressedInTimeWindow(prompt);

// by hash
const retval = Citizen.invokeNative('0x1FE4788AB1430C55', prompt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1FE4788AB1430C55, prompt);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# HUD::UI_REQUEST_SCENE

- **Hash:** `0xB6857100F8FD433C`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiRequestScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/UI_REQUEST_SCENE

## Signature

```c
Any UI_REQUEST_SCENE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiRequestScene(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6857100F8FD433C, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiRequestScene(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB6857100F8FD433C', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB6857100F8FD433C, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# IK::_IK_SET_FOCUS_ENTITY_FOR_PED

- **Hash:** `0x873C792E07A32C8B`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `IkSetFocusEntityForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_IK_SET_FOCUS_ENTITY_FOR_PED

## Signature

```c
void _IK_SET_FOCUS_ENTITY_FOR_PED(Ped ped, Entity targetEntity);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)

## Returns

`void`

## Description

Sets or clears the ped's current IK focus/target entity reference.

Notes:
- Pass 0 as targetEntity to clear/reset the current IK focus entity.
- Commonly used alongside look-at / anim-scene transitions / TASK_CLEAR_LOOK_AT.
- Scripts often set this to the player ped when the actor should focus the player, and reset it back to 0 when leaving that state.

## Usage

### Lua

```lua
IkSetFocusEntityForPed(ped, targetEntity)

-- always available, by hash
Citizen.InvokeNative(0x873C792E07A32C8B, ped, targetEntity)
```

### JavaScript

```js
IkSetFocusEntityForPed(ped, targetEntity);

// by hash
Citizen.invokeNative('0x873C792E07A32C8B', ped, targetEntity);
```

### C#

```csharp
Function.Call((Hash)0x873C792E07A32C8B, ped, targetEntity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# IK::_INVERSE_KINEMATICS_IS_ACTIVE

- **Hash:** `0x6098139150DCC745`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsIsActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_IS_ACTIVE

## Signature

```c
BOOL _INVERSE_KINEMATICS_IS_ACTIVE(Ped ped, int ikIndex);
```

## Parameters

- `ped` (`Ped`)
- `ikIndex` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether a specific IK index is currently active on the ped.

Notes:
- ikIndex is the IK index to query.
- Example research usage: index 6 is used for head/look-at IK and returns true while that IK is active.

*Source: VORPCORE RDR3natives*

Get the ped ik activity state.

## Usage

### Lua

```lua
local retval = InverseKinematicsIsActive(ped, ikIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6098139150DCC745, ped, ikIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InverseKinematicsIsActive(ped, ikIndex);

// by hash
const retval = Citizen.invokeNative('0x6098139150DCC745', ped, ikIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6098139150DCC745, ped, ikIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# IK::_INVERSE_KINEMATICS_POINT_AT

- **Hash:** `0x0B9F7A01EC50448D`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsPointAt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_POINT_AT

## Signature

```c
void _INVERSE_KINEMATICS_POINT_AT(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Makes the ped point at a target with an arm. Must be called every frame while the point-at behavior should remain active.

args:
struct PointAtParams
{
	alignas(8) BOOL   isRightHand;
	alignas(8) float  offsetX;
	alignas(8) float  offsetY;
	alignas(8) float  offsetZ;
	alignas(8) Entity entity;
	alignas(8) int    boneIndex;
	alignas(8) int    flags;     // (1 << 22) attaches the point-at to the target
	alignas(8) int    p6;        // observed 1..5
	alignas(8) int    p7;        // observed 1..2
};

*Source: VORPCORE RDR3natives*

Make the ped point at with arms, must be called every frame.

## Usage

### Lua

```lua
local args = InverseKinematicsPointAt(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x0B9F7A01EC50448D, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = InverseKinematicsPointAt(ped, args);

// by hash
const args = Citizen.invokeNative('0x0B9F7A01EC50448D', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x0B9F7A01EC50448D, ped, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct parameters {
  bool isRightHand;
  Vector3 offset;
  Entity entity;
  int boneIndex;
  int flags; // (1 << 22) makes attach to point at
  int unk1; // 1-5
  int unk2; // 1-2
}
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# IK::_INVERSE_KINEMATICS_REQUEST_LOOK_AT

- **Hash:** `0x66F9EB44342BB4C5`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsRequestLookAt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_REQUEST_LOOK_AT

## Signature

```c
void _INVERSE_KINEMATICS_REQUEST_LOOK_AT(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Description

Requests a look-at IK action for the ped using a script arg struct.

args:
struct IkRequestLookAtArgs
{
	alignas(8) float  x;
	alignas(8) float  y;
	alignas(8) float  z;
	alignas(8) Entity targetEntity;
	alignas(8) int    targetBone;    // often 21030 (head) or -1
	alignas(8) int    flags;         // bitfield
	alignas(8) int    p6;
	alignas(8) int    durationMs;    // often 500
	alignas(8) int    p8;
	alignas(8) int    p9;
	alignas(8) int    p10;
	alignas(8) int    p11;
	alignas(8) int    p12;
	alignas(8) int    p13;
	alignas(8) int    p14;
	alignas(8) int    p15;
	alignas(8) int    p16;
	alignas(8) int    p17;
	alignas(8) int    p18;
	alignas(8) int    p19;
	alignas(8) int    p20;
	alignas(8) int    p21;
	alignas(8) int    p22;
};

static_assert(sizeof(IkRequestLookAtArgs) == 0xB8, "incorrect IkRequestLookAtArgs size");

Notes:
- Scripts use this both for entity look-at and world-position/offset look-at.
- Common observed fields: targetEntity, targetBone, durationMs, plus mode/priority-like fields p8 and p17..p22.
- If ped == 0 while a task sequence is active, the native queues an internal look-at IK task into the current sequence instead of applying immediately.
- Pairs naturally with _INVERSE_KINEMATICS_IS_ACTIVE / _INVERSE_KINEMATICS_SET_DISABLED_FOR_PED.

## Usage

### Lua

```lua
local args = InverseKinematicsRequestLookAt(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x66F9EB44342BB4C5, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = InverseKinematicsRequestLookAt(ped, args);

// by hash
const args = Citizen.invokeNative('0x66F9EB44342BB4C5', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x66F9EB44342BB4C5, ped, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# IK::_INVERSE_KINEMATICS_SET_DISABLED_FOR_PED

- **Hash:** `0x0EABF182FBB63D72`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsSetDisabledForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_SET_DISABLED_FOR_PED

## Signature

```c
BOOL _INVERSE_KINEMATICS_SET_DISABLED_FOR_PED(Ped ped, int ikIndex, BOOL disabled);
```

## Parameters

- `ped` (`Ped`)
- `ikIndex` (`int`)
- `disabled` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables/disables a specific IK index on the ped.

Notes:
- ikIndex is not a raw bit index; it maps to one or more internal IK flags.
- Observed script usage commonly passes ikIndex = 1 during wardrobe/shop-style interactions.
- Valid observed ikIndex range from code: 0..8.
- Pairs naturally with _INVERSE_KINEMATICS_IS_ACTIVE.

*Source: VORPCORE RDR3natives*

Seems to disable IK on ped

## Usage

### Lua

```lua
local retval = InverseKinematicsSetDisabledForPed(ped, ikIndex, disabled)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EABF182FBB63D72, ped, ikIndex, disabled, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InverseKinematicsSetDisabledForPed(ped, ikIndex, disabled);

// by hash
const retval = Citizen.invokeNative('0x0EABF182FBB63D72', ped, ikIndex, disabled, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EABF182FBB63D72, ped, ikIndex, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INTERACTION::_POINTER_IS_BEING_MOVED

- **Hash:** `0x2B8B605F2A9E64BF`
- **Namespace:** INTERACTION
- **Runtime name (Lua/JS):** `PointerIsBeingMoved`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/INTERACTION/_POINTER_IS_BEING_MOVED

## Signature

```c
BOOL _POINTER_IS_BEING_MOVED();
```

## Returns

`BOOL`

## Description

Returns true if player is moving mouse while cursor is active
_PI* - _PO*

## Usage

### Lua

```lua
local retval = PointerIsBeingMoved()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B8B605F2A9E64BF, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PointerIsBeingMoved();

// by hash
const retval = Citizen.invokeNative('0x2B8B605F2A9E64BF', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2B8B605F2A9E64BF);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERACTION::_POINTER_IS_LEFT_BUTTON_HELD

- **Hash:** `0x61CAE9D1FD055E44`
- **Namespace:** INTERACTION
- **Runtime name (Lua/JS):** `PointerIsLeftButtonHeld`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERACTION/_POINTER_IS_LEFT_BUTTON_HELD

## Signature

```c
BOOL _POINTER_IS_LEFT_BUTTON_HELD();
```

## Returns

`BOOL`

## Description

Returns true if player is holding LMB while cursor is active
_PI* - _PO*

## Usage

### Lua

```lua
local retval = PointerIsLeftButtonHeld()

-- always available, by hash
local retval = Citizen.InvokeNative(0x61CAE9D1FD055E44, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PointerIsLeftButtonHeld();

// by hash
const retval = Citizen.invokeNative('0x61CAE9D1FD055E44', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x61CAE9D1FD055E44);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERACTION::_POINTER_IS_LEFT_BUTTON_JUST_RELEASED

- **Hash:** `0xF7F51A57349739F2`
- **Namespace:** INTERACTION
- **Runtime name (Lua/JS):** `PointerIsLeftButtonJustReleased`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERACTION/_POINTER_IS_LEFT_BUTTON_JUST_RELEASED

## Signature

```c
BOOL _POINTER_IS_LEFT_BUTTON_JUST_RELEASED();
```

## Returns

`BOOL`

## Description

Returns true if player releases LMB if cursor is active
_PI* - _PO*

## Usage

### Lua

```lua
local retval = PointerIsLeftButtonJustReleased()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF7F51A57349739F2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PointerIsLeftButtonJustReleased();

// by hash
const retval = Citizen.invokeNative('0xF7F51A57349739F2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF7F51A57349739F2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERACTION::_SET_ALLOW_FIRST_PERSON_MOUSE_CAMERA_MOVEMENT

- **Hash:** `0x0546B117BB17548B`
- **Namespace:** INTERACTION
- **Runtime name (Lua/JS):** `SetAllowFirstPersonMouseCameraMovement`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/INTERACTION/_SET_ALLOW_FIRST_PERSON_MOUSE_CAMERA_MOVEMENT

## Signature

```c
void _SET_ALLOW_FIRST_PERSON_MOUSE_CAMERA_MOVEMENT();
```

## Returns

`void`

## Description

Allows camera to be moved if middle mouse button is held while in first person
Must be called every frame
_SET*

## Usage

### Lua

```lua
SetAllowFirstPersonMouseCameraMovement()

-- always available, by hash
Citizen.InvokeNative(0x0546B117BB17548B)
```

### JavaScript

```js
SetAllowFirstPersonMouseCameraMovement();

// by hash
Citizen.invokeNative('0x0546B117BB17548B');
```

### C#

```csharp
Function.Call((Hash)0x0546B117BB17548B);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERACTION::SET_MOUSE_CURSOR_STYLE

- **Hash:** `0x7F5858AAB5A58CCE`
- **Namespace:** INTERACTION
- **Runtime name (Lua/JS):** `SetMouseCursorStyle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERACTION/SET_MOUSE_CURSOR_STYLE

## Signature

```c
void SET_MOUSE_CURSOR_STYLE(int spriteId);
```

## Parameters

- `spriteId` (`int`)

## Returns

`void`

## Description

Changes the mouse cursor's sprite.

spriteId's: https://github.com/femga/rdr3_discoveries/tree/master/graphics/HUD/cursor_sprites#readme

Old name: _SET_MOUSE_CURSOR_SPRITE

## Usage

### Lua

```lua
SetMouseCursorStyle(spriteId)

-- always available, by hash
Citizen.InvokeNative(0x7F5858AAB5A58CCE, spriteId)
```

### JavaScript

```js
SetMouseCursorStyle(spriteId);

// by hash
Citizen.invokeNative('0x7F5858AAB5A58CCE', spriteId);
```

### C#

```csharp
Function.Call((Hash)0x7F5858AAB5A58CCE, spriteId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERACTION::SET_MOUSE_CURSOR_THIS_FRAME

- **Hash:** `0xF12E4CCAF249DC10`
- **Namespace:** INTERACTION
- **Runtime name (Lua/JS):** `SetMouseCursorThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERACTION/SET_MOUSE_CURSOR_THIS_FRAME

## Signature

```c
void SET_MOUSE_CURSOR_THIS_FRAME();
```

## Returns

`void`

## Description

Shows the cursor on screen for one frame.

Old name: _SET_MOUSE_CURSOR_ACTIVE_THIS_FRAME

## Usage

### Lua

```lua
SetMouseCursorThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xF12E4CCAF249DC10)
```

### JavaScript

```js
SetMouseCursorThisFrame();

// by hash
Citizen.invokeNative('0xF12E4CCAF249DC10');
```

### C#

```csharp
Function.Call((Hash)0xF12E4CCAF249DC10);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::_0x2533F2AB0EB9C6F9

- **Hash:** `0x2533F2AB0EB9C6F9`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `N_0x2533f2ab0eb9c6f9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/0x2533F2AB0EB9C6F9

## Signature

```c
void _0x2533F2AB0EB9C6F9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2533f2ab0eb9c6f9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x2533F2AB0EB9C6F9, p0, p1)
```

### JavaScript

```js
N_0x2533f2ab0eb9c6f9(p0, p1);

// by hash
Citizen.invokeNative('0x2533F2AB0EB9C6F9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x2533F2AB0EB9C6F9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2533f2ab0eb9c6f9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::_0xFE2B3D5500B1B2E4

- **Hash:** `0xFE2B3D5500B1B2E4`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `N_0xfe2b3d5500b1b2e4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/0xFE2B3D5500B1B2E4

## Signature

```c
void _0xFE2B3D5500B1B2E4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfe2b3d5500b1b2e4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFE2B3D5500B1B2E4, p0, p1)
```

### JavaScript

```js
N_0xfe2b3d5500b1b2e4(p0, p1);

// by hash
Citizen.invokeNative('0xFE2B3D5500B1B2E4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFE2B3D5500B1B2E4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfe2b3d5500b1b2e4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::ACTIVATE_INTERIOR_ENTITY_SET

- **Hash:** `0x174D0AAB11CED739`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `ActivateInteriorEntitySet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/ACTIVATE_INTERIOR_ENTITY_SET

## Signature

```c
void ACTIVATE_INTERIOR_ENTITY_SET(Interior interior, const char* entitySetName, int p2);
```

## Parameters

- `interior` (`Interior`)
- `entitySetName` (`const char*`)
- `p2` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/interiors/interior_sets

## Usage

### Lua

```lua
ActivateInteriorEntitySet(interior, entitySetName, p2)

-- always available, by hash
Citizen.InvokeNative(0x174D0AAB11CED739, interior, entitySetName, p2)
```

### JavaScript

```js
ActivateInteriorEntitySet(interior, entitySetName, p2);

// by hash
Citizen.invokeNative('0x174D0AAB11CED739', interior, entitySetName, p2);
```

### C#

```csharp
Function.Call((Hash)0x174D0AAB11CED739, interior, entitySetName, p2);
```

## See also

- [INTERIOR::DEACTIVATE_INTERIOR_ENTITY_SET](https://natives.borderlinerp.com/natives/INTERIOR/DEACTIVATE_INTERIOR_ENTITY_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::CLEAR_ROOM_FOR_ENTITY

- **Hash:** `0xA1762D5BBFCA13A8`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `ClearRoomForEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/CLEAR_ROOM_FOR_ENTITY

## Signature

```c
void CLEAR_ROOM_FOR_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
ClearRoomForEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0xA1762D5BBFCA13A8, entity)
```

### JavaScript

```js
ClearRoomForEntity(entity);

// by hash
Citizen.invokeNative('0xA1762D5BBFCA13A8', entity);
```

### C#

```csharp
Function.Call((Hash)0xA1762D5BBFCA13A8, entity);
```

## See also

- [INTERIOR::FORCE_ROOM_FOR_ENTITY](https://natives.borderlinerp.com/natives/INTERIOR/FORCE_ROOM_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::CLEAR_ROOM_FOR_GAME_VIEWPORT

- **Hash:** `0x951A049765E0D450`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `ClearRoomForGameViewport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/CLEAR_ROOM_FOR_GAME_VIEWPORT

## Signature

```c
void CLEAR_ROOM_FOR_GAME_VIEWPORT();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearRoomForGameViewport()

-- always available, by hash
Citizen.InvokeNative(0x951A049765E0D450)
```

### JavaScript

```js
ClearRoomForGameViewport();

// by hash
Citizen.invokeNative('0x951A049765E0D450');
```

### C#

```csharp
Function.Call((Hash)0x951A049765E0D450);
```

## See also

- [INTERIOR::FORCE_ROOM_FOR_GAME_VIEWPORT](https://natives.borderlinerp.com/natives/INTERIOR/FORCE_ROOM_FOR_GAME_VIEWPORT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::DEACTIVATE_INTERIOR_ENTITY_SET

- **Hash:** `0x33B81A2C07A51FFF`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `DeactivateInteriorEntitySet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/DEACTIVATE_INTERIOR_ENTITY_SET

## Signature

```c
void DEACTIVATE_INTERIOR_ENTITY_SET(Interior interior, const char* entitySetName, BOOL p2);
```

## Parameters

- `interior` (`Interior`)
- `entitySetName` (`const char*`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DeactivateInteriorEntitySet(interior, entitySetName, p2)

-- always available, by hash
Citizen.InvokeNative(0x33B81A2C07A51FFF, interior, entitySetName, p2)
```

### JavaScript

```js
DeactivateInteriorEntitySet(interior, entitySetName, p2);

// by hash
Citizen.invokeNative('0x33B81A2C07A51FFF', interior, entitySetName, p2);
```

### C#

```csharp
Function.Call((Hash)0x33B81A2C07A51FFF, interior, entitySetName, p2);
```

## See also

- [INTERIOR::ACTIVATE_INTERIOR_ENTITY_SET](https://natives.borderlinerp.com/natives/INTERIOR/ACTIVATE_INTERIOR_ENTITY_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::DISABLE_INTERIOR

- **Hash:** `0x3C2B92A1A07D4FCE`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `DisableInterior`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/DISABLE_INTERIOR

## Signature

```c
void DISABLE_INTERIOR(Interior interior, BOOL toggle);
```

## Parameters

- `interior` (`Interior`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DisableInterior(interior, toggle)

-- always available, by hash
Citizen.InvokeNative(0x3C2B92A1A07D4FCE, interior, toggle)
```

### JavaScript

```js
DisableInterior(interior, toggle);

// by hash
Citizen.invokeNative('0x3C2B92A1A07D4FCE', interior, toggle);
```

### C#

```csharp
Function.Call((Hash)0x3C2B92A1A07D4FCE, interior, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::FORCE_ROOM_FOR_ENTITY

- **Hash:** `0xBC29A9894C976945`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `ForceRoomForEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/FORCE_ROOM_FOR_ENTITY

## Signature

```c
void FORCE_ROOM_FOR_ENTITY(Entity entity, Interior interior, Hash roomHashKey);
```

## Parameters

- `entity` (`Entity`)
- `interior` (`Interior`)
- `roomHashKey` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ForceRoomForEntity(entity, interior, roomHashKey)

-- always available, by hash
Citizen.InvokeNative(0xBC29A9894C976945, entity, interior, roomHashKey)
```

### JavaScript

```js
ForceRoomForEntity(entity, interior, roomHashKey);

// by hash
Citizen.invokeNative('0xBC29A9894C976945', entity, interior, roomHashKey);
```

### C#

```csharp
Function.Call((Hash)0xBC29A9894C976945, entity, interior, roomHashKey);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [INTERIOR::CLEAR_ROOM_FOR_ENTITY](https://natives.borderlinerp.com/natives/INTERIOR/CLEAR_ROOM_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::FORCE_ROOM_FOR_GAME_VIEWPORT

- **Hash:** `0x115B4AA8FB28AB43`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `ForceRoomForGameViewport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/FORCE_ROOM_FOR_GAME_VIEWPORT

## Signature

```c
void FORCE_ROOM_FOR_GAME_VIEWPORT(int interiorID, Hash roomHashKey);
```

## Parameters

- `interiorID` (`int`)
- `roomHashKey` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ForceRoomForGameViewport(interiorID, roomHashKey)

-- always available, by hash
Citizen.InvokeNative(0x115B4AA8FB28AB43, interiorID, roomHashKey)
```

### JavaScript

```js
ForceRoomForGameViewport(interiorID, roomHashKey);

// by hash
Citizen.invokeNative('0x115B4AA8FB28AB43', interiorID, roomHashKey);
```

### C#

```csharp
Function.Call((Hash)0x115B4AA8FB28AB43, interiorID, roomHashKey);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [INTERIOR::CLEAR_ROOM_FOR_GAME_VIEWPORT](https://natives.borderlinerp.com/natives/INTERIOR/CLEAR_ROOM_FOR_GAME_VIEWPORT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_AT_COORDS

- **Hash:** `0xCDD36C9E5C469070`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorAtCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_AT_COORDS

## Signature

```c
Interior GET_INTERIOR_AT_COORDS(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Interior`

## Usage

### Lua

```lua
local retval = GetInteriorAtCoords(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCDD36C9E5C469070, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorAtCoords(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xCDD36C9E5C469070', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCDD36C9E5C469070, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_AT_COORDS_WITH_TYPE

- **Hash:** `0xAAD6170AA33B13C0`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorAtCoordsWithType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_AT_COORDS_WITH_TYPE

## Signature

```c
Interior GET_INTERIOR_AT_COORDS_WITH_TYPE(float x, float y, float z, const char* interiorType);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `interiorType` (`const char*`)

## Returns

`Interior`

## Usage

### Lua

```lua
local retval = GetInteriorAtCoordsWithType(x, y, z, interiorType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAAD6170AA33B13C0, x, y, z, interiorType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorAtCoordsWithType(x, y, z, interiorType);

// by hash
const retval = Citizen.invokeNative('0xAAD6170AA33B13C0', x + 0.0000001, y + 0.0000001, z + 0.0000001, interiorType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAAD6170AA33B13C0, x, y, z, interiorType);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_AT_COORDS_WITH_TYPEHASH

- **Hash:** `0x3543AEA1816D1D2B`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorAtCoordsWithTypehash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_AT_COORDS_WITH_TYPEHASH

## Signature

```c
Interior GET_INTERIOR_AT_COORDS_WITH_TYPEHASH(float x, float y, float z, Hash typeHash);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `typeHash` (`Hash`)

## Returns

`Interior`

## Description

Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE

## Usage

### Lua

```lua
local retval = GetInteriorAtCoordsWithTypehash(x, y, z, typeHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3543AEA1816D1D2B, x, y, z, typeHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorAtCoordsWithTypehash(x, y, z, typeHash);

// by hash
const retval = Citizen.invokeNative('0x3543AEA1816D1D2B', x + 0.0000001, y + 0.0000001, z + 0.0000001, typeHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3543AEA1816D1D2B, x, y, z, typeHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_FROM_COLLISION

- **Hash:** `0x5054D1A5218FA696`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorFromCollision`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_FROM_COLLISION

## Signature

```c
Interior GET_INTERIOR_FROM_COLLISION(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Interior`

## Usage

### Lua

```lua
local retval = GetInteriorFromCollision(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5054D1A5218FA696, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorFromCollision(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x5054D1A5218FA696', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5054D1A5218FA696, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_FROM_ENTITY

- **Hash:** `0xB417689857646F61`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_FROM_ENTITY

## Signature

```c
Interior GET_INTERIOR_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Interior`

## Description

Returns the handle of the interior that the entity is in. Returns 0 if outside.

## Usage

### Lua

```lua
local retval = GetInteriorFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB417689857646F61, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xB417689857646F61', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB417689857646F61, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_FROM_PRIMARY_VIEW

- **Hash:** `0xBC8A281FF125C655`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorFromPrimaryView`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_FROM_PRIMARY_VIEW

## Signature

```c
Interior GET_INTERIOR_FROM_PRIMARY_VIEW();
```

## Returns

`Interior`

## Usage

### Lua

```lua
local retval = GetInteriorFromPrimaryView()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC8A281FF125C655, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorFromPrimaryView();

// by hash
const retval = Citizen.invokeNative('0xBC8A281FF125C655', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBC8A281FF125C655);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_INTERIOR_LOCATION_AND_NAMEHASH

- **Hash:** `0x8451E87D3C2B0286`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorLocationAndNamehash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_INTERIOR_LOCATION_AND_NAMEHASH

## Signature

```c
void GET_INTERIOR_LOCATION_AND_NAMEHASH(Interior interior, Vector3* position, Hash* nameHash);
```

## Parameters

- `interior` (`Interior`)
- `position` (`Vector3*`)
- `nameHash` (`Hash*`)

## Returns

`void`

## Usage

### Lua

```lua
local position, nameHash = GetInteriorLocationAndNamehash(interior)

-- always available, by hash
local position, nameHash = Citizen.InvokeNative(0x8451E87D3C2B0286, interior, Citizen.PointerValueVector(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [position, nameHash] = GetInteriorLocationAndNamehash(interior);

// by hash
const [position, nameHash] = Citizen.invokeNative('0x8451E87D3C2B0286', interior, Citizen.pointerValueVector(), Citizen.pointerValueInt());
```

### C#

```csharp
var position = new OutputArgument();
var nameHash = new OutputArgument();
Function.Call((Hash)0x8451E87D3C2B0286, interior, position, nameHash);
// position.GetResult<Vector3>()
// nameHash.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::_GET_INTERIOR_MINIMAP_HASH

- **Hash:** `0x3039BE60B3749716`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorMinimapHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/_GET_INTERIOR_MINIMAP_HASH

## Signature

```c
Hash _GET_INTERIOR_MINIMAP_HASH(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetInteriorMinimapHash(interior)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3039BE60B3749716, interior, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetInteriorMinimapHash(interior);

// by hash
const retval = Citizen.invokeNative('0x3039BE60B3749716', interior, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3039BE60B3749716, interior);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::_GET_INTERIOR_POSITION

- **Hash:** `0x2C9746D0CA15BE1C`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetInteriorPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/_GET_INTERIOR_POSITION

## Signature

```c
Vector3 _GET_INTERIOR_POSITION(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetInteriorPosition(interior)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C9746D0CA15BE1C, interior, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetInteriorPosition(interior);

// by hash
const retval = Citizen.invokeNative('0x2C9746D0CA15BE1C', interior, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x2C9746D0CA15BE1C, interior);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_KEY_FOR_ENTITY_IN_ROOM

- **Hash:** `0x27D7B6F79E1F4603`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetKeyForEntityInRoom`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_KEY_FOR_ENTITY_IN_ROOM

## Signature

```c
Hash GET_KEY_FOR_ENTITY_IN_ROOM(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY

## Usage

### Lua

```lua
local retval = GetKeyForEntityInRoom(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27D7B6F79E1F4603, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetKeyForEntityInRoom(entity);

// by hash
const retval = Citizen.invokeNative('0x27D7B6F79E1F4603', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x27D7B6F79E1F4603, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::GET_ROOM_KEY_FROM_ENTITY

- **Hash:** `0x076E46E0EB52AFC6`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `GetRoomKeyFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/GET_ROOM_KEY_FROM_ENTITY

## Signature

```c
Hash GET_ROOM_KEY_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside.

## Usage

### Lua

```lua
local retval = GetRoomKeyFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x076E46E0EB52AFC6, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRoomKeyFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x076E46E0EB52AFC6', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x076E46E0EB52AFC6, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::IS_COLLISION_MARKED_OUTSIDE

- **Hash:** `0xF291396B517E25B2`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `IsCollisionMarkedOutside`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/IS_COLLISION_MARKED_OUTSIDE

## Signature

```c
BOOL IS_COLLISION_MARKED_OUTSIDE(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Description

Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)

## Usage

### Lua

```lua
local retval = IsCollisionMarkedOutside(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF291396B517E25B2, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsCollisionMarkedOutside(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xF291396B517E25B2', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF291396B517E25B2, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::IS_INTERIOR_ENTITY_SET_ACTIVE

- **Hash:** `0x32810CA2125F5842`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `IsInteriorEntitySetActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/IS_INTERIOR_ENTITY_SET_ACTIVE

## Signature

```c
BOOL IS_INTERIOR_ENTITY_SET_ACTIVE(Interior interior, const char* entitySetName);
```

## Parameters

- `interior` (`Interior`)
- `entitySetName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInteriorEntitySetActive(interior, entitySetName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x32810CA2125F5842, interior, entitySetName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInteriorEntitySetActive(interior, entitySetName);

// by hash
const retval = Citizen.invokeNative('0x32810CA2125F5842', interior, entitySetName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x32810CA2125F5842, interior, entitySetName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::_IS_INTERIOR_ENTITY_SET_VALID

- **Hash:** `0xD56FF170710FC826`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `IsInteriorEntitySetValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/_IS_INTERIOR_ENTITY_SET_VALID

## Signature

```c
BOOL _IS_INTERIOR_ENTITY_SET_VALID(Interior interior, const char* entitySetName);
```

## Parameters

- `interior` (`Interior`)
- `entitySetName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInteriorEntitySetValid(interior, entitySetName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD56FF170710FC826, interior, entitySetName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInteriorEntitySetValid(interior, entitySetName);

// by hash
const retval = Citizen.invokeNative('0xD56FF170710FC826', interior, entitySetName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD56FF170710FC826, interior, entitySetName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::IS_INTERIOR_READY

- **Hash:** `0x941560D2D45DBFC8`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `IsInteriorReady`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/IS_INTERIOR_READY

## Signature

```c
BOOL IS_INTERIOR_READY(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInteriorReady(interior)

-- always available, by hash
local retval = Citizen.InvokeNative(0x941560D2D45DBFC8, interior, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInteriorReady(interior);

// by hash
const retval = Citizen.invokeNative('0x941560D2D45DBFC8', interior, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x941560D2D45DBFC8, interior);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::IS_INTERIOR_SCENE

- **Hash:** `0x4200F14D6F840A9A`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `IsInteriorScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/IS_INTERIOR_SCENE

## Signature

```c
BOOL IS_INTERIOR_SCENE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInteriorScene()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4200F14D6F840A9A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInteriorScene();

// by hash
const retval = Citizen.invokeNative('0x4200F14D6F840A9A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4200F14D6F840A9A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::IS_VALID_INTERIOR

- **Hash:** `0x017C1B3159F79F6C`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `IsValidInterior`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/IS_VALID_INTERIOR

## Signature

```c
BOOL IS_VALID_INTERIOR(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsValidInterior(interior)

-- always available, by hash
local retval = Citizen.InvokeNative(0x017C1B3159F79F6C, interior, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsValidInterior(interior);

// by hash
const retval = Citizen.invokeNative('0x017C1B3159F79F6C', interior, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x017C1B3159F79F6C, interior);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::PIN_INTERIOR_IN_MEMORY

- **Hash:** `0xBD3D33EABF680168`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `PinInteriorInMemory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/PIN_INTERIOR_IN_MEMORY

## Signature

```c
void PIN_INTERIOR_IN_MEMORY(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`void`

## Usage

### Lua

```lua
PinInteriorInMemory(interior)

-- always available, by hash
Citizen.InvokeNative(0xBD3D33EABF680168, interior)
```

### JavaScript

```js
PinInteriorInMemory(interior);

// by hash
Citizen.invokeNative('0xBD3D33EABF680168', interior);
```

### C#

```csharp
Function.Call((Hash)0xBD3D33EABF680168, interior);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::RETAIN_ENTITY_IN_INTERIOR

- **Hash:** `0x5BD616735F16BF5C`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `RetainEntityInInterior`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/RETAIN_ENTITY_IN_INTERIOR

## Signature

```c
void RETAIN_ENTITY_IN_INTERIOR(Entity entity, Interior interior);
```

## Parameters

- `entity` (`Entity`)
- `interior` (`Interior`)

## Returns

`void`

## Usage

### Lua

```lua
RetainEntityInInterior(entity, interior)

-- always available, by hash
Citizen.InvokeNative(0x5BD616735F16BF5C, entity, interior)
```

### JavaScript

```js
RetainEntityInInterior(entity, interior);

// by hash
Citizen.invokeNative('0x5BD616735F16BF5C', entity, interior);
```

### C#

```csharp
Function.Call((Hash)0x5BD616735F16BF5C, entity, interior);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::SET_INTERIOR_IN_USE

- **Hash:** `0xB5EF6FEF2DC9EBED`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `SetInteriorInUse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/SET_INTERIOR_IN_USE

## Signature

```c
BOOL SET_INTERIOR_IN_USE(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`BOOL`

## Description

Actually returns void in IDA but the script header defines a BOOL return type

## Usage

### Lua

```lua
local retval = SetInteriorInUse(interior)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB5EF6FEF2DC9EBED, interior, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetInteriorInUse(interior);

// by hash
const retval = Citizen.invokeNative('0xB5EF6FEF2DC9EBED', interior, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB5EF6FEF2DC9EBED, interior);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INTERIOR::UNPIN_INTERIOR

- **Hash:** `0x07FD1A0B814F6055`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `UnpinInterior`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/UNPIN_INTERIOR

## Signature

```c
void UNPIN_INTERIOR(Interior interior);
```

## Parameters

- `interior` (`Interior`)

## Returns

`void`

## Description

Does something similar to INTERIOR::DISABLE_INTERIOR.

You don't fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside.

## Usage

### Lua

```lua
UnpinInterior(interior)

-- always available, by hash
Citizen.InvokeNative(0x07FD1A0B814F6055, interior)
```

### JavaScript

```js
UnpinInterior(interior);

// by hash
Citizen.invokeNative('0x07FD1A0B814F6055', interior);
```

### C#

```csharp
Function.Call((Hash)0x07FD1A0B814F6055, interior);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x0349404A22736740

- **Hash:** `0x0349404A22736740`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x0349404a22736740`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x0349404A22736740

## Signature

```c
void _0x0349404A22736740(BOOL p0, int inventoryId, Any* guid);
```

## Parameters

- `p0` (`BOOL`)
- `inventoryId` (`int`)
- `guid` (`Any*`)

## Returns

`void`

## Description

Params: p0 is only 0 or 1
Only used in R* SP Scripts

## Usage

### Lua

```lua
local guid = N_0x0349404a22736740(p0, inventoryId, guid)

-- always available, by hash
local guid = Citizen.InvokeNative(0x0349404A22736740, p0, inventoryId, Citizen.PointerValueIntInitialized(guid))
```

### JavaScript

```js
const guid = N_0x0349404a22736740(p0, inventoryId, guid);

// by hash
const guid = Citizen.invokeNative('0x0349404A22736740', p0, inventoryId, Citizen.pointerValueIntInitialized(guid));
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0x0349404A22736740, p0, inventoryId, guid);
// guid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x0349404a22736740` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x46DB71883EE9D5AF

- **Hash:** `0x46DB71883EE9D5AF`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x46db71883ee9d5af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x46DB71883EE9D5AF

## Signature

```c
Hash _0x46DB71883EE9D5AF(Any data, const char* stats, Any* guid, Ped ped);
```

## Parameters

- `data` (`Any`)
- `stats` (`const char*`)
- `guid` (`Any*`)
- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns databindingEntryId to be used with 0x951847CEF3D829FF (p0)

## Usage

### Lua

```lua
local retval, guid = N_0x46db71883ee9d5af(data, stats, ped)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x46DB71883EE9D5AF, data, stats, Citizen.PointerValueInt(), ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = N_0x46db71883ee9d5af(data, stats, ped);

// by hash
const [retval, guid] = Citizen.invokeNative('0x46DB71883EE9D5AF', data, stats, Citizen.pointerValueInt(), ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0x46DB71883EE9D5AF, data, stats, guid, ped);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x46db71883ee9d5af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x6862E4D93F64CF01

- **Hash:** `0x6862E4D93F64CF01`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x6862e4d93f64cf01`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x6862E4D93F64CF01

## Signature

```c
BOOL _0x6862E4D93F64CF01(int inventoryId, Any* guid, Hash p2, Any* p3);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`Hash`)
- `p3` (`Any*`)

## Returns

`BOOL`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval, guid, p3 = N_0x6862e4d93f64cf01(inventoryId, p2)

-- always available, by hash
local retval, guid, p3 = Citizen.InvokeNative(0x6862E4D93F64CF01, inventoryId, Citizen.PointerValueInt(), p2, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid, p3] = N_0x6862e4d93f64cf01(inventoryId, p2);

// by hash
const [retval, guid, p3] = Citizen.invokeNative('0x6862E4D93F64CF01', inventoryId, Citizen.pointerValueInt(), p2, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
var p3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x6862E4D93F64CF01, inventoryId, guid, p2, p3);
// guid.GetResult<int>()
// p3.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x6862e4d93f64cf01` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x6968CE7AC32F6788

- **Hash:** `0x6968CE7AC32F6788`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x6968ce7ac32f6788`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x6968CE7AC32F6788

## Signature

```c
void _0x6968CE7AC32F6788(int inventoryId);
```

## Parameters

- `inventoryId` (`int`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
N_0x6968ce7ac32f6788(inventoryId)

-- always available, by hash
Citizen.InvokeNative(0x6968CE7AC32F6788, inventoryId)
```

### JavaScript

```js
N_0x6968ce7ac32f6788(inventoryId);

// by hash
Citizen.invokeNative('0x6968CE7AC32F6788', inventoryId);
```

### C#

```csharp
Function.Call((Hash)0x6968CE7AC32F6788, inventoryId);
```

- This native has no known name, so the runtime exposes it only as `N_0x6968ce7ac32f6788` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x951847CEF3D829FF

- **Hash:** `0x951847CEF3D829FF`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x951847cef3d829ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x951847CEF3D829FF

## Signature

```c
void _0x951847CEF3D829FF(Any p0, Any* outGuid, Ped ped);
```

## Parameters

- `p0` (`Any`)
- `outGuid` (`Any*`)
- `ped` (`Ped`)

## Returns

`void`

## Description

p0: value returned by 0x46DB71883EE9D5AF

## Usage

### Lua

```lua
local outGuid = N_0x951847cef3d829ff(p0, ped)

-- always available, by hash
local outGuid = Citizen.InvokeNative(0x951847CEF3D829FF, p0, Citizen.PointerValueInt(), ped)
```

### JavaScript

```js
const outGuid = N_0x951847cef3d829ff(p0, ped);

// by hash
const outGuid = Citizen.invokeNative('0x951847CEF3D829FF', p0, Citizen.pointerValueInt(), ped);
```

### C#

```csharp
var outGuid = new OutputArgument();
Function.Call((Hash)0x951847CEF3D829FF, p0, outGuid, ped);
// outGuid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x951847cef3d829ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x9B4E793B1CB6550A

- **Hash:** `0x9B4E793B1CB6550A`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x9b4e793b1cb6550a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x9B4E793B1CB6550A

## Signature

```c
void _0x9B4E793B1CB6550A();
```

## Returns

`void`

## Description

Used in function SET_SHOP_BEING_ROBBED and many other shop related scripts and functions.
INVENTORY_A*

## Usage

### Lua

```lua
N_0x9b4e793b1cb6550a()

-- always available, by hash
Citizen.InvokeNative(0x9B4E793B1CB6550A)
```

### JavaScript

```js
N_0x9b4e793b1cb6550a();

// by hash
Citizen.invokeNative('0x9B4E793B1CB6550A');
```

### C#

```csharp
Function.Call((Hash)0x9B4E793B1CB6550A);
```

- This native has no known name, so the runtime exposes it only as `N_0x9b4e793b1cb6550a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0x9E58207B194488AC

- **Hash:** `0x9E58207B194488AC`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x9e58207b194488ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x9E58207B194488AC

## Signature

```c
void _0x9E58207B194488AC(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9e58207b194488ac(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x9E58207B194488AC, ped, p1)
```

### JavaScript

```js
N_0x9e58207b194488ac(ped, p1);

// by hash
Citizen.invokeNative('0x9E58207B194488AC', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x9E58207B194488AC, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9e58207b194488ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0xB1DD74A1F5536622

- **Hash:** `0xB1DD74A1F5536622`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0xb1dd74a1f5536622`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0xB1DD74A1F5536622

## Signature

```c
BOOL _0xB1DD74A1F5536622(int inventoryId, Any* itemGUID);
```

## Parameters

- `inventoryId` (`int`)
- `itemGUID` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, itemGUID = N_0xb1dd74a1f5536622(inventoryId, itemGUID)

-- always available, by hash
local retval, itemGUID = Citizen.InvokeNative(0xB1DD74A1F5536622, inventoryId, Citizen.PointerValueIntInitialized(itemGUID), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, itemGUID] = N_0xb1dd74a1f5536622(inventoryId, itemGUID);

// by hash
const [retval, itemGUID] = Citizen.invokeNative('0xB1DD74A1F5536622', inventoryId, Citizen.pointerValueIntInitialized(itemGUID), Citizen.returnResultAnyway());
```

### C#

```csharp
var itemGUID = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB1DD74A1F5536622, inventoryId, itemGUID);
// itemGUID.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xb1dd74a1f5536622` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0xD08685BA892DBFAB

- **Hash:** `0xD08685BA892DBFAB`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0xd08685ba892dbfab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0xD08685BA892DBFAB

## Signature

```c
BOOL _0xD08685BA892DBFAB(int inventoryId, Any* guid, int* p2, int* p3);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`int*`)
- `p3` (`int*`)

## Returns

`BOOL`

## Description

Params: p3 returns an int between 0 and 20 (?)
Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval, guid, p2, p3 = N_0xd08685ba892dbfab(inventoryId)

-- always available, by hash
local retval, guid, p2, p3 = Citizen.InvokeNative(0xD08685BA892DBFAB, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid, p2, p3] = N_0xd08685ba892dbfab(inventoryId);

// by hash
const [retval, guid, p2, p3] = Citizen.invokeNative('0xD08685BA892DBFAB', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
var p2 = new OutputArgument();
var p3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD08685BA892DBFAB, inventoryId, guid, p2, p3);
// guid.GetResult<int>()
// p2.GetResult<int>()
// p3.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xd08685ba892dbfab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_0xE1F45A67A9F0DCBC

- **Hash:** `0xE1F45A67A9F0DCBC`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0xe1f45a67a9f0dcbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0xE1F45A67A9F0DCBC

## Signature

```c
void _0xE1F45A67A9F0DCBC(int inventoryId);
```

## Parameters

- `inventoryId` (`int`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
N_0xe1f45a67a9f0dcbc(inventoryId)

-- always available, by hash
Citizen.InvokeNative(0xE1F45A67A9F0DCBC, inventoryId)
```

### JavaScript

```js
N_0xe1f45a67a9f0dcbc(inventoryId);

// by hash
Citizen.invokeNative('0xE1F45A67A9F0DCBC', inventoryId);
```

### C#

```csharp
Function.Call((Hash)0xE1F45A67A9F0DCBC, inventoryId);
```

- This native has no known name, so the runtime exposes it only as `N_0xe1f45a67a9f0dcbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_GET_DEFAULT_ITEM_SLOT_INFO

- **Hash:** `0x6452B1D357D81742`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `GetDefaultItemSlotInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_GET_DEFAULT_ITEM_SLOT_INFO

## Signature

```c
Hash _GET_DEFAULT_ITEM_SLOT_INFO(Hash item, Hash p1);
```

## Parameters

- `item` (`Hash`)
- `p1` (`Hash`)

## Returns

`Hash`

## Description

p1: WARDROBE, KIT_CAMP, CHARACTER, KIT_MOONSHINER_PROPERTY
Returns slot hash

## Usage

### Lua

```lua
local retval = GetDefaultItemSlotInfo(item, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6452B1D357D81742, item, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultItemSlotInfo(item, p1);

// by hash
const retval = Citizen.invokeNative('0x6452B1D357D81742', item, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6452B1D357D81742, item, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_GET_ITEM_ROLE_MAX_LEVEL_COUNT

- **Hash:** `0xADDD1E7C0ECF7D95`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `GetItemRoleMaxLevelCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_GET_ITEM_ROLE_MAX_LEVEL_COUNT

## Signature

```c
int _GET_ITEM_ROLE_MAX_LEVEL_COUNT(int inventoryId, Hash eRoleMaxLevel);
```

## Parameters

- `inventoryId` (`int`)
- `eRoleMaxLevel` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetItemRoleMaxLevelCount(inventoryId, eRoleMaxLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xADDD1E7C0ECF7D95, inventoryId, eRoleMaxLevel, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemRoleMaxLevelCount(inventoryId, eRoleMaxLevel);

// by hash
const retval = Citizen.invokeNative('0xADDD1E7C0ECF7D95', inventoryId, eRoleMaxLevel, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xADDD1E7C0ECF7D95, inventoryId, eRoleMaxLevel);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_GET_ITEM_SLOT_MAX_COUNT

- **Hash:** `0xE80E50BEE276A54A`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `GetItemSlotMaxCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_GET_ITEM_SLOT_MAX_COUNT

## Signature

```c
int _GET_ITEM_SLOT_MAX_COUNT(Hash provision, Hash slotId);
```

## Parameters

- `provision` (`Hash`)
- `slotId` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetItemSlotMaxCount(provision, slotId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE80E50BEE276A54A, provision, slotId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemSlotMaxCount(provision, slotId);

// by hash
const retval = Citizen.invokeNative('0xE80E50BEE276A54A', provision, slotId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE80E50BEE276A54A, provision, slotId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_ADD_ITEM_WITH_GUID

- **Hash:** `0xCB5D11F9508A928D`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryAddItemWithGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ADD_ITEM_WITH_GUID

## Signature

```c
BOOL _INVENTORY_ADD_ITEM_WITH_GUID(int inventoryId, Any* guid1, Any* guid2, Hash item, Hash inventoryItemSlot, int p5, Hash addReason);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)
- `item` (`Hash`)
- `inventoryItemSlot` (`Hash`)
- `p5` (`int`)
- `addReason` (`Hash`)

## Returns

`BOOL`

## Description

inventoryItemSlotHash: https://pastebin.com/P6fyr3vr

## Usage

### Lua

```lua
local retval, guid1, guid2 = InventoryAddItemWithGuid(inventoryId, item, inventoryItemSlot, p5, addReason)

-- always available, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0xCB5D11F9508A928D, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), item, inventoryItemSlot, p5, addReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2] = InventoryAddItemWithGuid(inventoryId, item, inventoryItemSlot, p5, addReason);

// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0xCB5D11F9508A928D', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), item, inventoryItemSlot, p5, addReason, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCB5D11F9508A928D, inventoryId, guid1, guid2, item, inventoryItemSlot, p5, addReason);
// guid1.GetResult<int>()
// guid2.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY

- **Hash:** `0x75CFAC49301E134F`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryApplyItemEffectToStatsEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY

## Signature

```c
void _INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY(Hash databindingEntryId, BOOL p1, BOOL p2);
```

## Parameters

- `databindingEntryId` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

p0: value returned by 0x9D21B185ABC2DBC4
p1, p2: false

*Source: VORPCORE RDR3natives*

entry id from _INVENTORY_ADD_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY

## Usage

### Lua

```lua
InventoryApplyItemEffectToStatsEntry(databindingEntryId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x75CFAC49301E134F, databindingEntryId, p1, p2)
```

### JavaScript

```js
InventoryApplyItemEffectToStatsEntry(databindingEntryId, p1, p2);

// by hash
Citizen.invokeNative('0x75CFAC49301E134F', databindingEntryId, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x75CFAC49301E134F, databindingEntryId, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY

- **Hash:** `0x75CFAC49301E134E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryApplyWeaponStatsToEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY

## Signature

```c
void _INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY(Hash databindingEntryId, BOOL p1, Ped ped);
```

## Parameters

- `databindingEntryId` (`Hash`)
- `p1` (`BOOL`)
- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies weapon stats to the 'CatalogItemInspection' stats entry id.
p0: value returned by 0x9D21B185ABC2DBC5
_INVENTORY_GET*

*Source: VORPCORE RDR3natives*

Apply the weapon stats to the CatalogItemInspection stats entry id. get entryId with _INVENTORY_ADD_CATALOG_ITEM_INSPECTION_STATS_ENTRY

## Usage

### Lua

```lua
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped)

-- always available, by hash
Citizen.InvokeNative(0x75CFAC49301E134E, databindingEntryId, p1, ped)
```

### JavaScript

```js
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped);

// by hash
Citizen.invokeNative('0x75CFAC49301E134E', databindingEntryId, p1, ped);
```

### C#

```csharp
Function.Call((Hash)0x75CFAC49301E134E, databindingEntryId, p1, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_ARE_LOCAL_CHANGES_ALLOWED

- **Hash:** `0x0FBBFFC891A97C81`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryAreLocalChangesAllowed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ARE_LOCAL_CHANGES_ALLOWED

## Signature

```c
BOOL _INVENTORY_ARE_LOCAL_CHANGES_ALLOWED(int inventoryId);
```

## Parameters

- `inventoryId` (`int`)

## Returns

`BOOL`

## Description

inventoryId: see _INVENTORY_GET_PED_INVENTORY_ID

## Usage

### Lua

```lua
local retval = InventoryAreLocalChangesAllowed(inventoryId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0FBBFFC891A97C81, inventoryId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryAreLocalChangesAllowed(inventoryId);

// by hash
const retval = Citizen.invokeNative('0x0FBBFFC891A97C81', inventoryId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0FBBFFC891A97C81, inventoryId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_COMPARE_GUIDS

- **Hash:** `0x4C543D5DFCD2DAFD`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCompareGuids`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COMPARE_GUIDS

## Signature

```c
BOOL _INVENTORY_COMPARE_GUIDS(Any* guid1, Any* guid2);
```

## Parameters

- `guid1` (`Any*`)
- `guid2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid1, guid2 = InventoryCompareGuids()

-- always available, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0x4C543D5DFCD2DAFD, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2] = InventoryCompareGuids();

// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0x4C543D5DFCD2DAFD', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4C543D5DFCD2DAFD, guid1, guid2);
// guid1.GetResult<int>()
// guid2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_COPY_ITEM_TO_INVENTORY

- **Hash:** `0xC04F47D488EF9EBA`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCopyItemToInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_INVENTORY

## Signature

```c
void _INVENTORY_COPY_ITEM_TO_INVENTORY(int inventoryId, int inventoryIdCloned, Any* p2, Any p3);
```

## Parameters

- `inventoryId` (`int`)
- `inventoryIdCloned` (`int`)
- `p2` (`Any*`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
local p2 = InventoryCopyItemToInventory(inventoryId, inventoryIdCloned, p3)

-- always available, by hash
local p2 = Citizen.InvokeNative(0xC04F47D488EF9EBA, inventoryId, inventoryIdCloned, Citizen.PointerValueInt(), p3)
```

### JavaScript

```js
const p2 = InventoryCopyItemToInventory(inventoryId, inventoryIdCloned, p3);

// by hash
const p2 = Citizen.invokeNative('0xC04F47D488EF9EBA', inventoryId, inventoryIdCloned, Citizen.pointerValueInt(), p3);
```

### C#

```csharp
var p2 = new OutputArgument();
Function.Call((Hash)0xC04F47D488EF9EBA, inventoryId, inventoryIdCloned, p2, p3);
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY

- **Hash:** `0x3112ADB9D5F3426B`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCopyItemToMissionInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY

## Signature

```c
void _INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY(Any* guid, BOOL p1);
```

## Parameters

- `guid` (`Any*`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local guid = InventoryCopyItemToMissionInventory(p1)

-- always available, by hash
local guid = Citizen.InvokeNative(0x3112ADB9D5F3426B, Citizen.PointerValueInt(), p1)
```

### JavaScript

```js
const guid = InventoryCopyItemToMissionInventory(p1);

// by hash
const guid = Citizen.invokeNative('0x3112ADB9D5F3426B', Citizen.pointerValueInt(), p1);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0x3112ADB9D5F3426B, guid, p1);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::INVENTORY_COPY_MP_INVENTORY_TO_MISSION_INVENTORY

- **Hash:** `0x644CCB76A76CFBD6`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCopyMpInventoryToMissionInventory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_COPY_MP_INVENTORY_TO_MISSION_INVENTORY

## Signature

```c
void INVENTORY_COPY_MP_INVENTORY_TO_MISSION_INVENTORY(BOOL p0, BOOL p1, BOOL bCopySatchelItems, BOOL bCopyEmotes, BOOL bCopyHorse, BOOL p5);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)
- `bCopySatchelItems` (`BOOL`)
- `bCopyEmotes` (`BOOL`)
- `bCopyHorse` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
InventoryCopyMpInventoryToMissionInventory(p0, p1, bCopySatchelItems, bCopyEmotes, bCopyHorse, p5)

-- always available, by hash
Citizen.InvokeNative(0x644CCB76A76CFBD6, p0, p1, bCopySatchelItems, bCopyEmotes, bCopyHorse, p5)
```

### JavaScript

```js
InventoryCopyMpInventoryToMissionInventory(p0, p1, bCopySatchelItems, bCopyEmotes, bCopyHorse, p5);

// by hash
Citizen.invokeNative('0x644CCB76A76CFBD6', p0, p1, bCopySatchelItems, bCopyEmotes, bCopyHorse, p5);
```

### C#

```csharp
Function.Call((Hash)0x644CCB76A76CFBD6, p0, p1, bCopySatchelItems, bCopyEmotes, bCopyHorse, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY

- **Hash:** `0x9D21B185ABC2DBC4`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateCatalogItemInspectionEffectsEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_INVENTORY_ADD_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY`
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY

## Signature

```c
Hash _INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY(int data, const char* name, BOOL p2, BOOL p3);
```

## Parameters

- `data` (`int`)
- `name` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

data: return value of DATABINDING::_DATABINDING_ADD_DATA_CONTAINER(..., 'CatalogItemInspection');
name: effects
p2, p3: false

Returns databindingEntryId of 'CatalogItemInspection' container to be used with 0x75CFAC49301E134F (p0)

*Source: VORPCORE RDR3natives*

Adds an effects entry to the CatalogItemInspection container, return int to be used with _0x75CFAC49301E134F

## Usage

### Lua

```lua
local retval = InventoryCreateCatalogItemInspectionEffectsEntry(data, name, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D21B185ABC2DBC4, data, name, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryCreateCatalogItemInspectionEffectsEntry(data, name, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D21B185ABC2DBC4', data, name, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9D21B185ABC2DBC4, data, name, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_STATS_ENTRY

- **Hash:** `0x9D21B185ABC2DBC5`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateCatalogItemInspectionStatsEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_INVENTORY_ADD_CATALOG_ITEM_INSPECTION_STATS_ENTRY`
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_STATS_ENTRY

## Signature

```c
Hash _INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_STATS_ENTRY(int data, const char* name, int p2, int p3);
```

## Parameters

- `data` (`int`)
- `name` (`const char*`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

data: return value of DATABINDING::_DATABINDING_ADD_DATA_CONTAINER(..., 'CatalogItemInspection');
name: stats, compareStats
p2: 0
p3: -1

Returns databindingEntryId of 'CatalogItemInspection' container to be used with 0x75CFAC49301E134E (p0)

*Source: VORPCORE RDR3natives*

Returns stats entry id of CatalogItemInspection container

## Usage

### Lua

```lua
local retval = InventoryCreateCatalogItemInspectionStatsEntry(data, name, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D21B185ABC2DBC5, data, name, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryCreateCatalogItemInspectionStatsEntry(data, name, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D21B185ABC2DBC5', data, name, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9D21B185ABC2DBC5, data, name, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_CREATE_ITEM_COLLECTION

- **Hash:** `0x80D78BDC9D88EF07`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateItemCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_ITEM_COLLECTION

## Signature

```c
int _INVENTORY_CREATE_ITEM_COLLECTION(int inventoryId, const char* filterName, Hash slotId, int* size);
```

## Parameters

- `inventoryId` (`int`)
- `filterName` (`const char*`)
- `slotId` (`Hash`)
- `size` (`int*`)

## Returns

`int`

## Description

filterName (collections): "ALL", "ALL SATCHEL", "ALL HORSES", "ALL COACHES", "ALL MOUNTS", "ALL CLOTHING", "ALL WEAPONS", "ALL SATCHEL EXCLUDING CLOTHING", "ALL EXCLUDING CLOTHING"
slotId: -1591664384
p3: outCollectionSize (?)
Returns collectionId

## Usage

### Lua

```lua
local retval, size = InventoryCreateItemCollection(inventoryId, filterName, slotId, size)

-- always available, by hash
local retval, size = Citizen.InvokeNative(0x80D78BDC9D88EF07, inventoryId, filterName, slotId, Citizen.PointerValueIntInitialized(size), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, size] = InventoryCreateItemCollection(inventoryId, filterName, slotId, size);

// by hash
const [retval, size] = Citizen.invokeNative('0x80D78BDC9D88EF07', inventoryId, filterName, slotId, Citizen.pointerValueIntInitialized(size), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var size = new OutputArgument();
int retval = Function.Call<int>((Hash)0x80D78BDC9D88EF07, inventoryId, filterName, slotId, size);
// size.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_CREATE_ITEM_COLLECTION_2

- **Hash:** `0x97A3646645727F42`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateItemCollection_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_ITEM_COLLECTION_2

## Signature

```c
int _INVENTORY_CREATE_ITEM_COLLECTION_2(int* collectionSize);
```

## Parameters

- `collectionSize` (`int*`)

## Returns

`int`

## Description

Returns collectionId

## Usage

### Lua

```lua
local retval, collectionSize = InventoryCreateItemCollection_2(collectionSize)

-- always available, by hash
local retval, collectionSize = Citizen.InvokeNative(0x97A3646645727F42, Citizen.PointerValueIntInitialized(collectionSize), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, collectionSize] = InventoryCreateItemCollection_2(collectionSize);

// by hash
const [retval, collectionSize] = Citizen.invokeNative('0x97A3646645727F42', Citizen.pointerValueIntInitialized(collectionSize), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var collectionSize = new OutputArgument();
int retval = Function.Call<int>((Hash)0x97A3646645727F42, collectionSize);
// collectionSize.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_CREATE_ITEM_COLLECTION_WITH_FILTER

- **Hash:** `0x640F890C3E5A3FFD`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateItemCollectionWithFilter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_ITEM_COLLECTION_WITH_FILTER

## Signature

```c
int _INVENTORY_CREATE_ITEM_COLLECTION_WITH_FILTER(int inventoryId, Any* filter, int* numInCollection);
```

## Parameters

- `inventoryId` (`int`)
- `filter` (`Any*`)
- `numInCollection` (`int*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, filter, numInCollection = InventoryCreateItemCollectionWithFilter(inventoryId)

-- always available, by hash
local retval, filter, numInCollection = Citizen.InvokeNative(0x640F890C3E5A3FFD, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, filter, numInCollection] = InventoryCreateItemCollectionWithFilter(inventoryId);

// by hash
const [retval, filter, numInCollection] = Citizen.invokeNative('0x640F890C3E5A3FFD', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var filter = new OutputArgument();
var numInCollection = new OutputArgument();
int retval = Function.Call<int>((Hash)0x640F890C3E5A3FFD, inventoryId, filter, numInCollection);
// filter.GetResult<int>()
// numInCollection.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_CREATE_SORTED_COLLECTION

- **Hash:** `0xBB7F968675B34B0C`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateSortedCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_SORTED_COLLECTION

## Signature

```c
int _INVENTORY_CREATE_SORTED_COLLECTION(int inventoryId, int p1, int* size);
```

## Parameters

- `inventoryId` (`int`)
- `p1` (`int`)
- `size` (`int*`)

## Returns

`int`

## Description

p1: 32
Returns collectionId

## Usage

### Lua

```lua
local retval, size = InventoryCreateSortedCollection(inventoryId, p1, size)

-- always available, by hash
local retval, size = Citizen.InvokeNative(0xBB7F968675B34B0C, inventoryId, p1, Citizen.PointerValueIntInitialized(size), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, size] = InventoryCreateSortedCollection(inventoryId, p1, size);

// by hash
const [retval, size] = Citizen.invokeNative('0xBB7F968675B34B0C', inventoryId, p1, Citizen.pointerValueIntInitialized(size), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var size = new OutputArgument();
int retval = Function.Call<int>((Hash)0xBB7F968675B34B0C, inventoryId, p1, size);
// size.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_DISABLE_ITEM

- **Hash:** `0x766315A564594401`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryDisableItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_DISABLE_ITEM

## Signature

```c
void _INVENTORY_DISABLE_ITEM(int inventoryId, Hash item, Hash gtxReason);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)
- `gtxReason` (`Hash`)

## Returns

`void`

## Description

Example: (1, WEAPON_REVOLVER_CATTLEMAN, 0) - disables cattleman revolver on weapon wheel

## Usage

### Lua

```lua
InventoryDisableItem(inventoryId, item, gtxReason)

-- always available, by hash
Citizen.InvokeNative(0x766315A564594401, inventoryId, item, gtxReason)
```

### JavaScript

```js
InventoryDisableItem(inventoryId, item, gtxReason);

// by hash
Citizen.invokeNative('0x766315A564594401', inventoryId, item, gtxReason);
```

### C#

```csharp
Function.Call((Hash)0x766315A564594401, inventoryId, item, gtxReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::INVENTORY_DISABLE_MISSION_INVENTORY_PICKUPS

- **Hash:** `0xE1F389F03DC83673`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryDisableMissionInventoryPickups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_DISABLE_MISSION_INVENTORY_PICKUPS

## Signature

```c
void INVENTORY_DISABLE_MISSION_INVENTORY_PICKUPS();
```

## Returns

`void`

## Usage

### Lua

```lua
InventoryDisableMissionInventoryPickups()

-- always available, by hash
Citizen.InvokeNative(0xE1F389F03DC83673)
```

### JavaScript

```js
InventoryDisableMissionInventoryPickups();

// by hash
Citizen.invokeNative('0xE1F389F03DC83673');
```

### C#

```csharp
Function.Call((Hash)0xE1F389F03DC83673);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_DISABLE_WEAPONS

- **Hash:** `0xE3A46370F70F3607`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryDisableWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_DISABLE_WEAPONS

## Signature

```c
void _INVENTORY_DISABLE_WEAPONS(int inventoryId, Any p1);
```

## Parameters

- `inventoryId` (`int`)
- `p1` (`Any`)

## Returns

`void`

## Description

Params: p1 = 0

## Usage

### Lua

```lua
InventoryDisableWeapons(inventoryId, p1)

-- always available, by hash
Citizen.InvokeNative(0xE3A46370F70F3607, inventoryId, p1)
```

### JavaScript

```js
InventoryDisableWeapons(inventoryId, p1);

// by hash
Citizen.invokeNative('0xE3A46370F70F3607', inventoryId, p1);
```

### C#

```csharp
Function.Call((Hash)0xE3A46370F70F3607, inventoryId, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_DOES_ITEM_OWN_EQUIPMENT

- **Hash:** `0x88B58B83A43A8CAB`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryDoesItemOwnEquipment`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_DOES_ITEM_OWN_EQUIPMENT

## Signature

```c
BOOL _INVENTORY_DOES_ITEM_OWN_EQUIPMENT(int inventoryId, Any* guid, Hash item);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `item` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryDoesItemOwnEquipment(inventoryId, item)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x88B58B83A43A8CAB, inventoryId, Citizen.PointerValueInt(), item, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryDoesItemOwnEquipment(inventoryId, item);

// by hash
const [retval, guid] = Citizen.invokeNative('0x88B58B83A43A8CAB', inventoryId, Citizen.pointerValueInt(), item, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x88B58B83A43A8CAB, inventoryId, guid, item);
// guid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_ENABLE_ITEM

- **Hash:** `0x6A564540FAC12211`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryEnableItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ENABLE_ITEM

## Signature

```c
void _INVENTORY_ENABLE_ITEM(int inventoryId, Hash item);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
InventoryEnableItem(inventoryId, item)

-- always available, by hash
Citizen.InvokeNative(0x6A564540FAC12211, inventoryId, item)
```

### JavaScript

```js
InventoryEnableItem(inventoryId, item);

// by hash
Citizen.invokeNative('0x6A564540FAC12211', inventoryId, item);
```

### C#

```csharp
Function.Call((Hash)0x6A564540FAC12211, inventoryId, item);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_ENABLE_WEAPONS

- **Hash:** `0xD5D72F1624F3BA7C`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryEnableWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ENABLE_WEAPONS

## Signature

```c
void _INVENTORY_ENABLE_WEAPONS(int inventoryId);
```

## Parameters

- `inventoryId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
InventoryEnableWeapons(inventoryId)

-- always available, by hash
Citizen.InvokeNative(0xD5D72F1624F3BA7C, inventoryId)
```

### JavaScript

```js
InventoryEnableWeapons(inventoryId);

// by hash
Citizen.invokeNative('0xD5D72F1624F3BA7C', inventoryId);
```

### C#

```csharp
Function.Call((Hash)0xD5D72F1624F3BA7C, inventoryId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_EQUIP_ITEM_WITH_GUID

- **Hash:** `0x734311E2852760D0`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryEquipItemWithGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_EQUIP_ITEM_WITH_GUID

## Signature

```c
BOOL _INVENTORY_EQUIP_ITEM_WITH_GUID(int inventoryId, Any* guid, BOOL bEquipped);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `bEquipped` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryEquipItemWithGuid(inventoryId, bEquipped)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x734311E2852760D0, inventoryId, Citizen.PointerValueInt(), bEquipped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryEquipItemWithGuid(inventoryId, bEquipped);

// by hash
const [retval, guid] = Citizen.invokeNative('0x734311E2852760D0', inventoryId, Citizen.pointerValueInt(), bEquipped, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x734311E2852760D0, inventoryId, guid, bEquipped);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_FITS_SLOT_ID

- **Hash:** `0x780C5B9AE2819807`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryFitsSlotId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_FITS_SLOT_ID

## Signature

```c
BOOL _INVENTORY_FITS_SLOT_ID(Hash item, Hash slotId);
```

## Parameters

- `item` (`Hash`)
- `slotId` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = InventoryFitsSlotId(item, slotId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x780C5B9AE2819807, item, slotId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryFitsSlotId(item, slotId);

// by hash
const retval = Citizen.invokeNative('0x780C5B9AE2819807', item, slotId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x780C5B9AE2819807, item, slotId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_CHILDREN_COUNT

- **Hash:** `0xE843D21A8E2498AA`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetChildrenCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_CHILDREN_COUNT

## Signature

```c
int _INVENTORY_GET_CHILDREN_COUNT(int inventoryId, Any* parentGuid);
```

## Parameters

- `inventoryId` (`int`)
- `parentGuid` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, parentGuid = InventoryGetChildrenCount(inventoryId, parentGuid)

-- always available, by hash
local retval, parentGuid = Citizen.InvokeNative(0xE843D21A8E2498AA, inventoryId, Citizen.PointerValueIntInitialized(parentGuid), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, parentGuid] = InventoryGetChildrenCount(inventoryId, parentGuid);

// by hash
const [retval, parentGuid] = Citizen.invokeNative('0xE843D21A8E2498AA', inventoryId, Citizen.pointerValueIntInitialized(parentGuid), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var parentGuid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE843D21A8E2498AA, inventoryId, parentGuid);
// parentGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::INVENTORY_GET_CHILDREN_IN_SLOT_COUNT

- **Hash:** `0x033EE4B89F3AC545`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetChildrenInSlotCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_CHILDREN_IN_SLOT_COUNT

## Signature

```c
int INVENTORY_GET_CHILDREN_IN_SLOT_COUNT(int inventoryId, Any* guid, Hash slotId);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `slotId` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, guid = InventoryGetChildrenInSlotCount(inventoryId, slotId)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x033EE4B89F3AC545, inventoryId, Citizen.PointerValueInt(), slotId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = InventoryGetChildrenInSlotCount(inventoryId, slotId);

// by hash
const [retval, guid] = Citizen.invokeNative('0x033EE4B89F3AC545', inventoryId, Citizen.pointerValueInt(), slotId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0x033EE4B89F3AC545, inventoryId, guid, slotId);
// guid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA

- **Hash:** `0x025A1B1FB03FBF61`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetFullInventoryItemData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA

## Signature

```c
BOOL _INVENTORY_GET_FULL_INVENTORY_ITEM_DATA(int inventoryId, Any* guid, Any* p2, int p3, int p4);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`Any*`)
- `p3` (`int`)
- `p4` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid, p2 = InventoryGetFullInventoryItemData(inventoryId, p3, p4)

-- always available, by hash
local retval, guid, p2 = Citizen.InvokeNative(0x025A1B1FB03FBF61, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid, p2] = InventoryGetFullInventoryItemData(inventoryId, p3, p4);

// by hash
const [retval, guid, p2] = Citizen.invokeNative('0x025A1B1FB03FBF61', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x025A1B1FB03FBF61, inventoryId, guid, p2, p3, p4);
// guid.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::INVENTORY_GET_GUID_FROM_ITEMID

- **Hash:** `0x886DFD3E185C8A89`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetGuidFromItemid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_GUID_FROM_ITEMID

## Signature

```c
BOOL INVENTORY_GET_GUID_FROM_ITEMID(int inventoryId, Any* guid, Hash p2, Hash slotId, Any* outGuid);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`Hash`)
- `slotId` (`Hash`)
- `outGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid, outGuid = InventoryGetGuidFromItemid(inventoryId, p2, slotId)

-- always available, by hash
local retval, guid, outGuid = Citizen.InvokeNative(0x886DFD3E185C8A89, inventoryId, Citizen.PointerValueInt(), p2, slotId, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid, outGuid] = InventoryGetGuidFromItemid(inventoryId, p2, slotId);

// by hash
const [retval, guid, outGuid] = Citizen.invokeNative('0x886DFD3E185C8A89', inventoryId, Citizen.pointerValueInt(), p2, slotId, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
var outGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x886DFD3E185C8A89, inventoryId, guid, p2, slotId, outGuid);
// guid.GetResult<int>()
// outGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ID_FROM_PED

- **Hash:** `0x13D234A2A3F66E63`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryIdFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ID_FROM_PED

## Signature

```c
int _INVENTORY_GET_INVENTORY_ID_FROM_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

Returns a unique inventory ID for this ped.
For the local player ped, it is an eInventories value.
For other peds, it is the inventory address casted to unsigned int.

enum eInventories
{
	INVENTORY_INVALID,
	INVENTORY_SP_PLAYER,
	INVENTORY_MP_PLAYER,
	INVENTORY_MP_MISSION,
	INVENTORY_SECOND_SCREEN,
	INVENTORY_SP_BACKUP,
	INVENTORY_SP_SNAPSHOT,
	INVENTORY_0xDE2AE452,
	INVENTORY_0x399D9B3A,
	INVENTORY_0x4BD43FA7,
	INVENTORY_0x9529D251,
	INVENTORY_0xA75776AC,
	INVENTORY_MAX_ID = 11,
	INVENTORY_IDS_COUNT
};

## Usage

### Lua

```lua
local retval = InventoryGetInventoryIdFromPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13D234A2A3F66E63, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x13D234A2A3F66E63', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13D234A2A3F66E63, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::INVENTORY_GET_INVENTORY_ITEM

- **Hash:** `0x9700E8EFC4AB9089`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_INVENTORY_ITEM

## Signature

```c
BOOL INVENTORY_GET_INVENTORY_ITEM(int inventoryId, Any* inData, Any* outData, BOOL p3);
```

## Parameters

- `inventoryId` (`int`)
- `inData` (`Any*`)
- `outData` (`Any*`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, inData, outData = InventoryGetInventoryItem(inventoryId, p3)

-- always available, by hash
local retval, inData, outData = Citizen.InvokeNative(0x9700E8EFC4AB9089, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, inData, outData] = InventoryGetInventoryItem(inventoryId, p3);

// by hash
const [retval, inData, outData] = Citizen.invokeNative('0x9700E8EFC4AB9089', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var inData = new OutputArgument();
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9700E8EFC4AB9089, inventoryId, inData, outData, p3);
// inData.GetResult<int>()
// outData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_CHILD

- **Hash:** `0xCD9A485F2B383B44`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemChild`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_CHILD

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_CHILD(int inventoryId, Any* parentGuid, Any childIndex, Any* outInventoryItem);
```

## Parameters

- `inventoryId` (`int`)
- `parentGuid` (`Any*`)
- `childIndex` (`Any`)
- `outInventoryItem` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, parentGuid, outInventoryItem = InventoryGetInventoryItemChild(inventoryId, childIndex)

-- always available, by hash
local retval, parentGuid, outInventoryItem = Citizen.InvokeNative(0xCD9A485F2B383B44, inventoryId, Citizen.PointerValueInt(), childIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, parentGuid, outInventoryItem] = InventoryGetInventoryItemChild(inventoryId, childIndex);

// by hash
const [retval, parentGuid, outInventoryItem] = Citizen.invokeNative('0xCD9A485F2B383B44', inventoryId, Citizen.pointerValueInt(), childIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var parentGuid = new OutputArgument();
var outInventoryItem = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCD9A485F2B383B44, inventoryId, parentGuid, childIndex, outInventoryItem);
// parentGuid.GetResult<int>()
// outInventoryItem.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_COMPATIBLE_SLOTS

- **Hash:** `0x9AC53CB6907B4428`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemCompatibleSlots`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_COMPATIBLE_SLOTS

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_COMPATIBLE_SLOTS(Hash item, int* outSlotIds, int maxResults);
```

## Parameters

- `item` (`Hash`)
- `outSlotIds` (`int*`)
- `maxResults` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Writes up to maxResults compatible SLOTID_* hashes for item into outSlotIds (int32 array; unused entries are 0). Commonly used to gather valid equip slots for component/decoration items. Returns true on success.
Example (C++):
	Hash item = joaat("horse_equipment_western_04_stock_new_saddle_005");
	int out[30] = {};
	if (INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_COMPATIBLE_SLOTS(item, out, 30)) {
		for (int i = 0; i < 30 && out[i] != 0; ++i) {
			printf("slot[%d] = 0x%08X\n", i + 1, (unsigned)out[i]);
		}
	}
Typical result for the sample item includes: SLOTID_HORSE_SADDLEBAG, SLOTID_HORSE_BEDROLL, SLOTID_HORSE_HORN, SLOTID_HORSE_STIRRUP, SLOTID_HORSE_BLANKET, SLOTID_HORSE_REINS, SLOTID_HORSE_SEAT, SLOTID_HORSE_FENDER, SLOTID_HORSE_SKIRT, SLOTID_HORSE_CANTLE, SLOTID_HORSE_LANTERN, SLOTID_HORSE_MASK. Note (FiveM DataView): read each int at an 8-byte stride (i*8).

*Source: VORPCORE RDR3natives*

p1 (out) and p2 (in) are both script arrays?
item: can be a component item, see SHOP_CATALOG_BUILD_LIST_OF_WEAPON_COMPONENTS

## Usage

### Lua

```lua
local retval, outSlotIds = InventoryGetInventoryItemCompatibleSlots(item, maxResults)

-- always available, by hash
local retval, outSlotIds = Citizen.InvokeNative(0x9AC53CB6907B4428, item, Citizen.PointerValueInt(), maxResults, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outSlotIds] = InventoryGetInventoryItemCompatibleSlots(item, maxResults);

// by hash
const [retval, outSlotIds] = Citizen.invokeNative('0x9AC53CB6907B4428', item, Citizen.pointerValueInt(), maxResults, Citizen.returnResultAnyway());
```

### C#

```csharp
var outSlotIds = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9AC53CB6907B4428, item, outSlotIds, maxResults);
// outSlotIds.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_GUID

- **Hash:** `0xC97E0D2302382211`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemCountWithGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_GUID

## Signature

```c
int _INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_GUID(int inventoryId, Any* guid, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, guid = InventoryGetInventoryItemCountWithGuid(inventoryId, p2)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0xC97E0D2302382211, inventoryId, Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = InventoryGetInventoryItemCountWithGuid(inventoryId, p2);

// by hash
const [retval, guid] = Citizen.invokeNative('0xC97E0D2302382211', inventoryId, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC97E0D2302382211, inventoryId, guid, p2);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_ITEMID

- **Hash:** `0xE787F05DFC977BDE`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemCountWithItemid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_ITEMID

## Signature

```c
int _INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_ITEMID(int inventoryId, Hash eInventoryItem, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `eInventoryItem` (`Hash`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = InventoryGetInventoryItemCountWithItemid(inventoryId, eInventoryItem, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE787F05DFC977BDE, inventoryId, eInventoryItem, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryGetInventoryItemCountWithItemid(inventoryId, eInventoryItem, p2);

// by hash
const retval = Citizen.invokeNative('0xE787F05DFC977BDE', inventoryId, eInventoryItem, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE787F05DFC977BDE, inventoryId, eInventoryItem, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_DESCRIPTION_HASH

- **Hash:** `0xA4550FE9C512E3DD`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemDescriptionHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_DESCRIPTION_HASH

## Signature

```c
Hash _INVENTORY_GET_INVENTORY_ITEM_DESCRIPTION_HASH(Hash item);
```

## Parameters

- `item` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = InventoryGetInventoryItemDescriptionHash(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4550FE9C512E3DD, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryGetInventoryItemDescriptionHash(item);

// by hash
const retval = Citizen.invokeNative('0xA4550FE9C512E3DD', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA4550FE9C512E3DD, item);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_EQUIPPED_IN_SLOT

- **Hash:** `0xBE012571B25F5ACA`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemEquippedInSlot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_EQUIPPED_IN_SLOT

## Signature

```c
int _INVENTORY_GET_INVENTORY_ITEM_EQUIPPED_IN_SLOT(int inventoryId, Any* guid, Hash slotId, int p3, Any* p4);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `slotId` (`Hash`)
- `p3` (`int`)
- `p4` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, guid, p4 = InventoryGetInventoryItemEquippedInSlot(inventoryId, slotId, p3)

-- always available, by hash
local retval, guid, p4 = Citizen.InvokeNative(0xBE012571B25F5ACA, inventoryId, Citizen.PointerValueInt(), slotId, p3, Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid, p4] = InventoryGetInventoryItemEquippedInSlot(inventoryId, slotId, p3);

// by hash
const [retval, guid, p4] = Citizen.invokeNative('0xBE012571B25F5ACA', inventoryId, Citizen.pointerValueInt(), slotId, p3, Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
var p4 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xBE012571B25F5ACA, inventoryId, guid, slotId, p3, p4);
// guid.GetResult<int>()
// p4.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_EQUIPPED_IN_SLOT_BY_REF

- **Hash:** `0x22E590F108289A9D`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemEquippedInSlotByRef`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_EQUIPPED_IN_SLOT_BY_REF

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_EQUIPPED_IN_SLOT_BY_REF(int inventoryId, Any* guid, Hash slotId, Any* outGuid);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `slotId` (`Hash`)
- `outGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid, outGuid = InventoryGetInventoryItemEquippedInSlotByRef(inventoryId, slotId)

-- always available, by hash
local retval, guid, outGuid = Citizen.InvokeNative(0x22E590F108289A9D, inventoryId, Citizen.PointerValueInt(), slotId, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid, outGuid] = InventoryGetInventoryItemEquippedInSlotByRef(inventoryId, slotId);

// by hash
const [retval, guid, outGuid] = Citizen.invokeNative('0x22E590F108289A9D', inventoryId, Citizen.pointerValueInt(), slotId, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
var outGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x22E590F108289A9D, inventoryId, guid, slotId, outGuid);
// guid.GetResult<int>()
// outGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT

- **Hash:** `0xB991FE166FAF84FD`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemFitSlot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT(Hash p0, Any* p1, int p2);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Any*`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = InventoryGetInventoryItemFitSlot(p0, p2)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xB991FE166FAF84FD, p0, Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = InventoryGetInventoryItemFitSlot(p0, p2);

// by hash
const [retval, p1] = Citizen.invokeNative('0xB991FE166FAF84FD', p0, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB991FE166FAF84FD, p0, p1, p2);
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_HIDDEN

- **Hash:** `0xF9933164965533B7`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemHidden`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_HIDDEN

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_HIDDEN(int inventoryId, Any* guid);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryGetInventoryItemHidden(inventoryId, guid)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0xF9933164965533B7, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryGetInventoryItemHidden(inventoryId, guid);

// by hash
const [retval, guid] = Citizen.invokeNative('0xF9933164965533B7', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF9933164965533B7, inventoryId, guid);
// guid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_IN_USE

- **Hash:** `0x70E3A884ED000A01`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemInUse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_IN_USE

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_IN_USE(int inventoryId, Any* guid);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryGetInventoryItemInUse(inventoryId, guid)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x70E3A884ED000A01, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryGetInventoryItemInUse(inventoryId, guid);

// by hash
const [retval, guid] = Citizen.invokeNative('0x70E3A884ED000A01', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x70E3A884ED000A01, inventoryId, guid);
// guid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_INSPECTION_INFO

- **Hash:** `0x0C093C1787F18519`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemInspectionInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_INSPECTION_INFO

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_INSPECTION_INFO(Hash item, Any* info);
```

## Parameters

- `item` (`Hash`)
- `info` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, info = InventoryGetInventoryItemInspectionInfo(item, info)

-- always available, by hash
local retval, info = Citizen.InvokeNative(0x0C093C1787F18519, item, Citizen.PointerValueIntInitialized(info), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, info] = InventoryGetInventoryItemInspectionInfo(item, info);

// by hash
const [retval, info] = Citizen.invokeNative('0x0C093C1787F18519', item, Citizen.pointerValueIntInitialized(info), Citizen.returnResultAnyway());
```

### C#

```csharp
var info = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0C093C1787F18519, item, info);
// info.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_IS_ANIMAL_PELT

- **Hash:** `0x4AEF1FB5B9011D75`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemIsAnimalPelt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_IS_ANIMAL_PELT

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_IS_ANIMAL_PELT(Hash item);
```

## Parameters

- `item` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = InventoryGetInventoryItemIsAnimalPelt(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4AEF1FB5B9011D75, item, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryGetInventoryItemIsAnimalPelt(item);

// by hash
const retval = Citizen.invokeNative('0x4AEF1FB5B9011D75', item, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4AEF1FB5B9011D75, item);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_LAST_CREATION

- **Hash:** `0x112BCA290D2EB53C`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemLastCreation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_LAST_CREATION

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_LAST_CREATION(int inventoryId, Hash item, int* year, int* month, int* day, int* hour, int* minute, int* second);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)
- `year` (`int*`)
- `month` (`int*`)
- `day` (`int*`)
- `hour` (`int*`)
- `minute` (`int*`)
- `second` (`int*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Outputs the last creation date of the item for the selected inventory. Returns true if successful, false otherwise.

*Source: VORPCORE RDR3natives*

Returns the last creation date of an inventory item

## Usage

### Lua

```lua
local retval, year, month, day, hour, minute, second = InventoryGetInventoryItemLastCreation(inventoryId, item)

-- always available, by hash
local retval, year, month, day, hour, minute, second = Citizen.InvokeNative(0x112BCA290D2EB53C, inventoryId, item, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, year, month, day, hour, minute, second] = InventoryGetInventoryItemLastCreation(inventoryId, item);

// by hash
const [retval, year, month, day, hour, minute, second] = Citizen.invokeNative('0x112BCA290D2EB53C', inventoryId, item, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var year = new OutputArgument();
var month = new OutputArgument();
var day = new OutputArgument();
var hour = new OutputArgument();
var minute = new OutputArgument();
var second = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x112BCA290D2EB53C, inventoryId, item, year, month, day, hour, minute, second);
// year.GetResult<int>()
// month.GetResult<int>()
// day.GetResult<int>()
// hour.GetResult<int>()
// minute.GetResult<int>()
// second.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_SOUND

- **Hash:** `0x2E1CDC1FF3B8473E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemSound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_SOUND

## Signature

```c
Hash _INVENTORY_GET_INVENTORY_ITEM_SOUND(Hash item, int soundType);
```

## Parameters

- `item` (`Hash`)
- `soundType` (`int`)

## Returns

`Hash`

## Description

soundType: see 0x2BAE4880DCDD560B
Returns item Hash to be used with _IS_SCRIPTED_AUDIO_CUSTOM and _PLAY_SOUND_FROM_ITEM (p0)

## Usage

### Lua

```lua
local retval = InventoryGetInventoryItemSound(item, soundType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E1CDC1FF3B8473E, item, soundType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryGetInventoryItemSound(item, soundType);

// by hash
const retval = Citizen.invokeNative('0x2E1CDC1FF3B8473E', item, soundType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2E1CDC1FF3B8473E, item, soundType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CItemInfoSoundsInterface__sSoundsInfo__eSoundType](https://natives.borderlinerp.com/enums/CItemInfoSoundsInterface__sSoundsInfo__eSoundType.md) — 3 values

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID

- **Hash:** `0xAB5F12746A099A0E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemWeaponCopyId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID

## Signature

```c
int _INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID(int inventoryId, Any* guid);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)

## Returns

`int`

## Description

Returns CopyID

## Usage

### Lua

```lua
local retval, guid = InventoryGetInventoryItemWeaponCopyId(inventoryId, guid)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0xAB5F12746A099A0E, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = InventoryGetInventoryItemWeaponCopyId(inventoryId, guid);

// by hash
const [retval, guid] = Citizen.invokeNative('0xAB5F12746A099A0E', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xAB5F12746A099A0E, inventoryId, guid);
// guid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_IS_INVENTORY_ITEM_SOUND_VALID

- **Hash:** `0x2BAE4880DCDD560B`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetIsInventoryItemSoundValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_IS_INVENTORY_ITEM_SOUND_VALID

## Signature

```c
BOOL _INVENTORY_GET_IS_INVENTORY_ITEM_SOUND_VALID(Hash item, int soundType);
```

## Parameters

- `item` (`Hash`)
- `soundType` (`int`)

## Returns

`BOOL`

## Description

soundType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CItemInfoSoundsInterface__sSoundsInfo__eSoundType

## Usage

### Lua

```lua
local retval = InventoryGetIsInventoryItemSoundValid(item, soundType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2BAE4880DCDD560B, item, soundType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryGetIsInventoryItemSoundValid(item, soundType);

// by hash
const retval = Citizen.invokeNative('0x2BAE4880DCDD560B', item, soundType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2BAE4880DCDD560B, item, soundType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CItemInfoSoundsInterface__sSoundsInfo__eSoundType](https://natives.borderlinerp.com/enums/CItemInfoSoundsInterface__sSoundsInfo__eSoundType.md) — 3 values

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_ITEM_EXPIRY_TIME

- **Hash:** `0x4A606C17276E1BCC`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetItemExpiryTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_ITEM_EXPIRY_TIME

## Signature

```c
int _INVENTORY_GET_ITEM_EXPIRY_TIME(Any* itemGUID);
```

## Parameters

- `itemGUID` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, itemGUID = InventoryGetItemExpiryTime(itemGUID)

-- always available, by hash
local retval, itemGUID = Citizen.InvokeNative(0x4A606C17276E1BCC, Citizen.PointerValueIntInitialized(itemGUID), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, itemGUID] = InventoryGetItemExpiryTime(itemGUID);

// by hash
const [retval, itemGUID] = Citizen.invokeNative('0x4A606C17276E1BCC', Citizen.pointerValueIntInitialized(itemGUID), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var itemGUID = new OutputArgument();
int retval = Function.Call<int>((Hash)0x4A606C17276E1BCC, itemGUID);
// itemGUID.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_GET_ITEM_FROM_COLLECTION_INDEX

- **Hash:** `0x82FA24C3D3FCD9B7`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetItemFromCollectionIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_ITEM_FROM_COLLECTION_INDEX

## Signature

```c
BOOL _INVENTORY_GET_ITEM_FROM_COLLECTION_INDEX(int collectionId, int itemIndex, Any* itemData);
```

## Parameters

- `collectionId` (`int`)
- `itemIndex` (`int`)
- `itemData` (`Any*`)

## Returns

`BOOL`

## Description

collectionId is < outCollectionSize

## Usage

### Lua

```lua
local retval, itemData = InventoryGetItemFromCollectionIndex(collectionId, itemIndex, itemData)

-- always available, by hash
local retval, itemData = Citizen.InvokeNative(0x82FA24C3D3FCD9B7, collectionId, itemIndex, Citizen.PointerValueIntInitialized(itemData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, itemData] = InventoryGetItemFromCollectionIndex(collectionId, itemIndex, itemData);

// by hash
const [retval, itemData] = Citizen.invokeNative('0x82FA24C3D3FCD9B7', collectionId, itemIndex, Citizen.pointerValueIntInitialized(itemData), Citizen.returnResultAnyway());
```

### C#

```csharp
var itemData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x82FA24C3D3FCD9B7, collectionId, itemIndex, itemData);
// itemData.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_IS_GUID_VALID

- **Hash:** `0xB881CA836CC4B6D4`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsGuidValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_GUID_VALID

## Signature

```c
BOOL _INVENTORY_IS_GUID_VALID(Any* guid);
```

## Parameters

- `guid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryIsGuidValid(guid)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0xB881CA836CC4B6D4, Citizen.PointerValueIntInitialized(guid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryIsGuidValid(guid);

// by hash
const [retval, guid] = Citizen.invokeNative('0xB881CA836CC4B6D4', Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB881CA836CC4B6D4, guid);
// guid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_IS_INVENTORY_ITEM_EQUIPPED

- **Hash:** `0x3D10D7179D7034AF`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsInventoryItemEquipped`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_INVENTORY_ITEM_EQUIPPED

## Signature

```c
BOOL _INVENTORY_IS_INVENTORY_ITEM_EQUIPPED(int inventoryId, Hash item, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

Alternative Name: _INVENTORY_IS_ITEM_DISABLED

## Usage

### Lua

```lua
local retval = InventoryIsInventoryItemEquipped(inventoryId, item, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D10D7179D7034AF, inventoryId, item, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryIsInventoryItemEquipped(inventoryId, item, p2);

// by hash
const retval = Citizen.invokeNative('0x3D10D7179D7034AF', inventoryId, item, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3D10D7179D7034AF, inventoryId, item, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_IS_INVENTORY_ITEM_FLAG_ENABLED

- **Hash:** `0x245D07651B1D183B`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsInventoryItemFlagEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_INVENTORY_ITEM_FLAG_ENABLED

## Signature

```c
BOOL _INVENTORY_IS_INVENTORY_ITEM_FLAG_ENABLED(Hash item, int flag);
```

## Parameters

- `item` (`Hash`)
- `flag` (`int`)

## Returns

`BOOL`

## Description

flag: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ItemDatabaseItemFlags
2097152 (is item read?), 8388608 (is item sent/received/mailable?), 16777216 (is item consumable?)

## Usage

### Lua

```lua
local retval = InventoryIsInventoryItemFlagEnabled(item, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x245D07651B1D183B, item, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryIsInventoryItemFlagEnabled(item, flag);

// by hash
const retval = Citizen.invokeNative('0x245D07651B1D183B', item, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x245D07651B1D183B, item, flag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ItemDatabaseItemFlags](https://natives.borderlinerp.com/enums/ItemDatabaseItemFlags.md) — 31 values

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_IS_ITEM_EXPIRED

- **Hash:** `0x0137C77A2EC64536`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsItemExpired`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_ITEM_EXPIRED

## Signature

```c
BOOL _INVENTORY_IS_ITEM_EXPIRED(Any* itemGUID);
```

## Parameters

- `itemGUID` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, itemGUID = InventoryIsItemExpired(itemGUID)

-- always available, by hash
local retval, itemGUID = Citizen.InvokeNative(0x0137C77A2EC64536, Citizen.PointerValueIntInitialized(itemGUID), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, itemGUID] = InventoryIsItemExpired(itemGUID);

// by hash
const [retval, itemGUID] = Citizen.invokeNative('0x0137C77A2EC64536', Citizen.pointerValueIntInitialized(itemGUID), Citizen.returnResultAnyway());
```

### C#

```csharp
var itemGUID = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0137C77A2EC64536, itemGUID);
// itemGUID.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_IS_PLAYER_INVENTORY_MIRRORING_TRANSACTIONS

- **Hash:** `0xFC7563F482781A3D`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsPlayerInventoryMirroringTransactions`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_PLAYER_INVENTORY_MIRRORING_TRANSACTIONS

## Signature

```c
BOOL _INVENTORY_IS_PLAYER_INVENTORY_MIRRORING_TRANSACTIONS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = InventoryIsPlayerInventoryMirroringTransactions()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC7563F482781A3D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryIsPlayerInventoryMirroringTransactions();

// by hash
const retval = Citizen.invokeNative('0xFC7563F482781A3D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFC7563F482781A3D);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_IS_USING_BACKUP_INVENTORY

- **Hash:** `0x7C7E4AB748EA3B07`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsUsingBackupInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_USING_BACKUP_INVENTORY

## Signature

```c
BOOL _INVENTORY_IS_USING_BACKUP_INVENTORY();
```

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

old name _INVENTORY_USE_SP_BACKUP

## Usage

### Lua

```lua
local retval = InventoryIsUsingBackupInventory()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C7E4AB748EA3B07, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryIsUsingBackupInventory();

// by hash
const retval = Citizen.invokeNative('0x7C7E4AB748EA3B07', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C7E4AB748EA3B07);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# INVENTORY::_INVENTORY_MOVE_INVENTORY_ITEM

- **Hash:** `0xDCCAA7C3BFD88862`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryMoveInventoryItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_MOVE_INVENTORY_ITEM

## Signature

```c
BOOL _INVENTORY_MOVE_INVENTORY_ITEM(int inventoryId, Any* guid1, Any* guid2, Hash slotId, int quantity, Any* outGuid);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)
- `slotId` (`Hash`)
- `quantity` (`int`)
- `outGuid` (`Any*`)

## Returns

`BOOL`

## Description

guid1: old parent GUID
guid2: new parent GUID
guid3: new item GUID (out param)

## Usage

### Lua

```lua
local retval, guid1, guid2, outGuid = InventoryMoveInventoryItem(inventoryId, slotId, quantity)

-- always available, by hash
local retval, guid1, guid2, outGuid = Citizen.InvokeNative(0xDCCAA7C3BFD88862, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), slotId, quantity, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2, outGuid] = InventoryMoveInventoryItem(inventoryId, slotId, quantity);

// by hash
const [retval, guid1, guid2, outGuid] = Citizen.invokeNative('0xDCCAA7C3BFD88862', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), slotId, quantity, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
var outGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xDCCAA7C3BFD88862, inventoryId, guid1, guid2, slotId, quantity, outGuid);
// guid1.GetResult<int>()
// guid2.GetResult<int>()
// outGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_RELEASE_ITEM_COLLECTION

- **Hash:** `0x42A2F33A1942E865`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryReleaseItemCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_RELEASE_ITEM_COLLECTION

## Signature

```c
BOOL _INVENTORY_RELEASE_ITEM_COLLECTION(int collectionId);
```

## Parameters

- `collectionId` (`int`)

## Returns

`BOOL`

## Description

Max num of collections is 5, so release your unused ones.

## Usage

### Lua

```lua
local retval = InventoryReleaseItemCollection(collectionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42A2F33A1942E865, collectionId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryReleaseItemCollection(collectionId);

// by hash
const retval = Citizen.invokeNative('0x42A2F33A1942E865', collectionId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x42A2F33A1942E865, collectionId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_GUID

- **Hash:** `0x3E4E811480B3AE79`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryRemoveInventoryItemWithGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_GUID

## Signature

```c
BOOL _INVENTORY_REMOVE_INVENTORY_ITEM_WITH_GUID(int inventoryId, Any* guid, int quantity, Hash removeReason);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `quantity` (`int`)
- `removeReason` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryRemoveInventoryItemWithGuid(inventoryId, quantity, removeReason)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x3E4E811480B3AE79, inventoryId, Citizen.PointerValueInt(), quantity, removeReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryRemoveInventoryItemWithGuid(inventoryId, quantity, removeReason);

// by hash
const [retval, guid] = Citizen.invokeNative('0x3E4E811480B3AE79', inventoryId, Citizen.pointerValueInt(), quantity, removeReason, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3E4E811480B3AE79, inventoryId, guid, quantity, removeReason);
// guid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_ITEMID

- **Hash:** `0xB4158C8C9A3B5DCE`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryRemoveInventoryItemWithItemid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_ITEMID

## Signature

```c
BOOL _INVENTORY_REMOVE_INVENTORY_ITEM_WITH_ITEMID(int inventoryId, Hash item, int quantity, Hash removeReason);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)
- `quantity` (`int`)
- `removeReason` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = InventoryRemoveInventoryItemWithItemid(inventoryId, item, quantity, removeReason)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4158C8C9A3B5DCE, inventoryId, item, quantity, removeReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryRemoveInventoryItemWithItemid(inventoryId, item, quantity, removeReason);

// by hash
const retval = Citizen.invokeNative('0xB4158C8C9A3B5DCE', inventoryId, item, quantity, removeReason, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB4158C8C9A3B5DCE, inventoryId, item, quantity, removeReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEMS

- **Hash:** `0x5D6182F3BCE1333B`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryRemoveInventoryItems`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_REMOVE_INVENTORY_ITEMS

## Signature

```c
BOOL _INVENTORY_REMOVE_INVENTORY_ITEMS(int inventoryId, Hash removeReason);
```

## Parameters

- `inventoryId` (`int`)
- `removeReason` (`Hash`)

## Returns

`BOOL`

## Description

removeReason: REMOVE_REASON_DEFAULT (eRemoveItemReason)
Example: INVENTORY::_0x5D6182F3BCE1333B(1, joaat("REMOVE_REASON_DEFAULT")); -> clears weapon wheel
Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval = InventoryRemoveInventoryItems(inventoryId, removeReason)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D6182F3BCE1333B, inventoryId, removeReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryRemoveInventoryItems(inventoryId, removeReason);

// by hash
const retval = Citizen.invokeNative('0x5D6182F3BCE1333B', inventoryId, removeReason, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5D6182F3BCE1333B, inventoryId, removeReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_HIDDEN

- **Hash:** `0x9A113C660AEA3832`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemHidden`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_HIDDEN

## Signature

```c
void _INVENTORY_SET_INVENTORY_ITEM_HIDDEN(int inventoryId, Any* guid, BOOL hidden);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `hidden` (`BOOL`)

## Returns

`void`

## Description

Used with CClothingItem

## Usage

### Lua

```lua
local guid = InventorySetInventoryItemHidden(inventoryId, hidden)

-- always available, by hash
local guid = Citizen.InvokeNative(0x9A113C660AEA3832, inventoryId, Citizen.PointerValueInt(), hidden)
```

### JavaScript

```js
const guid = InventorySetInventoryItemHidden(inventoryId, hidden);

// by hash
const guid = Citizen.invokeNative('0x9A113C660AEA3832', inventoryId, Citizen.pointerValueInt(), hidden);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0x9A113C660AEA3832, inventoryId, guid, hidden);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_HIDDEN_2

- **Hash:** `0xD740F11FBC8AEF43`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemHidden_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_HIDDEN_2

## Signature

```c
void _INVENTORY_SET_INVENTORY_ITEM_HIDDEN_2(int inventoryId, Any* guid, BOOL hidden);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `hidden` (`BOOL`)

## Returns

`void`

## Description

Used with CSatchelItem, R* Script usage: fisihing_core

## Usage

### Lua

```lua
local guid = InventorySetInventoryItemHidden_2(inventoryId, hidden)

-- always available, by hash
local guid = Citizen.InvokeNative(0xD740F11FBC8AEF43, inventoryId, Citizen.PointerValueInt(), hidden)
```

### JavaScript

```js
const guid = InventorySetInventoryItemHidden_2(inventoryId, hidden);

// by hash
const guid = Citizen.invokeNative('0xD740F11FBC8AEF43', inventoryId, Citizen.pointerValueInt(), hidden);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0xD740F11FBC8AEF43, inventoryId, guid, hidden);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_IN_USE

- **Hash:** `0x65A5F70F4A292EBE`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemInUse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_IN_USE

## Signature

```c
void _INVENTORY_SET_INVENTORY_ITEM_IN_USE(int inventoryId, Any* guid, BOOL inUse);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `inUse` (`BOOL`)

## Returns

`void`

## Description

Only works on CClothingItem

## Usage

### Lua

```lua
local guid = InventorySetInventoryItemInUse(inventoryId, inUse)

-- always available, by hash
local guid = Citizen.InvokeNative(0x65A5F70F4A292EBE, inventoryId, Citizen.PointerValueInt(), inUse)
```

### JavaScript

```js
const guid = InventorySetInventoryItemInUse(inventoryId, inUse);

// by hash
const guid = Citizen.invokeNative('0x65A5F70F4A292EBE', inventoryId, Citizen.pointerValueInt(), inUse);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0x65A5F70F4A292EBE, inventoryId, guid, inUse);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED

- **Hash:** `0x227522FD59DDB7E8`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemInspectionEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED

## Signature

```c
BOOL _INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED(int inventoryId, Any* p1, BOOL enabled);
```

## Parameters

- `inventoryId` (`int`)
- `p1` (`Any*`)
- `enabled` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x227522FD59DDB7E8, inventoryId, Citizen.PointerValueInt(), enabled, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled);

// by hash
const [retval, p1] = Citizen.invokeNative('0x227522FD59DDB7E8', inventoryId, Citizen.pointerValueInt(), enabled, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x227522FD59DDB7E8, inventoryId, p1, enabled);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS

- **Hash:** `0x6D2F987736A42D4C`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemWeatherEffectiveness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS

## Signature

```c
void _INVENTORY_SET_INVENTORY_ITEM_WEATHER_EFFECTIVENESS(int inventoryId, Any* guid, int weatherEffectiveness);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `weatherEffectiveness` (`int`)

## Returns

`void`

## Description

OWE_INVALID = -1,
OWE_GOOD_IN_HOT
OWE_GOOD_IN_NONE
OWE_GOOD_IN_COLD
OWE_GOOD_IN_ALL

## Usage

### Lua

```lua
local guid = InventorySetInventoryItemWeatherEffectiveness(inventoryId, weatherEffectiveness)

-- always available, by hash
local guid = Citizen.InvokeNative(0x6D2F987736A42D4C, inventoryId, Citizen.PointerValueInt(), weatherEffectiveness)
```

### JavaScript

```js
const guid = InventorySetInventoryItemWeatherEffectiveness(inventoryId, weatherEffectiveness);

// by hash
const guid = Citizen.invokeNative('0x6D2F987736A42D4C', inventoryId, Citizen.pointerValueInt(), weatherEffectiveness);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0x6D2F987736A42D4C, inventoryId, guid, weatherEffectiveness);
// guid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_SWAP_INVENTORY_ITEM

- **Hash:** `0xF2753D691BCDA314`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySwapInventoryItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SWAP_INVENTORY_ITEM

## Signature

```c
BOOL _INVENTORY_SWAP_INVENTORY_ITEM(int inventoryId, Any* guid1, Any* guid2);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid1, guid2 = InventorySwapInventoryItem(inventoryId)

-- always available, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0xF2753D691BCDA314, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2] = InventorySwapInventoryItem(inventoryId);

// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0xF2753D691BCDA314', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF2753D691BCDA314, inventoryId, guid1, guid2);
// guid1.GetResult<int>()
// guid2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_UPDATE_INVENTORY_ITEM

- **Hash:** `0xD80A8854DB5CFBA5`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryUpdateInventoryItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_UPDATE_INVENTORY_ITEM

## Signature

```c
BOOL _INVENTORY_UPDATE_INVENTORY_ITEM(int inventoryId, Any* guid1, Any* guid2, int p3);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)
- `p3` (`int`)

## Returns

`BOOL`

## Description

Getter: _INVENTORY_GET_FULL_INVENTORY_ITEM_DATA

## Usage

### Lua

```lua
local retval, guid1, guid2 = InventoryUpdateInventoryItem(inventoryId, p3)

-- always available, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0xD80A8854DB5CFBA5, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2] = InventoryUpdateInventoryItem(inventoryId, p3);

// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0xD80A8854DB5CFBA5', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD80A8854DB5CFBA5, inventoryId, guid1, guid2, p3);
// guid1.GetResult<int>()
// guid2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_USE_BACKUP_INVENTORY

- **Hash:** `0xE36D4A38D28D9CFB`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryUseBackupInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_USE_BACKUP_INVENTORY

## Signature

```c
void _INVENTORY_USE_BACKUP_INVENTORY(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
InventoryUseBackupInventory(p0)

-- always available, by hash
Citizen.InvokeNative(0xE36D4A38D28D9CFB, p0)
```

### JavaScript

```js
InventoryUseBackupInventory(p0);

// by hash
Citizen.invokeNative('0xE36D4A38D28D9CFB', p0);
```

### C#

```csharp
Function.Call((Hash)0xE36D4A38D28D9CFB, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_USE_MISSION_INVENTORY

- **Hash:** `0xA6AA9F56BC6CFF58`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryUseMissionInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_USE_MISSION_INVENTORY

## Signature

```c
void _INVENTORY_USE_MISSION_INVENTORY(BOOL enable, BOOL mirrorTransactions);
```

## Parameters

- `enable` (`BOOL`)
- `mirrorTransactions` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
InventoryUseMissionInventory(enable, mirrorTransactions)

-- always available, by hash
Citizen.InvokeNative(0xA6AA9F56BC6CFF58, enable, mirrorTransactions)
```

### JavaScript

```js
InventoryUseMissionInventory(enable, mirrorTransactions);

// by hash
Citizen.invokeNative('0xA6AA9F56BC6CFF58', enable, mirrorTransactions);
```

### C#

```csharp
Function.Call((Hash)0xA6AA9F56BC6CFF58, enable, mirrorTransactions);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [INVENTORY::_SET_USE_MISSION_INVENTORY](https://natives.borderlinerp.com/natives/INVENTORY/_SET_USE_MISSION_INVENTORY.md) — This native has no functionality.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_INVENTORY_USE_SATCHEL_ITEM

- **Hash:** `0x46743BBFEDBC859E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryUseSatchelItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_USE_SATCHEL_ITEM

## Signature

```c
void _INVENTORY_USE_SATCHEL_ITEM(int inventoryId, Hash eInventoryItem, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `eInventoryItem` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

eInventoryItem: CLOTHING_FANCY_SUIT, CLOTHING_GUNSLINGER_OUTFIT, etc.
Only used in R* SP Scripts

## Usage

### Lua

```lua
InventoryUseSatchelItem(inventoryId, eInventoryItem, p2)

-- always available, by hash
Citizen.InvokeNative(0x46743BBFEDBC859E, inventoryId, eInventoryItem, p2)
```

### JavaScript

```js
InventoryUseSatchelItem(inventoryId, eInventoryItem, p2);

// by hash
Citizen.invokeNative('0x46743BBFEDBC859E', inventoryId, eInventoryItem, p2);
```

### C#

```csharp
Function.Call((Hash)0x46743BBFEDBC859E, inventoryId, eInventoryItem, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_SET_CARRIABLE_CARRY_ACTION_PROMPT_OVERRIDE

- **Hash:** `0xF666EF30F4F0AC4E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `SetCarriableCarryActionPromptOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_SET_CARRIABLE_CARRY_ACTION_PROMPT_OVERRIDE

## Signature

```c
void _SET_CARRIABLE_CARRY_ACTION_PROMPT_OVERRIDE(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = SetCarriableCarryActionPromptOverride(data)

-- always available, by hash
local data = Citizen.InvokeNative(0xF666EF30F4F0AC4E, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = SetCarriableCarryActionPromptOverride(data);

// by hash
const data = Citizen.invokeNative('0xF666EF30F4F0AC4E', Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0xF666EF30F4F0AC4E, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_SET_ITEM_PROMPT_INFO_REQUEST

- **Hash:** `0xFD41D1D4350F6413`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `SetItemPromptInfoRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_SET_ITEM_PROMPT_INFO_REQUEST

## Signature

```c
void _SET_ITEM_PROMPT_INFO_REQUEST(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = SetItemPromptInfoRequest(p0)

-- always available, by hash
local p0 = Citizen.InvokeNative(0xFD41D1D4350F6413, Citizen.PointerValueIntInitialized(p0))
```

### JavaScript

```js
const p0 = SetItemPromptInfoRequest(p0);

// by hash
const p0 = Citizen.invokeNative('0xFD41D1D4350F6413', Citizen.pointerValueIntInitialized(p0));
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0xFD41D1D4350F6413, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# INVENTORY::_SET_USE_MISSION_INVENTORY

- **Hash:** `0x597F571DDEE3FFAC`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `SetUseMissionInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_SET_USE_MISSION_INVENTORY

## Signature

```c
void _SET_USE_MISSION_INVENTORY(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

This native has no functionality.

## Usage

### Lua

```lua
SetUseMissionInventory(toggle)

-- always available, by hash
Citizen.InvokeNative(0x597F571DDEE3FFAC, toggle)
```

### JavaScript

```js
SetUseMissionInventory(toggle);

// by hash
Citizen.invokeNative('0x597F571DDEE3FFAC', toggle);
```

### C#

```csharp
Function.Call((Hash)0x597F571DDEE3FFAC, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [INVENTORY::_INVENTORY_USE_MISSION_INVENTORY](https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_USE_MISSION_INVENTORY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_0x17721003A66C72BF

- **Hash:** `0x17721003A66C72BF`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `N_0x17721003a66c72bf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/0x17721003A66C72BF

## Signature

```c
BOOL _0x17721003A66C72BF(Hash shopType, Hash key, Any* outData);
```

## Parameters

- `shopType` (`Hash`)
- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = N_0x17721003a66c72bf(shopType, key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x17721003A66C72BF, shopType, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = N_0x17721003a66c72bf(shopType, key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x17721003A66C72BF', shopType, key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x17721003A66C72BF, shopType, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x17721003a66c72bf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_0x537A0555F62CA01A

- **Hash:** `0x537A0555F62CA01A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `N_0x537a0555f62ca01a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/0x537A0555F62CA01A

## Signature

```c
BOOL _0x537A0555F62CA01A(Hash key, int p1);
```

## Parameters

- `key` (`Hash`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x537a0555f62ca01a(key, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x537A0555F62CA01A, key, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x537a0555f62ca01a(key, p1);

// by hash
const retval = Citizen.invokeNative('0x537A0555F62CA01A', key, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x537A0555F62CA01A, key, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x537a0555f62ca01a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_0x799FCD53358ED5FA

- **Hash:** `0x799FCD53358ED5FA`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `N_0x799fcd53358ed5fa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/0x799FCD53358ED5FA

## Signature

```c
int _0x799FCD53358ED5FA(Any bundle, Any p1);
```

## Parameters

- `bundle` (`Any`)
- `p1` (`Any`)

## Returns

`int`

## Description

Returns Item Count

## Usage

### Lua

```lua
local retval = N_0x799fcd53358ed5fa(bundle, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x799FCD53358ED5FA, bundle, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x799fcd53358ed5fa(bundle, p1);

// by hash
const retval = Citizen.invokeNative('0x799FCD53358ED5FA', bundle, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x799FCD53358ED5FA, bundle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x799fcd53358ed5fa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_0xC4146375D8A0B374

- **Hash:** `0xC4146375D8A0B374`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `N_0xc4146375d8a0b374`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/0xC4146375D8A0B374

## Signature

```c
BOOL _0xC4146375D8A0B374(Any bundle, Any p1, int index, Any p3);
```

## Parameters

- `bundle` (`Any`)
- `p1` (`Any`)
- `index` (`int`)
- `p3` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xc4146375d8a0b374(bundle, p1, index, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC4146375D8A0B374, bundle, p1, index, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xc4146375d8a0b374(bundle, p1, index, p3);

// by hash
const retval = Citizen.invokeNative('0xC4146375D8A0B374', bundle, p1, index, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC4146375D8A0B374, bundle, p1, index, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4146375d8a0b374` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_CAN_EQUIP_ITEM_ON_CATEGORY

- **Hash:** `0x856FF92C57742AE5`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseCanEquipItemOnCategory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_CAN_EQUIP_ITEM_ON_CATEGORY

## Signature

```c
BOOL _ITEMDATABASE_CAN_EQUIP_ITEM_ON_CATEGORY(Hash key, Hash category, Hash slotId);
```

## Parameters

- `key` (`Hash`)
- `category` (`Hash`)
- `slotId` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseCanEquipItemOnCategory(key, category, slotId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x856FF92C57742AE5, key, category, slotId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseCanEquipItemOnCategory(key, category, slotId);

// by hash
const retval = Citizen.invokeNative('0x856FF92C57742AE5', key, category, slotId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x856FF92C57742AE5, key, category, slotId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_CREATE_ITEM_COLLECTION

- **Hash:** `0x71EFA7999AE79408`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseCreateItemCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_CREATE_ITEM_COLLECTION

## Signature

```c
int _ITEMDATABASE_CREATE_ITEM_COLLECTION(Any* data, int* size, int comparisonType);
```

## Parameters

- `data` (`Any*`)
- `size` (`int*`)
- `comparisonType` (`int`)

## Returns

`int`

## Description

Returns collectionId to be used with 0x8750F69A720C2E41 (p0) and 0xCBB7B6EDFA933ADE (p0)
struct ItemCollectionFilter
{
	alignas(8) Hash slotId;
	alignas(8) Hash slotId2;
	alignas(8) Hash tag;
	alignas(8) Hash ciCategory;
	alignas(8) Hash cost;
	alignas(8) Hash unk5;
	alignas(8) int  flags;
	alignas(8) Hash itemType;
	alignas(8) Hash ciTag;
};

## Usage

### Lua

```lua
local retval, data, size = ItemdatabaseCreateItemCollection(comparisonType)

-- always available, by hash
local retval, data, size = Citizen.InvokeNative(0x71EFA7999AE79408, Citizen.PointerValueInt(), Citizen.PointerValueInt(), comparisonType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, data, size] = ItemdatabaseCreateItemCollection(comparisonType);

// by hash
const [retval, data, size] = Citizen.invokeNative('0x71EFA7999AE79408', Citizen.pointerValueInt(), Citizen.pointerValueInt(), comparisonType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var data = new OutputArgument();
var size = new OutputArgument();
int retval = Function.Call<int>((Hash)0x71EFA7999AE79408, data, size, comparisonType);
// data.GetResult<int>()
// size.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_DOES_BUNDLE_HAVE_TAG

- **Hash:** `0x99C6EA66DFE73757`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseDoesBundleHaveTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_DOES_BUNDLE_HAVE_TAG

## Signature

```c
BOOL _ITEMDATABASE_DOES_BUNDLE_HAVE_TAG(Hash bundle, Hash tag, Hash tagType);
```

## Parameters

- `bundle` (`Hash`)
- `tag` (`Hash`)
- `tagType` (`Hash`)

## Returns

`BOOL`

## Description

Params: tag = TAG_ITEM_PROPERTY (tagType(?))

## Usage

### Lua

```lua
local retval = ItemdatabaseDoesBundleHaveTag(bundle, tag, tagType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x99C6EA66DFE73757, bundle, tag, tagType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseDoesBundleHaveTag(bundle, tag, tagType);

// by hash
const retval = Citizen.invokeNative('0x99C6EA66DFE73757', bundle, tag, tagType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x99C6EA66DFE73757, bundle, tag, tagType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_DOES_ITEM_HAVE_TAG

- **Hash:** `0xFF5FB5605AD56856`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseDoesItemHaveTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_DOES_ITEM_HAVE_TAG

## Signature

```c
BOOL _ITEMDATABASE_DOES_ITEM_HAVE_TAG(Hash item, Hash tag, Hash tagType);
```

## Parameters

- `item` (`Hash`)
- `tag` (`Hash`)
- `tagType` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseDoesItemHaveTag(item, tag, tagType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF5FB5605AD56856, item, tag, tagType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseDoesItemHaveTag(item, tag, tagType);

// by hash
const retval = Citizen.invokeNative('0xFF5FB5605AD56856', item, tag, tagType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF5FB5605AD56856, item, tag, tagType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_ACQUIRE_COST

- **Hash:** `0x74F7928816E4E181`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutAcquireCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_ACQUIRE_COST

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_ACQUIRE_COST(Hash key, Hash costtype, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `costtype` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutAcquireCost(key, costtype, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x74F7928816E4E181, key, costtype, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutAcquireCost(key, costtype, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x74F7928816E4E181', key, costtype, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x74F7928816E4E181, key, costtype, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_AWARD_ACQUIRE_COST

- **Hash:** `0xF27F01BBF5ACD3F3`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutAwardAcquireCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_AWARD_ACQUIRE_COST

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_AWARD_ACQUIRE_COST(Hash award, Hash costtype, int index, Any* outData);
```

## Parameters

- `award` (`Hash`)
- `costtype` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutAwardAcquireCost(award, costtype, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xF27F01BBF5ACD3F3, award, costtype, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutAwardAcquireCost(award, costtype, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xF27F01BBF5ACD3F3', award, costtype, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF27F01BBF5ACD3F3, award, costtype, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_AWARD_ITEM_INFO

- **Hash:** `0x121D2005DD64496B`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutAwardItemInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_AWARD_ITEM_INFO

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_AWARD_ITEM_INFO(Hash award, int index, Hash* outData);
```

## Parameters

- `award` (`Hash`)
- `index` (`int`)
- `outData` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutAwardItemInfo(award, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x121D2005DD64496B, award, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutAwardItemInfo(award, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x121D2005DD64496B', award, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x121D2005DD64496B, award, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_AWARD_UNLOCK_FLAG

- **Hash:** `0x8D029948CA29409B`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutAwardUnlockFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_AWARD_UNLOCK_FLAG

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_AWARD_UNLOCK_FLAG(Hash award, int index, Any* outData);
```

## Parameters

- `award` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

Fills out unlock-flag data for an award entry.

outData:
struct AwardUnlockFlag
{
	alignas(8) Hash item;
	alignas(8) int  p1;
	alignas(8) Hash unlockFlag; // e.g. UF_VISIBLE
};

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutAwardUnlockFlag(award, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x8D029948CA29409B, award, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutAwardUnlockFlag(award, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x8D029948CA29409B', award, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8D029948CA29409B, award, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_BUNDLE

- **Hash:** `0xB542632693D53408`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutBundle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_BUNDLE

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_BUNDLE(Hash bundle, Hash costtype, int index, Any* outData);
```

## Parameters

- `bundle` (`Hash`)
- `costtype` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutBundle(bundle, costtype, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xB542632693D53408, bundle, costtype, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutBundle(bundle, costtype, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xB542632693D53408', bundle, costtype, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB542632693D53408, bundle, costtype, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct Cost {
  Hash currency;
  int amount;
};
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_BUNDLE_UI_DATA

- **Hash:** `0x74C3B1093728D263`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutBundleUiData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_BUNDLE_UI_DATA

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_BUNDLE_UI_DATA(Hash bundle, Any* outData);
```

## Parameters

- `bundle` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutBundleUiData(bundle, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x74C3B1093728D263, bundle, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutBundleUiData(bundle, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x74C3B1093728D263', bundle, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x74C3B1093728D263, bundle, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_BUY_AWARD_ACQUIRE_COSTS

- **Hash:** `0xB52E20F6767A09A2`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutBuyAwardAcquireCosts`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_BUY_AWARD_ACQUIRE_COSTS

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_BUY_AWARD_ACQUIRE_COSTS(Hash award, Any* outData, int* outUnk, int p3);
```

## Parameters

- `award` (`Hash`)
- `outData` (`Any*`)
- `outUnk` (`int*`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData, outUnk = ItemdatabaseFilloutBuyAwardAcquireCosts(award, p3)

-- always available, by hash
local retval, outData, outUnk = Citizen.InvokeNative(0xB52E20F6767A09A2, award, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData, outUnk] = ItemdatabaseFilloutBuyAwardAcquireCosts(award, p3);

// by hash
const [retval, outData, outUnk] = Citizen.invokeNative('0xB52E20F6767A09A2', award, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
var outUnk = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB52E20F6767A09A2, award, outData, outUnk, p3);
// outData.GetResult<int>()
// outUnk.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_BUY_AWARD_UI_DATA

- **Hash:** `0xF8D09EF8CE61D7BF`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutBuyAwardUiData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_BUY_AWARD_UI_DATA

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_BUY_AWARD_UI_DATA(Hash award, Any* outData);
```

## Parameters

- `award` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutBuyAwardUiData(award, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xF8D09EF8CE61D7BF, award, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutBuyAwardUiData(award, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xF8D09EF8CE61D7BF', award, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF8D09EF8CE61D7BF, award, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_ITEM

- **Hash:** `0xAD73B614DF26CF8A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_ITEM

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_ITEM(Hash key, Hash costtype, int index, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `costtype` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutItem(key, costtype, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xAD73B614DF26CF8A, key, costtype, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutItem(key, costtype, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xAD73B614DF26CF8A', key, costtype, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAD73B614DF26CF8A, key, costtype, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::ITEMDATABASE_FILLOUT_ITEM_BY_NAME

- **Hash:** `0x2A610BEE7D341CC4`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutItemByName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/ITEMDATABASE_FILLOUT_ITEM_BY_NAME

## Signature

```c
BOOL ITEMDATABASE_FILLOUT_ITEM_BY_NAME(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutItemByName(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x2A610BEE7D341CC4, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutItemByName(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x2A610BEE7D341CC4', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2A610BEE7D341CC4, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::ITEMDATABASE_FILLOUT_ITEM_EFFECT_ID_INFO

- **Hash:** `0xCF2D360D27FD1ABF`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutItemEffectIdInfo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/ITEMDATABASE_FILLOUT_ITEM_EFFECT_ID_INFO

## Signature

```c
BOOL ITEMDATABASE_FILLOUT_ITEM_EFFECT_ID_INFO(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutItemEffectIdInfo(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xCF2D360D27FD1ABF, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutItemEffectIdInfo(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xCF2D360D27FD1ABF', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCF2D360D27FD1ABF, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_ITEM_EFFECT_IDS

- **Hash:** `0x9379BE60DC55BBE6`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutItemEffectIds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_ITEM_EFFECT_IDS

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_ITEM_EFFECT_IDS(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutItemEffectIds(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x9379BE60DC55BBE6, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutItemEffectIds(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x9379BE60DC55BBE6', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9379BE60DC55BBE6, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::ITEMDATABASE_FILLOUT_ITEM_INFO

- **Hash:** `0xFE90ABBCBFDC13B2`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutItemInfo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/ITEMDATABASE_FILLOUT_ITEM_INFO

## Signature

```c
BOOL ITEMDATABASE_FILLOUT_ITEM_INFO(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Outputs item infos.
struct ItemInfo
{
	alignas(8) Hash category;
	alignas(8) Hash itemType;
	alignas(8) Hash unk2;
	alignas(8) Hash model;
	alignas(8) Hash award;
};

*Source: VORPCORE RDR3natives*

outputs struct ItemInfo { Hash category; Hash itemType; Hash unk2; Hash model; Hash award; }

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutItemInfo(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xFE90ABBCBFDC13B2, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutItemInfo(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xFE90ABBCBFDC13B2', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFE90ABBCBFDC13B2, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_MODIFIER

- **Hash:** `0x60614A0AB580A2B5`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_MODIFIER

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_MODIFIER(Hash key, int index, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutModifier(key, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x60614A0AB580A2B5, key, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutModifier(key, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x60614A0AB580A2B5', key, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x60614A0AB580A2B5, key, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_PRICE_MODIFIER_BY_KEY

- **Hash:** `0x40C5D95818823C94`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutPriceModifierByKey`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_PRICE_MODIFIER_BY_KEY

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_PRICE_MODIFIER_BY_KEY(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutPriceModifierByKey(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x40C5D95818823C94, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutPriceModifierByKey(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x40C5D95818823C94', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x40C5D95818823C94, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_SATCHEL_DATA

- **Hash:** `0x4776EFD78F75C23F`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutSatchelData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_SATCHEL_DATA

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_SATCHEL_DATA(Hash key, int* outSatchelItemSize);
```

## Parameters

- `key` (`Hash`)
- `outSatchelItemSize` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outSatchelItemSize = ItemdatabaseFilloutSatchelData(key, outSatchelItemSize)

-- always available, by hash
local retval, outSatchelItemSize = Citizen.InvokeNative(0x4776EFD78F75C23F, key, Citizen.PointerValueIntInitialized(outSatchelItemSize), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outSatchelItemSize] = ItemdatabaseFilloutSatchelData(key, outSatchelItemSize);

// by hash
const [retval, outSatchelItemSize] = Citizen.invokeNative('0x4776EFD78F75C23F', key, Citizen.pointerValueIntInitialized(outSatchelItemSize), Citizen.returnResultAnyway());
```

### C#

```csharp
var outSatchelItemSize = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4776EFD78F75C23F, key, outSatchelItemSize);
// outSatchelItemSize.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_SELL_PRICE

- **Hash:** `0x7A62A2EEDE1C3766`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutSellPrice`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_SELL_PRICE

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_SELL_PRICE(Hash key, Hash sellType, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `sellType` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

Params: sellType = SELL_SHOP_DEFAULT

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutSellPrice(key, sellType, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x7A62A2EEDE1C3766, key, sellType, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutSellPrice(key, sellType, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x7A62A2EEDE1C3766', key, sellType, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7A62A2EEDE1C3766, key, sellType, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_TAG_DATA

- **Hash:** `0x5A11D6EEA17165B0`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutTagData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_TAG_DATA

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_TAG_DATA(Hash key, Any* outData, int* outIndex, int p3);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)
- `outIndex` (`int*`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData, outIndex = ItemdatabaseFilloutTagData(key, p3)

-- always available, by hash
local retval, outData, outIndex = Citizen.InvokeNative(0x5A11D6EEA17165B0, key, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData, outIndex] = ItemdatabaseFilloutTagData(key, p3);

// by hash
const [retval, outData, outIndex] = Citizen.invokeNative('0x5A11D6EEA17165B0', key, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
var outIndex = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5A11D6EEA17165B0, key, outData, outIndex, p3);
// outData.GetResult<int>()
// outIndex.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_FILLOUT_UI_DATA

- **Hash:** `0xB86F7CC2DC67AC60`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutUiData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_UI_DATA

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_UI_DATA(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutUiData(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xB86F7CC2DC67AC60, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutUiData(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xB86F7CC2DC67AC60', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB86F7CC2DC67AC60, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ACQUIRE_COST

- **Hash:** `0x6772A83C67A25775`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAcquireCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ACQUIRE_COST

## Signature

```c
BOOL _ITEMDATABASE_GET_ACQUIRE_COST(Hash key, int index, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetAcquireCost(key, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x6772A83C67A25775, key, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetAcquireCost(key, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x6772A83C67A25775', key, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x6772A83C67A25775, key, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT

- **Hash:** `0x01FDDAD392D04144`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAcquireCostsCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT

## Signature

```c
int _ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`int`

## Description

Returns the number of <Item>s <acquirecosts> has from the key in catalog_sp.ymt

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAcquireCostsCount(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01FDDAD392D04144, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAcquireCostsCount(key);

// by hash
const retval = Citizen.invokeNative('0x01FDDAD392D04144', key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x01FDDAD392D04144, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT_FROM_COST_TYPE

- **Hash:** `0xDEE7B3C76ED664BE`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAcquireCostsCountFromCostType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT_FROM_COST_TYPE

## Signature

```c
int _ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT_FROM_COST_TYPE(Hash key, Hash costtype);
```

## Parameters

- `key` (`Hash`)
- `costtype` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAcquireCostsCountFromCostType(key, costtype)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDEE7B3C76ED664BE, key, costtype, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAcquireCostsCountFromCostType(key, costtype);

// by hash
const retval = Citizen.invokeNative('0xDEE7B3C76ED664BE', key, costtype, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDEE7B3C76ED664BE, key, costtype);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_ACQUIRE_COST

- **Hash:** `0x1FC25AEB5F76B38D`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardAcquireCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_ACQUIRE_COST

## Signature

```c
BOOL _ITEMDATABASE_GET_AWARD_ACQUIRE_COST(Hash award, int index, Any* outData);
```

## Parameters

- `award` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetAwardAcquireCost(award, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x1FC25AEB5F76B38D, award, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetAwardAcquireCost(award, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x1FC25AEB5F76B38D', award, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1FC25AEB5F76B38D, award, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_ACQUIRE_COST_COUNT

- **Hash:** `0x12DF9C58201DD19A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardAcquireCostCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_ACQUIRE_COST_COUNT

## Signature

```c
int _ITEMDATABASE_GET_AWARD_ACQUIRE_COST_COUNT(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAwardAcquireCostCount(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12DF9C58201DD19A, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAwardAcquireCostCount(key);

// by hash
const retval = Citizen.invokeNative('0x12DF9C58201DD19A', key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x12DF9C58201DD19A, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_ACQUIRE_COST_COUNT_FROM_COST_TYPE

- **Hash:** `0xF540239F9937033B`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardAcquireCostCountFromCostType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_ACQUIRE_COST_COUNT_FROM_COST_TYPE

## Signature

```c
int _ITEMDATABASE_GET_AWARD_ACQUIRE_COST_COUNT_FROM_COST_TYPE(Hash award, Hash costtype);
```

## Parameters

- `award` (`Hash`)
- `costtype` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAwardAcquireCostCountFromCostType(award, costtype)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF540239F9937033B, award, costtype, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAwardAcquireCostCountFromCostType(award, costtype);

// by hash
const retval = Citizen.invokeNative('0xF540239F9937033B', award, costtype, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF540239F9937033B, award, costtype);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_COST_MODIFIERS

- **Hash:** `0xE81D0378A384E755`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardCostModifiers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_COST_MODIFIERS

## Signature

```c
BOOL _ITEMDATABASE_GET_AWARD_COST_MODIFIERS(Hash award, Any* outData);
```

## Parameters

- `award` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetAwardCostModifiers(award, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xE81D0378A384E755, award, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetAwardCostModifiers(award, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xE81D0378A384E755', award, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE81D0378A384E755, award, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_INFO

- **Hash:** `0xD076DB9B96FAADF1`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_AWARD_INFO(Hash award, Any* outData);
```

## Parameters

- `award` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetAwardInfo(award, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xD076DB9B96FAADF1, award, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetAwardInfo(award, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xD076DB9B96FAADF1', award, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD076DB9B96FAADF1, award, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_ITEM_COUNT

- **Hash:** `0x3FAA928A79591761`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardItemCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_ITEM_COUNT

## Signature

```c
int _ITEMDATABASE_GET_AWARD_ITEM_COUNT(Hash award);
```

## Parameters

- `award` (`Hash`)

## Returns

`int`

## Description

Returns iAwardItemCount

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAwardItemCount(award)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FAA928A79591761, award, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAwardItemCount(award);

// by hash
const retval = Citizen.invokeNative('0x3FAA928A79591761', award, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3FAA928A79591761, award);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_UNLOCK_FLAG_COUNT

- **Hash:** `0x48229CE0C7938237`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardUnlockFlagCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_UNLOCK_FLAG_COUNT

## Signature

```c
int _ITEMDATABASE_GET_AWARD_UNLOCK_FLAG_COUNT(Hash award);
```

## Parameters

- `award` (`Hash`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the count of unlock flags for an award.

*Source: VORPCORE RDR3natives*

hash eg: AWARD_DEBUG_HIDE_LEGENDARY_BOUNTY_00

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAwardUnlockFlagCount(award)

-- always available, by hash
local retval = Citizen.InvokeNative(0x48229CE0C7938237, award, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAwardUnlockFlagCount(award);

// by hash
const retval = Citizen.invokeNative('0x48229CE0C7938237', award, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x48229CE0C7938237, award);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COST

- **Hash:** `0x3A0B667ABFF87F6E`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleAcquireCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COST

## Signature

```c
BOOL _ITEMDATABASE_GET_BUNDLE_ACQUIRE_COST(Hash bundle, int index, Any* outData);
```

## Parameters

- `bundle` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Fills out acquire-cost data for a bundle entry.
Use index with _ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT.

outData:
struct AcquireCost
{
	alignas(8) Hash cost;
	alignas(8) Any  p1;
	alignas(8) Hash costType;
	alignas(8) int  numCosts;
	alignas(8) int  p4;
	alignas(8) Any* costs; // array of Cost entries
};

struct Cost
{
	alignas(8) Hash currency;
	alignas(8) int  amount;
};

*Source: VORPCORE RDR3natives*

eg: BUNDLE_CLOTHING_ITEM_F_OFFHAND_000_TINT_001 index: To use with 0x7A35A72A692BE9DB

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetBundleAcquireCost(bundle, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x3A0B667ABFF87F6E, bundle, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetBundleAcquireCost(bundle, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x3A0B667ABFF87F6E', bundle, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3A0B667ABFF87F6E, bundle, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct outData {
  Hash cost;
  Any unk1; // Maybe bool, int otherwise
  Hash costType;
  int numCosts;
  int unk2;
  Any* costs; // Array of costs
};

struct Cost {
  Hash currency;
  int amount;
};
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COST_MODIFIERS

- **Hash:** `0xA97EE5E4589FCF5A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleAcquireCostModifiers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COST_MODIFIERS

## Signature

```c
BOOL _ITEMDATABASE_GET_BUNDLE_ACQUIRE_COST_MODIFIERS(Hash bundle, Any* outData);
```

## Parameters

- `bundle` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetBundleAcquireCostModifiers(bundle, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xA97EE5E4589FCF5A, bundle, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetBundleAcquireCostModifiers(bundle, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xA97EE5E4589FCF5A', bundle, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA97EE5E4589FCF5A, bundle, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT

- **Hash:** `0x7A35A72A692BE9DB`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleAcquireCostsCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT

## Signature

```c
int _ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT(Hash bundle);
```

## Parameters

- `bundle` (`Hash`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the count of acquire costs in a bundle.

*Source: VORPCORE RDR3natives*

eg: BUNDLE_CLOTHING_ITEM_F_OFFHAND_000_TINT_001

## Usage

### Lua

```lua
local retval = ItemdatabaseGetBundleAcquireCostsCount(bundle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A35A72A692BE9DB, bundle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetBundleAcquireCostsCount(bundle);

// by hash
const retval = Citizen.invokeNative('0x7A35A72A692BE9DB', bundle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7A35A72A692BE9DB, bundle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT_FROM_COST

- **Hash:** `0x388088BFF3681189`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleAcquireCostsCountFromCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT_FROM_COST

## Signature

```c
int _ITEMDATABASE_GET_BUNDLE_ACQUIRE_COSTS_COUNT_FROM_COST(Hash bundle, Hash cost);
```

## Parameters

- `bundle` (`Hash`)
- `cost` (`Hash`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of currencies/cost entries available for a bundle and cost hash.
Use with _ITEMDATABASE_FILLOUT_BUNDLE; research notes that several docs call this parameter costtype, but scripts indicate it is the actual cost hash such as COST_GOLD or COST_CRAFTING_MP.

*Source: VORPCORE RDR3natives*

Return the number of currencies available for a bundle. To use with _ITEMDATABASE_FILLOUT_BUNDLE
bundle: Hash — e.g: BUNDLE_CLOTHING_ITEM_F_OFFHAND_000_TINT_001
cost: Hash — e.g: COST_GOLD, COST_CRAFTING_MP...

## Usage

### Lua

```lua
local retval = ItemdatabaseGetBundleAcquireCostsCountFromCost(bundle, cost)

-- always available, by hash
local retval = Citizen.InvokeNative(0x388088BFF3681189, bundle, cost, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetBundleAcquireCostsCountFromCost(bundle, cost);

// by hash
const retval = Citizen.invokeNative('0x388088BFF3681189', bundle, cost, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x388088BFF3681189, bundle, cost);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ID

- **Hash:** `0x891A45960B6B768A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ID

## Signature

```c
int _ITEMDATABASE_GET_BUNDLE_ID(Hash bundle);
```

## Parameters

- `bundle` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetBundleId(bundle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x891A45960B6B768A, bundle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetBundleId(bundle);

// by hash
const retval = Citizen.invokeNative('0x891A45960B6B768A', bundle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x891A45960B6B768A, bundle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ITEM_COUNT

- **Hash:** `0x3332695B01015DF9`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleItemCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ITEM_COUNT

## Signature

```c
int _ITEMDATABASE_GET_BUNDLE_ITEM_COUNT(int bundleId, Any* data);
```

## Parameters

- `bundleId` (`int`)
- `data` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, data = ItemdatabaseGetBundleItemCount(bundleId, data)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0x3332695B01015DF9, bundleId, Citizen.PointerValueIntInitialized(data), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, data] = ItemdatabaseGetBundleItemCount(bundleId, data);

// by hash
const [retval, data] = Citizen.invokeNative('0x3332695B01015DF9', bundleId, Citizen.pointerValueIntInitialized(data), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var data = new OutputArgument();
int retval = Function.Call<int>((Hash)0x3332695B01015DF9, bundleId, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_BUNDLE_ITEM_INFO

- **Hash:** `0x5D48A77E4B668B57`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetBundleItemInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_BUNDLE_ITEM_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_BUNDLE_ITEM_INFO(int bundleId, Any* data, int index, Hash* outBundle);
```

## Parameters

- `bundleId` (`int`)
- `data` (`Any*`)
- `index` (`int`)
- `outBundle` (`Hash*`)

## Returns

`BOOL`

## Description

Outputs bundle item info.
struct BundleItemInfo
{
	alignas(8) Hash item;
	alignas(8) Hash slotId;
	alignas(8) int  unk2;
	alignas(8) int  unk3;
};

## Usage

### Lua

```lua
local retval, data, outBundle = ItemdatabaseGetBundleItemInfo(bundleId, index)

-- always available, by hash
local retval, data, outBundle = Citizen.InvokeNative(0x5D48A77E4B668B57, bundleId, Citizen.PointerValueInt(), index, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, data, outBundle] = ItemdatabaseGetBundleItemInfo(bundleId, index);

// by hash
const [retval, data, outBundle] = Citizen.invokeNative('0x5D48A77E4B668B57', bundleId, Citizen.pointerValueInt(), index, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var data = new OutputArgument();
var outBundle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5D48A77E4B668B57, bundleId, data, index, outBundle);
// data.GetResult<int>()
// outBundle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_CATALOG_ITEM_CATEGORY_PATHSET

- **Hash:** `0xAA29A5F13B2C20B2`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetCatalogItemCategoryPathset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_CATALOG_ITEM_CATEGORY_PATHSET

## Signature

```c
Hash _ITEMDATABASE_GET_CATALOG_ITEM_CATEGORY_PATHSET(Hash catalogItemCategory, Hash p1);
```

## Parameters

- `catalogItemCategory` (`Hash`)
- `p1` (`Hash`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the pathset hash for the selected catalog item category, such as CI_CATEGORY_AMMO or CI_CATEGORY_CAMP_TENT.
p1 is observed as DEFAULT in Rockstar scripts.

*Source: VORPCORE RDR3natives*

Returns Pathset Hash catalogItemCategory: Hash — e.g: CI_CATEGORY_AMMO, CI_CATEGORY_CAMP_TENT...
Default: Hash — Always DEFAULT in R* scripts.

## Usage

### Lua

```lua
local retval = ItemdatabaseGetCatalogItemCategoryPathset(catalogItemCategory, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA29A5F13B2C20B2, catalogItemCategory, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetCatalogItemCategoryPathset(catalogItemCategory, p1);

// by hash
const retval = Citizen.invokeNative('0xAA29A5F13B2C20B2', catalogItemCategory, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAA29A5F13B2C20B2, catalogItemCategory, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_COLLECTION_SIZE

- **Hash:** `0xD389A2549C4EFB30`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetCollectionSize`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_COLLECTION_SIZE

## Signature

```c
int _ITEMDATABASE_GET_COLLECTION_SIZE(int collectionId);
```

## Parameters

- `collectionId` (`int`)

## Returns

`int`

## Description

Returns (collection?) size/index (?)
_ITEMDATABASE_GET_(A)* - _ITEMDATABASE_GET_(B)*

## Usage

### Lua

```lua
local retval = ItemdatabaseGetCollectionSize(collectionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD389A2549C4EFB30, collectionId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetCollectionSize(collectionId);

// by hash
const retval = Citizen.invokeNative('0xD389A2549C4EFB30', collectionId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD389A2549C4EFB30, collectionId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_COMPONENT_ITEM

- **Hash:** `0x8750F69A720C2E41`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetComponentItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_COMPONENT_ITEM

## Signature

```c
BOOL _ITEMDATABASE_GET_COMPONENT_ITEM(int collectionId, int index, Hash* outKey);
```

## Parameters

- `collectionId` (`int`)
- `index` (`int`)
- `outKey` (`Hash*`)

## Returns

`BOOL`

## Description

Params: p2 can be a component item hash

## Usage

### Lua

```lua
local retval, outKey = ItemdatabaseGetComponentItem(collectionId, index, outKey)

-- always available, by hash
local retval, outKey = Citizen.InvokeNative(0x8750F69A720C2E41, collectionId, index, Citizen.PointerValueIntInitialized(outKey), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outKey] = ItemdatabaseGetComponentItem(collectionId, index, outKey);

// by hash
const [retval, outKey] = Citizen.invokeNative('0x8750F69A720C2E41', collectionId, index, Citizen.pointerValueIntInitialized(outKey), Citizen.returnResultAnyway());
```

### C#

```csharp
var outKey = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8750F69A720C2E41, collectionId, index, outKey);
// outKey.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_FITS_SLOT_COUNT

- **Hash:** `0x2970D1D6BFCF9B46`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetFitsSlotCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_FITS_SLOT_COUNT

## Signature

```c
int _ITEMDATABASE_GET_FITS_SLOT_COUNT(Hash category);
```

## Parameters

- `category` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetFitsSlotCount(category)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2970D1D6BFCF9B46, category, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetFitsSlotCount(category);

// by hash
const retval = Citizen.invokeNative('0x2970D1D6BFCF9B46', category, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2970D1D6BFCF9B46, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_FITS_SLOT_INFO

- **Hash:** `0x77210C146CED5261`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetFitsSlotInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_FITS_SLOT_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_FITS_SLOT_INFO(Hash category, int index, Hash* outSlotId);
```

## Parameters

- `category` (`Hash`)
- `index` (`int`)
- `outSlotId` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outSlotId = ItemdatabaseGetFitsSlotInfo(category, index, outSlotId)

-- always available, by hash
local retval, outSlotId = Citizen.InvokeNative(0x77210C146CED5261, category, index, Citizen.PointerValueIntInitialized(outSlotId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outSlotId] = ItemdatabaseGetFitsSlotInfo(category, index, outSlotId);

// by hash
const [retval, outSlotId] = Citizen.invokeNative('0x77210C146CED5261', category, index, Citizen.pointerValueIntInitialized(outSlotId), Citizen.returnResultAnyway());
```

### C#

```csharp
var outSlotId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x77210C146CED5261, category, index, outSlotId);
// outSlotId.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_HAS_SLOT_COUNT

- **Hash:** `0x44915068579D7710`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetHasSlotCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_HAS_SLOT_COUNT

## Signature

```c
int _ITEMDATABASE_GET_HAS_SLOT_COUNT(Hash category);
```

## Parameters

- `category` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetHasSlotCount(category)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44915068579D7710, category, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetHasSlotCount(category);

// by hash
const retval = Citizen.invokeNative('0x44915068579D7710', category, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x44915068579D7710, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_HAS_SLOT_INFO

- **Hash:** `0x8A9BD0DB7E8376CF`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetHasSlotInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_HAS_SLOT_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_HAS_SLOT_INFO(Hash category, int index, Hash* outSlotId);
```

## Parameters

- `category` (`Hash`)
- `index` (`int`)
- `outSlotId` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outSlotId = ItemdatabaseGetHasSlotInfo(category, index, outSlotId)

-- always available, by hash
local retval, outSlotId = Citizen.InvokeNative(0x8A9BD0DB7E8376CF, category, index, Citizen.PointerValueIntInitialized(outSlotId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outSlotId] = ItemdatabaseGetHasSlotInfo(category, index, outSlotId);

// by hash
const [retval, outSlotId] = Citizen.invokeNative('0x8A9BD0DB7E8376CF', category, index, Citizen.pointerValueIntInitialized(outSlotId), Citizen.returnResultAnyway());
```

### C#

```csharp
var outSlotId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8A9BD0DB7E8376CF, category, index, outSlotId);
// outSlotId.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ITEM_PATHSET

- **Hash:** `0xF4452CE83118C738`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetItemPathset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ITEM_PATHSET

## Signature

```c
int _ITEMDATABASE_GET_ITEM_PATHSET(Hash key, Hash defaultPathset);
```

## Parameters

- `key` (`Hash`)
- `defaultPathset` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetItemPathset(key, defaultPathset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF4452CE83118C738, key, defaultPathset, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetItemPathset(key, defaultPathset);

// by hash
const retval = Citizen.invokeNative('0xF4452CE83118C738', key, defaultPathset, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF4452CE83118C738, key, defaultPathset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ITEM_PRICE_MODIFIERS

- **Hash:** `0x4EB37AAB79AB0C48`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetItemPriceModifiers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ITEM_PRICE_MODIFIERS

## Signature

```c
BOOL _ITEMDATABASE_GET_ITEM_PRICE_MODIFIERS(Hash key, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetItemPriceModifiers(key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x4EB37AAB79AB0C48, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetItemPriceModifiers(key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x4EB37AAB79AB0C48', key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4EB37AAB79AB0C48, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ITEM_TAG_TAGS

- **Hash:** `0x8870895BA5ED9385`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetItemTagTags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ITEM_TAG_TAGS

## Signature

```c
int _ITEMDATABASE_GET_ITEM_TAG_TAGS(Hash key, Hash tagType, Any* outData);
```

## Parameters

- `key` (`Hash`)
- `tagType` (`Hash`)
- `outData` (`Any*`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

Returns the ci tags of the selected item tag
key: Hash — Wanted key (e.g WEAPON_RIFLE_VARMINT).tag: Hash — The item tag (e.g TAG_ITEM_PROPERTY).data: Any* - CI tag list starting at the offset "1", the offset 0 is to define the max number of tags you want to collect (uselly 5 in R* scripts, surelly the limit)

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetItemTagTags(key, tagType, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x8870895BA5ED9385, key, tagType, Citizen.PointerValueIntInitialized(outData), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetItemTagTags(key, tagType, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x8870895BA5ED9385', key, tagType, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x8870895BA5ED9385, key, tagType, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_ITEM_TAG_TYPE

- **Hash:** `0x6111B8F9413F413A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetItemTagType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ITEM_TAG_TYPE

## Signature

```c
Hash _ITEMDATABASE_GET_ITEM_TAG_TYPE(Hash item, Hash tag);
```

## Parameters

- `item` (`Hash`)
- `tag` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetItemTagType(item, tag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6111B8F9413F413A, item, tag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetItemTagType(item, tag);

// by hash
const retval = Citizen.invokeNative('0x6111B8F9413F413A', item, tag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6111B8F9413F413A, item, tag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_MODIFIED_PRICE

- **Hash:** `0xCB92EC9C004732B4`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetModifiedPrice`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_MODIFIED_PRICE

## Signature

```c
Hash _ITEMDATABASE_GET_MODIFIED_PRICE(Hash key, int index);
```

## Parameters

- `key` (`Hash`)
- `index` (`int`)

## Returns

`Hash`

## Description

Returns an alternative cost hash to COST_SHOP_DEFAULT

## Usage

### Lua

```lua
local retval = ItemdatabaseGetModifiedPrice(key, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB92EC9C004732B4, key, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetModifiedPrice(key, index);

// by hash
const retval = Citizen.invokeNative('0xCB92EC9C004732B4', key, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB92EC9C004732B4, key, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_NUMBER_OF_MODIFIED_PRICES

- **Hash:** `0x5AAAF40E9B224F5E`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetNumberOfModifiedPrices`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_NUMBER_OF_MODIFIED_PRICES

## Signature

```c
int _ITEMDATABASE_GET_NUMBER_OF_MODIFIED_PRICES(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetNumberOfModifiedPrices(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5AAAF40E9B224F5E, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetNumberOfModifiedPrices(key);

// by hash
const retval = Citizen.invokeNative('0x5AAAF40E9B224F5E', key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5AAAF40E9B224F5E, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_NUMBER_OF_MODIFIERS

- **Hash:** `0x1289D8315235856D`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetNumberOfModifiers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_NUMBER_OF_MODIFIERS

## Signature

```c
int _ITEMDATABASE_GET_NUMBER_OF_MODIFIERS(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetNumberOfModifiers(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1289D8315235856D, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetNumberOfModifiers(key);

// by hash
const retval = Citizen.invokeNative('0x1289D8315235856D', key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1289D8315235856D, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_PRIORITY_ACCESS_AWARD

- **Hash:** `0xEF254F1A4C08B7E6`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetPriorityAccessAward`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_PRIORITY_ACCESS_AWARD

## Signature

```c
BOOL _ITEMDATABASE_GET_PRIORITY_ACCESS_AWARD(Hash award);
```

## Parameters

- `award` (`Hash`)

## Returns

`BOOL`

## Description

_ITEMDATABASE_GET_* - _ITEMDATABASE_IS_*

## Usage

### Lua

```lua
local retval = ItemdatabaseGetPriorityAccessAward(award)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF254F1A4C08B7E6, award, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseGetPriorityAccessAward(award);

// by hash
const retval = Citizen.invokeNative('0xEF254F1A4C08B7E6', award, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEF254F1A4C08B7E6, award);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_INVENTORIES_ITEM_INFO

- **Hash:** `0x4A79B41B4EB91F4E`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopInventoriesItemInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_INVENTORIES_ITEM_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_INVENTORIES_ITEM_INFO(Hash shopType, int index, Any* outData);
```

## Parameters

- `shopType` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopInventoriesItemInfo(shopType, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x4A79B41B4EB91F4E, shopType, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopInventoriesItemInfo(shopType, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x4A79B41B4EB91F4E', shopType, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4A79B41B4EB91F4E, shopType, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_INVENTORIES_ITEM_INFO_BY_KEY

- **Hash:** `0xCFB06801F5099B25`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopInventoriesItemInfoByKey`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_INVENTORIES_ITEM_INFO_BY_KEY

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_INVENTORIES_ITEM_INFO_BY_KEY(Hash shopType, Hash key, Any* outData);
```

## Parameters

- `shopType` (`Hash`)
- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

Same Native Function as 0x17721003A66C72BF

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopInventoriesItemInfoByKey(shopType, key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xCFB06801F5099B25, shopType, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopInventoriesItemInfoByKey(shopType, key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xCFB06801F5099B25', shopType, key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCFB06801F5099B25, shopType, key, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_INVENTORIES_ITEMS_COUNT

- **Hash:** `0xC568B1A0F17C7025`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopInventoriesItemsCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_INVENTORIES_ITEMS_COUNT

## Signature

```c
int _ITEMDATABASE_GET_SHOP_INVENTORIES_ITEMS_COUNT(Hash shopType);
```

## Parameters

- `shopType` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseGetShopInventoriesItemsCount(shopType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC568B1A0F17C7025, shopType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetShopInventoriesItemsCount(shopType);

// by hash
const retval = Citizen.invokeNative('0xC568B1A0F17C7025', shopType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC568B1A0F17C7025, shopType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_INVENTORIES_REQUIREMENT_GROUP_INFO

- **Hash:** `0x76C752D788A76813`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopInventoriesRequirementGroupInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_INVENTORIES_REQUIREMENT_GROUP_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_INVENTORIES_REQUIREMENT_GROUP_INFO(Hash shopType, Hash key, int index, Any* outData);
```

## Parameters

- `shopType` (`Hash`)
- `key` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopInventoriesRequirementGroupInfo(shopType, key, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x76C752D788A76813, shopType, key, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopInventoriesRequirementGroupInfo(shopType, key, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x76C752D788A76813', shopType, key, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x76C752D788A76813, shopType, key, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_INVENTORIES_REQUIREMENT_INFO

- **Hash:** `0xE0EA5C031AE5539F`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopInventoriesRequirementInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_INVENTORIES_REQUIREMENT_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_INVENTORIES_REQUIREMENT_INFO(Hash shopType, Hash key, int groupIndex, int index, Any* outData);
```

## Parameters

- `shopType` (`Hash`)
- `key` (`Hash`)
- `groupIndex` (`int`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopInventoriesRequirementInfo(shopType, key, groupIndex, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xE0EA5C031AE5539F, shopType, key, groupIndex, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopInventoriesRequirementInfo(shopType, key, groupIndex, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xE0EA5C031AE5539F', shopType, key, groupIndex, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE0EA5C031AE5539F, shopType, key, groupIndex, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_INFO

- **Hash:** `0x66A6D76B6BB999B4`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_INFO(Hash layout, Any* outData);
```

## Parameters

- `layout` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopLayoutInfo(layout, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x66A6D76B6BB999B4, layout, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopLayoutInfo(layout, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x66A6D76B6BB999B4', layout, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x66A6D76B6BB999B4, layout, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_INFO_BY_ID

- **Hash:** `0xD66114469978B55B`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutMenuInfoById`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_INFO_BY_ID

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_MENU_INFO_BY_ID(Hash layout, Hash menu, Any* outData);
```

## Parameters

- `layout` (`Hash`)
- `menu` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopLayoutMenuInfoById(layout, menu, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xD66114469978B55B, layout, menu, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopLayoutMenuInfoById(layout, menu, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xD66114469978B55B', layout, menu, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD66114469978B55B, layout, menu, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_INFO_BY_INDEX

- **Hash:** `0xF04247092F193B75`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutMenuInfoByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_INFO_BY_INDEX

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_MENU_INFO_BY_INDEX(Hash layout, Hash menu, int index, Any* outData);
```

## Parameters

- `layout` (`Hash`)
- `menu` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopLayoutMenuInfoByIndex(layout, menu, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xF04247092F193B75, layout, menu, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopLayoutMenuInfoByIndex(layout, menu, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xF04247092F193B75', layout, menu, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF04247092F193B75, layout, menu, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_PAGE_KEY

- **Hash:** `0x9A60570657A7B635`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutMenuPageKey`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_PAGE_KEY

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_MENU_PAGE_KEY(Hash layout, Hash menu, int index, Hash* outPageKey);
```

## Parameters

- `layout` (`Hash`)
- `menu` (`Hash`)
- `index` (`int`)
- `outPageKey` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPageKey = ItemdatabaseGetShopLayoutMenuPageKey(layout, menu, index, outPageKey)

-- always available, by hash
local retval, outPageKey = Citizen.InvokeNative(0x9A60570657A7B635, layout, menu, index, Citizen.PointerValueIntInitialized(outPageKey), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPageKey] = ItemdatabaseGetShopLayoutMenuPageKey(layout, menu, index, outPageKey);

// by hash
const [retval, outPageKey] = Citizen.invokeNative('0x9A60570657A7B635', layout, menu, index, Citizen.pointerValueIntInitialized(outPageKey), Citizen.returnResultAnyway());
```

### C#

```csharp
var outPageKey = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9A60570657A7B635, layout, menu, index, outPageKey);
// outPageKey.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_INFO_BY_INDEX

- **Hash:** `0xDBEADA0DF5F9AB9F`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutPageInfoByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_INFO_BY_INDEX

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_INFO_BY_INDEX(Hash layout, int index, Any* outData);
```

## Parameters

- `layout` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Outputs the layout page info at the selected index.
struct LayoutPageInfo
{
	alignas(8) Hash pageKey;
	alignas(8) Hash unk1;
	alignas(8) BOOL unk2;
	alignas(8) int  numItems;
};

*Source: VORPCORE RDR3natives*

Returns the layout page info at the selected index

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopLayoutPageInfoByIndex(layout, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xDBEADA0DF5F9AB9F, layout, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopLayoutPageInfoByIndex(layout, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xDBEADA0DF5F9AB9F', layout, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xDBEADA0DF5F9AB9F, layout, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local data = DataView.ArrayBuffer(4 * 8)
if (Citizen.InvokeNative(0xDBEADA0DF5F9AB9F, `st_doctor`, 0, data:Buffer()) == 1) then
local pageKey = data:GetInt32(0)
end
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_INFO_BY_KEY

- **Hash:** `0xB347C100DF0C9B7F`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutPageInfoByKey`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_INFO_BY_KEY

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_INFO_BY_KEY(Hash layout, Hash pageKey, Any* outData);
```

## Parameters

- `layout` (`Hash`)
- `pageKey` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopLayoutPageInfoByKey(layout, pageKey, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xB347C100DF0C9B7F, layout, pageKey, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopLayoutPageInfoByKey(layout, pageKey, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0xB347C100DF0C9B7F', layout, pageKey, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB347C100DF0C9B7F, layout, pageKey, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_ITEM_KEY

- **Hash:** `0xF32BEF578B3DBAE8`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutPageItemKey`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_ITEM_KEY

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_PAGE_ITEM_KEY(Hash layout, Hash pageKey, int index, Hash* outItemKey, int* outMenuId, Hash* outLayout);
```

## Parameters

- `layout` (`Hash`)
- `pageKey` (`Hash`)
- `index` (`int`)
- `outItemKey` (`Hash*`)
- `outMenuId` (`int*`)
- `outLayout` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outItemKey, outMenuId, outLayout = ItemdatabaseGetShopLayoutPageItemKey(layout, pageKey, index)

-- always available, by hash
local retval, outItemKey, outMenuId, outLayout = Citizen.InvokeNative(0xF32BEF578B3DBAE8, layout, pageKey, index, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outItemKey, outMenuId, outLayout] = ItemdatabaseGetShopLayoutPageItemKey(layout, pageKey, index);

// by hash
const [retval, outItemKey, outMenuId, outLayout] = Citizen.invokeNative('0xF32BEF578B3DBAE8', layout, pageKey, index, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outItemKey = new OutputArgument();
var outMenuId = new OutputArgument();
var outLayout = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF32BEF578B3DBAE8, layout, pageKey, index, outItemKey, outMenuId, outLayout);
// outItemKey.GetResult<int>()
// outMenuId.GetResult<int>()
// outLayout.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_ROOT_MENU_INFO

- **Hash:** `0x86FCB565CCA0CFA7`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutRootMenuInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_SHOP_LAYOUT_ROOT_MENU_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_ROOT_MENU_INFO(Hash layout, int index, Any* outData);
```

## Parameters

- `layout` (`Hash`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseGetShopLayoutRootMenuInfo(layout, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x86FCB565CCA0CFA7, layout, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseGetShopLayoutRootMenuInfo(layout, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x86FCB565CCA0CFA7', layout, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x86FCB565CCA0CFA7, layout, index, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_IS_BUNDLE_VALID

- **Hash:** `0x4308812A6E9CA62E`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsBundleValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_IS_BUNDLE_VALID

## Signature

```c
BOOL _ITEMDATABASE_IS_BUNDLE_VALID(Hash bundle, int mode);
```

## Parameters

- `bundle` (`Hash`)
- `mode` (`int`)

## Returns

`BOOL`

## Description

Params: mode is 0

## Usage

### Lua

```lua
local retval = ItemdatabaseIsBundleValid(bundle, mode)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4308812A6E9CA62E, bundle, mode, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsBundleValid(bundle, mode);

// by hash
const retval = Citizen.invokeNative('0x4308812A6E9CA62E', bundle, mode, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4308812A6E9CA62E, bundle, mode);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::ITEMDATABASE_IS_BUYABLE_AWARD_VALID

- **Hash:** `0x4CE753203FA42214`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsBuyableAwardValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/ITEMDATABASE_IS_BUYABLE_AWARD_VALID

## Signature

```c
BOOL ITEMDATABASE_IS_BUYABLE_AWARD_VALID(Hash award);
```

## Parameters

- `award` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseIsBuyableAwardValid(award)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4CE753203FA42214, award, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsBuyableAwardValid(award);

// by hash
const retval = Citizen.invokeNative('0x4CE753203FA42214', award, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4CE753203FA42214, award);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_IS_INTRINSIC_ITEM

- **Hash:** `0x337F88E3A063995E`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsIntrinsicItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_IS_INTRINSIC_ITEM

## Signature

```c
BOOL _ITEMDATABASE_IS_INTRINSIC_ITEM(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseIsIntrinsicItem(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x337F88E3A063995E, key, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsIntrinsicItem(key);

// by hash
const retval = Citizen.invokeNative('0x337F88E3A063995E', key, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x337F88E3A063995E, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_IS_KEY_VALID

- **Hash:** `0x6D5D51B188333FD1`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsKeyValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_IS_KEY_VALID

## Signature

```c
BOOL _ITEMDATABASE_IS_KEY_VALID(Hash key, int mode);
```

## Parameters

- `key` (`Hash`)
- `mode` (`int`)

## Returns

`BOOL`

## Description

Params: mode is 0

## Usage

### Lua

```lua
local retval = ItemdatabaseIsKeyValid(key, mode)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D5D51B188333FD1, key, mode, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsKeyValid(key, mode);

// by hash
const retval = Citizen.invokeNative('0x6D5D51B188333FD1', key, mode, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6D5D51B188333FD1, key, mode);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_IS_OVERPOWERED_ITEM

- **Hash:** `0x337F88E3A063995F`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsOverpoweredItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_IS_OVERPOWERED_ITEM

## Signature

```c
BOOL _ITEMDATABASE_IS_OVERPOWERED_ITEM(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseIsOverpoweredItem(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x337F88E3A063995F, key, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsOverpoweredItem(key);

// by hash
const retval = Citizen.invokeNative('0x337F88E3A063995F', key, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x337F88E3A063995F, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_IS_SHOP_KEY_VALID

- **Hash:** `0x00B9507D8E1D8716`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsShopKeyValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_IS_SHOP_KEY_VALID

## Signature

```c
BOOL _ITEMDATABASE_IS_SHOP_KEY_VALID(Hash shopType);
```

## Parameters

- `shopType` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseIsShopKeyValid(shopType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00B9507D8E1D8716, shopType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsShopKeyValid(shopType);

// by hash
const retval = Citizen.invokeNative('0x00B9507D8E1D8716', shopType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x00B9507D8E1D8716, shopType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_IS_SHOP_LAYOUT_KEY_VALID

- **Hash:** `0x3AFE5182C45A84F6`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseIsShopLayoutKeyValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_IS_SHOP_LAYOUT_KEY_VALID

## Signature

```c
BOOL _ITEMDATABASE_IS_SHOP_LAYOUT_KEY_VALID(Hash layout);
```

## Parameters

- `layout` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseIsShopLayoutKeyValid(layout)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AFE5182C45A84F6, layout, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseIsShopLayoutKeyValid(layout);

// by hash
const retval = Citizen.invokeNative('0x3AFE5182C45A84F6', layout, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3AFE5182C45A84F6, layout);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_LOCALIZATION_GET_NUM_LABEL_TYPES

- **Hash:** `0xCEC6A41E8910486A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseLocalizationGetNumLabelTypes`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_LOCALIZATION_GET_NUM_LABEL_TYPES

## Signature

```c
int _ITEMDATABASE_LOCALIZATION_GET_NUM_LABEL_TYPES(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`int`

## Description

Returns docData.iNumTotalLabelTypes

## Usage

### Lua

```lua
local retval = ItemdatabaseLocalizationGetNumLabelTypes(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCEC6A41E8910486A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseLocalizationGetNumLabelTypes(p0);

// by hash
const retval = Citizen.invokeNative('0xCEC6A41E8910486A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCEC6A41E8910486A, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_LOCALIZATION_GET_NUM_VALUES

- **Hash:** `0x49885D82A13EEAEA`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseLocalizationGetNumValues`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_LOCALIZATION_GET_NUM_VALUES

## Signature

```c
int _ITEMDATABASE_LOCALIZATION_GET_NUM_VALUES(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`int`

## Description

Returns iNumValuesForType

## Usage

### Lua

```lua
local retval = ItemdatabaseLocalizationGetNumValues(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49885D82A13EEAEA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseLocalizationGetNumValues(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x49885D82A13EEAEA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x49885D82A13EEAEA, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_LOCALIZATION_GET_TYPE

- **Hash:** `0xCABF5D41D0073D4A`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseLocalizationGetType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_LOCALIZATION_GET_TYPE

## Signature

```c
Any _ITEMDATABASE_LOCALIZATION_GET_TYPE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Description

Returns LabelType

## Usage

### Lua

```lua
local retval = ItemdatabaseLocalizationGetType(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCABF5D41D0073D4A, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseLocalizationGetType(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xCABF5D41D0073D4A', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCABF5D41D0073D4A, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_LOCALIZATION_GET_VALUE

- **Hash:** `0x9AE5610FDCED6EA7`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseLocalizationGetValue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_LOCALIZATION_GET_VALUE

## Signature

```c
int _ITEMDATABASE_LOCALIZATION_GET_VALUE(Any p0, Hash label, Any p2);
```

## Parameters

- `p0` (`Any`)
- `label` (`Hash`)
- `p2` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ItemdatabaseLocalizationGetValue(p0, label, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9AE5610FDCED6EA7, p0, label, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseLocalizationGetValue(p0, label, p2);

// by hash
const retval = Citizen.invokeNative('0x9AE5610FDCED6EA7', p0, label, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9AE5610FDCED6EA7, p0, label, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMDATABASE::_ITEMDATABASE_RELEASE_ITEM_COLLECTION

- **Hash:** `0xCBB7B6EDFA933ADE`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseReleaseItemCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_RELEASE_ITEM_COLLECTION

## Signature

```c
BOOL _ITEMDATABASE_RELEASE_ITEM_COLLECTION(int collectionId);
```

## Parameters

- `collectionId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ItemdatabaseReleaseItemCollection(collectionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCBB7B6EDFA933ADE, collectionId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ItemdatabaseReleaseItemCollection(collectionId);

// by hash
const retval = Citizen.invokeNative('0xCBB7B6EDFA933ADE', collectionId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCBB7B6EDFA933ADE, collectionId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::ADD_TO_ITEMSET

- **Hash:** `0xABE74510883C7950`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `AddToItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/ADD_TO_ITEMSET

## Signature

```c
BOOL ADD_TO_ITEMSET(Entity entity, ItemSet itemset);
```

## Parameters

- `entity` (`Entity`)
- `itemset` (`ItemSet`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AddToItemset(entity, itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xABE74510883C7950, entity, itemset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AddToItemset(entity, itemset);

// by hash
const retval = Citizen.invokeNative('0xABE74510883C7950', entity, itemset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xABE74510883C7950, entity, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::CLEAN_ITEMSET

- **Hash:** `0x85F3A86CA9021FB0`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `CleanItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/CLEAN_ITEMSET

## Signature

```c
void CLEAN_ITEMSET(ItemSet itemset);
```

## Parameters

- `itemset` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
CleanItemset(itemset)

-- always available, by hash
Citizen.InvokeNative(0x85F3A86CA9021FB0, itemset)
```

### JavaScript

```js
CleanItemset(itemset);

// by hash
Citizen.invokeNative('0x85F3A86CA9021FB0', itemset);
```

### C#

```csharp
Function.Call((Hash)0x85F3A86CA9021FB0, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::_CLEAR_ITEMSET

- **Hash:** `0x20A4BF0E09BEE146`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `ClearItemset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/_CLEAR_ITEMSET

## Signature

```c
void _CLEAR_ITEMSET(ItemSet itemset);
```

## Parameters

- `itemset` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
ClearItemset(itemset)

-- always available, by hash
Citizen.InvokeNative(0x20A4BF0E09BEE146, itemset)
```

### JavaScript

```js
ClearItemset(itemset);

// by hash
Citizen.invokeNative('0x20A4BF0E09BEE146', itemset);
```

### C#

```csharp
Function.Call((Hash)0x20A4BF0E09BEE146, itemset);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::CREATE_ITEMSET

- **Hash:** `0xA1AF16083320065A`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `CreateItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/CREATE_ITEMSET

## Signature

```c
ItemSet CREATE_ITEMSET(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`ItemSet`

## Usage

### Lua

```lua
local retval = CreateItemset(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA1AF16083320065A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateItemset(p0);

// by hash
const retval = Citizen.invokeNative('0xA1AF16083320065A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA1AF16083320065A, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::DESTROY_ITEMSET

- **Hash:** `0x712BC69F10549B92`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `DestroyItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/DESTROY_ITEMSET

## Signature

```c
void DESTROY_ITEMSET(ItemSet itemset);
```

## Parameters

- `itemset` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
DestroyItemset(itemset)

-- always available, by hash
Citizen.InvokeNative(0x712BC69F10549B92, itemset)
```

### JavaScript

```js
DestroyItemset(itemset);

// by hash
Citizen.invokeNative('0x712BC69F10549B92', itemset);
```

### C#

```csharp
Function.Call((Hash)0x712BC69F10549B92, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::GET_INDEXED_ITEM_IN_ITEMSET

- **Hash:** `0x275A2E2C0FAB7612`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `GetIndexedItemInItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/GET_INDEXED_ITEM_IN_ITEMSET

## Signature

```c
ScrHandle GET_INDEXED_ITEM_IN_ITEMSET(int index, ItemSet itemset);
```

## Parameters

- `index` (`int`)
- `itemset` (`ItemSet`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval = GetIndexedItemInItemset(index, itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x275A2E2C0FAB7612, index, itemset, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetIndexedItemInItemset(index, itemset);

// by hash
const retval = Citizen.invokeNative('0x275A2E2C0FAB7612', index, itemset, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x275A2E2C0FAB7612, index, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::GET_INDEXED_SCENARIO_POINT_INDEX_IN_ITEMSET

- **Hash:** `0x9FC3CDB5CE815901`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `GetIndexedScenarioPointIndexInItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/GET_INDEXED_SCENARIO_POINT_INDEX_IN_ITEMSET

## Signature

```c
Any GET_INDEXED_SCENARIO_POINT_INDEX_IN_ITEMSET(int index, ItemSet itemset);
```

## Parameters

- `index` (`int`)
- `itemset` (`ItemSet`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = GetIndexedScenarioPointIndexInItemset(index, itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9FC3CDB5CE815901, index, itemset, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetIndexedScenarioPointIndexInItemset(index, itemset);

// by hash
const retval = Citizen.invokeNative('0x9FC3CDB5CE815901', index, itemset, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9FC3CDB5CE815901, index, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::GET_ITEMSET_SIZE

- **Hash:** `0x55F2E375AC6018A9`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `GetItemsetSize`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/GET_ITEMSET_SIZE

## Signature

```c
int GET_ITEMSET_SIZE(ItemSet itemset);
```

## Parameters

- `itemset` (`ItemSet`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetItemsetSize(itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x55F2E375AC6018A9, itemset, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemsetSize(itemset);

// by hash
const retval = Citizen.invokeNative('0x55F2E375AC6018A9', itemset, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x55F2E375AC6018A9, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::IS_IN_ITEMSET

- **Hash:** `0xD1503C2EE2FE688C`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `IsInItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/IS_IN_ITEMSET

## Signature

```c
BOOL IS_IN_ITEMSET(Entity entity, ItemSet itemset);
```

## Parameters

- `entity` (`Entity`)
- `itemset` (`ItemSet`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInItemset(entity, itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1503C2EE2FE688C, entity, itemset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInItemset(entity, itemset);

// by hash
const retval = Citizen.invokeNative('0xD1503C2EE2FE688C', entity, itemset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD1503C2EE2FE688C, entity, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::IS_ITEMSET_VALID

- **Hash:** `0xD30765D153EF5C76`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `IsItemsetValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/IS_ITEMSET_VALID

## Signature

```c
BOOL IS_ITEMSET_VALID(ItemSet itemset);
```

## Parameters

- `itemset` (`ItemSet`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsItemsetValid(itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD30765D153EF5C76, itemset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsItemsetValid(itemset);

// by hash
const retval = Citizen.invokeNative('0xD30765D153EF5C76', itemset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD30765D153EF5C76, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# ITEMSETS::REMOVE_FROM_ITEMSET

- **Hash:** `0xC5BAA432B429DC24`
- **Namespace:** ITEMSETS
- **Runtime name (Lua/JS):** `RemoveFromItemset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMSETS/REMOVE_FROM_ITEMSET

## Signature

```c
void REMOVE_FROM_ITEMSET(Entity entity, ItemSet itemset);
```

## Parameters

- `entity` (`Entity`)
- `itemset` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveFromItemset(entity, itemset)

-- always available, by hash
Citizen.InvokeNative(0xC5BAA432B429DC24, entity, itemset)
```

### JavaScript

```js
RemoveFromItemset(entity, itemset);

// by hash
Citizen.invokeNative('0xC5BAA432B429DC24', entity, itemset);
```

### C#

```csharp
Function.Call((Hash)0xC5BAA432B429DC24, entity, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x00DB0BC05E3FAA4E

- **Hash:** `0x00DB0BC05E3FAA4E`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x00db0bc05e3faa4e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x00DB0BC05E3FAA4E

## Signature

```c
void _0x00DB0BC05E3FAA4E(Ped ped, int bitset);
```

## Parameters

- `ped` (`Ped`)
- `bitset` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x00db0bc05e3faa4e(ped, bitset)

-- always available, by hash
Citizen.InvokeNative(0x00DB0BC05E3FAA4E, ped, bitset)
```

### JavaScript

```js
N_0x00db0bc05e3faa4e(ped, bitset);

// by hash
Citizen.invokeNative('0x00DB0BC05E3FAA4E', ped, bitset);
```

### C#

```csharp
Function.Call((Hash)0x00DB0BC05E3FAA4E, ped, bitset);
```

- This native has no known name, so the runtime exposes it only as `N_0x00db0bc05e3faa4e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x018F30D762E62DF8

- **Hash:** `0x018F30D762E62DF8`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x018f30d762e62df8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x018F30D762E62DF8

## Signature

```c
Any _0x018F30D762E62DF8(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, p1 = N_0x018f30d762e62df8(ped, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x018F30D762E62DF8, ped, Citizen.PointerValueIntInitialized(p1), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p1] = N_0x018f30d762e62df8(ped, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x018F30D762E62DF8', ped, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x018F30D762E62DF8, ped, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x018f30d762e62df8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x07E8B8B20570271C

- **Hash:** `0x07E8B8B20570271C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x07e8b8b20570271c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x07E8B8B20570271C

## Signature

```c
void _0x07E8B8B20570271C(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

Used in SP only, called together with 0x55F37F5F3F2475E1 & CLEAR_WANTED_SCORE
_REPORT_*

## Usage

### Lua

```lua
N_0x07e8b8b20570271c(player)

-- always available, by hash
Citizen.InvokeNative(0x07E8B8B20570271C, player)
```

### JavaScript

```js
N_0x07e8b8b20570271c(player);

// by hash
Citizen.invokeNative('0x07E8B8B20570271C', player);
```

### C#

```csharp
Function.Call((Hash)0x07E8B8B20570271C, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x07e8b8b20570271c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x0BDFEBCF40A5F7E3

- **Hash:** `0x0BDFEBCF40A5F7E3`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x0bdfebcf40a5f7e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x0BDFEBCF40A5F7E3

## Signature

```c
int _0x0BDFEBCF40A5F7E3(Hash crimeType);
```

## Parameters

- `crimeType` (`Hash`)

## Returns

`int`

## Description

Only used in net_fetch R* Script

## Usage

### Lua

```lua
local retval = N_0x0bdfebcf40a5f7e3(crimeType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0BDFEBCF40A5F7E3, crimeType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0bdfebcf40a5f7e3(crimeType);

// by hash
const retval = Citizen.invokeNative('0x0BDFEBCF40A5F7E3', crimeType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0BDFEBCF40A5F7E3, crimeType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x0bdfebcf40a5f7e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x0C392DB374655176

- **Hash:** `0x0C392DB374655176`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x0c392db374655176`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x0C392DB374655176

## Signature

```c
void _0x0C392DB374655176(float x, float y, float z, float p3, ItemSet itemSet);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)
- `itemSet` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0c392db374655176(x, y, z, p3, itemSet)

-- always available, by hash
Citizen.InvokeNative(0x0C392DB374655176, x, y, z, p3, itemSet)
```

### JavaScript

```js
N_0x0c392db374655176(x, y, z, p3, itemSet);

// by hash
Citizen.invokeNative('0x0C392DB374655176', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, itemSet);
```

### C#

```csharp
Function.Call((Hash)0x0C392DB374655176, x, y, z, p3, itemSet);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x0c392db374655176` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x0DBACA9C38C9A686

- **Hash:** `0x0DBACA9C38C9A686`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x0dbaca9c38c9a686`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x0DBACA9C38C9A686

## Signature

```c
BOOL _0x0DBACA9C38C9A686(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Description

Only used in sisikapenitentiary R* Script: name = SISIKA
_IS_G* or _IS_H*

## Usage

### Lua

```lua
local retval = N_0x0dbaca9c38c9a686(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0DBACA9C38C9A686, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0dbaca9c38c9a686(name);

// by hash
const retval = Citizen.invokeNative('0x0DBACA9C38C9A686', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0DBACA9C38C9A686, name);
```

- This native has no known name, so the runtime exposes it only as `N_0x0dbaca9c38c9a686` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x0EAF918F751F27BA

- **Hash:** `0x0EAF918F751F27BA`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x0eaf918f751f27ba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x0EAF918F751F27BA

## Signature

```c
BOOL _0x0EAF918F751F27BA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0eaf918f751f27ba(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EAF918F751F27BA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0eaf918f751f27ba(ped);

// by hash
const retval = Citizen.invokeNative('0x0EAF918F751F27BA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EAF918F751F27BA, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x0eaf918f751f27ba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x0F230DE0DDBE3649

- **Hash:** `0x0F230DE0DDBE3649`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x0f230de0ddbe3649`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x0F230DE0DDBE3649

## Signature

```c
BOOL _0x0F230DE0DDBE3649(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0f230de0ddbe3649(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0F230DE0DDBE3649, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0f230de0ddbe3649(player);

// by hash
const retval = Citizen.invokeNative('0x0F230DE0DDBE3649', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0F230DE0DDBE3649, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f230de0ddbe3649` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x15ABD5004CAD2D99

- **Hash:** `0x15ABD5004CAD2D99`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x15abd5004cad2d99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x15ABD5004CAD2D99

## Signature

```c
void _0x15ABD5004CAD2D99(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Params: p0 either 0, 1 or -1 in R* Scripts
Set to 0 called together with _SUPPRESS_CRIME

## Usage

### Lua

```lua
N_0x15abd5004cad2d99(p0)

-- always available, by hash
Citizen.InvokeNative(0x15ABD5004CAD2D99, p0)
```

### JavaScript

```js
N_0x15abd5004cad2d99(p0);

// by hash
Citizen.invokeNative('0x15ABD5004CAD2D99', p0);
```

### C#

```csharp
Function.Call((Hash)0x15ABD5004CAD2D99, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x15abd5004cad2d99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x2001687F9562FD9D

- **Hash:** `0x2001687F9562FD9D`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x2001687f9562fd9d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x2001687F9562FD9D

## Signature

```c
void _0x2001687F9562FD9D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

Only used in resapwn_dump_body R* Script

## Usage

### Lua

```lua
N_0x2001687f9562fd9d(p0)

-- always available, by hash
Citizen.InvokeNative(0x2001687F9562FD9D, p0)
```

### JavaScript

```js
N_0x2001687f9562fd9d(p0);

// by hash
Citizen.invokeNative('0x2001687F9562FD9D', p0);
```

### C#

```csharp
Function.Call((Hash)0x2001687F9562FD9D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2001687f9562fd9d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x21213B833EF4DAE7

- **Hash:** `0x21213B833EF4DAE7`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x21213b833ef4dae7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x21213B833EF4DAE7

## Signature

```c
void _0x21213B833EF4DAE7(Player player, Ped ped, Vector3* outCoords);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `outCoords` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local outCoords = N_0x21213b833ef4dae7(player, ped, outCoords)

-- always available, by hash
local outCoords = Citizen.InvokeNative(0x21213B833EF4DAE7, player, ped, Citizen.PointerValueVector())
```

### JavaScript

```js
const outCoords = N_0x21213b833ef4dae7(player, ped, outCoords);

// by hash
const outCoords = Citizen.invokeNative('0x21213B833EF4DAE7', player, ped, Citizen.pointerValueVector());
```

### C#

```csharp
var outCoords = new OutputArgument();
Function.Call((Hash)0x21213B833EF4DAE7, player, ped, outCoords);
// outCoords.GetResult<Vector3>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0x21213b833ef4dae7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x22741652985C84D0

- **Hash:** `0x22741652985C84D0`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x22741652985c84d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x22741652985C84D0

## Signature

```c
void _0x22741652985C84D0(Player player, Hash lawRegionHash);
```

## Parameters

- `player` (`Player`)
- `lawRegionHash` (`Hash`)

## Returns

`void`

## Description

Used in SP only
_REPORT_*

## Usage

### Lua

```lua
N_0x22741652985c84d0(player, lawRegionHash)

-- always available, by hash
Citizen.InvokeNative(0x22741652985C84D0, player, lawRegionHash)
```

### JavaScript

```js
N_0x22741652985c84d0(player, lawRegionHash);

// by hash
Citizen.invokeNative('0x22741652985C84D0', player, lawRegionHash);
```

### C#

```csharp
Function.Call((Hash)0x22741652985C84D0, player, lawRegionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x22741652985c84d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x26934083D3F2579C

- **Hash:** `0x26934083D3F2579C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x26934083d3f2579c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x26934083D3F2579C

## Signature

```c
BOOL _0x26934083D3F2579C(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x26934083d3f2579c(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x26934083D3F2579C, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x26934083d3f2579c(player);

// by hash
const retval = Citizen.invokeNative('0x26934083D3F2579C', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x26934083D3F2579C, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x26934083d3f2579c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x292AD61A33A7A485

- **Hash:** `0x292AD61A33A7A485`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x292ad61a33a7a485`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x292AD61A33A7A485

## Signature

```c
void _0x292AD61A33A7A485();
```

## Returns

`void`

## Description

Only used in R* Script fm_mission_controller
_CLEAR_WANTED_*

## Usage

### Lua

```lua
N_0x292ad61a33a7a485()

-- always available, by hash
Citizen.InvokeNative(0x292AD61A33A7A485)
```

### JavaScript

```js
N_0x292ad61a33a7a485();

// by hash
Citizen.invokeNative('0x292AD61A33A7A485');
```

### C#

```csharp
Function.Call((Hash)0x292AD61A33A7A485);
```

- This native has no known name, so the runtime exposes it only as `N_0x292ad61a33a7a485` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x318F0F9A4426CFA2

- **Hash:** `0x318F0F9A4426CFA2`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x318f0f9a4426cfa2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x318F0F9A4426CFA2

## Signature

```c
Any _0x318F0F9A4426CFA2(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`Any`

## Description

Only used in R* SP Script av_amb_camp_robbery

## Usage

### Lua

```lua
local retval, p1 = N_0x318f0f9a4426cfa2(ped, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x318F0F9A4426CFA2, ped, Citizen.PointerValueIntInitialized(p1), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p1] = N_0x318f0f9a4426cfa2(ped, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x318F0F9A4426CFA2', ped, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x318F0F9A4426CFA2, ped, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x318f0f9a4426cfa2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x331D349E0380B097

- **Hash:** `0x331D349E0380B097`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x331d349e0380b097`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x331D349E0380B097

## Signature

```c
void _0x331D349E0380B097(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x331d349e0380b097(p0)

-- always available, by hash
Citizen.InvokeNative(0x331D349E0380B097, p0)
```

### JavaScript

```js
N_0x331d349e0380b097(p0);

// by hash
Citizen.invokeNative('0x331D349E0380B097', p0);
```

### C#

```csharp
Function.Call((Hash)0x331D349E0380B097, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x331d349e0380b097` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x3738B784DDD35CC6

- **Hash:** `0x3738B784DDD35CC6`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x3738b784ddd35cc6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x3738B784DDD35CC6

## Signature

```c
BOOL _0x3738B784DDD35CC6(Player player, int p1, int p2);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3738b784ddd35cc6(player, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3738B784DDD35CC6, player, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3738b784ddd35cc6(player, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x3738B784DDD35CC6', player, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3738B784DDD35CC6, player, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3738b784ddd35cc6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x3852237A3D9DF145

- **Hash:** `0x3852237A3D9DF145`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x3852237a3d9df145`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x3852237A3D9DF145

## Signature

```c
void _0x3852237A3D9DF145(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3852237a3d9df145(p0)

-- always available, by hash
Citizen.InvokeNative(0x3852237A3D9DF145, p0)
```

### JavaScript

```js
N_0x3852237a3d9df145(p0);

// by hash
Citizen.invokeNative('0x3852237A3D9DF145', p0);
```

### C#

```csharp
Function.Call((Hash)0x3852237A3D9DF145, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3852237a3d9df145` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x390710D2DAFA6BFF

- **Hash:** `0x390710D2DAFA6BFF`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x390710d2dafa6bff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x390710D2DAFA6BFF

## Signature

```c
void _0x390710D2DAFA6BFF(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_CLEAR*

## Usage

### Lua

```lua
N_0x390710d2dafa6bff(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x390710D2DAFA6BFF, player, p1)
```

### JavaScript

```js
N_0x390710d2dafa6bff(player, p1);

// by hash
Citizen.invokeNative('0x390710D2DAFA6BFF', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x390710D2DAFA6BFF, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x390710d2dafa6bff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x3D2674828A4E6B3C

- **Hash:** `0x3D2674828A4E6B3C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x3d2674828a4e6b3c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x3D2674828A4E6B3C

## Signature

```c
BOOL _0x3D2674828A4E6B3C();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3d2674828a4e6b3c()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D2674828A4E6B3C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3d2674828a4e6b3c();

// by hash
const retval = Citizen.invokeNative('0x3D2674828A4E6B3C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3D2674828A4E6B3C);
```

- This native has no known name, so the runtime exposes it only as `N_0x3d2674828a4e6b3c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x40851BCC33ACD9AB

- **Hash:** `0x40851BCC33ACD9AB`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x40851bcc33acd9ab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x40851BCC33ACD9AB

## Signature

```c
BOOL _0x40851BCC33ACD9AB(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x40851bcc33acd9ab(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40851BCC33ACD9AB, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x40851bcc33acd9ab(ped);

// by hash
const retval = Citizen.invokeNative('0x40851BCC33ACD9AB', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x40851BCC33ACD9AB, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x40851bcc33acd9ab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x522F74636DF10201

- **Hash:** `0x522F74636DF10201`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x522f74636df10201`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x522F74636DF10201

## Signature

```c
void _0x522F74636DF10201(Player player, ItemSet itemSet);
```

## Parameters

- `player` (`Player`)
- `itemSet` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x522f74636df10201(player, itemSet)

-- always available, by hash
Citizen.InvokeNative(0x522F74636DF10201, player, itemSet)
```

### JavaScript

```js
N_0x522f74636df10201(player, itemSet);

// by hash
Citizen.invokeNative('0x522F74636DF10201', player, itemSet);
```

### C#

```csharp
Function.Call((Hash)0x522F74636DF10201, player, itemSet);
```

- This native has no known name, so the runtime exposes it only as `N_0x522f74636df10201` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x5E6F375CA101C108

- **Hash:** `0x5E6F375CA101C108`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x5e6f375ca101c108`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x5E6F375CA101C108

## Signature

```c
void _0x5E6F375CA101C108(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
N_0x5e6f375ca101c108(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x5E6F375CA101C108, player, p1)
```

### JavaScript

```js
N_0x5e6f375ca101c108(player, p1);

// by hash
Citizen.invokeNative('0x5E6F375CA101C108', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x5E6F375CA101C108, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5e6f375ca101c108` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x61B98367D93F012F

- **Hash:** `0x61B98367D93F012F`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x61b98367d93f012f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x61B98367D93F012F

## Signature

```c
void _0x61B98367D93F012F(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x61b98367d93f012f(player)

-- always available, by hash
Citizen.InvokeNative(0x61B98367D93F012F, player)
```

### JavaScript

```js
N_0x61b98367d93f012f(player);

// by hash
Citizen.invokeNative('0x61B98367D93F012F', player);
```

### C#

```csharp
Function.Call((Hash)0x61B98367D93F012F, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x61b98367d93f012f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x6ABC50979655BEE7

- **Hash:** `0x6ABC50979655BEE7`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x6abc50979655bee7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x6ABC50979655BEE7

## Signature

```c
void _0x6ABC50979655BEE7(Player player, Hash* crimeType, Any p2);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash*`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
local crimeType = N_0x6abc50979655bee7(player, p2)

-- always available, by hash
local crimeType = Citizen.InvokeNative(0x6ABC50979655BEE7, player, Citizen.PointerValueInt(), p2)
```

### JavaScript

```js
const crimeType = N_0x6abc50979655bee7(player, p2);

// by hash
const crimeType = Citizen.invokeNative('0x6ABC50979655BEE7', player, Citizen.pointerValueInt(), p2);
```

### C#

```csharp
var crimeType = new OutputArgument();
Function.Call((Hash)0x6ABC50979655BEE7, player, crimeType, p2);
// crimeType.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- This native has no known name, so the runtime exposes it only as `N_0x6abc50979655bee7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x7351DA734F989F4E

- **Hash:** `0x7351DA734F989F4E`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x7351da734f989f4e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x7351DA734F989F4E

## Signature

```c
BOOL _0x7351DA734F989F4E(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Only used in shoprobberies

## Usage

### Lua

```lua
local retval = N_0x7351da734f989f4e(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7351DA734F989F4E, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x7351da734f989f4e(entity);

// by hash
const retval = Citizen.invokeNative('0x7351DA734F989F4E', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7351DA734F989F4E, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x7351da734f989f4e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x7EF2A2FE38D74456

- **Hash:** `0x7EF2A2FE38D74456`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x7ef2a2fe38d74456`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x7EF2A2FE38D74456

## Signature

```c
void _0x7EF2A2FE38D74456(int flag, BOOL p1);
```

## Parameters

- `flag` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_DISPATCH_*

## Usage

### Lua

```lua
N_0x7ef2a2fe38d74456(flag, p1)

-- always available, by hash
Citizen.InvokeNative(0x7EF2A2FE38D74456, flag, p1)
```

### JavaScript

```js
N_0x7ef2a2fe38d74456(flag, p1);

// by hash
Citizen.invokeNative('0x7EF2A2FE38D74456', flag, p1);
```

### C#

```csharp
Function.Call((Hash)0x7EF2A2FE38D74456, flag, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7ef2a2fe38d74456` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x7FC667F6DDFBCDCC

- **Hash:** `0x7FC667F6DDFBCDCC`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x7fc667f6ddfbcdcc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x7FC667F6DDFBCDCC

## Signature

```c
int _0x7FC667F6DDFBCDCC(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Only used in R* Script long_update
Returns a value thats being subtracted from GET_GAME_TIMER

## Usage

### Lua

```lua
local retval = N_0x7fc667f6ddfbcdcc(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7FC667F6DDFBCDCC, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7fc667f6ddfbcdcc(player);

// by hash
const retval = Citizen.invokeNative('0x7FC667F6DDFBCDCC', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7FC667F6DDFBCDCC, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x7fc667f6ddfbcdcc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x82F11E1296996574

- **Hash:** `0x82F11E1296996574`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x82f11e1296996574`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x82F11E1296996574

## Signature

```c
void _0x82F11E1296996574(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Only used in rcm_gunslinger1_1 R* Script: p0 = 0

## Usage

### Lua

```lua
N_0x82f11e1296996574(p0)

-- always available, by hash
Citizen.InvokeNative(0x82F11E1296996574, p0)
```

### JavaScript

```js
N_0x82f11e1296996574(p0);

// by hash
Citizen.invokeNative('0x82F11E1296996574', p0);
```

### C#

```csharp
Function.Call((Hash)0x82F11E1296996574, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x82f11e1296996574` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x856CE8FDE2416602

- **Hash:** `0x856CE8FDE2416602`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x856ce8fde2416602`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x856CE8FDE2416602

## Signature

```c
BOOL _0x856CE8FDE2416602(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x856ce8fde2416602(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x856CE8FDE2416602, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x856ce8fde2416602(ped);

// by hash
const retval = Citizen.invokeNative('0x856CE8FDE2416602', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x856CE8FDE2416602, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x856ce8fde2416602` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x89E005B1662F6E48

- **Hash:** `0x89E005B1662F6E48`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x89e005b1662f6e48`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x89E005B1662F6E48

## Signature

```c
BOOL _0x89E005B1662F6E48(Player player, int p1, int p2);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x89e005b1662f6e48(player, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89E005B1662F6E48, player, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x89e005b1662f6e48(player, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x89E005B1662F6E48', player, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x89E005B1662F6E48, player, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x89e005b1662f6e48` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x95878B13E272EF1F

- **Hash:** `0x95878B13E272EF1F`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x95878b13e272ef1f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x95878B13E272EF1F

## Signature

```c
Any _0x95878B13E272EF1F(Entity entity, Ped ped, BOOL p2, float x, float y, float z, Hash crimeType);
```

## Parameters

- `entity` (`Entity`)
- `ped` (`Ped`)
- `p2` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `crimeType` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x95878b13e272ef1f(entity, ped, p2, x, y, z, crimeType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x95878B13E272EF1F, entity, ped, p2, x, y, z, crimeType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x95878b13e272ef1f(entity, ped, p2, x, y, z, crimeType);

// by hash
const retval = Citizen.invokeNative('0x95878B13E272EF1F', entity, ped, p2, x + 0.0000001, y + 0.0000001, z + 0.0000001, crimeType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x95878B13E272EF1F, entity, ped, p2, x, y, z, crimeType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x95878b13e272ef1f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x9772395CC73E8D1F

- **Hash:** `0x9772395CC73E8D1F`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x9772395cc73e8d1f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x9772395CC73E8D1F

## Signature

```c
void _0x9772395CC73E8D1F(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Description

Only used in loanshark_miner1 R* Script: name = ANNESBURG_MINES

## Usage

### Lua

```lua
N_0x9772395cc73e8d1f(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x9772395CC73E8D1F, ped, name)
```

### JavaScript

```js
N_0x9772395cc73e8d1f(ped, name);

// by hash
Citizen.invokeNative('0x9772395CC73E8D1F', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x9772395CC73E8D1F, ped, name);
```

- This native has no known name, so the runtime exposes it only as `N_0x9772395cc73e8d1f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x987BE590FB9D41E5

- **Hash:** `0x987BE590FB9D41E5`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x987be590fb9d41e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x987BE590FB9D41E5

## Signature

```c
void _0x987BE590FB9D41E5(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x987be590fb9d41e5(p0)

-- always available, by hash
Citizen.InvokeNative(0x987BE590FB9D41E5, p0)
```

### JavaScript

```js
N_0x987be590fb9d41e5(p0);

// by hash
Citizen.invokeNative('0x987BE590FB9D41E5', p0);
```

### C#

```csharp
Function.Call((Hash)0x987BE590FB9D41E5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x987be590fb9d41e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x9B4C564BFA7CFF37

- **Hash:** `0x9B4C564BFA7CFF37`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x9b4c564bfa7cff37`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x9B4C564BFA7CFF37

## Signature

```c
void _0x9B4C564BFA7CFF37(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9b4c564bfa7cff37(p0)

-- always available, by hash
Citizen.InvokeNative(0x9B4C564BFA7CFF37, p0)
```

### JavaScript

```js
N_0x9b4c564bfa7cff37(p0);

// by hash
Citizen.invokeNative('0x9B4C564BFA7CFF37', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9B4C564BFA7CFF37, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9b4c564bfa7cff37` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x9C5BD8C562565CE6

- **Hash:** `0x9C5BD8C562565CE6`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x9c5bd8c562565ce6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x9C5BD8C562565CE6

## Signature

```c
void _0x9C5BD8C562565CE6(Hash* crimeType);
```

## Parameters

- `crimeType` (`Hash*`)

## Returns

`void`

## Usage

### Lua

```lua
local crimeType = N_0x9c5bd8c562565ce6(crimeType)

-- always available, by hash
local crimeType = Citizen.InvokeNative(0x9C5BD8C562565CE6, Citizen.PointerValueIntInitialized(crimeType))
```

### JavaScript

```js
const crimeType = N_0x9c5bd8c562565ce6(crimeType);

// by hash
const crimeType = Citizen.invokeNative('0x9C5BD8C562565CE6', Citizen.pointerValueIntInitialized(crimeType));
```

### C#

```csharp
var crimeType = new OutputArgument();
Function.Call((Hash)0x9C5BD8C562565CE6, crimeType);
// crimeType.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0x9c5bd8c562565ce6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x9C8A2BF37E966464

- **Hash:** `0x9C8A2BF37E966464`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x9c8a2bf37e966464`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x9C8A2BF37E966464

## Signature

```c
void _0x9C8A2BF37E966464(Player player, ItemSet itemSet);
```

## Parameters

- `player` (`Player`)
- `itemSet` (`ItemSet`)

## Returns

`void`

## Description

Only used in act_bankrobbery01 R* Script

## Usage

### Lua

```lua
N_0x9c8a2bf37e966464(player, itemSet)

-- always available, by hash
Citizen.InvokeNative(0x9C8A2BF37E966464, player, itemSet)
```

### JavaScript

```js
N_0x9c8a2bf37e966464(player, itemSet);

// by hash
Citizen.invokeNative('0x9C8A2BF37E966464', player, itemSet);
```

### C#

```csharp
Function.Call((Hash)0x9C8A2BF37E966464, player, itemSet);
```

- This native has no known name, so the runtime exposes it only as `N_0x9c8a2bf37e966464` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x9D5C9A5A3321B128

- **Hash:** `0x9D5C9A5A3321B128`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x9d5c9a5a3321b128`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x9D5C9A5A3321B128

## Signature

```c
BOOL _0x9D5C9A5A3321B128(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x9d5c9a5a3321b128(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D5C9A5A3321B128, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x9d5c9a5a3321b128(player);

// by hash
const retval = Citizen.invokeNative('0x9D5C9A5A3321B128', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D5C9A5A3321B128, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d5c9a5a3321b128` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0x9EF07CFBB19A9733

- **Hash:** `0x9EF07CFBB19A9733`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0x9ef07cfbb19a9733`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0x9EF07CFBB19A9733

## Signature

```c
BOOL _0x9EF07CFBB19A9733();
```

## Returns

`BOOL`

## Description

Only used in shoprobberies R* Scripts

## Usage

### Lua

```lua
local retval = N_0x9ef07cfbb19a9733()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9EF07CFBB19A9733, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x9ef07cfbb19a9733();

// by hash
const retval = Citizen.invokeNative('0x9EF07CFBB19A9733', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9EF07CFBB19A9733);
```

- This native has no known name, so the runtime exposes it only as `N_0x9ef07cfbb19a9733` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xB527099D1E1EED49

- **Hash:** `0xB527099D1E1EED49`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xb527099d1e1eed49`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xB527099D1E1EED49

## Signature

```c
BOOL _0xB527099D1E1EED49(Player player, int p1, Hash* crimeType);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `crimeType` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, crimeType = N_0xb527099d1e1eed49(player, p1, crimeType)

-- always available, by hash
local retval, crimeType = Citizen.InvokeNative(0xB527099D1E1EED49, player, p1, Citizen.PointerValueIntInitialized(crimeType), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, crimeType] = N_0xb527099d1e1eed49(player, p1, crimeType);

// by hash
const [retval, crimeType] = Citizen.invokeNative('0xB527099D1E1EED49', player, p1, Citizen.pointerValueIntInitialized(crimeType), Citizen.returnResultAnyway());
```

### C#

```csharp
var crimeType = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB527099D1E1EED49, player, p1, crimeType);
// crimeType.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0xb527099d1e1eed49` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xBD944A3D36E992DE

- **Hash:** `0xBD944A3D36E992DE`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xbd944a3d36e992de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xBD944A3D36E992DE

## Signature

```c
void _0xBD944A3D36E992DE();
```

## Returns

`void`

## Description

Called together with REPORT_POLICE_SPOTTED_PLAYER

## Usage

### Lua

```lua
N_0xbd944a3d36e992de()

-- always available, by hash
Citizen.InvokeNative(0xBD944A3D36E992DE)
```

### JavaScript

```js
N_0xbd944a3d36e992de();

// by hash
Citizen.invokeNative('0xBD944A3D36E992DE');
```

### C#

```csharp
Function.Call((Hash)0xBD944A3D36E992DE);
```

- This native has no known name, so the runtime exposes it only as `N_0xbd944a3d36e992de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xC0DF161950FB101E

- **Hash:** `0xC0DF161950FB101E`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xc0df161950fb101e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xC0DF161950FB101E

## Signature

```c
BOOL _0xC0DF161950FB101E(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Only used in rcm_serial_killer1 R* Script

## Usage

### Lua

```lua
local retval = N_0xc0df161950fb101e(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0DF161950FB101E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xc0df161950fb101e(ped);

// by hash
const retval = Citizen.invokeNative('0xC0DF161950FB101E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC0DF161950FB101E, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xc0df161950fb101e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xC5EB2755FA25F1E9

- **Hash:** `0xC5EB2755FA25F1E9`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xc5eb2755fa25f1e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xC5EB2755FA25F1E9

## Signature

```c
void _0xC5EB2755FA25F1E9(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc5eb2755fa25f1e9(p0)

-- always available, by hash
Citizen.InvokeNative(0xC5EB2755FA25F1E9, p0)
```

### JavaScript

```js
N_0xc5eb2755fa25f1e9(p0);

// by hash
Citizen.invokeNative('0xC5EB2755FA25F1E9', p0);
```

### C#

```csharp
Function.Call((Hash)0xC5EB2755FA25F1E9, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc5eb2755fa25f1e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xC687A23E166DCF68

- **Hash:** `0xC687A23E166DCF68`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xc687a23e166dcf68`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xC687A23E166DCF68

## Signature

```c
Any _0xC687A23E166DCF68(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, p0 = N_0xc687a23e166dcf68(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xC687A23E166DCF68, Citizen.PointerValueIntInitialized(p0), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = N_0xc687a23e166dcf68(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0xC687A23E166DCF68', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC687A23E166DCF68, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xc687a23e166dcf68` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xC7DC5A0A7DF608CB

- **Hash:** `0xC7DC5A0A7DF608CB`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xc7dc5a0a7df608cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xC7DC5A0A7DF608CB

## Signature

```c
BOOL _0xC7DC5A0A7DF608CB(int flag);
```

## Parameters

- `flag` (`int`)

## Returns

`BOOL`

## Description

_GET_DISPATCH_*

## Usage

### Lua

```lua
local retval = N_0xc7dc5a0a7df608cb(flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC7DC5A0A7DF608CB, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xc7dc5a0a7df608cb(flag);

// by hash
const retval = Citizen.invokeNative('0xC7DC5A0A7DF608CB', flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC7DC5A0A7DF608CB, flag);
```

- This native has no known name, so the runtime exposes it only as `N_0xc7dc5a0a7df608cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xCBFB4951F2E3934C

- **Hash:** `0xCBFB4951F2E3934C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xcbfb4951f2e3934c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xCBFB4951F2E3934C

## Signature

```c
void _0xCBFB4951F2E3934C(Player player, Any* data);
```

## Parameters

- `player` (`Player`)
- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = N_0xcbfb4951f2e3934c(player, data)

-- always available, by hash
local data = Citizen.InvokeNative(0xCBFB4951F2E3934C, player, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = N_0xcbfb4951f2e3934c(player, data);

// by hash
const data = Citizen.invokeNative('0xCBFB4951F2E3934C', player, Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0xCBFB4951F2E3934C, player, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xcbfb4951f2e3934c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xD6C0A8C7C0B2F82C

- **Hash:** `0xD6C0A8C7C0B2F82C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xd6c0a8c7c0b2f82c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xD6C0A8C7C0B2F82C

## Signature

```c
void _0xD6C0A8C7C0B2F82C(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd6c0a8c7c0b2f82c(player, p1)

-- always available, by hash
Citizen.InvokeNative(0xD6C0A8C7C0B2F82C, player, p1)
```

### JavaScript

```js
N_0xd6c0a8c7c0b2f82c(player, p1);

// by hash
Citizen.invokeNative('0xD6C0A8C7C0B2F82C', player, p1);
```

### C#

```csharp
Function.Call((Hash)0xD6C0A8C7C0B2F82C, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd6c0a8c7c0b2f82c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xD7494DED50C6EF52

- **Hash:** `0xD7494DED50C6EF52`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xd7494ded50c6ef52`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xD7494DED50C6EF52

## Signature

```c
void _0xD7494DED50C6EF52(Player player, Hash crimeType, int p2);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash`)
- `p2` (`int`)

## Returns

`void`

## Description

Only used in R* SP Scripts
Params: p2 either 1 or 2

## Usage

### Lua

```lua
N_0xd7494ded50c6ef52(player, crimeType, p2)

-- always available, by hash
Citizen.InvokeNative(0xD7494DED50C6EF52, player, crimeType, p2)
```

### JavaScript

```js
N_0xd7494ded50c6ef52(player, crimeType, p2);

// by hash
Citizen.invokeNative('0xD7494DED50C6EF52', player, crimeType, p2);
```

### C#

```csharp
Function.Call((Hash)0xD7494DED50C6EF52, player, crimeType, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd7494ded50c6ef52` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xDA1A9ADC4E3D4B16

- **Hash:** `0xDA1A9ADC4E3D4B16`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xda1a9adc4e3d4b16`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xDA1A9ADC4E3D4B16

## Signature

```c
void _0xDA1A9ADC4E3D4B16(ItemSet itemSet, BOOL p1, BOOL p2);
```

## Parameters

- `itemSet` (`ItemSet`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Scripts
Params: p1 = true, p2 = false

## Usage

### Lua

```lua
N_0xda1a9adc4e3d4b16(itemSet, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xDA1A9ADC4E3D4B16, itemSet, p1, p2)
```

### JavaScript

```js
N_0xda1a9adc4e3d4b16(itemSet, p1, p2);

// by hash
Citizen.invokeNative('0xDA1A9ADC4E3D4B16', itemSet, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xDA1A9ADC4E3D4B16, itemSet, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xda1a9adc4e3d4b16` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xDAEFDFDB2AEECE37

- **Hash:** `0xDAEFDFDB2AEECE37`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xdaefdfdb2aeece37`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xDAEFDFDB2AEECE37

## Signature

```c
int _0xDAEFDFDB2AEECE37(Hash crimeType, Any p1);
```

## Parameters

- `crimeType` (`Hash`)
- `p1` (`Any`)

## Returns

`int`

## Description

crimeType: see _REPORT_CRIME

## Usage

### Lua

```lua
local retval = N_0xdaefdfdb2aeece37(crimeType, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDAEFDFDB2AEECE37, crimeType, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdaefdfdb2aeece37(crimeType, p1);

// by hash
const retval = Citizen.invokeNative('0xDAEFDFDB2AEECE37', crimeType, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDAEFDFDB2AEECE37, crimeType, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xdaefdfdb2aeece37` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xDCF12B89624AAC96

- **Hash:** `0xDCF12B89624AAC96`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xdcf12b89624aac96`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xDCF12B89624AAC96

## Signature

```c
void _0xDCF12B89624AAC96(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdcf12b89624aac96(p0)

-- always available, by hash
Citizen.InvokeNative(0xDCF12B89624AAC96, p0)
```

### JavaScript

```js
N_0xdcf12b89624aac96(p0);

// by hash
Citizen.invokeNative('0xDCF12B89624AAC96', p0);
```

### C#

```csharp
Function.Call((Hash)0xDCF12B89624AAC96, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdcf12b89624aac96` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xDEA083C16BB91345

- **Hash:** `0xDEA083C16BB91345`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xdea083c16bb91345`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xDEA083C16BB91345

## Signature

```c
void _0xDEA083C16BB91345();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xdea083c16bb91345()

-- always available, by hash
Citizen.InvokeNative(0xDEA083C16BB91345)
```

### JavaScript

```js
N_0xdea083c16bb91345();

// by hash
Citizen.invokeNative('0xDEA083C16BB91345');
```

### C#

```csharp
Function.Call((Hash)0xDEA083C16BB91345);
```

- This native has no known name, so the runtime exposes it only as `N_0xdea083c16bb91345` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xE083BEDA81709891

- **Hash:** `0xE083BEDA81709891`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xe083beda81709891`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xE083BEDA81709891

## Signature

```c
int _0xE083BEDA81709891(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xe083beda81709891(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE083BEDA81709891, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe083beda81709891(player);

// by hash
const retval = Citizen.invokeNative('0xE083BEDA81709891', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE083BEDA81709891, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xe083beda81709891` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xE4D6E45F491A66CB

- **Hash:** `0xE4D6E45F491A66CB`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xe4d6e45f491a66cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xE4D6E45F491A66CB

## Signature

```c
Any _0xE4D6E45F491A66CB(Player player, int p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe4d6e45f491a66cb(player, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4D6E45F491A66CB, player, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe4d6e45f491a66cb(player, p1);

// by hash
const retval = Citizen.invokeNative('0xE4D6E45F491A66CB', player, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE4D6E45F491A66CB, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe4d6e45f491a66cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xE94B5E938619712E

- **Hash:** `0xE94B5E938619712E`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xe94b5e938619712e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xE94B5E938619712E

## Signature

```c
void _0xE94B5E938619712E();
```

## Returns

`void`

## Description

Seems to disable lawmen guarding behaviors (like during a region lockdown). Must be called every frame.
Only used in R* SP Scripts, mostly used in train_fast_travel_core

## Usage

### Lua

```lua
N_0xe94b5e938619712e()

-- always available, by hash
Citizen.InvokeNative(0xE94B5E938619712E)
```

### JavaScript

```js
N_0xe94b5e938619712e();

// by hash
Citizen.invokeNative('0xE94B5E938619712E');
```

### C#

```csharp
Function.Call((Hash)0xE94B5E938619712E);
```

- This native has no known name, so the runtime exposes it only as `N_0xe94b5e938619712e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xE9AC8466ABE484BB

- **Hash:** `0xE9AC8466ABE484BB`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xe9ac8466abe484bb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xE9AC8466ABE484BB

## Signature

```c
void _0xE9AC8466ABE484BB(BOOL p0, Any p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`Any`)

## Returns

`void`

## Description

Only used in R* SP Scripts
Params: p1 = 0

## Usage

### Lua

```lua
N_0xe9ac8466abe484bb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE9AC8466ABE484BB, p0, p1)
```

### JavaScript

```js
N_0xe9ac8466abe484bb(p0, p1);

// by hash
Citizen.invokeNative('0xE9AC8466ABE484BB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE9AC8466ABE484BB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9ac8466abe484bb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xE9EB79CBF9C0F58A

- **Hash:** `0xE9EB79CBF9C0F58A`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xe9eb79cbf9c0f58a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xE9EB79CBF9C0F58A

## Signature

```c
int _0xE9EB79CBF9C0F58A(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Returns p1 value for 0xE4D6E45F491A66CB

## Usage

### Lua

```lua
local retval = N_0xe9eb79cbf9c0f58a(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE9EB79CBF9C0F58A, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe9eb79cbf9c0f58a(player);

// by hash
const retval = Citizen.invokeNative('0xE9EB79CBF9C0F58A', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE9EB79CBF9C0F58A, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9eb79cbf9c0f58a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xEDFC6C1FD1C964F5

- **Hash:** `0xEDFC6C1FD1C964F5`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xedfc6c1fd1c964f5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xEDFC6C1FD1C964F5

## Signature

```c
void _0xEDFC6C1FD1C964F5(Player player, Hash crimeType, int bounty, float p3, float p4, BOOL p5, float p6, float p7, Any p8);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash`)
- `bounty` (`int`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`BOOL`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`Any`)

## Returns

`void`

## Description

_SET_C* - _SET_D*

## Usage

### Lua

```lua
N_0xedfc6c1fd1c964f5(player, crimeType, bounty, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xEDFC6C1FD1C964F5, player, crimeType, bounty, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
N_0xedfc6c1fd1c964f5(player, crimeType, bounty, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xEDFC6C1FD1C964F5', player, crimeType, bounty, p3 + 0.0000001, p4 + 0.0000001, p5, p6 + 0.0000001, p7 + 0.0000001, p8);
```

### C#

```csharp
Function.Call((Hash)0xEDFC6C1FD1C964F5, player, crimeType, bounty, p3, p4, p5, p6, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xedfc6c1fd1c964f5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xF611DE44AEB36A1D

- **Hash:** `0xF611DE44AEB36A1D`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xf611de44aeb36a1d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xF611DE44AEB36A1D

## Signature

```c
void _0xF611DE44AEB36A1D(Hash crimeType, BOOL p1);
```

## Parameters

- `crimeType` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf611de44aeb36a1d(crimeType, p1)

-- always available, by hash
Citizen.InvokeNative(0xF611DE44AEB36A1D, crimeType, p1)
```

### JavaScript

```js
N_0xf611de44aeb36a1d(crimeType, p1);

// by hash
Citizen.invokeNative('0xF611DE44AEB36A1D', crimeType, p1);
```

### C#

```csharp
Function.Call((Hash)0xF611DE44AEB36A1D, crimeType, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xf611de44aeb36a1d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_0xFFEBE5AA96BC2E4E

- **Hash:** `0xFFEBE5AA96BC2E4E`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `N_0xffebe5aa96bc2e4e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/0xFFEBE5AA96BC2E4E

## Signature

```c
Any _0xFFEBE5AA96BC2E4E(Ped ped, Hash crimeType, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `crimeType` (`Hash`)
- `p2` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xffebe5aa96bc2e4e(ped, crimeType, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFEBE5AA96BC2E4E, ped, crimeType, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xffebe5aa96bc2e4e(ped, crimeType, p2);

// by hash
const retval = Citizen.invokeNative('0xFFEBE5AA96BC2E4E', ped, crimeType, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFFEBE5AA96BC2E4E, ped, crimeType, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xffebe5aa96bc2e4e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::ADD_BOUNTY

- **Hash:** `0x0E3BDEED21BEB945`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AddBounty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/ADD_BOUNTY

## Signature

```c
void ADD_BOUNTY(Player player, int itemValueAmount);
```

## Parameters

- `player` (`Player`)
- `itemValueAmount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AddBounty(player, itemValueAmount)

-- always available, by hash
Citizen.InvokeNative(0x0E3BDEED21BEB945, player, itemValueAmount)
```

### JavaScript

```js
AddBounty(player, itemValueAmount);

// by hash
Citizen.invokeNative('0x0E3BDEED21BEB945', player, itemValueAmount);
```

### C#

```csharp
Function.Call((Hash)0x0E3BDEED21BEB945, player, itemValueAmount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_ADD_WITNESS_RESPONSE

- **Hash:** `0x10827B5A0AAC56A7`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AddWitnessResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ADD_WITNESS_RESPONSE

## Signature

```c
void _ADD_WITNESS_RESPONSE(Player player, Hash crimeType, Ped pedGroup);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash`)
- `pedGroup` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
AddWitnessResponse(player, crimeType, pedGroup)

-- always available, by hash
Citizen.InvokeNative(0x10827B5A0AAC56A7, player, crimeType, pedGroup)
```

### JavaScript

```js
AddWitnessResponse(player, crimeType, pedGroup);

// by hash
Citizen.invokeNative('0x10827B5A0AAC56A7', player, crimeType, pedGroup);
```

### C#

```csharp
Function.Call((Hash)0x10827B5A0AAC56A7, player, crimeType, pedGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_ARE_ANY_LAW_PEDS_INVESTIGATING

- **Hash:** `0xECE3C34B270428D5`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AreAnyLawPedsInvestigating`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ARE_ANY_LAW_PEDS_INVESTIGATING

## Signature

```c
BOOL _ARE_ANY_LAW_PEDS_INVESTIGATING();
```

## Returns

`BOOL`

## Description

Only used in rcm_homerob00 R* Script

## Usage

### Lua

```lua
local retval = AreAnyLawPedsInvestigating()

-- always available, by hash
local retval = Citizen.InvokeNative(0xECE3C34B270428D5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreAnyLawPedsInvestigating();

// by hash
const retval = Citizen.invokeNative('0xECE3C34B270428D5', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xECE3C34B270428D5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_ARE_INVESTIGATORS_ACTIVE

- **Hash:** `0xF0FBFB9AB15F7734`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AreInvestigatorsActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ARE_INVESTIGATORS_ACTIVE

## Signature

```c
BOOL _ARE_INVESTIGATORS_ACTIVE(Player player, BOOL areInvestigatorsActive, Any p2);
```

## Parameters

- `player` (`Player`)
- `areInvestigatorsActive` (`BOOL`)
- `p2` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreInvestigatorsActive(player, areInvestigatorsActive, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF0FBFB9AB15F7734, player, areInvestigatorsActive, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreInvestigatorsActive(player, areInvestigatorsActive, p2);

// by hash
const retval = Citizen.invokeNative('0xF0FBFB9AB15F7734', player, areInvestigatorsActive, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF0FBFB9AB15F7734, player, areInvestigatorsActive, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_ARE_LAW_PEDS_ENABLED_FOR_TRAIN

- **Hash:** `0xA22C46F16359471C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AreLawPedsEnabledForTrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ARE_LAW_PEDS_ENABLED_FOR_TRAIN

## Signature

```c
BOOL _ARE_LAW_PEDS_ENABLED_FOR_TRAIN();
```

## Returns

`BOOL`

## Description

Only used in trainrobbery_ambient R* Script

## Usage

### Lua

```lua
local retval = AreLawPedsEnabledForTrain()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA22C46F16359471C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreLawPedsEnabledForTrain();

// by hash
const retval = Citizen.invokeNative('0xA22C46F16359471C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA22C46F16359471C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::ARE_WITNESSES_ACTIVE

- **Hash:** `0x69E181772886F48B`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AreWitnessesActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/ARE_WITNESSES_ACTIVE

## Signature

```c
BOOL ARE_WITNESSES_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreWitnessesActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x69E181772886F48B, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreWitnessesActive(player);

// by hash
const retval = Citizen.invokeNative('0x69E181772886F48B', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x69E181772886F48B, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_ARE_WITNESSES_PENDING

- **Hash:** `0x0BB6DE7D23C60626`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `AreWitnessesPending`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ARE_WITNESSES_PENDING

## Signature

```c
BOOL _ARE_WITNESSES_PENDING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreWitnessesPending(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0BB6DE7D23C60626, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreWitnessesPending(player);

// by hash
const retval = Citizen.invokeNative('0x0BB6DE7D23C60626', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0BB6DE7D23C60626, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::CLEAR_BOUNTY

- **Hash:** `0xC76F252371150D9A`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ClearBounty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/CLEAR_BOUNTY

## Signature

```c
void CLEAR_BOUNTY(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ClearBounty(player)

-- always available, by hash
Citizen.InvokeNative(0xC76F252371150D9A, player)
```

### JavaScript

```js
ClearBounty(player);

// by hash
Citizen.invokeNative('0xC76F252371150D9A', player);
```

### C#

```csharp
Function.Call((Hash)0xC76F252371150D9A, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::CLEAR_PLAYER_PAST_CRIMES

- **Hash:** `0xBCC6DC59E32A2BDC`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ClearPlayerPastCrimes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/CLEAR_PLAYER_PAST_CRIMES

## Signature

```c
void CLEAR_PLAYER_PAST_CRIMES(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPlayerPastCrimes(player)

-- always available, by hash
Citizen.InvokeNative(0xBCC6DC59E32A2BDC, player)
```

### JavaScript

```js
ClearPlayerPastCrimes(player);

// by hash
Citizen.invokeNative('0xBCC6DC59E32A2BDC', player);
```

### C#

```csharp
Function.Call((Hash)0xBCC6DC59E32A2BDC, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::CLEAR_WANTED_SCORE

- **Hash:** `0x062B4A4A3396351D`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ClearWantedScore`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/CLEAR_WANTED_SCORE

## Signature

```c
void CLEAR_WANTED_SCORE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ClearWantedScore(player)

-- always available, by hash
Citizen.InvokeNative(0x062B4A4A3396351D, player)
```

### JavaScript

```js
ClearWantedScore(player);

// by hash
Citizen.invokeNative('0x062B4A4A3396351D', player);
```

### C#

```csharp
Function.Call((Hash)0x062B4A4A3396351D, player);
```

## See also

- [LAW::GET_WANTED_SCORE](https://natives.borderlinerp.com/natives/LAW/GET_WANTED_SCORE.md)
- [LAW::SET_WANTED_SCORE](https://natives.borderlinerp.com/natives/LAW/SET_WANTED_SCORE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_CREATE_GUARD_ZONE

- **Hash:** `0x8F9DE75680275C9F`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `CreateGuardZone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_CREATE_GUARD_ZONE

## Signature

```c
void _CREATE_GUARD_ZONE(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
CreateGuardZone(name)

-- always available, by hash
Citizen.InvokeNative(0x8F9DE75680275C9F, name)
```

### JavaScript

```js
CreateGuardZone(name);

// by hash
Citizen.invokeNative('0x8F9DE75680275C9F', name);
```

### C#

```csharp
Function.Call((Hash)0x8F9DE75680275C9F, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_REMOVE_GUARD_ZONE](https://natives.borderlinerp.com/natives/LAW/_REMOVE_GUARD_ZONE.md)
- [LAW::_DISABLE_GUARD_ZONE](https://natives.borderlinerp.com/natives/LAW/_DISABLE_GUARD_ZONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_CREATE_GUARD_ZONE_FOR_ENTITY

- **Hash:** `0x0D4B77E862475ED3`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `CreateGuardZoneForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/LAW/_CREATE_GUARD_ZONE_FOR_ENTITY

## Signature

```c
BOOL _CREATE_GUARD_ZONE_FOR_ENTITY(const char* guardZoneName, Entity entity, float x, float y, float z);
```

## Parameters

- `guardZoneName` (`const char*`)
- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Description

Returns true when investigation creation was successful

## Usage

### Lua

```lua
local retval = CreateGuardZoneForEntity(guardZoneName, entity, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D4B77E862475ED3, guardZoneName, entity, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CreateGuardZoneForEntity(guardZoneName, entity, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x0D4B77E862475ED3', guardZoneName, entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0D4B77E862475ED3, guardZoneName, entity, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_CREATE_LAW_DISPATCH_RESPONSE_FOR_COORDS

- **Hash:** `0x75CBF20BA47E4F89`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `CreateLawDispatchResponseForCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_CREATE_LAW_DISPATCH_RESPONSE_FOR_COORDS

## Signature

```c
Any _CREATE_LAW_DISPATCH_RESPONSE_FOR_COORDS(float x, float y, float z, Hash dispatchResponseHash);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `dispatchResponseHash` (`Hash`)

## Returns

`Any`

## Description

dispatchResponseHash: see common/data/dispatchresponses/..

## Usage

### Lua

```lua
local retval = CreateLawDispatchResponseForCoords(x, y, z, dispatchResponseHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x75CBF20BA47E4F89, x, y, z, dispatchResponseHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateLawDispatchResponseForCoords(x, y, z, dispatchResponseHash);

// by hash
const retval = Citizen.invokeNative('0x75CBF20BA47E4F89', x + 0.0000001, y + 0.0000001, z + 0.0000001, dispatchResponseHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x75CBF20BA47E4F89, x, y, z, dispatchResponseHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_DISABLE_GUARD_ZONE

- **Hash:** `0x26D558692B25DD95`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `DisableGuardZone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_DISABLE_GUARD_ZONE

## Signature

```c
void _DISABLE_GUARD_ZONE(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DisableGuardZone(name)

-- always available, by hash
Citizen.InvokeNative(0x26D558692B25DD95, name)
```

### JavaScript

```js
DisableGuardZone(name);

// by hash
Citizen.invokeNative('0x26D558692B25DD95', name);
```

### C#

```csharp
Function.Call((Hash)0x26D558692B25DD95, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_CREATE_GUARD_ZONE](https://natives.borderlinerp.com/natives/LAW/_CREATE_GUARD_ZONE.md)
- [LAW::_REMOVE_GUARD_ZONE](https://natives.borderlinerp.com/natives/LAW/_REMOVE_GUARD_ZONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_ENABLE_DISPATCH_LAW

- **Hash:** `0xC805EB785824F712`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `EnableDispatchLaw`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ENABLE_DISPATCH_LAW

## Signature

```c
void _ENABLE_DISPATCH_LAW(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Reported to affect law witness creation/reporting rather than dispatch itself. When disabled, NPCs may not witness or report crimes.

*Source: VORPCORE RDR3natives*

despite their names this doesn't disable the dispatch system. if you shoot a lawman when is disabled, the dispatch is still enabled because the law will  come after you.
this seems to disable/enable the create witnesses, if disabled it you can shoot npcs and they wont witness anything or report
EnableDispatchLaw_2 called toghether

## Usage

### Lua

```lua
EnableDispatchLaw(toggle)

-- always available, by hash
Citizen.InvokeNative(0xC805EB785824F712, toggle)
```

### JavaScript

```js
EnableDispatchLaw(toggle);

// by hash
Citizen.invokeNative('0xC805EB785824F712', toggle);
```

### C#

```csharp
Function.Call((Hash)0xC805EB785824F712, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::_ENABLE_DISPATCH_LAW_2

- **Hash:** `0x710448D44A64C213`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `EnableDispatchLaw_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_ENABLE_DISPATCH_LAW_2

## Signature

```c
void _ENABLE_DISPATCH_LAW_2(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Reported to affect law witness creation/reporting rather than dispatch itself. When disabled, NPCs may not witness or report crimes.

## Usage

### Lua

```lua
EnableDispatchLaw_2(toggle)

-- always available, by hash
Citizen.InvokeNative(0x710448D44A64C213, toggle)
```

### JavaScript

```js
EnableDispatchLaw_2(toggle);

// by hash
Citizen.invokeNative('0x710448D44A64C213', toggle);
```

### C#

```csharp
Function.Call((Hash)0x710448D44A64C213, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_FORCE_LAW_ON_LOCAL_PLAYER_IMMEDIATELY

- **Hash:** `0x956510F8C36B5C64`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ForceLawOnLocalPlayerImmediately`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_FORCE_LAW_ON_LOCAL_PLAYER_IMMEDIATELY

## Signature

```c
void _FORCE_LAW_ON_LOCAL_PLAYER_IMMEDIATELY();
```

## Returns

`void`

## Usage

### Lua

```lua
ForceLawOnLocalPlayerImmediately()

-- always available, by hash
Citizen.InvokeNative(0x956510F8C36B5C64)
```

### JavaScript

```js
ForceLawOnLocalPlayerImmediately();

// by hash
Citizen.invokeNative('0x956510F8C36B5C64');
```

### C#

```csharp
Function.Call((Hash)0x956510F8C36B5C64);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_FORCE_PLAYER_SEARCH

- **Hash:** `0x7803436E68C32B26`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ForcePlayerSearch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_FORCE_LAW_SEARCH`
- **URL:** https://natives.borderlinerp.com/natives/LAW/_FORCE_PLAYER_SEARCH

## Signature

```c
void _FORCE_PLAYER_SEARCH();
```

## Returns

`void`

## Description

Forces law to search for the player until stopped with _STOP_PLAYER_SEARCH.

## Usage

### Lua

```lua
ForcePlayerSearch()

-- always available, by hash
Citizen.InvokeNative(0x7803436E68C32B26)
```

### JavaScript

```js
ForcePlayerSearch();

// by hash
Citizen.invokeNative('0x7803436E68C32B26');
```

### C#

```csharp
Function.Call((Hash)0x7803436E68C32B26);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_STOP_PLAYER_SEARCH](https://natives.borderlinerp.com/natives/LAW/_STOP_PLAYER_SEARCH.md) — Stops the forced player search state.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_FORCE_PLAYER_SEARCH_THIS_FRAME

- **Hash:** `0xC310239ACCCF5579`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ForcePlayerSearchThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_FORCE_LAW_SEARCH_THIS_FRAME`
- **URL:** https://natives.borderlinerp.com/natives/LAW/_FORCE_PLAYER_SEARCH_THIS_FRAME

## Signature

```c
void _FORCE_PLAYER_SEARCH_THIS_FRAME();
```

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Forces law to search for the player this frame.

*Source: VORPCORE RDR3natives*

forces law to search player must be called every frame

## Usage

### Lua

```lua
ForcePlayerSearchThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xC310239ACCCF5579)
```

### JavaScript

```js
ForcePlayerSearchThisFrame();

// by hash
Citizen.invokeNative('0xC310239ACCCF5579');
```

### C#

```csharp
Function.Call((Hash)0xC310239ACCCF5579);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::GET_BOUNTY

- **Hash:** `0x54310AAB97B92816`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetBounty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/GET_BOUNTY

## Signature

```c
int GET_BOUNTY(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetBounty(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x54310AAB97B92816, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBounty(player);

// by hash
const retval = Citizen.invokeNative('0x54310AAB97B92816', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x54310AAB97B92816, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_GET_BOUNTY_HUNTER_GLOBAL_COOLDOWN

- **Hash:** `0x76CF93D4B416B288`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetBountyHunterGlobalCooldown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_GET_BOUNTY_HUNTER_GLOBAL_COOLDOWN

## Signature

```c
int _GET_BOUNTY_HUNTER_GLOBAL_COOLDOWN(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`int`

## Description

p0 is always BOUNTYHUNTERSGLOBALCOOLDOWN in R* scripts

## Usage

### Lua

```lua
local retval = GetBountyHunterGlobalCooldown(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76CF93D4B416B288, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBountyHunterGlobalCooldown(p0);

// by hash
const retval = Citizen.invokeNative('0x76CF93D4B416B288', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x76CF93D4B416B288, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_SET_BOUNTY_HUNTER_GLOBAL_COOLDOWN](https://natives.borderlinerp.com/natives/LAW/_SET_BOUNTY_HUNTER_GLOBAL_COOLDOWN.md) — p0 is always BOUNTYHUNTERSGLOBALCOOLDOWN in R* scripts

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_GET_CRIME_BOUNTY_AMOUNT_BY_TYPE

- **Hash:** `0x35E5E21F9159849C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetCrimeBountyAmountByType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_GET_CRIME_BOUNTY_AMOUNT_BY_TYPE

## Signature

```c
int _GET_CRIME_BOUNTY_AMOUNT_BY_TYPE(Hash crimeType);
```

## Parameters

- `crimeType` (`Hash`)

## Returns

`int`

## Description

Returns bounty (increment) value

## Usage

### Lua

```lua
local retval = GetCrimeBountyAmountByType(crimeType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x35E5E21F9159849C, crimeType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCrimeBountyAmountByType(crimeType);

// by hash
const retval = Citizen.invokeNative('0x35E5E21F9159849C', crimeType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x35E5E21F9159849C, crimeType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_GET_CRIME_DISPATCH_TYPE_FOR_PLAYER

- **Hash:** `0x148E7AC8141C9E64`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetCrimeDispatchTypeForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_GET_CRIME_DISPATCH_TYPE_FOR_PLAYER

## Signature

```c
Hash _GET_CRIME_DISPATCH_TYPE_FOR_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetCrimeDispatchTypeForPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x148E7AC8141C9E64, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCrimeDispatchTypeForPlayer(player);

// by hash
const retval = Citizen.invokeNative('0x148E7AC8141C9E64', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x148E7AC8141C9E64, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_GET_HUD_PLAYER_CRIME_TYPE

- **Hash:** `0x259CE340A8738814`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetHudPlayerCrimeType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_GET_HUD_PLAYER_CRIME_TYPE

## Signature

```c
Hash _GET_HUD_PLAYER_CRIME_TYPE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Hash`

## Description

See _REPORT_CRIME

## Usage

### Lua

```lua
local retval = GetHudPlayerCrimeType(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x259CE340A8738814, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHudPlayerCrimeType(player);

// by hash
const retval = Citizen.invokeNative('0x259CE340A8738814', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x259CE340A8738814, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::GET_PLAYER_REGISTERED_CRIME

- **Hash:** `0x532C5FDDB986EE5C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetPlayerRegisteredCrime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/GET_PLAYER_REGISTERED_CRIME

## Signature

```c
BOOL GET_PLAYER_REGISTERED_CRIME(Player player, int index, Any* outData);
```

## Parameters

- `player` (`Player`)
- `index` (`int`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Reads one entry from the player's registered-crimes list (oldest -> newest) at the given index.
	- Commonly iterated with index 0..23.
	- Returns true if the entry exists/was copied into outData.
	- Scripts typically check outData.f_10 (reported flag) and use (crimeType, unk7) as inputs to other LAW queries.

outData (script struct<11>):
	struct RegisteredCrime
	{
		alignas(8) Hash crimeType;   // outData.f_0
		alignas(8) int  bounty;      // outData.f_1
		alignas(8) Hash unk2;        // outData.f_2
		alignas(8) Any  unk3;        // outData.f_3
		alignas(8) Any  unk4;        // outData.f_4
		alignas(8) Any  unk5;        // outData.f_5
		alignas(8) Any  unk6;        // outData.f_6
		alignas(8) int  unk7;        // outData.f_7 (paired with crimeType in scripts)
		alignas(8) Any  unk8;        // outData.f_8
		alignas(8) Any  unk9;        // outData.f_9
		alignas(8) bool wasReported; // outData.f_10
	};

*Source: VORPCORE RDR3natives*

Returns the player registed crime data at the index

## Usage

### Lua

```lua
local retval, outData = GetPlayerRegisteredCrime(player, index, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x532C5FDDB986EE5C, player, index, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = GetPlayerRegisteredCrime(player, index, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x532C5FDDB986EE5C', player, index, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x532C5FDDB986EE5C, player, index, outData);
// outData.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct outData
{
  Hash crimeType;
  int bounty;
  Hash unk2;
  Any unk3;
  Any unk4;
  Any unk5;
  Any unk6;
  int unk7;
  Any unk8;
  Any unk9;
  bool unk10;
}
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::_GET_TIME_SINCE_LAST_SEEN_BY_LAW

- **Hash:** `0x717DA2281DF90855`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetTimeSinceLastSeenByLaw`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_GET_TIME_SINCE_LAST_SEEN_BY_LAW

## Signature

```c
float _GET_TIME_SINCE_LAST_SEEN_BY_LAW(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

Returns the amount of time (probably in game minutes) since last seen by the law / left the wanted radius

## Usage

### Lua

```lua
local retval = GetTimeSinceLastSeenByLaw(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x717DA2281DF90855, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetTimeSinceLastSeenByLaw(player);

// by hash
const retval = Citizen.invokeNative('0x717DA2281DF90855', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x717DA2281DF90855, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::GET_WANTED_SCORE

- **Hash:** `0xDD5FD601481F648B`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `GetWantedScore`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/GET_WANTED_SCORE

## Signature

```c
int GET_WANTED_SCORE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetWantedScore(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDD5FD601481F648B, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWantedScore(player);

// by hash
const retval = Citizen.invokeNative('0xDD5FD601481F648B', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDD5FD601481F648B, player);
```

## See also

- [LAW::SET_WANTED_SCORE](https://natives.borderlinerp.com/natives/LAW/SET_WANTED_SCORE.md)
- [LAW::CLEAR_WANTED_SCORE](https://natives.borderlinerp.com/natives/LAW/CLEAR_WANTED_SCORE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_HAS_PLAYER_BEEN_FOUND_BY_LAW_ACTIVE_SEARCH

- **Hash:** `0x9945A3E2528A02E8`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `HasPlayerBeenFoundByLawActiveSearch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_HAS_PLAYER_BEEN_FOUND_BY_LAW_ACTIVE_SEARCH

## Signature

```c
BOOL _HAS_PLAYER_BEEN_FOUND_BY_LAW_ACTIVE_SEARCH(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Reported to return true when law active search finds the player for the first time. Returns false when the player evades or dies.
Requires _SET_LAW_REGION for law to become aware of crimes.

*Source: VORPCORE RDR3natives*

returns true when law finds player after searching for player for the first time , false when player evades or dies.Note: must use SET_LAW_REGION for law to get aware of crimes.

## Usage

### Lua

```lua
local retval = HasPlayerBeenFoundByLawActiveSearch(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9945A3E2528A02E8, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPlayerBeenFoundByLawActiveSearch(player);

// by hash
const retval = Citizen.invokeNative('0x9945A3E2528A02E8', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9945A3E2528A02E8, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::_IS_GUARD_PED_INVESTIGATING

- **Hash:** `0xD743C4293F47AFAD`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `IsGuardPedInvestigating`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_IS_GUARD_PED_INVESTIGATING

## Signature

```c
BOOL _IS_GUARD_PED_INVESTIGATING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGuardPedInvestigating(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD743C4293F47AFAD, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD743C4293F47AFAD', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD743C4293F47AFAD, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::IS_LAW_INCIDENT_ACTIVE

- **Hash:** `0xAD401C63158ACBAA`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `IsLawIncidentActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/IS_LAW_INCIDENT_ACTIVE

## Signature

```c
BOOL IS_LAW_INCIDENT_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsLawIncidentActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAD401C63158ACBAA, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsLawIncidentActive(player);

// by hash
const retval = Citizen.invokeNative('0xAD401C63158ACBAA', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAD401C63158ACBAA, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_IS_PLAYER_SEARCHED

- **Hash:** `0xF46108C50A22B029`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `IsPlayerSearched`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_LAW_SEARCH_ACTIVE`
- **URL:** https://natives.borderlinerp.com/natives/LAW/_IS_PLAYER_SEARCHED

## Signature

```c
BOOL _IS_PLAYER_SEARCHED();
```

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the player is in the law search state.

*Source: VORPCORE RDR3natives*

returns true if law is searching player

## Usage

### Lua

```lua
local retval = IsPlayerSearched()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF46108C50A22B029, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerSearched();

// by hash
const retval = Citizen.invokeNative('0xF46108C50A22B029', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF46108C50A22B029);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::_LAW_WITNESS_RESPONSE_TASK

- **Hash:** `0xF0B67BAD53C35BD9`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `LawWitnessResponseTask`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_LAW_WITNESS_RESPONSE_TASK

## Signature

```c
BOOL _LAW_WITNESS_RESPONSE_TASK(Ped pedGroup1, Ped ped, Ped pedGroup2, float x, float y, float z, Hash crimeType);
```

## Parameters

- `pedGroup1` (`Ped`)
- `ped` (`Ped`)
- `pedGroup2` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `crimeType` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = LawWitnessResponseTask(pedGroup1, ped, pedGroup2, x, y, z, crimeType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF0B67BAD53C35BD9, pedGroup1, ped, pedGroup2, x, y, z, crimeType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = LawWitnessResponseTask(pedGroup1, ped, pedGroup2, x, y, z, crimeType);

// by hash
const retval = Citizen.invokeNative('0xF0B67BAD53C35BD9', pedGroup1, ped, pedGroup2, x + 0.0000001, y + 0.0000001, z + 0.0000001, crimeType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF0B67BAD53C35BD9, pedGroup1, ped, pedGroup2, x, y, z, crimeType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::NUM_CRIMES_SUPPRESSED

- **Hash:** `0xC08E804C91F47C80`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `NumCrimesSuppressed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/NUM_CRIMES_SUPPRESSED

## Signature

```c
int NUM_CRIMES_SUPPRESSED(Player player, Hash crimeType);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash`)

## Returns

`int`

## Description

Returns amount of suppressed crimes to be used later in the function MPINTRO_CRIME_MONITOR_MAINTAIN

## Usage

### Lua

```lua
local retval = NumCrimesSuppressed(player, crimeType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08E804C91F47C80, player, crimeType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NumCrimesSuppressed(player, crimeType);

// by hash
const retval = Citizen.invokeNative('0xC08E804C91F47C80', player, crimeType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08E804C91F47C80, player, crimeType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_PAUSE_BOUNTY_HUNTER_COOLDOWN

- **Hash:** `0xC61EDEBF16CD9668`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `PauseBountyHunterCooldown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_PAUSE_BOUNTY_HUNTER_COOLDOWN

## Signature

```c
void _PAUSE_BOUNTY_HUNTER_COOLDOWN(Hash p0, BOOL p1, Any p2);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`Any`)

## Returns

`void`

## Description

p0 is always BOUNTYHUNTERSGLOBALCOOLDOWN in R* scripts

## Usage

### Lua

```lua
PauseBountyHunterCooldown(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xC61EDEBF16CD9668, p0, p1, p2)
```

### JavaScript

```js
PauseBountyHunterCooldown(p0, p1, p2);

// by hash
Citizen.invokeNative('0xC61EDEBF16CD9668', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xC61EDEBF16CD9668, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_REMOVE_GUARD_ZONE

- **Hash:** `0x67EBDD958835956C`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `RemoveGuardZone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_REMOVE_GUARD_ZONE

## Signature

```c
void _REMOVE_GUARD_ZONE(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveGuardZone(name)

-- always available, by hash
Citizen.InvokeNative(0x67EBDD958835956C, name)
```

### JavaScript

```js
RemoveGuardZone(name);

// by hash
Citizen.invokeNative('0x67EBDD958835956C', name);
```

### C#

```csharp
Function.Call((Hash)0x67EBDD958835956C, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_CREATE_GUARD_ZONE](https://natives.borderlinerp.com/natives/LAW/_CREATE_GUARD_ZONE.md)
- [LAW::_DISABLE_GUARD_ZONE](https://natives.borderlinerp.com/natives/LAW/_DISABLE_GUARD_ZONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_REPORT_CRIME

- **Hash:** `0xF60386770878A98F`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ReportCrime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_REPORT_CRIME

## Signature

```c
void _REPORT_CRIME(Player player, Hash crimeType, int bounty, Entity entity, BOOL isKnownSuspect);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash`)
- `bounty` (`int`)
- `entity` (`Entity`)
- `isKnownSuspect` (`BOOL`)

## Returns

`void`

## Description

crimeType:
enum eCrimeType : Hash
{
	CRIME_ACCOMPLICE = 0xAF074F6D,
	CRIME_ARSON = 0x68134DC7,
	CRIME_ASSAULT = 0x0BADC882,
	CRIME_ASSAULT_ANIMAL = 0x18DA55EE,
	CRIME_ASSAULT_CORPSE = 0x4E5F23F2,
	CRIME_ASSAULT_HORSE = 0xC4736181,
	CRIME_ASSAULT_LAW = 0xD7466D7C,
	CRIME_ASSAULT_LIVESTOCK = 0xCCE1CCBD,
	CRIME_BANK_ROBBERY = 0x6A1ADE3D,
	CRIME_BURGLARY = 0xA54C77E0,
	CRIME_CHEATING = 0xA2FF1145,
	CRIME_DISTURBANCE = 0x5011F613,
	CRIME_EXPLOSION = 0x3EBA7A37,
	CRIME_EXPLOSION_POISON = 0x91D0A0E1,
	CRIME_GRAVE_ROBBERY = 0x971EA5AF,
	CRIME_HASSLE = 0x58488776,
	CRIME_HIT_AND_RUN = 0xFF0A3CC4,
	CRIME_HIT_AND_RUN_LAW = 0x064814AF,
	CRIME_INTIMIDATION = 0x8319FBAB,
	CRIME_JACK_HORSE = 0x82F7E4A2,
	CRIME_JACK_VEHICLE = 0x6B981F4C,
	CRIME_JAIL_BREAK = 0x12C1D589,
	CRIME_KIDNAPPING = 0x98F908DB,
	CRIME_KIDNAPPING_LAW = 0xFD72A7EA,
	CRIME_LASSO_ASSAULT = 0x56EE5D5A,
	CRIME_LAW_IS_THREATENED = 0x1CB91DF0,
	CRIME_LOITERING = 0x6629D2F4,
	CRIME_LOOTING = 0x55AD2BEB,
	CRIME_MURDER = 0xE28ECE7E,
	CRIME_MURDER_ANIMAL = 0x48F59A66,
	CRIME_MURDER_HORSE = 0xC7261D79,
	CRIME_MURDER_LAW = 0x7797FCE7,
	CRIME_MURDER_LIVESTOCK = 0x9569C546,
	CRIME_MURDER_PLAYER = 0xF5ABD6C9,
	CRIME_MURDER_PLAYER_HORSE = 0xD55C6A79,
	CRIME_PROPERTY_DESTRUCTION = 0x533B003D,
	CRIME_RESIST_ARREST = 0xDF577BA5,
	CRIME_ROBBERY = 0xA3BEDE4C,
	CRIME_SELF_DEFENCE = 0xBD6A0AA3,
	CRIME_STAGECOACH_ROBBERY = 0xFC738E61,
	CRIME_STOLEN_GOODS = 0x9A949C79,
	CRIME_THEFT = 0x72ADE410,
	CRIME_THEFT_HORSE = 0xBE3A5838,
	CRIME_THEFT_LIVESTOCK = 0x85BA08FD,
	CRIME_THEFT_VEHICLE = 0x43A9ECA1,
	CRIME_THREATEN = 0x941C985A,
	CRIME_THREATEN_LAW = 0x7F908566,
	CRIME_TRAIN_ROBBERY = 0x647D2A5A,
	CRIME_TRAMPLE = 0x45DB39D8,
	CRIME_TRAMPLE_LAW = 0xF00F266B,
	CRIME_TRAMPLE_PLAYER = 0x75970C15,
	CRIME_TRESPASSING = 0xAEDE8E35,
	CRIME_UNARMED_ASSAULT = 0x5098CC5A,
	CRIME_VANDALISM = 0x80FDC759,
	CRIME_VANDALISM_VEHICLE = 0xF9E7ECE4,
	CRIME_VEHICLE_DESTRUCTION = 0x54A85DDC,
	CRIME_WANTED_LEVEL_UP_DEBUG_HIGH = 0x99C52FF5,
	CRIME_WANTED_LEVEL_UP_DEBUG_LOW = 0xD891890F
};

## Usage

### Lua

```lua
ReportCrime(player, crimeType, bounty, entity, isKnownSuspect)

-- always available, by hash
Citizen.InvokeNative(0xF60386770878A98F, player, crimeType, bounty, entity, isKnownSuspect)
```

### JavaScript

```js
ReportCrime(player, crimeType, bounty, entity, isKnownSuspect);

// by hash
Citizen.invokeNative('0xF60386770878A98F', player, crimeType, bounty, entity, isKnownSuspect);
```

### C#

```csharp
Function.Call((Hash)0xF60386770878A98F, player, crimeType, bounty, entity, isKnownSuspect);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_REPORT_PLAYER_LAW_DISPATCH_RESPONSE_OVERRIDE

- **Hash:** `0x9C4352134B2835FB`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ReportPlayerLawDispatchResponseOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_REPORT_PLAYER_LAW_DISPATCH_RESPONSE_OVERRIDE

## Signature

```c
void _REPORT_PLAYER_LAW_DISPATCH_RESPONSE_OVERRIDE(Player player, Hash dispatchResponseHash);
```

## Parameters

- `player` (`Player`)
- `dispatchResponseHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ReportPlayerLawDispatchResponseOverride(player, dispatchResponseHash)

-- always available, by hash
Citizen.InvokeNative(0x9C4352134B2835FB, player, dispatchResponseHash)
```

### JavaScript

```js
ReportPlayerLawDispatchResponseOverride(player, dispatchResponseHash);

// by hash
Citizen.invokeNative('0x9C4352134B2835FB', player, dispatchResponseHash);
```

### C#

```csharp
Function.Call((Hash)0x9C4352134B2835FB, player, dispatchResponseHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::RESET_WANTED_FOR_NEW_INCIDENT

- **Hash:** `0x2728C77FBC4B9796`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `ResetWantedForNewIncident`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/RESET_WANTED_FOR_NEW_INCIDENT

## Signature

```c
void RESET_WANTED_FOR_NEW_INCIDENT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ResetWantedForNewIncident(player)

-- always available, by hash
Citizen.InvokeNative(0x2728C77FBC4B9796, player)
```

### JavaScript

```js
ResetWantedForNewIncident(player);

// by hash
Citizen.invokeNative('0x2728C77FBC4B9796', player);
```

### C#

```csharp
Function.Call((Hash)0x2728C77FBC4B9796, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_ALLOW_DISABLED_LAW_RESPONSES

- **Hash:** `0x4B52BF96E225D230`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetAllowDisabledLawResponses`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_ALLOW_DISABLED_LAW_RESPONSES

## Signature

```c
void _SET_ALLOW_DISABLED_LAW_RESPONSES(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllowDisabledLawResponses(toggle)

-- always available, by hash
Citizen.InvokeNative(0x4B52BF96E225D230, toggle)
```

### JavaScript

```js
SetAllowDisabledLawResponses(toggle);

// by hash
Citizen.invokeNative('0x4B52BF96E225D230', toggle);
```

### C#

```csharp
Function.Call((Hash)0x4B52BF96E225D230, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_BOUNTY

- **Hash:** `0x093A9D1F72DF0D19`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetBounty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_BOUNTY

## Signature

```c
void SET_BOUNTY(Player player, int amount);
```

## Parameters

- `player` (`Player`)
- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetBounty(player, amount)

-- always available, by hash
Citizen.InvokeNative(0x093A9D1F72DF0D19, player, amount)
```

### JavaScript

```js
SetBounty(player, amount);

// by hash
Citizen.invokeNative('0x093A9D1F72DF0D19', player, amount);
```

### C#

```csharp
Function.Call((Hash)0x093A9D1F72DF0D19, player, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_BOUNTY_HUNTER_GLOBAL_COOLDOWN

- **Hash:** `0xF19706B1F8FFA88F`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetBountyHunterGlobalCooldown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_BOUNTY_HUNTER_GLOBAL_COOLDOWN

## Signature

```c
void _SET_BOUNTY_HUNTER_GLOBAL_COOLDOWN(Hash p0, int p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)

## Returns

`void`

## Description

p0 is always BOUNTYHUNTERSGLOBALCOOLDOWN in R* scripts

## Usage

### Lua

```lua
SetBountyHunterGlobalCooldown(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF19706B1F8FFA88F, p0, p1)
```

### JavaScript

```js
SetBountyHunterGlobalCooldown(p0, p1);

// by hash
Citizen.invokeNative('0xF19706B1F8FFA88F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF19706B1F8FFA88F, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_GET_BOUNTY_HUNTER_GLOBAL_COOLDOWN](https://natives.borderlinerp.com/natives/LAW/_GET_BOUNTY_HUNTER_GLOBAL_COOLDOWN.md) — p0 is always BOUNTYHUNTERSGLOBALCOOLDOWN in R* scripts

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_BOUNTY_HUNTER_PURSUIT_CLEARED

- **Hash:** `0x55F37F5F3F2475E1`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetBountyHunterPursuitCleared`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_BOUNTY_HUNTER_PURSUIT_CLEARED

## Signature

```c
void _SET_BOUNTY_HUNTER_PURSUIT_CLEARED();
```

## Returns

`void`

## Description

Force clears local player's wanted level

## Usage

### Lua

```lua
SetBountyHunterPursuitCleared()

-- always available, by hash
Citizen.InvokeNative(0x55F37F5F3F2475E1)
```

### JavaScript

```js
SetBountyHunterPursuitCleared();

// by hash
Citizen.invokeNative('0x55F37F5F3F2475E1');
```

### C#

```csharp
Function.Call((Hash)0x55F37F5F3F2475E1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_CANT_LOSE_LAW_THIS_RESPONSE

- **Hash:** `0xDDCE8E960D1DE240`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetCantLoseLawThisResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_CANT_LOSE_LAW_THIS_RESPONSE

## Signature

```c
void _SET_CANT_LOSE_LAW_THIS_RESPONSE(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCantLoseLawThisResponse(enabled)

-- always available, by hash
Citizen.InvokeNative(0xDDCE8E960D1DE240, enabled)
```

### JavaScript

```js
SetCantLoseLawThisResponse(enabled);

// by hash
Citizen.invokeNative('0xDDCE8E960D1DE240', enabled);
```

### C#

```csharp
Function.Call((Hash)0xDDCE8E960D1DE240, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_CUSTOM_LAW_DISPATCH_RESPONSE

- **Hash:** `0x009CF9A29972C298`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetCustomLawDispatchResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_CUSTOM_LAW_DISPATCH_RESPONSE

## Signature

```c
void _SET_CUSTOM_LAW_DISPATCH_RESPONSE(Hash dispatchResponseHash);
```

## Parameters

- `dispatchResponseHash` (`Hash`)

## Returns

`void`

## Description

Note: This native is only used in multiplayer scripts
dispatchResponseHash: see update1/common/data/dispatchresponses/..

## Usage

### Lua

```lua
SetCustomLawDispatchResponse(dispatchResponseHash)

-- always available, by hash
Citizen.InvokeNative(0x009CF9A29972C298, dispatchResponseHash)
```

### JavaScript

```js
SetCustomLawDispatchResponse(dispatchResponseHash);

// by hash
Citizen.invokeNative('0x009CF9A29972C298', dispatchResponseHash);
```

### C#

```csharp
Function.Call((Hash)0x009CF9A29972C298, dispatchResponseHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_DISABLE_DISTURBANCE_CRIMES

- **Hash:** `0xDE5FAA741A781F73`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetDisableDisturbanceCrimes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_DISABLE_DISTURBANCE_CRIMES

## Signature

```c
void SET_DISABLE_DISTURBANCE_CRIMES(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDisableDisturbanceCrimes(player, p1)

-- always available, by hash
Citizen.InvokeNative(0xDE5FAA741A781F73, player, p1)
```

### JavaScript

```js
SetDisableDisturbanceCrimes(player, p1);

// by hash
Citizen.invokeNative('0xDE5FAA741A781F73', player, p1);
```

### C#

```csharp
Function.Call((Hash)0xDE5FAA741A781F73, player, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_DISPATCH_MULTIPLIER_OVERRIDE

- **Hash:** `0x002BABE0B7D53136`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetDispatchMultiplierOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_DISPATCH_MULTIPLIER_OVERRIDE

## Signature

```c
void _SET_DISPATCH_MULTIPLIER_OVERRIDE(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDispatchMultiplierOverride(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x002BABE0B7D53136, multiplier)
```

### JavaScript

```js
SetDispatchMultiplierOverride(multiplier);

// by hash
Citizen.invokeNative('0x002BABE0B7D53136', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x002BABE0B7D53136, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_POSITION

- **Hash:** `0x7E7BF59F89FC6C6D`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZonePosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_POSITION

## Signature

```c
void _SET_GUARD_ZONE_POSITION(const char* name, float x, float y, float z);
```

## Parameters

- `name` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZonePosition(name, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x7E7BF59F89FC6C6D, name, x, y, z)
```

### JavaScript

```js
SetGuardZonePosition(name, x, y, z);

// by hash
Citizen.invokeNative('0x7E7BF59F89FC6C6D', name, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7E7BF59F89FC6C6D, name, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_POSITION_2

- **Hash:** `0x2F9005E2EA4E5EE4`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZonePosition_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_POSITION_2

## Signature

```c
void _SET_GUARD_ZONE_POSITION_2(const char* name, float x, float y, float z);
```

## Parameters

- `name` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZonePosition_2(name, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x2F9005E2EA4E5EE4, name, x, y, z)
```

### JavaScript

```js
SetGuardZonePosition_2(name, x, y, z);

// by hash
Citizen.invokeNative('0x2F9005E2EA4E5EE4', name, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2F9005E2EA4E5EE4, name, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_VOLUME_REGISTRATION_END

- **Hash:** `0xA8A74AA79FB67159`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZoneVolumeRegistrationEnd`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_VOLUME_REGISTRATION_END

## Signature

```c
void _SET_GUARD_ZONE_VOLUME_REGISTRATION_END(const char* name, Volume volume);
```

## Parameters

- `name` (`const char*`)
- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZoneVolumeRegistrationEnd(name, volume)

-- always available, by hash
Citizen.InvokeNative(0xA8A74AA79FB67159, name, volume)
```

### JavaScript

```js
SetGuardZoneVolumeRegistrationEnd(name, volume);

// by hash
Citizen.invokeNative('0xA8A74AA79FB67159', name, volume);
```

### C#

```csharp
Function.Call((Hash)0xA8A74AA79FB67159, name, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_VOLUME_REGISTRATION_START

- **Hash:** `0x8C598A930F471938`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZoneVolumeRegistrationStart`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_VOLUME_REGISTRATION_START

## Signature

```c
void _SET_GUARD_ZONE_VOLUME_REGISTRATION_START(const char* name, Volume volume);
```

## Parameters

- `name` (`const char*`)
- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZoneVolumeRegistrationStart(name, volume)

-- always available, by hash
Citizen.InvokeNative(0x8C598A930F471938, name, volume)
```

### JavaScript

```js
SetGuardZoneVolumeRegistrationStart(name, volume);

// by hash
Citizen.invokeNative('0x8C598A930F471938', name, volume);
```

### C#

```csharp
Function.Call((Hash)0x8C598A930F471938, name, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_VOLUME_RESTRICTED

- **Hash:** `0x35815F372D43E1E5`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZoneVolumeRestricted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_VOLUME_RESTRICTED

## Signature

```c
void _SET_GUARD_ZONE_VOLUME_RESTRICTED(const char* name, Volume volume);
```

## Parameters

- `name` (`const char*`)
- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZoneVolumeRestricted(name, volume)

-- always available, by hash
Citizen.InvokeNative(0x35815F372D43E1E5, name, volume)
```

### JavaScript

```js
SetGuardZoneVolumeRestricted(name, volume);

// by hash
Citizen.invokeNative('0x35815F372D43E1E5', name, volume);
```

### C#

```csharp
Function.Call((Hash)0x35815F372D43E1E5, name, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_VOLUME_THREAT

- **Hash:** `0xA1B0E6301E2E02A6`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZoneVolumeThreat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_VOLUME_THREAT

## Signature

```c
void _SET_GUARD_ZONE_VOLUME_THREAT(const char* name, Volume volume);
```

## Parameters

- `name` (`const char*`)
- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZoneVolumeThreat(name, volume)

-- always available, by hash
Citizen.InvokeNative(0xA1B0E6301E2E02A6, name, volume)
```

### JavaScript

```js
SetGuardZoneVolumeThreat(name, volume);

// by hash
Citizen.invokeNative('0xA1B0E6301E2E02A6', name, volume);
```

### C#

```csharp
Function.Call((Hash)0xA1B0E6301E2E02A6, name, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_GUARD_ZONE_VOLUME_WARNING

- **Hash:** `0xAD3E07C37A7C1ADC`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetGuardZoneVolumeWarning`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_GUARD_ZONE_VOLUME_WARNING

## Signature

```c
void _SET_GUARD_ZONE_VOLUME_WARNING(const char* name, Volume volume);
```

## Parameters

- `name` (`const char*`)
- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuardZoneVolumeWarning(name, volume)

-- always available, by hash
Citizen.InvokeNative(0xAD3E07C37A7C1ADC, name, volume)
```

### JavaScript

```js
SetGuardZoneVolumeWarning(name, volume);

// by hash
Citizen.invokeNative('0xAD3E07C37A7C1ADC', name, volume);
```

### C#

```csharp
Function.Call((Hash)0xAD3E07C37A7C1ADC, name, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_LAW_DISABLED

- **Hash:** `0x8DE82BC774F3B862`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetLawDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_LAW_DISABLED

## Signature

```c
void _SET_LAW_DISABLED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Temporarily disables law dispatch response even if crimes are witnessed or reported. Re-enabling after a report can resume dispatch and law search.

*Source: VORPCORE RDR3natives*

This native is what temporary disables the dispatch, even if witnesses report it the lawman will not come also disables temporarily the GetCrimeDispatchTypeForPlayer native from returning any crime dispatch
if you enable it at any time , when before a report was done by witness, the dispatch will resume ,lawman will be looking for you.

## Usage

### Lua

```lua
SetLawDisabled(toggle)

-- always available, by hash
Citizen.InvokeNative(0x8DE82BC774F3B862, toggle)
```

### JavaScript

```js
SetLawDisabled(toggle);

// by hash
Citizen.invokeNative('0x8DE82BC774F3B862', toggle);
```

### C#

```csharp
Function.Call((Hash)0x8DE82BC774F3B862, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::_SET_LAW_RBS_VOLUME

- **Hash:** `0x9BBDCB8DF789EBC1`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetLawRbsVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_LAW_RBS_VOLUME

## Signature

```c
void _SET_LAW_RBS_VOLUME(Player player, Hash p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetLawRbsVolume(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x9BBDCB8DF789EBC1, player, p1)
```

### JavaScript

```js
SetLawRbsVolume(player, p1);

// by hash
Citizen.invokeNative('0x9BBDCB8DF789EBC1', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x9BBDCB8DF789EBC1, player, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_LAW_REGION

- **Hash:** `0x4752F68EB7F2D280`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetLawRegion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_LAW_REGION

## Signature

```c
void _SET_LAW_REGION(Player player, Hash lawRegionHash, Hash stateHash);
```

## Parameters

- `player` (`Player`)
- `lawRegionHash` (`Hash`)
- `stateHash` (`Hash`)

## Returns

`void`

## Description

enum eLawRegion : Hash
{
	LAW_DISPATCH_REGION_NONE = 0,
	LAW_REGION_AGUASDULCES = 0x2F573EBE,
	LAW_REGION_ANNESBURG = 0x68CAFD50,
	LAW_REGION_ARMADILLO = 0xF0B90756,
	LAW_REGION_BAYOU_NWA = 0x80966B1C,
	LAW_REGION_BEECHERS_HOPE = 0xE2544977,
	LAW_REGION_BIG_VALLEY = 0x3DF1559A,
	LAW_REGION_BLACKWATER = 0x60D4886D,
	LAW_REGION_BLACKWATER_MAINGAME = 0x66553576,
	LAW_REGION_BLUEGILL_MARSH = 0x1D6AED8E,
	LAW_REGION_BRAITHWAITE_MANOR = 0x3D71E7FF,
	LAW_REGION_BUTCHER_CREEK = 0x2B3E1822,
	LAW_REGION_CALIGA_HALL = 0xF3FE5080,
	LAW_REGION_CORNWALL = 0xCC4672FA,
	LAW_REGION_CUMBERLAND_FOREST = 0x81A78306,
	LAW_REGION_EMERALD_RANCH = 0x5C069DF3,
	LAW_REGION_FORT_WALLACE = 0x0AF25192,
	LAW_REGION_GREAT_PLAINS = 0xB20573FA,
	LAW_REGION_GREAT_PLAINS_MAINGAME = 0x9862FF7C,
	LAW_REGION_GRIZZLIES = 0xBB936031,
	LAW_REGION_GUAMA = 0x200DFF42,
	LAW_REGION_HEARTLANDS = 0xAD14DA65,
	LAW_REGION_LAGRAS = 0xC64808D3,
	LAW_REGION_MACFARLANES_RANCH = 0x396A7D5F,
	LAW_REGION_MANICATO = 0x039DB6BF,
	LAW_REGION_MANZANITA_POST = 0x895E580E,
	LAW_REGION_MANZANITA_POST_MAINGAME = 0x9BDD6A38,
	LAW_REGION_OCCUPIED_CARAVAN_CAMP = 0x7EBABB01,
	LAW_REGION_OLD_MAP_WILDERNESS = 0xCBB45950,
	LAW_REGION_OLD_MAP_WILDERNESS_MAINGAME = 0x9F839BE7,
	LAW_REGION_OUTLAW3 = 0x97A02FC1,
	LAW_REGION_PRONGHORN_RANCH = 0x398E4BFC,
	LAW_REGION_RHODES = 0x89222928,
	LAW_REGION_RHODES_LOCKDOWN = 0xB1181671,
	LAW_REGION_RIDGEWOOD_FARM = 0x635C3028,
	LAW_REGION_ROANOKE_RIDGE = 0x46386A9A,
	LAW_REGION_SAINT_DENIS = 0x5CF7C268,
	LAW_REGION_SAINT_DENIS_RURAL = 0x4FD5331A,
	LAW_REGION_SCARLETT_MEADOWS = 0x5FDD9717,
	LAW_REGION_SISIKA = 0x2B6BBA52,
	LAW_REGION_STRAWBERRY = 0xDD932620,
	LAW_REGION_TALL_TREES = 0xD939B758,
	LAW_REGION_TALL_TREES_MAINGAME = 0x084B17DF,
	LAW_REGION_THIEVES_LANDING = 0x3D0C2EB6,
	LAW_REGION_THIEVES_LANDING_MAINGAME = 0x61C450F3,
	LAW_REGION_TUMBLEWEED = 0x0EFAF8DC,
	LAW_REGION_VALENTINE = 0xA7A3F0C3,
	LAW_REGION_VALENTINE_LOCKDOWN = 0x123582FE,
	LAW_REGION_VAN_HORN = 0x619B528E,
	LAW_REGION_WAPITI = 0x7A976E02
};

## Usage

### Lua

```lua
SetLawRegion(player, lawRegionHash, stateHash)

-- always available, by hash
Citizen.InvokeNative(0x4752F68EB7F2D280, player, lawRegionHash, stateHash)
```

### JavaScript

```js
SetLawRegion(player, lawRegionHash, stateHash);

// by hash
Citizen.invokeNative('0x4752F68EB7F2D280', player, lawRegionHash, stateHash);
```

### C#

```csharp
Function.Call((Hash)0x4752F68EB7F2D280, player, lawRegionHash, stateHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_LAW_SENSE_RANGE_MODIFIER

- **Hash:** `0xFEC85339AACA2A35`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetLawSenseRangeModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_LAW_SENSE_RANGE_MODIFIER

## Signature

```c
void SET_LAW_SENSE_RANGE_MODIFIER(Player player, float range);
```

## Parameters

- `player` (`Player`)
- `range` (`float`)

## Returns

`void`

## Description

Default range is 1.0f

## Usage

### Lua

```lua
SetLawSenseRangeModifier(player, range)

-- always available, by hash
Citizen.InvokeNative(0xFEC85339AACA2A35, player, range)
```

### JavaScript

```js
SetLawSenseRangeModifier(player, range);

// by hash
Citizen.invokeNative('0xFEC85339AACA2A35', player, range + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFEC85339AACA2A35, player, range);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_SET_PED_LAW_BEHAVIOUR

- **Hash:** `0x819ADD5EF1742F47`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetPedLawBehaviour`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/_SET_PED_LAW_BEHAVIOUR

## Signature

```c
void _SET_PED_LAW_BEHAVIOUR(Ped ped, int behaviour);
```

## Parameters

- `ped` (`Ped`)
- `behaviour` (`int`)

## Returns

`void`

## Description

behaviour: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLawBehavior__Flags

## Usage

### Lua

```lua
SetPedLawBehaviour(ped, behaviour)

-- always available, by hash
Citizen.InvokeNative(0x819ADD5EF1742F47, ped, behaviour)
```

### JavaScript

```js
SetPedLawBehaviour(ped, behaviour);

// by hash
Citizen.invokeNative('0x819ADD5EF1742F47', ped, behaviour);
```

### C#

```csharp
Function.Call((Hash)0x819ADD5EF1742F47, ped, behaviour);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CLawBehavior__Flags](https://natives.borderlinerp.com/enums/CLawBehavior__Flags.md) — 18 values

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_PLAYER_ARRESTED_IN_REGION

- **Hash:** `0xE0FA74AA3CCE650B`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetPlayerArrestedInRegion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_PLAYER_ARRESTED_IN_REGION

## Signature

```c
void SET_PLAYER_ARRESTED_IN_REGION(Player player, Hash lawRegionHash);
```

## Parameters

- `player` (`Player`)
- `lawRegionHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerArrestedInRegion(player, lawRegionHash)

-- always available, by hash
Citizen.InvokeNative(0xE0FA74AA3CCE650B, player, lawRegionHash)
```

### JavaScript

```js
SetPlayerArrestedInRegion(player, lawRegionHash);

// by hash
Citizen.invokeNative('0xE0FA74AA3CCE650B', player, lawRegionHash);
```

### C#

```csharp
Function.Call((Hash)0xE0FA74AA3CCE650B, player, lawRegionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_PLAYER_TURNED_IN_BOUNTY_IN_REGION

- **Hash:** `0x73BAD7B2F2DB50DE`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetPlayerTurnedInBountyInRegion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_PLAYER_TURNED_IN_BOUNTY_IN_REGION

## Signature

```c
void SET_PLAYER_TURNED_IN_BOUNTY_IN_REGION(Player player, Hash lawRegionHash);
```

## Parameters

- `player` (`Player`)
- `lawRegionHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerTurnedInBountyInRegion(player, lawRegionHash)

-- always available, by hash
Citizen.InvokeNative(0x73BAD7B2F2DB50DE, player, lawRegionHash)
```

### JavaScript

```js
SetPlayerTurnedInBountyInRegion(player, lawRegionHash);

// by hash
Citizen.invokeNative('0x73BAD7B2F2DB50DE', player, lawRegionHash);
```

### C#

```csharp
Function.Call((Hash)0x73BAD7B2F2DB50DE, player, lawRegionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_POSTPONE_DISTURBANCE_CRIMES_DURING_COMBAT

- **Hash:** `0x362086B911657B1A`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetPostponeDisturbanceCrimesDuringCombat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_POSTPONE_DISTURBANCE_CRIMES_DURING_COMBAT

## Signature

```c
void SET_POSTPONE_DISTURBANCE_CRIMES_DURING_COMBAT(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPostponeDisturbanceCrimesDuringCombat(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x362086B911657B1A, player, p1)
```

### JavaScript

```js
SetPostponeDisturbanceCrimesDuringCombat(player, p1);

// by hash
Citizen.invokeNative('0x362086B911657B1A', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x362086B911657B1A, player, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::SET_WANTED_SCORE

- **Hash:** `0xA80FF73F772ACF6A`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SetWantedScore`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SET_WANTED_SCORE

## Signature

```c
void SET_WANTED_SCORE(Player player, int intensity);
```

## Parameters

- `player` (`Player`)
- `intensity` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetWantedScore(player, intensity)

-- always available, by hash
Citizen.InvokeNative(0xA80FF73F772ACF6A, player, intensity)
```

### JavaScript

```js
SetWantedScore(player, intensity);

// by hash
Citizen.invokeNative('0xA80FF73F772ACF6A', player, intensity);
```

### C#

```csharp
Function.Call((Hash)0xA80FF73F772ACF6A, player, intensity);
```

## See also

- [LAW::GET_WANTED_SCORE](https://natives.borderlinerp.com/natives/LAW/GET_WANTED_SCORE.md)
- [LAW::CLEAR_WANTED_SCORE](https://natives.borderlinerp.com/natives/LAW/CLEAR_WANTED_SCORE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# LAW::_STOP_PLAYER_SEARCH

- **Hash:** `0x29CD4896ECB66C12`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `StopPlayerSearch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_STOP_LAW_SEARCH`
- **URL:** https://natives.borderlinerp.com/natives/LAW/_STOP_PLAYER_SEARCH

## Signature

```c
void _STOP_PLAYER_SEARCH();
```

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Stops the forced player search state.

*Source: VORPCORE RDR3natives*

stops law from searching player

## Usage

### Lua

```lua
StopPlayerSearch()

-- always available, by hash
Citizen.InvokeNative(0x29CD4896ECB66C12)
```

### JavaScript

```js
StopPlayerSearch();

// by hash
Citizen.invokeNative('0x29CD4896ECB66C12');
```

### C#

```csharp
Function.Call((Hash)0x29CD4896ECB66C12);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [LAW::_FORCE_PLAYER_SEARCH](https://natives.borderlinerp.com/natives/LAW/_FORCE_PLAYER_SEARCH.md) — Forces law to search for the player until stopped with _STOP_PLAYER_SEARCH.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# LAW::SUPPRESS_CRIME_THIS_FRAME

- **Hash:** `0x785177E4D57D7389`
- **Namespace:** LAW
- **Runtime name (Lua/JS):** `SuppressCrimeThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LAW/SUPPRESS_CRIME_THIS_FRAME

## Signature

```c
void SUPPRESS_CRIME_THIS_FRAME(Player player, Hash crimeType, int p2, int p3, int p4);
```

## Parameters

- `player` (`Player`)
- `crimeType` (`Hash`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`int`)

## Returns

`void`

## Description

crimeType: see _REPORT_CRIME

## Usage

### Lua

```lua
SuppressCrimeThisFrame(player, crimeType, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x785177E4D57D7389, player, crimeType, p2, p3, p4)
```

### JavaScript

```js
SuppressCrimeThisFrame(player, crimeType, p2, p3, p4);

// by hash
Citizen.invokeNative('0x785177E4D57D7389', player, crimeType, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x785177E4D57D7389, player, crimeType, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# LOCALIZATION::_DOES_CURRENT_LANGUAGE_SUPPORT_CONDENSED_STYLE

- **Hash:** `0x45D50415E4D885FF`
- **Namespace:** LOCALIZATION
- **Runtime name (Lua/JS):** `DoesCurrentLanguageSupportCondensedStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LOCALIZATION/_DOES_CURRENT_LANGUAGE_SUPPORT_CONDENSED_STYLE

## Signature

```c
BOOL _DOES_CURRENT_LANGUAGE_SUPPORT_CONDENSED_STYLE();
```

## Returns

`BOOL`

## Description

Returns true if the current language is american, french, german, italian, spanish, brazilian or mexican.
_DOES_*

## Usage

### Lua

```lua
local retval = DoesCurrentLanguageSupportCondensedStyle()

-- always available, by hash
local retval = Citizen.InvokeNative(0x45D50415E4D885FF, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesCurrentLanguageSupportCondensedStyle();

// by hash
const retval = Citizen.invokeNative('0x45D50415E4D885FF', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x45D50415E4D885FF);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# LOCALIZATION::GET_CURRENT_LANGUAGE

- **Hash:** `0xDB917DA5C6835FCC`
- **Namespace:** LOCALIZATION
- **Runtime name (Lua/JS):** `GetCurrentLanguage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LOCALIZATION/GET_CURRENT_LANGUAGE

## Signature

```c
int GET_CURRENT_LANGUAGE();
```

## Returns

`int`

## Description

0 = american (en-US)
1 = french (fr-FR)
2 = german (de-DE)
3 = italian (it-IT)
4 = spanish (es-ES)
5 = brazilian (pt-BR)
6 = polish (pl-PL)
7 = russian (ru-RU)
8 = korean (ko-KR)
9 = chinesetrad (zh-TW)
10 = japanese (ja-JP)
11 = mexican (es-MX)
12 = chinesesimp (zh-CN)

## Usage

### Lua

```lua
local retval = GetCurrentLanguage()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB917DA5C6835FCC, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentLanguage();

// by hash
const retval = Citizen.invokeNative('0xDB917DA5C6835FCC', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDB917DA5C6835FCC);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LOCALIZATION::LOCALIZATION_GET_SYSTEM_DATE_TYPE

- **Hash:** `0x76E30B799EBEEA0F`
- **Namespace:** LOCALIZATION
- **Runtime name (Lua/JS):** `LocalizationGetSystemDateType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LOCALIZATION/LOCALIZATION_GET_SYSTEM_DATE_TYPE

## Signature

```c
int LOCALIZATION_GET_SYSTEM_DATE_TYPE();
```

## Returns

`int`

## Description

0 = DATE_FORMAT_DMY
1 = DATE_FORMAT_MDY
2 = DATE_FORMAT_YMD

Old name: _LOCALIZATION_GET_SYSTEM_DATE_FORMAT

## Usage

### Lua

```lua
local retval = LocalizationGetSystemDateType()

-- always available, by hash
local retval = Citizen.InvokeNative(0x76E30B799EBEEA0F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LocalizationGetSystemDateType();

// by hash
const retval = Citizen.invokeNative('0x76E30B799EBEEA0F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x76E30B799EBEEA0F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# LOCALIZATION::LOCALIZATION_GET_SYSTEM_LANGUAGE

- **Hash:** `0x3C1A05F86AE6ACB5`
- **Namespace:** LOCALIZATION
- **Runtime name (Lua/JS):** `LocalizationGetSystemLanguage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/LOCALIZATION/LOCALIZATION_GET_SYSTEM_LANGUAGE

## Signature

```c
int LOCALIZATION_GET_SYSTEM_LANGUAGE();
```

## Returns

`int`

## Description

Same return values as GET_CURRENT_LANGUAGE

## Usage

### Lua

```lua
local retval = LocalizationGetSystemLanguage()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3C1A05F86AE6ACB5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LocalizationGetSystemLanguage();

// by hash
const retval = Citizen.invokeNative('0x3C1A05F86AE6ACB5', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3C1A05F86AE6ACB5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_0xD3F58E9316B7FC2A

- **Hash:** `0xD3F58E9316B7FC2A`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `N_0xd3f58e9316b7fc2a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/0xD3F58E9316B7FC2A

## Signature

```c
void _0xD3F58E9316B7FC2A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd3f58e9316b7fc2a(p0)

-- always available, by hash
Citizen.InvokeNative(0xD3F58E9316B7FC2A, p0)
```

### JavaScript

```js
N_0xd3f58e9316b7fc2a(p0);

// by hash
Citizen.invokeNative('0xD3F58E9316B7FC2A', p0);
```

### C#

```csharp
Function.Call((Hash)0xD3F58E9316B7FC2A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd3f58e9316b7fc2a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_ABANDON_BLIP

- **Hash:** `0xDEEDE7C41742E011`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `AbandonBlip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_ABANDON_BLIP

## Signature

```c
void _ABANDON_BLIP(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Not sure what exactly this does, but it calls rage::fwuiBlip::ClearScriptIdentity() internally

*Source: VORPCORE RDR3natives*

It's unclear what exactly this does, but I assume it marks the blip as "no longer needed"

## Usage

### Lua

```lua
AbandonBlip(blip)

-- always available, by hash
Citizen.InvokeNative(0xDEEDE7C41742E011, blip)
```

### JavaScript

```js
AbandonBlip(blip);

// by hash
Citizen.invokeNative('0xDEEDE7C41742E011', blip);
```

### C#

```csharp
Function.Call((Hash)0xDEEDE7C41742E011, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::ADD_POINT_TO_GPS_MULTI_ROUTE

- **Hash:** `0x64C59DD6834FA942`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `AddPointToGpsMultiRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/ADD_POINT_TO_GPS_MULTI_ROUTE

## Signature

```c
void ADD_POINT_TO_GPS_MULTI_ROUTE(float x, float y, float z, BOOL p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AddPointToGpsMultiRoute(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0x64C59DD6834FA942, x, y, z, p3)
```

### JavaScript

```js
AddPointToGpsMultiRoute(x, y, z, p3);

// by hash
Citizen.invokeNative('0x64C59DD6834FA942', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x64C59DD6834FA942, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_ADD_PROP_TO_MINIMAP

- **Hash:** `0x1392105DA88BBFFB`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `AddPropToMinimap`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_ADD_PROP_TO_MINIMAP

## Signature

```c
void _ADD_PROP_TO_MINIMAP(Hash minimapProp, float x, float y, float rotation, int variation);
```

## Parameters

- `minimapProp` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `rotation` (`float`)
- `variation` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

list of minimap props: https://github.com/femga/rdr3_discoveries/tree/master/graphics/minimap/minimapObjects

*Source: VORPCORE RDR3natives*

list of minimap props: https://github.com/femga/rdr3_discoveries/tree/master/graphics/minimap/minimapObjects
variations parameter are the interior locations you see on the map like these bellow
variation 0 https://i.imgur.com/jkLhn3Z.png
variation 2  https://i.imgur.com/eKV0Tcm.png
variation 4 https://i.imgur.com/rjwOgEH.png
there are more and you can find them in the decompiles

## Usage

### Lua

```lua
AddPropToMinimap(minimapProp, x, y, rotation, variation)

-- always available, by hash
Citizen.InvokeNative(0x1392105DA88BBFFB, minimapProp, x, y, rotation, variation)
```

### JavaScript

```js
AddPropToMinimap(minimapProp, x, y, rotation, variation);

// by hash
Citizen.invokeNative('0x1392105DA88BBFFB', minimapProp, x + 0.0000001, y + 0.0000001, rotation + 0.0000001, variation);
```

### C#

```csharp
Function.Call((Hash)0x1392105DA88BBFFB, minimapProp, x, y, rotation, variation);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# MAP::ALLOW_SONAR_BLIPS

- **Hash:** `0x6E6E64788C07D2E0`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `AllowSonarBlips`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/ALLOW_SONAR_BLIPS

## Signature

```c
void ALLOW_SONAR_BLIPS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AllowSonarBlips(toggle)

-- always available, by hash
Citizen.InvokeNative(0x6E6E64788C07D2E0, toggle)
```

### JavaScript

```js
AllowSonarBlips(toggle);

// by hash
Citizen.invokeNative('0x6E6E64788C07D2E0', toggle);
```

### C#

```csharp
Function.Call((Hash)0x6E6E64788C07D2E0, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_BLIP_ADD_FOR_AREA

- **Hash:** `0xEC174ADBCB611ECC`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_AREA

## Signature

```c
Blip _BLIP_ADD_FOR_AREA(Hash blipHash, float x, float y, float z, float scaleX, float scaleY, float scaleZ, int p7);
```

## Parameters

- `blipHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `p7` (`int`)

## Returns

`Blip`

## Usage

### Lua

```lua
local retval = BlipAddForArea(blipHash, x, y, z, scaleX, scaleY, scaleZ, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC174ADBCB611ECC, blipHash, x, y, z, scaleX, scaleY, scaleZ, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForArea(blipHash, x, y, z, scaleX, scaleY, scaleZ, p7);

// by hash
const retval = Citizen.invokeNative('0xEC174ADBCB611ECC', blipHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC174ADBCB611ECC, blipHash, x, y, z, scaleX, scaleY, scaleZ, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::BLIP_ADD_FOR_COORDS

- **Hash:** `0x554D9D53F696D002`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_FOR_COORDS

## Signature

```c
Blip BLIP_ADD_FOR_COORDS(Hash blipHash, float x, float y, float z);
```

## Parameters

- `blipHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Blip`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/textures/blips
https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/textures/blips_mp

## Usage

### Lua

```lua
local retval = BlipAddForCoords(blipHash, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x554D9D53F696D002, blipHash, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForCoords(blipHash, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x554D9D53F696D002', blipHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x554D9D53F696D002, blipHash, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::BLIP_ADD_FOR_ENTITY

- **Hash:** `0x23F74C2FDA6E7C61`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_FOR_ENTITY

## Signature

```c
Blip BLIP_ADD_FOR_ENTITY(Hash blipHash, Entity entity);
```

## Parameters

- `blipHash` (`Hash`)
- `entity` (`Entity`)

## Returns

`Blip`

## Usage

### Lua

```lua
local retval = BlipAddForEntity(blipHash, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23F74C2FDA6E7C61, blipHash, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForEntity(blipHash, entity);

// by hash
const retval = Citizen.invokeNative('0x23F74C2FDA6E7C61', blipHash, entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x23F74C2FDA6E7C61, blipHash, entity);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::BLIP_ADD_FOR_PICKUP_PLACEMENT

- **Hash:** `0xA486008892065FB9`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForPickupPlacement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_FOR_PICKUP_PLACEMENT

## Signature

```c
Blip BLIP_ADD_FOR_PICKUP_PLACEMENT(Hash blipHash, Pickup pickup);
```

## Parameters

- `blipHash` (`Hash`)
- `pickup` (`Pickup`)

## Returns

`Blip`

## Usage

### Lua

```lua
local retval = BlipAddForPickupPlacement(blipHash, pickup)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA486008892065FB9, blipHash, pickup, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForPickupPlacement(blipHash, pickup);

// by hash
const retval = Citizen.invokeNative('0xA486008892065FB9', blipHash, pickup, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA486008892065FB9, blipHash, pickup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::BLIP_ADD_FOR_RADIUS

- **Hash:** `0x45F13B7E0A15C880`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForRadius`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_FOR_RADIUS

## Signature

```c
Blip BLIP_ADD_FOR_RADIUS(Hash blipHash, float x, float y, float z, float radius);
```

## Parameters

- `blipHash` (`Hash`) — Blip style hash, e.g. BLIP_STYLE_AREA_NO_DIM (620596860) or BLIP_STYLE_RADIUS (-1282792512).
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`Blip`

## Verified notes

`BLIP_STYLE_AREA` darkens while the player is inside the circle; `BLIP_STYLE_AREA_NO_DIM` does not. Add `BLIP_MODIFIER_AREA_ACCURATE` for a sharp edge.

Common style values (signed, as Lua expects):

| Style | Value |
| --- | --- |
| `BLIP_STYLE_AREA_NO_DIM` | 620596860 |
| `BLIP_STYLE_AREA` | 1247852480 |
| `BLIP_STYLE_RADIUS` | -1282792512 |
| `BLIP_STYLE_SHOP` | 168093330 |
| `BLIP_STYLE_PICKUP_WEAPON` | 1664425300 — only visible on the pause map when zoomed in |

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
local retval = BlipAddForRadius(blipHash, x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x45F13B7E0A15C880, blipHash, x, y, z, radius, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForRadius(blipHash, x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x45F13B7E0A15C880', blipHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x45F13B7E0A15C880, blipHash, x, y, z, radius);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MAP::BLIP_ADD_MODIFIER](https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_MODIFIER.md) — Old name: _BLIP_SET_MODIFIER
- [MAP::_BLIP_ADD_FOR_VOLUME](https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_VOLUME.md) — Draws a blip shaped like a volume on the pause map — with a volume aggregate of boxes it draws arbitrary polygons.
- [MAP::_BLIP_ADD_FOR_AREA](https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_AREA.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# MAP::_BLIP_ADD_FOR_STYLE

- **Hash:** `0x3E593DF9C2962EC6`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_STYLE

## Signature

```c
Blip _BLIP_ADD_FOR_STYLE(Hash styleHash);
```

## Parameters

- `styleHash` (`Hash`)

## Returns

`Blip`

## Usage

### Lua

```lua
local retval = BlipAddForStyle(styleHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E593DF9C2962EC6, styleHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForStyle(styleHash);

// by hash
const retval = Citizen.invokeNative('0x3E593DF9C2962EC6', styleHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3E593DF9C2962EC6, styleHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_BLIP_ADD_FOR_VOLUME

- **Hash:** `0xA6EF0C54A3443E70`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_VOLUME

## Signature

```c
Blip _BLIP_ADD_FOR_VOLUME(Hash blipHash, Volume volume);
```

## Parameters

- `blipHash` (`Hash`) — Blip style hash. Use BLIP_STYLE_AREA_NO_DIM (620596860) for zones.
- `volume` (`Volume`) — Volume or volume aggregate handle (CREATE_VOLUME_AGGREGATE).

## Returns

`Blip`

## Verified notes

### Polygons on the pause map

Fill a volume aggregate with boxes (scanline strips of the polygon) and add **one** blip for the whole aggregate. Position and size come out exact.

For clean edges:

| Setting | Value | Why |
| --- | --- | --- |
| Style | `BLIP_STYLE_AREA_NO_DIM` (620596860) | `BLIP_STYLE_AREA` darkens while you stand inside it |
| Modifier | `BLIP_MODIFIER_AREA_ACCURATE` (453264060) | without it every box is feathered: seams between strips, thin tips vanish |
| Strips | overlap them by ×1.3–1.6 | removes the remaining seams; the step size (~10 m) sets the staircase on slanted edges |

**An aggregate holds at most 32 boxes.** Extra boxes are dropped silently, which looks like clipped corners. Use one aggregate (and one blip) per 32 boxes.

`SET_BLIP_NAME` on an area blip shows no hover label. Put a point blip with `BLIP_STYLE_SHOP` (168093330, visible at every zoom) at the centre for the name. An `MP_COLOR_*` modifier added after the accurate modifier still works.

```lua
local agg = Citizen.InvokeNative(0x59F6F5C1D129F106, Citizen.ResultAsInteger()) -- CREATE_VOLUME_AGGREGATE
for _, b in ipairs(strips) do -- at most 32
    Citizen.InvokeNative(0x39816F6F94F385AD, agg, b.x + 0.0, b.y + 0.0, z + 0.0, 0.0, 0.0, b.heading + 0.0, b.w + 0.0, b.h + 0.0, 50.0)
end
local blip = Citizen.InvokeNative(0xA6EF0C54A3443E70, joaat('BLIP_STYLE_AREA_NO_DIM'), agg, Citizen.ResultAsInteger())
Citizen.InvokeNative(0x662D364ABF16DE2F, blip, joaat('BLIP_MODIFIER_AREA_ACCURATE')) -- BLIP_ADD_MODIFIER
```

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
local retval = BlipAddForVolume(blipHash, volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6EF0C54A3443E70, blipHash, volume, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForVolume(blipHash, volume);

// by hash
const retval = Citizen.invokeNative('0xA6EF0C54A3443E70', blipHash, volume, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6EF0C54A3443E70, blipHash, volume);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MAP::BLIP_ADD_MODIFIER](https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_MODIFIER.md) — Old name: _BLIP_SET_MODIFIER
- [MAP::BLIP_ADD_FOR_RADIUS](https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_FOR_RADIUS.md) — Creates a circular area blip. The first argument is the blip style, not a sprite.
- [VOLUME::_ADD_BOX_VOLUME_TO_VOLUME_AGGREGATE](https://natives.borderlinerp.com/natives/VOLUME/_ADD_BOX_VOLUME_TO_VOLUME_AGGREGATE.md) — Adds a box (position, rotation, scale) to a volume aggregate. An aggregate holds at most 32 boxes.
- [VOLUME::CREATE_VOLUME_AGGREGATE](https://natives.borderlinerp.com/natives/VOLUME/CREATE_VOLUME_AGGREGATE.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# MAP::BLIP_ADD_MODIFIER

- **Hash:** `0x662D364ABF16DE2F`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_ADD_MODIFIER

## Signature

```c
BOOL BLIP_ADD_MODIFIER(Blip blip, Hash modifierHash);
```

## Parameters

- `blip` (`Blip`)
- `modifierHash` (`Hash`)

## Returns

`BOOL`

## Description

https://alloc8or.re/rdr3/doc/enums/eBlipModifier.txt
https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/blip_modifiers

Old name: _BLIP_SET_MODIFIER

## Usage

### Lua

```lua
local retval = BlipAddModifier(blip, modifierHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x662D364ABF16DE2F, blip, modifierHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BlipAddModifier(blip, modifierHash);

// by hash
const retval = Citizen.invokeNative('0x662D364ABF16DE2F', blip, modifierHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x662D364ABF16DE2F, blip, modifierHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_BLIP_ADD_STYLE

- **Hash:** `0xBD62D98799A3DAF0`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_STYLE

## Signature

```c
BOOL _BLIP_ADD_STYLE(Blip blip, Hash styleHash);
```

## Parameters

- `blip` (`Blip`)
- `styleHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = BlipAddStyle(blip, styleHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD62D98799A3DAF0, blip, styleHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BlipAddStyle(blip, styleHash);

// by hash
const retval = Citizen.invokeNative('0xBD62D98799A3DAF0', blip, styleHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBD62D98799A3DAF0, blip, styleHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::BLIP_REMOVE_MODIFIER

- **Hash:** `0xB059D7BD3D78C16F`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipRemoveModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_REMOVE_MODIFIER

## Signature

```c
BOOL BLIP_REMOVE_MODIFIER(Blip blip, Hash modifierHash);
```

## Parameters

- `blip` (`Blip`)
- `modifierHash` (`Hash`)

## Returns

`BOOL`

## Description

If modifierHash is 0, ALL modifiers will be removed.

## Usage

### Lua

```lua
local retval = BlipRemoveModifier(blip, modifierHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB059D7BD3D78C16F, blip, modifierHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BlipRemoveModifier(blip, modifierHash);

// by hash
const retval = Citizen.invokeNative('0xB059D7BD3D78C16F', blip, modifierHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB059D7BD3D78C16F, blip, modifierHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_BLIP_SET_STYLE

- **Hash:** `0xEDD964B7984AC291`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipSetStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_BLIP_SET_STYLE

## Signature

```c
BOOL _BLIP_SET_STYLE(Blip blip, Hash styleHash);
```

## Parameters

- `blip` (`Blip`)
- `styleHash` (`Hash`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/blip_styles
Removes any existing modifiers and sets the style.

## Usage

### Lua

```lua
local retval = BlipSetStyle(blip, styleHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEDD964B7984AC291, blip, styleHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BlipSetStyle(blip, styleHash);

// by hash
const retval = Citizen.invokeNative('0xEDD964B7984AC291', blip, styleHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEDD964B7984AC291, blip, styleHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_CLEAR_BLIP

- **Hash:** `0x01B928CA2E198B01`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearBlip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_CLEAR_BLIP

## Signature

```c
BOOL _CLEAR_BLIP(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears blip data, must be called before REMOVE_BLIP.
Blips seem to be handled via databinding internally, this function should then allow you to clear blip container and therefore free up memory.

*Source: VORPCORE RDR3natives*

Clear blip data. It must be used before RemoveBlip I'm pretty sure that blips are handled internally with databinding. This function should then allow you to clear blip container and therefore free up memory?.

## Usage

### Lua

```lua
local retval = ClearBlip(blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01B928CA2E198B01, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ClearBlip(blip);

// by hash
const retval = Citizen.invokeNative('0x01B928CA2E198B01', blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x01B928CA2E198B01, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_CLEAR_BLIP_ICON_FROM_LOCKON_ENTITY_PROMPT

- **Hash:** `0x44813684F72B563C`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearBlipIconFromLockonEntityPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_CLEAR_BLIP_ICON_FROM_LOCKON_ENTITY_PROMPT

## Signature

```c
void _CLEAR_BLIP_ICON_FROM_LOCKON_ENTITY_PROMPT(Entity entity, Blip blip);
```

## Parameters

- `entity` (`Entity`)
- `blip` (`Blip`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Removes the blip icon from the entity lockon prompt

*Source: VORPCORE RDR3natives*

will remove the blip icon from the entity lockon prompt,p1 = GET_BLIP_FROM_ENTITY

## Usage

### Lua

```lua
ClearBlipIconFromLockonEntityPrompt(entity, blip)

-- always available, by hash
Citizen.InvokeNative(0x44813684F72B563C, entity, blip)
```

### JavaScript

```js
ClearBlipIconFromLockonEntityPrompt(entity, blip);

// by hash
Citizen.invokeNative('0x44813684F72B563C', entity, blip);
```

### C#

```csharp
Function.Call((Hash)0x44813684F72B563C, entity, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::CLEAR_GPS_CUSTOM_ROUTE

- **Hash:** `0x1EAA5674B4D181C5`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearGpsCustomRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/CLEAR_GPS_CUSTOM_ROUTE

## Signature

```c
void CLEAR_GPS_CUSTOM_ROUTE();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearGpsCustomRoute()

-- always available, by hash
Citizen.InvokeNative(0x1EAA5674B4D181C5)
```

### JavaScript

```js
ClearGpsCustomRoute();

// by hash
Citizen.invokeNative('0x1EAA5674B4D181C5');
```

### C#

```csharp
Function.Call((Hash)0x1EAA5674B4D181C5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::CLEAR_GPS_FLAGS

- **Hash:** `0x4D3771237C79FF41`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearGpsFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/CLEAR_GPS_FLAGS

## Signature

```c
void CLEAR_GPS_FLAGS();
```

## Returns

`void`

## Description

Clears the GPS flags.

## Usage

### Lua

```lua
ClearGpsFlags()

-- always available, by hash
Citizen.InvokeNative(0x4D3771237C79FF41)
```

### JavaScript

```js
ClearGpsFlags();

// by hash
Citizen.invokeNative('0x4D3771237C79FF41');
```

### C#

```csharp
Function.Call((Hash)0x4D3771237C79FF41);
```

## See also

- [MAP::SET_GPS_FLAGS](https://natives.borderlinerp.com/natives/MAP/SET_GPS_FLAGS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::CLEAR_GPS_MULTI_ROUTE

- **Hash:** `0x9E0AB9AAEE87CE28`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearGpsMultiRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/CLEAR_GPS_MULTI_ROUTE

## Signature

```c
void CLEAR_GPS_MULTI_ROUTE();
```

## Returns

`void`

## Description

Does the same as SET_GPS_MULTI_ROUTE_RENDER(false);

## Usage

### Lua

```lua
ClearGpsMultiRoute()

-- always available, by hash
Citizen.InvokeNative(0x9E0AB9AAEE87CE28)
```

### JavaScript

```js
ClearGpsMultiRoute();

// by hash
Citizen.invokeNative('0x9E0AB9AAEE87CE28');
```

### C#

```csharp
Function.Call((Hash)0x9E0AB9AAEE87CE28);
```

## See also

- [MAP::START_GPS_MULTI_ROUTE](https://natives.borderlinerp.com/natives/MAP/START_GPS_MULTI_ROUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::CLEAR_GPS_PLAYER_WAYPOINT

- **Hash:** `0x08FDC6F796E350D1`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearGpsPlayerWaypoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/CLEAR_GPS_PLAYER_WAYPOINT

## Signature

```c
void CLEAR_GPS_PLAYER_WAYPOINT();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearGpsPlayerWaypoint()

-- always available, by hash
Citizen.InvokeNative(0x08FDC6F796E350D1)
```

### JavaScript

```js
ClearGpsPlayerWaypoint();

// by hash
Citizen.invokeNative('0x08FDC6F796E350D1');
```

### C#

```csharp
Function.Call((Hash)0x08FDC6F796E350D1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_CLEAR_PAUSEMAP_COORDS

- **Hash:** `0x7C9F4CDF402CA82A`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearPausemapCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/MAP/_CLEAR_PAUSEMAP_COORDS

## Signature

```c
void _CLEAR_PAUSEMAP_COORDS();
```

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears the previously set coordinates for the pause map view, removing any specified focal point and radius that were set using `_SET_PAUSEMAP_COORDS_WITH_RADIUS` (0xE0884C184728C75B). This function resets the map view, allowing it to open with the default coordinates and view instead of a specific target area.
Clears any previously set coordinates for the pause map view, restoring the default view when the map is opened.

Video: https://imgur.com/gallery/0x7c9f4cdf402ca82a-mZE3Nwj

*Source: VORPCORE RDR3natives*

Clears the previously set coordinates for the pause map view, removing any specified focal point and radius that were set using `SetPausemapCoordsWithRadius - 0xE0884C184728C75B`

## Usage

### Lua

```lua
ClearPausemapCoords()

-- always available, by hash
Citizen.InvokeNative(0x7C9F4CDF402CA82A)
```

### JavaScript

```js
ClearPausemapCoords();

// by hash
Citizen.invokeNative('0x7C9F4CDF402CA82A');
```

### C#

```csharp
Function.Call((Hash)0x7C9F4CDF402CA82A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::DISPLAY_RADAR

- **Hash:** `0x1B3DA717B9AFF828`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `DisplayRadar`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/DISPLAY_RADAR

## Signature

```c
void DISPLAY_RADAR(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

If Minimap / Radar should be displayed.

## Usage

### Lua

```lua
DisplayRadar(toggle)

-- always available, by hash
Citizen.InvokeNative(0x1B3DA717B9AFF828, toggle)
```

### JavaScript

```js
DisplayRadar(toggle);

// by hash
Citizen.invokeNative('0x1B3DA717B9AFF828', toggle);
```

### C#

```csharp
Function.Call((Hash)0x1B3DA717B9AFF828, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::DOES_BLIP_EXIST

- **Hash:** `0xCD82FA174080B3B1`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `DoesBlipExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/DOES_BLIP_EXIST

## Signature

```c
BOOL DOES_BLIP_EXIST(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesBlipExist(blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD82FA174080B3B1, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesBlipExist(blip);

// by hash
const retval = Citizen.invokeNative('0xCD82FA174080B3B1', blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCD82FA174080B3B1, blip);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_DOES_ENTITY_HAVE_BLIP

- **Hash:** `0x9FA00E2FC134A9D0`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `DoesEntityHaveBlip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_DOES_ENTITY_HAVE_BLIP

## Signature

```c
BOOL _DOES_ENTITY_HAVE_BLIP(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityHaveBlip(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9FA00E2FC134A9D0, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityHaveBlip(entity);

// by hash
const retval = Citizen.invokeNative('0x9FA00E2FC134A9D0', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9FA00E2FC134A9D0, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_FIND_CLOSEST_GPS_POSITION

- **Hash:** `0x3FDA2B79AEEE351C`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `FindClosestGpsPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_FIND_CLOSEST_GPS_POSITION

## Signature

```c
BOOL _FIND_CLOSEST_GPS_POSITION(float x, float y, float z, Vector3* outPosition);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `outPosition` (`Vector3*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition = FindClosestGpsPosition(x, y, z, outPosition)

-- always available, by hash
local retval, outPosition = Citizen.InvokeNative(0x3FDA2B79AEEE351C, x, y, z, Citizen.PointerValueVector(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition] = FindClosestGpsPosition(x, y, z, outPosition);

// by hash
const [retval, outPosition] = Citizen.invokeNative('0x3FDA2B79AEEE351C', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueVector(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3FDA2B79AEEE351C, x, y, z, outPosition);
// outPosition.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::FORCE_SONAR_BLIPS_THIS_FRAME

- **Hash:** `0xEE1C7BA69BB74B08`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ForceSonarBlipsThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/FORCE_SONAR_BLIPS_THIS_FRAME

## Signature

```c
Any FORCE_SONAR_BLIPS_THIS_FRAME();
```

## Returns

`Any`

## Description

Doesn't actually return anything.

## Usage

### Lua

```lua
local retval = ForceSonarBlipsThisFrame()

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE1C7BA69BB74B08, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ForceSonarBlipsThisFrame();

// by hash
const retval = Citizen.invokeNative('0xEE1C7BA69BB74B08', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEE1C7BA69BB74B08);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::GET_BLIP_COORDS

- **Hash:** `0x201C319797BDA603`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `GetBlipCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/GET_BLIP_COORDS

## Signature

```c
Vector3 GET_BLIP_COORDS(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetBlipCoords(blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x201C319797BDA603, blip, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetBlipCoords(blip);

// by hash
const retval = Citizen.invokeNative('0x201C319797BDA603', blip, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x201C319797BDA603, blip);
```

## See also

- [MAP::SET_BLIP_COORDS](https://natives.borderlinerp.com/natives/MAP/SET_BLIP_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::GET_BLIP_FROM_ENTITY

- **Hash:** `0x6D2C41A8BD6D6FD0`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `GetBlipFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/GET_BLIP_FROM_ENTITY

## Signature

```c
Blip GET_BLIP_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Blip`

## Description

Returns the Blip handle of given Entity.

## Usage

### Lua

```lua
local retval = GetBlipFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D2C41A8BD6D6FD0, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBlipFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x6D2C41A8BD6D6FD0', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6D2C41A8BD6D6FD0, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::GET_MAIN_PLAYER_BLIP_ID

- **Hash:** `0x5CD2889B2B381D45`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `GetMainPlayerBlipId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/GET_MAIN_PLAYER_BLIP_ID

## Signature

```c
Blip GET_MAIN_PLAYER_BLIP_ID();
```

## Returns

`Blip`

## Usage

### Lua

```lua
local retval = GetMainPlayerBlipId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CD2889B2B381D45, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMainPlayerBlipId();

// by hash
const retval = Citizen.invokeNative('0x5CD2889B2B381D45', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5CD2889B2B381D45);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_GET_WAYPOINT_COORDS

- **Hash:** `0x29B30D07C3F7873B`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `GetWaypointCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_GET_WAYPOINT_COORDS

## Signature

```c
Vector3 _GET_WAYPOINT_COORDS();
```

## Returns

`Vector3`

## Description

Note: Z coordinate will always be zero

## Usage

### Lua

```lua
local retval = GetWaypointCoords()

-- always available, by hash
local retval = Citizen.InvokeNative(0x29B30D07C3F7873B, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetWaypointCoords();

// by hash
const retval = Citizen.invokeNative('0x29B30D07C3F7873B', Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x29B30D07C3F7873B);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_GET_WAYPOINT_POSITION

- **Hash:** `0xF08E42BFA46BDFF8`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `GetWaypointPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_GET_WAYPOINT_POSITION

## Signature

```c
BOOL _GET_WAYPOINT_POSITION(float* x, float* y);
```

## Parameters

- `x` (`float*`)
- `y` (`float*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Unlike `GET_WAYPOINT_COORDS` (0x29B30D07C3F7873B), which returns a single value, this native returns the x and y coordinates of the waypoint separately as float pointers.
Image: https://i.imgur.com/tu1jnY7.png

*Source: VORPCORE RDR3natives*

Unlike `GET_WAYPOINT_COORDS - 0x29B30D07C3F7873B`, which returns a single value, this native returns the x and y coordinates of the waypoint separately as floats from pointer. To retrieve each coordinate, `Citizen.PointerValueFloat()` must be used with this function.

## Usage

### Lua

```lua
local retval, x, y = GetWaypointPosition()

-- always available, by hash
local retval, x, y = Citizen.InvokeNative(0xF08E42BFA46BDFF8, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, x, y] = GetWaypointPosition();

// by hash
const [retval, x, y] = Citizen.invokeNative('0xF08E42BFA46BDFF8', Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var x = new OutputArgument();
var y = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF08E42BFA46BDFF8, x, y);
// x.GetResult<float>()
// y.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local x,y = _GET_WAYPOINT_POSITION(Citizen.PointerValueFloat(),Citizen.PointerValueFloat())
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_HIDE_ACTIVE_POINTS_OF_INTEREST

- **Hash:** `0xA1B4052C2A3DCC1E`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `HideActivePointsOfInterest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_HIDE_ACTIVE_POINTS_OF_INTEREST

## Signature

```c
void _HIDE_ACTIVE_POINTS_OF_INTEREST();
```

## Returns

`void`

## Usage

### Lua

```lua
HideActivePointsOfInterest()

-- always available, by hash
Citizen.InvokeNative(0xA1B4052C2A3DCC1E)
```

### JavaScript

```js
HideActivePointsOfInterest();

// by hash
Citizen.invokeNative('0xA1B4052C2A3DCC1E');
```

### C#

```csharp
Function.Call((Hash)0xA1B4052C2A3DCC1E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MAP::_SHOW_ACTIVE_POINTS_OF_INTEREST](https://natives.borderlinerp.com/natives/MAP/_SHOW_ACTIVE_POINTS_OF_INTEREST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_IS_BLIP_ATTACHED_TO_ANY_ENTITY

- **Hash:** `0xE9F676788F8D5E1E`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `IsBlipAttachedToAnyEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_IS_BLIP_ATTACHED_TO_ANY_ENTITY

## Signature

```c
BOOL _IS_BLIP_ATTACHED_TO_ANY_ENTITY(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBlipAttachedToAnyEntity(blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE9F676788F8D5E1E, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBlipAttachedToAnyEntity(blip);

// by hash
const retval = Citizen.invokeNative('0xE9F676788F8D5E1E', blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE9F676788F8D5E1E, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::IS_BLIP_ON_MINIMAP

- **Hash:** `0x46534526B9CD2D17`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `IsBlipOnMinimap`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/IS_BLIP_ON_MINIMAP

## Signature

```c
BOOL IS_BLIP_ON_MINIMAP(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBlipOnMinimap(blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46534526B9CD2D17, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBlipOnMinimap(blip);

// by hash
const retval = Citizen.invokeNative('0x46534526B9CD2D17', blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x46534526B9CD2D17, blip);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_IS_DISPLAY_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT

- **Hash:** `0x3CB8859F04763C78`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `IsDisplayBlipIconOnLockonEntityPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_IS_DISPLAY_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT

## Signature

```c
BOOL _IS_DISPLAY_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT(Entity entity, Blip blip);
```

## Parameters

- `entity` (`Entity`)
- `blip` (`Blip`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the entity lockon prompt contains an blip icon.

*Source: VORPCORE RDR3natives*

checks if the entity lockon prompt contains an icon

## Usage

### Lua

```lua
local retval = IsDisplayBlipIconOnLockonEntityPrompt(entity, blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CB8859F04763C78, entity, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisplayBlipIconOnLockonEntityPrompt(entity, blip);

// by hash
const retval = Citizen.invokeNative('0x3CB8859F04763C78', entity, blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3CB8859F04763C78, entity, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_IS_PATH_FOR_GPS_ON_ROAD

- **Hash:** `0xF47A1EB2A538A3A3`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `IsPathForGpsOnRoad`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_GPS_ROUTE_ON_ROAD`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_IS_PATH_FOR_GPS_ON_ROAD

## Signature

```c
BOOL _IS_PATH_FOR_GPS_ON_ROAD();
```

## Returns

`BOOL`

## Description

Checks if the GPS route to the waypoint is navigable along a road.
If a route exists but there is no valid road path, this function returns false.

## Usage

### Lua

```lua
local retval = IsPathForGpsOnRoad()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF47A1EB2A538A3A3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPathForGpsOnRoad();

// by hash
const retval = Citizen.invokeNative('0xF47A1EB2A538A3A3', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF47A1EB2A538A3A3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::IS_WAYPOINT_ACTIVE

- **Hash:** `0x202B1BBFC6AB5EE4`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `IsWaypointActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/IS_WAYPOINT_ACTIVE

## Signature

```c
BOOL IS_WAYPOINT_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWaypointActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x202B1BBFC6AB5EE4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWaypointActive();

// by hash
const retval = Citizen.invokeNative('0x202B1BBFC6AB5EE4', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x202B1BBFC6AB5EE4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::LOCK_MINIMAP_ANGLE

- **Hash:** `0x0BFD145EF819FB3A`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `LockMinimapAngle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/LOCK_MINIMAP_ANGLE

## Signature

```c
void LOCK_MINIMAP_ANGLE(int angle);
```

## Parameters

- `angle` (`int`)

## Returns

`void`

## Description

Locks the minimap to the specified angle in integer degrees.

angle: The angle in whole degrees. If less than 0 or greater than 360, unlocks the angle.

## Usage

### Lua

```lua
LockMinimapAngle(angle)

-- always available, by hash
Citizen.InvokeNative(0x0BFD145EF819FB3A, angle)
```

### JavaScript

```js
LockMinimapAngle(angle);

// by hash
Citizen.invokeNative('0x0BFD145EF819FB3A', angle);
```

### C#

```csharp
Function.Call((Hash)0x0BFD145EF819FB3A, angle);
```

## See also

- [MAP::UNLOCK_MINIMAP_ANGLE](https://natives.borderlinerp.com/natives/MAP/UNLOCK_MINIMAP_ANGLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_MAP_DISABLE_REGION_BLIP

- **Hash:** `0x6786D7AFAC3162B3`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `MapDisableRegionBlip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_MAP_DISABLE_REGION_BLIP

## Signature

```c
void _MAP_DISABLE_REGION_BLIP(Hash regionHash);
```

## Parameters

- `regionHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
MapDisableRegionBlip(regionHash)

-- always available, by hash
Citizen.InvokeNative(0x6786D7AFAC3162B3, regionHash)
```

### JavaScript

```js
MapDisableRegionBlip(regionHash);

// by hash
Citizen.invokeNative('0x6786D7AFAC3162B3', regionHash);
```

### C#

```csharp
Function.Call((Hash)0x6786D7AFAC3162B3, regionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_MAP_DISCOVER_REGION

- **Hash:** `0xD8C7162AB2E2AF45`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `MapDiscoverRegion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_MAP_DISCOVER_REGION

## Signature

```c
void _MAP_DISCOVER_REGION(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
MapDiscoverRegion(discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0xD8C7162AB2E2AF45, discoveryHash)
```

### JavaScript

```js
MapDiscoverRegion(discoveryHash);

// by hash
Citizen.invokeNative('0xD8C7162AB2E2AF45', discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0xD8C7162AB2E2AF45, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_MAP_DISCOVERY_SET_ENABLED

- **Hash:** `0xDA98246C7A3C2189`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `MapDiscoverySetEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_MAP_DISCOVERY_SET_ENABLED

## Signature

```c
void _MAP_DISCOVERY_SET_ENABLED(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
MapDiscoverySetEnabled(discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0xDA98246C7A3C2189, discoveryHash)
```

### JavaScript

```js
MapDiscoverySetEnabled(discoveryHash);

// by hash
Citizen.invokeNative('0xDA98246C7A3C2189', discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0xDA98246C7A3C2189, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_MAP_ENABLE_REGION_BLIP

- **Hash:** `0x563FCB6620523917`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `MapEnableRegionBlip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_MAP_ENABLE_REGION_BLIP

## Signature

```c
void _MAP_ENABLE_REGION_BLIP(Hash regionHash, Hash styleHash);
```

## Parameters

- `regionHash` (`Hash`) — Region hash — joaat of the region name for most regions, see the note for OUTLINE_* ones.
- `styleHash` (`Hash`) — Blip style hash.

## Returns

`void`

## Description

regionHash: https://github.com/femga/rdr3_discoveries/tree/master/graphics/minimap/wanted_regions

## Verified notes

For most of the 78 predefined regions the hash is `joaat(name)`. For 23 entries of femga's [wanted regions list](/reference/graphics/minimap/wanted_regions) — all the `OUTLINE_*` ones — the name does **not** hash to the region: use the hex value from that table, never `joaat(name)`.

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
MapEnableRegionBlip(regionHash, styleHash)

-- always available, by hash
Citizen.InvokeNative(0x563FCB6620523917, regionHash, styleHash)
```

### JavaScript

```js
MapEnableRegionBlip(regionHash, styleHash);

// by hash
Citizen.invokeNative('0x563FCB6620523917', regionHash, styleHash);
```

### C#

```csharp
Function.Call((Hash)0x563FCB6620523917, regionHash, styleHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MAP::_MAP_DISABLE_REGION_BLIP](https://natives.borderlinerp.com/natives/MAP/_MAP_DISABLE_REGION_BLIP.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# MAP::_MAP_IS_DISCOVERY_ACTIVE

- **Hash:** `0x3F81EA4275D39D6F`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `MapIsDiscoveryActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_MAP_IS_DISCOVERY_ACTIVE

## Signature

```c
BOOL _MAP_IS_DISCOVERY_ACTIVE(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MapIsDiscoveryActive(discoveryHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F81EA4275D39D6F, discoveryHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MapIsDiscoveryActive(discoveryHash);

// by hash
const retval = Citizen.invokeNative('0x3F81EA4275D39D6F', discoveryHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3F81EA4275D39D6F, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_MAP_IS_REGION_HIGHLIGHTED_WITH_STYLE

- **Hash:** `0xE38450DBCBC70E3D`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `MapIsRegionHighlightedWithStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_MAP_IS_REGION_HIGHLIGHTED_WITH_STYLE

## Signature

```c
BOOL _MAP_IS_REGION_HIGHLIGHTED_WITH_STYLE(Hash regionHash, Hash styleHash);
```

## Parameters

- `regionHash` (`Hash`)
- `styleHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MapIsRegionHighlightedWithStyle(regionHash, styleHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE38450DBCBC70E3D, regionHash, styleHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MapIsRegionHighlightedWithStyle(regionHash, styleHash);

// by hash
const retval = Citizen.invokeNative('0xE38450DBCBC70E3D', regionHash, styleHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE38450DBCBC70E3D, regionHash, styleHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::REMOVE_BLIP

- **Hash:** `0xF2C3C9DA47AAA54A`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `RemoveBlip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/REMOVE_BLIP

## Signature

```c
void REMOVE_BLIP(Blip* blip);
```

## Parameters

- `blip` (`Blip*`)

## Returns

`void`

## Usage

### Lua

```lua
local blip = RemoveBlip(blip)

-- always available, by hash
local blip = Citizen.InvokeNative(0xF2C3C9DA47AAA54A, Citizen.PointerValueIntInitialized(blip))
```

### JavaScript

```js
const blip = RemoveBlip(blip);

// by hash
const blip = Citizen.invokeNative('0xF2C3C9DA47AAA54A', Citizen.pointerValueIntInitialized(blip));
```

### C#

```csharp
var blip = new OutputArgument();
Function.Call((Hash)0xF2C3C9DA47AAA54A, blip);
// blip.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_REMOVE_PROP_FROM_MINIMAP

- **Hash:** `0xE057FEA9A22EB3EE`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `RemovePropFromMinimap`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_REMOVE_PROP_FROM_MINIMAP

## Signature

```c
void _REMOVE_PROP_FROM_MINIMAP(Hash minimapProp);
```

## Parameters

- `minimapProp` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePropFromMinimap(minimapProp)

-- always available, by hash
Citizen.InvokeNative(0xE057FEA9A22EB3EE, minimapProp)
```

### JavaScript

```js
RemovePropFromMinimap(minimapProp);

// by hash
Citizen.invokeNative('0xE057FEA9A22EB3EE', minimapProp);
```

### C#

```csharp
Function.Call((Hash)0xE057FEA9A22EB3EE, minimapProp);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# MAP::RESET_MINIMAP_FOW

- **Hash:** `0xEB3CB3386C775D72`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ResetMinimapFow`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/RESET_MINIMAP_FOW

## Signature

```c
void RESET_MINIMAP_FOW(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ResetMinimapFow(hash)

-- always available, by hash
Citizen.InvokeNative(0xEB3CB3386C775D72, hash)
```

### JavaScript

```js
ResetMinimapFow(hash);

// by hash
Citizen.invokeNative('0xEB3CB3386C775D72', hash);
```

### C#

```csharp
Function.Call((Hash)0xEB3CB3386C775D72, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [MAP::_REVEAL_MINIMAP_FOW](https://natives.borderlinerp.com/natives/MAP/_REVEAL_MINIMAP_FOW.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_REVEAL_MINIMAP_FOW

- **Hash:** `0xF8096DF9B87246E3`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `RevealMinimapFow`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_REVEAL_MINIMAP_FOW

## Signature

```c
void _REVEAL_MINIMAP_FOW(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RevealMinimapFow(hash)

-- always available, by hash
Citizen.InvokeNative(0xF8096DF9B87246E3, hash)
```

### JavaScript

```js
RevealMinimapFow(hash);

// by hash
Citizen.invokeNative('0xF8096DF9B87246E3', hash);
```

### C#

```csharp
Function.Call((Hash)0xF8096DF9B87246E3, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MAP::RESET_MINIMAP_FOW](https://natives.borderlinerp.com/natives/MAP/RESET_MINIMAP_FOW.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_BLIP_COORDS

- **Hash:** `0x4FF674F5E23D49CE`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_COORDS

## Signature

```c
void SET_BLIP_COORDS(Blip blip, float posX, float posY, float posZ);
```

## Parameters

- `blip` (`Blip`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipCoords(blip, posX, posY, posZ)

-- always available, by hash
Citizen.InvokeNative(0x4FF674F5E23D49CE, blip, posX, posY, posZ)
```

### JavaScript

```js
SetBlipCoords(blip, posX, posY, posZ);

// by hash
Citizen.invokeNative('0x4FF674F5E23D49CE', blip, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4FF674F5E23D49CE, blip, posX, posY, posZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MAP::GET_BLIP_COORDS](https://natives.borderlinerp.com/natives/MAP/GET_BLIP_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_BLIP_FLASH_TIMER

- **Hash:** `0x02FF4CF43B7209D1`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipFlashTimer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_FLASH_TIMER

## Signature

```c
void SET_BLIP_FLASH_TIMER(Blip blip, int blipType, Hash blipHash);
```

## Parameters

- `blip` (`Blip`)
- `blipType` (`int`)
- `blipHash` (`Hash`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

_SET_BLIP_MAP_CARD_INFO this should be the name there is no flash timer for blips
blipType can be any number, but you can use blipTypes
mapCardId joaat("SHOP_MOONSHINE_STILL") possibly to get the card info by this hash

## Usage

### Lua

```lua
SetBlipFlashTimer(blip, blipType, blipHash)

-- always available, by hash
Citizen.InvokeNative(0x02FF4CF43B7209D1, blip, blipType, blipHash)
```

### JavaScript

```js
SetBlipFlashTimer(blip, blipType, blipHash);

// by hash
Citizen.invokeNative('0x02FF4CF43B7209D1', blip, blipType, blipHash);
```

### C#

```csharp
Function.Call((Hash)0x02FF4CF43B7209D1, blip, blipType, blipHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::SET_BLIP_FLASHES

- **Hash:** `0x0DF2B55F717DDB10`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipFlashes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_FLASHES

## Signature

```c
BOOL SET_BLIP_FLASHES(Blip blip, int* p1, Hash* p2);
```

## Parameters

- `blip` (`Blip`)
- `p1` (`int*`)
- `p2` (`Hash*`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

_GET_BLIP_MAP_CARD_INFO this should be the name there is no flash timer for blips

## Usage

### Lua

```lua
local retval, p1, p2 = SetBlipFlashes(blip)

-- always available, by hash
local retval, p1, p2 = Citizen.InvokeNative(0x0DF2B55F717DDB10, blip, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1, p2] = SetBlipFlashes(blip);

// by hash
const [retval, p1, p2] = Citizen.invokeNative('0x0DF2B55F717DDB10', blip, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0DF2B55F717DDB10, blip, p1, p2);
// p1.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local blipType, mapCardId = Citizen.InvokeNative(0x0DF2B55F717DDB10, intParameter, Citizen.PointerValueInt(), Citizen.PointerValueInt())
// will return whatever you passed in blipType as long is an int
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_SET_BLIP_FROZEN

- **Hash:** `0x250C75EB1728CC0D`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipFrozen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_BLIP_DETACH_FROM_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_BLIP_FROZEN

## Signature

```c
void _SET_BLIP_FROZEN(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Removes blip from any entity and makes it static on the map, try it on GET_MAIN_PLAYER_BLIP_ID for a demonstration.

*Source: VORPCORE RDR3natives*

Not official native name
Removes the blip from an entity and makes it static on the map, try it on GetMainPlayerBlipId() for a demonstration

## Usage

### Lua

```lua
SetBlipFrozen(blip)

-- always available, by hash
Citizen.InvokeNative(0x250C75EB1728CC0D, blip)
```

### JavaScript

```js
SetBlipFrozen(blip);

// by hash
Citizen.invokeNative('0x250C75EB1728CC0D', blip);
```

### C#

```csharp
Function.Call((Hash)0x250C75EB1728CC0D, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_SET_BLIP_NAME

- **Hash:** `0x9CB1A1623062F402`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_BLIP_NAME

## Signature

```c
void _SET_BLIP_NAME(Blip blip, const char* name);
```

## Parameters

- `blip` (`Blip`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipName(blip, name)

-- always available, by hash
Citizen.InvokeNative(0x9CB1A1623062F402, blip, name)
```

### JavaScript

```js
SetBlipName(blip, name);

// by hash
Citizen.invokeNative('0x9CB1A1623062F402', blip, name);
```

### C#

```csharp
Function.Call((Hash)0x9CB1A1623062F402, blip, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_BLIP_NAME_FROM_TEXT_FILE

- **Hash:** `0x0A062D6D7C0B2C2C`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipNameFromTextFile`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_NAME_FROM_TEXT_FILE

## Signature

```c
void SET_BLIP_NAME_FROM_TEXT_FILE(Blip blip, const char* textLabel);
```

## Parameters

- `blip` (`Blip`)
- `textLabel` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipNameFromTextFile(blip, textLabel)

-- always available, by hash
Citizen.InvokeNative(0x0A062D6D7C0B2C2C, blip, textLabel)
```

### JavaScript

```js
SetBlipNameFromTextFile(blip, textLabel);

// by hash
Citizen.invokeNative('0x0A062D6D7C0B2C2C', blip, textLabel);
```

### C#

```csharp
Function.Call((Hash)0x0A062D6D7C0B2C2C, blip, textLabel);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_BLIP_NAME_TO_PLAYER_NAME

- **Hash:** `0x093DD5A31BC2B459`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipNameToPlayerName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_NAME_TO_PLAYER_NAME

## Signature

```c
void SET_BLIP_NAME_TO_PLAYER_NAME(Blip blip, Player player);
```

## Parameters

- `blip` (`Blip`)
- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipNameToPlayerName(blip, player)

-- always available, by hash
Citizen.InvokeNative(0x093DD5A31BC2B459, blip, player)
```

### JavaScript

```js
SetBlipNameToPlayerName(blip, player);

// by hash
Citizen.invokeNative('0x093DD5A31BC2B459', blip, player);
```

### C#

```csharp
Function.Call((Hash)0x093DD5A31BC2B459, blip, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_BLIP_ROTATION

- **Hash:** `0x6049966A94FBE706`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipRotation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_ROTATION

## Signature

```c
void SET_BLIP_ROTATION(Blip blip, int rotation);
```

## Parameters

- `blip` (`Blip`)
- `rotation` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipRotation(blip, rotation)

-- always available, by hash
Citizen.InvokeNative(0x6049966A94FBE706, blip, rotation)
```

### JavaScript

```js
SetBlipRotation(blip, rotation);

// by hash
Citizen.invokeNative('0x6049966A94FBE706', blip, rotation);
```

### C#

```csharp
Function.Call((Hash)0x6049966A94FBE706, blip, rotation);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_BLIP_SCALE

- **Hash:** `0xD38744167B2FA257`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_SCALE

## Signature

```c
void SET_BLIP_SCALE(Blip blip, float scale);
```

## Parameters

- `blip` (`Blip`)
- `scale` (`float`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

only works for BLIP_ADD_FOR_RADIUS AND BLIP_ADD_FOR_AREA, this native works as a radius not really a scale

## Usage

### Lua

```lua
SetBlipScale(blip, scale)

-- always available, by hash
Citizen.InvokeNative(0xD38744167B2FA257, blip, scale)
```

### JavaScript

```js
SetBlipScale(blip, scale);

// by hash
Citizen.invokeNative('0xD38744167B2FA257', blip, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD38744167B2FA257, blip, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::SET_BLIP_SPRITE

- **Hash:** `0x74F74D3207ED525C`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipSprite`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_SPRITE

## Signature

```c
void SET_BLIP_SPRITE(Blip blip, Hash hash, BOOL p2);
```

## Parameters

- `blip` (`Blip`)
- `hash` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipSprite(blip, hash, p2)

-- always available, by hash
Citizen.InvokeNative(0x74F74D3207ED525C, blip, hash, p2)
```

### JavaScript

```js
SetBlipSprite(blip, hash, p2);

// by hash
Citizen.invokeNative('0x74F74D3207ED525C', blip, hash, p2);
```

### C#

```csharp
Function.Call((Hash)0x74F74D3207ED525C, blip, hash, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_REMOVED

- **Hash:** `0xBB68D4D3CA3DE402`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconForEntityPromptRemoved`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_REMOVE_BLIP_ICON_FROM_ENTITY_LOCKON_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_REMOVED

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_REMOVED(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Removes the icon from the lockon prompt. Never executed in R* Scripts due to hardcoded 0.

*Source: VORPCORE RDR3natives*

in the decompiles this doesnt seem to ever be executed the param needed needs to be above 0 but its always passed as 0
 removes the icon from lockon prompt

## Usage

### Lua

```lua
SetDisplayBlipIconForEntityPromptRemoved(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xBB68D4D3CA3DE402, entity, p1)
```

### JavaScript

```js
SetDisplayBlipIconForEntityPromptRemoved(entity, p1);

// by hash
Citizen.invokeNative('0xBB68D4D3CA3DE402', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xBB68D4D3CA3DE402, entity, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITH_LOCKON

- **Hash:** `0x7563CBCA99253D1A`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconForEntityPromptWithLockon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITH_LOCKON

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITH_LOCKON(Entity entity, Hash blipIcon);
```

## Parameters

- `entity` (`Entity`)
- `blipIcon` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the blip icon to lockon entity prompt.

*Source: VORPCORE RDR3natives*

will add a blip icon to the entity lockon prompt that you specify

## Usage

### Lua

```lua
SetDisplayBlipIconForEntityPromptWithLockon(entity, blipIcon)

-- always available, by hash
Citizen.InvokeNative(0x7563CBCA99253D1A, entity, blipIcon)
```

### JavaScript

```js
SetDisplayBlipIconForEntityPromptWithLockon(entity, blipIcon);

// by hash
Citizen.invokeNative('0x7563CBCA99253D1A', entity, blipIcon);
```

### C#

```csharp
Function.Call((Hash)0x7563CBCA99253D1A, entity, blipIcon);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON

- **Hash:** `0x1726963E6049DB53`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconForEntityPromptWithoutLockon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_BLIP_ICON_ON_ENTITY_ACTIVE_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Activates a blip icon prompt for a specific entity, allowing it to be displayed without requiring a lock-on. This function enables the blip to appear associated with the given entity, making it visible without the need to focus or target the entity directly.
Video: https://imgur.com/gallery/0x1726963e6049db53-vuuCwqe

*Source: VORPCORE RDR3natives*

It adds blip a icon to active prompts like from scenarios or pickups without the need to use lockon

## Usage

### Lua

```lua
SetDisplayBlipIconForEntityPromptWithoutLockon(entity)

-- always available, by hash
Citizen.InvokeNative(0x1726963E6049DB53, entity)
```

### JavaScript

```js
SetDisplayBlipIconForEntityPromptWithoutLockon(entity);

// by hash
Citizen.invokeNative('0x1726963E6049DB53', entity);
```

### C#

```csharp
Function.Call((Hash)0x1726963E6049DB53, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_SET_DISPLAY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT

- **Hash:** `0x97F6F158CC5B5CA2`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconToLockonEntityPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT(Entity entity, Blip blip);
```

## Parameters

- `entity` (`Entity`)
- `blip` (`Blip`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds entity blip icon to the entity lockon prompt, if invalid param it will remove the icon if it had any.

*Source: VORPCORE RDR3natives*

adds the entity blip icon to the entity lockon prompt if wrong param will remove the icon if had any

## Usage

### Lua

```lua
SetDisplayBlipIconToLockonEntityPrompt(entity, blip)

-- always available, by hash
Citizen.InvokeNative(0x97F6F158CC5B5CA2, entity, blip)
```

### JavaScript

```js
SetDisplayBlipIconToLockonEntityPrompt(entity, blip);

// by hash
Citizen.invokeNative('0x97F6F158CC5B5CA2', entity, blip);
```

### C#

```csharp
Function.Call((Hash)0x97F6F158CC5B5CA2, entity, blip);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MAP::_SET_FOW_UPDATE_PLAYER_OVERRIDE

- **Hash:** `0x63E7279D04160477`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetFowUpdatePlayerOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_FOW_UPDATE_PLAYER_OVERRIDE

## Signature

```c
void _SET_FOW_UPDATE_PLAYER_OVERRIDE(BOOL toggle, Hash p1);
```

## Parameters

- `toggle` (`BOOL`)
- `p1` (`Hash`)

## Returns

`void`

## Description

Used for GUARMA MODE; Enabled: toggle = false, 0; Disabled: toggle = true, 0
Hash p1 seems to be unused, always 0

## Usage

### Lua

```lua
SetFowUpdatePlayerOverride(toggle, p1)

-- always available, by hash
Citizen.InvokeNative(0x63E7279D04160477, toggle, p1)
```

### JavaScript

```js
SetFowUpdatePlayerOverride(toggle, p1);

// by hash
Citizen.invokeNative('0x63E7279D04160477', toggle, p1);
```

### C#

```csharp
Function.Call((Hash)0x63E7279D04160477, toggle, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# MAP::SET_GPS_CUSTOM_ROUTE_RENDER

- **Hash:** `0xF6CEF599FC470B33`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetGpsCustomRouteRender`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_GPS_CUSTOM_ROUTE_RENDER

## Signature

```c
void SET_GPS_CUSTOM_ROUTE_RENDER(BOOL p0, int p1, int p2);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetGpsCustomRouteRender(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF6CEF599FC470B33, p0, p1, p2)
```

### JavaScript

```js
SetGpsCustomRouteRender(p0, p1, p2);

// by hash
Citizen.invokeNative('0xF6CEF599FC470B33', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF6CEF599FC470B33, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_GPS_FLAGS

- **Hash:** `0x5DE61C90DDECFA2D`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetGpsFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_GPS_FLAGS

## Signature

```c
void SET_GPS_FLAGS(int p0, float p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`float`)

## Returns

`void`

## Description

https://alloc8or.re/rdr3/doc/enums/rage__eGpsFlags.txt

## Usage

### Lua

```lua
SetGpsFlags(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5DE61C90DDECFA2D, p0, p1)
```

### JavaScript

```js
SetGpsFlags(p0, p1);

// by hash
Citizen.invokeNative('0x5DE61C90DDECFA2D', p0, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5DE61C90DDECFA2D, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MAP::CLEAR_GPS_FLAGS](https://natives.borderlinerp.com/natives/MAP/CLEAR_GPS_FLAGS.md) — Clears the GPS flags.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_GPS_MULTI_ROUTE_RENDER

- **Hash:** `0x4426D65E029A4DC0`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetGpsMultiRouteRender`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_GPS_MULTI_ROUTE_RENDER

## Signature

```c
void SET_GPS_MULTI_ROUTE_RENDER(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetGpsMultiRouteRender(toggle)

-- always available, by hash
Citizen.InvokeNative(0x4426D65E029A4DC0, toggle)
```

### JavaScript

```js
SetGpsMultiRouteRender(toggle);

// by hash
Citizen.invokeNative('0x4426D65E029A4DC0', toggle);
```

### C#

```csharp
Function.Call((Hash)0x4426D65E029A4DC0, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_SET_MINIMAP_FOW_OVERRIDE_REVEAL_SCALE

- **Hash:** `0xE5A7F70B7C0F3271`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetMinimapFowOverrideRevealScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_MINIMAP_FOW_OVERRIDE_REVEAL_SCALE

## Signature

```c
void _SET_MINIMAP_FOW_OVERRIDE_REVEAL_SCALE(float scale, Hash p1);
```

## Parameters

- `scale` (`float`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetMinimapFowOverrideRevealScale(scale, p1)

-- always available, by hash
Citizen.InvokeNative(0xE5A7F70B7C0F3271, scale, p1)
```

### JavaScript

```js
SetMinimapFowOverrideRevealScale(scale, p1);

// by hash
Citizen.invokeNative('0xE5A7F70B7C0F3271', scale + 0.0000001, p1);
```

### C#

```csharp
Function.Call((Hash)0xE5A7F70B7C0F3271, scale, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_MINIMAP_FOW_REVEAL_COORDINATE

- **Hash:** `0x73348402566ECB6E`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetMinimapFowRevealCoordinate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_MINIMAP_FOW_REVEAL_COORDINATE

## Signature

```c
void SET_MINIMAP_FOW_REVEAL_COORDINATE(float x, float y, float z, Hash p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`Hash`)

## Returns

`void`

## Description

Up to eight coordinates may be revealed per frame

## Usage

### Lua

```lua
SetMinimapFowRevealCoordinate(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0x73348402566ECB6E, x, y, z, p3)
```

### JavaScript

```js
SetMinimapFowRevealCoordinate(x, y, z, p3);

// by hash
Citizen.invokeNative('0x73348402566ECB6E', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x73348402566ECB6E, x, y, z, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_MINIMAP_FOW_REVEAL_VOLUME

- **Hash:** `0x63CBBD6CA6F321F9`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetMinimapFowRevealVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_MINIMAP_FOW_REVEAL_VOLUME

## Signature

```c
void SET_MINIMAP_FOW_REVEAL_VOLUME(Volume volume, Hash p1);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetMinimapFowRevealVolume(volume, p1)

-- always available, by hash
Citizen.InvokeNative(0x63CBBD6CA6F321F9, volume, p1)
```

### JavaScript

```js
SetMinimapFowRevealVolume(volume, p1);

// by hash
Citizen.invokeNative('0x63CBBD6CA6F321F9', volume, p1);
```

### C#

```csharp
Function.Call((Hash)0x63CBBD6CA6F321F9, volume, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_SET_MINIMAP_FOW_SHOULD_UPDATE

- **Hash:** `0x632AA10BF7EA53D3`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetMinimapFowShouldUpdate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_MINIMAP_FOW_SHOULD_UPDATE

## Signature

```c
void _SET_MINIMAP_FOW_SHOULD_UPDATE(BOOL toggle, Hash p1);
```

## Parameters

- `toggle` (`BOOL`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetMinimapFowShouldUpdate(toggle, p1)

-- always available, by hash
Citizen.InvokeNative(0x632AA10BF7EA53D3, toggle, p1)
```

### JavaScript

```js
SetMinimapFowShouldUpdate(toggle, p1);

// by hash
Citizen.invokeNative('0x632AA10BF7EA53D3', toggle, p1);
```

### C#

```csharp
Function.Call((Hash)0x632AA10BF7EA53D3, toggle, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_MINIMAP_HIDE_FOW

- **Hash:** `0x4B8F743A4A6D2FF8`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetMinimapHideFow`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_MINIMAP_HIDE_FOW

## Signature

```c
void SET_MINIMAP_HIDE_FOW(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Reveals the entire minimap (FOW = Fog of War)

## Usage

### Lua

```lua
SetMinimapHideFow(toggle)

-- always available, by hash
Citizen.InvokeNative(0x4B8F743A4A6D2FF8, toggle)
```

### JavaScript

```js
SetMinimapHideFow(toggle);

// by hash
Citizen.invokeNative('0x4B8F743A4A6D2FF8', toggle);
```

### C#

```csharp
Function.Call((Hash)0x4B8F743A4A6D2FF8, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_SET_MINIMAP_ZONE

- **Hash:** `0xA657EC9DBC6CC900`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetMinimapZone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_MINIMAP_ZONE

## Signature

```c
void _SET_MINIMAP_ZONE(Hash zone);
```

## Parameters

- `zone` (`Hash`)

## Returns

`void`

## Description

hash can be the hash of "guarma" or "world".

## Usage

### Lua

```lua
SetMinimapZone(zone)

-- always available, by hash
Citizen.InvokeNative(0xA657EC9DBC6CC900, zone)
```

### JavaScript

```js
SetMinimapZone(zone);

// by hash
Citizen.invokeNative('0xA657EC9DBC6CC900', zone);
```

### C#

```csharp
Function.Call((Hash)0xA657EC9DBC6CC900, zone);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# MAP::_SET_PAUSEMAP_COORDS_WITH_RADIUS

- **Hash:** `0xE0884C184728C75B`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetPausemapCoordsWithRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_PAUSEMAP_COORDS_WITH_RADIUS

## Signature

```c
void _SET_PAUSEMAP_COORDS_WITH_RADIUS(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPausemapCoordsWithRadius(x, y, z, radius)

-- always available, by hash
Citizen.InvokeNative(0xE0884C184728C75B, x, y, z, radius)
```

### JavaScript

```js
SetPausemapCoordsWithRadius(x, y, z, radius);

// by hash
Citizen.invokeNative('0xE0884C184728C75B', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE0884C184728C75B, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_RADAR_AS_EXTERIOR_THIS_FRAME

- **Hash:** `0xA8EBBAE986FB5457`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetRadarAsExteriorThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_RADAR_AS_EXTERIOR_THIS_FRAME

## Signature

```c
void SET_RADAR_AS_EXTERIOR_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
SetRadarAsExteriorThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xA8EBBAE986FB5457)
```

### JavaScript

```js
SetRadarAsExteriorThisFrame();

// by hash
Citizen.invokeNative('0xA8EBBAE986FB5457');
```

### C#

```csharp
Function.Call((Hash)0xA8EBBAE986FB5457);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_SET_RADAR_CONFIG_TYPE

- **Hash:** `0x9C113883487FD53C`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetRadarConfigType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_RADAR_CONFIG_TYPE

## Signature

```c
void _SET_RADAR_CONFIG_TYPE(Hash configHash, Hash p1);
```

## Parameters

- `configHash` (`Hash`)
- `p1` (`Hash`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/graphics/minimap/radar/radar_configs.lua
configHash: -1943724816, 347777538, -117986897, -789269373, -547506804, -1986542417, 2080113112
p1: usually 898171178 or 0 in R* scripts (doesn't seems to have any effect)

## Usage

### Lua

```lua
SetRadarConfigType(configHash, p1)

-- always available, by hash
Citizen.InvokeNative(0x9C113883487FD53C, configHash, p1)
```

### JavaScript

```js
SetRadarConfigType(configHash, p1);

// by hash
Citizen.invokeNative('0x9C113883487FD53C', configHash, p1);
```

### C#

```csharp
Function.Call((Hash)0x9C113883487FD53C, configHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_RADAR_ZOOM

- **Hash:** `0xCAF6489DA2C8DD9E`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetRadarZoom`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_RADAR_ZOOM

## Signature

```c
void SET_RADAR_ZOOM(int zoomLevel);
```

## Parameters

- `zoomLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetRadarZoom(zoomLevel)

-- always available, by hash
Citizen.InvokeNative(0xCAF6489DA2C8DD9E, zoomLevel)
```

### JavaScript

```js
SetRadarZoom(zoomLevel);

// by hash
Citizen.invokeNative('0xCAF6489DA2C8DD9E', zoomLevel);
```

### C#

```csharp
Function.Call((Hash)0xCAF6489DA2C8DD9E, zoomLevel);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::SET_WAYPOINT_OFF

- **Hash:** `0xFA8C41E8020D3439`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetWaypointOff`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_WAYPOINT_OFF

## Signature

```c
void SET_WAYPOINT_OFF();
```

## Returns

`void`

## Usage

### Lua

```lua
SetWaypointOff()

-- always available, by hash
Citizen.InvokeNative(0xFA8C41E8020D3439)
```

### JavaScript

```js
SetWaypointOff();

// by hash
Citizen.invokeNative('0xFA8C41E8020D3439');
```

### C#

```csharp
Function.Call((Hash)0xFA8C41E8020D3439);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_SHOW_ACTIVE_POINTS_OF_INTEREST

- **Hash:** `0x3FBB838AEA30C1D8`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ShowActivePointsOfInterest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SHOW_ACTIVE_POINTS_OF_INTEREST

## Signature

```c
void _SHOW_ACTIVE_POINTS_OF_INTEREST();
```

## Returns

`void`

## Usage

### Lua

```lua
ShowActivePointsOfInterest()

-- always available, by hash
Citizen.InvokeNative(0x3FBB838AEA30C1D8)
```

### JavaScript

```js
ShowActivePointsOfInterest();

// by hash
Citizen.invokeNative('0x3FBB838AEA30C1D8');
```

### C#

```csharp
Function.Call((Hash)0x3FBB838AEA30C1D8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MAP::_HIDE_ACTIVE_POINTS_OF_INTEREST](https://natives.borderlinerp.com/natives/MAP/_HIDE_ACTIVE_POINTS_OF_INTEREST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_START_GPS_CUSTOM_ROUTE_FROM_WAYPOINT_RECORDING_ROUTE

- **Hash:** `0x6B44F13D888F770D`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `StartGpsCustomRouteFromWaypointRecordingRoute`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_START_GPS_CUSTOM_ROUTE_FROM_WAYPOINT_RECORDING_ROUTE

## Signature

```c
void _START_GPS_CUSTOM_ROUTE_FROM_WAYPOINT_RECORDING_ROUTE(const char* waypointRecording, int point, int numPoints, Hash colorNameHash, BOOL p4, BOOL p5);
```

## Parameters

- `waypointRecording` (`const char*`)
- `point` (`int`)
- `numPoints` (`int`)
- `colorNameHash` (`Hash`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StartGpsCustomRouteFromWaypointRecordingRoute(waypointRecording, point, numPoints, colorNameHash, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x6B44F13D888F770D, waypointRecording, point, numPoints, colorNameHash, p4, p5)
```

### JavaScript

```js
StartGpsCustomRouteFromWaypointRecordingRoute(waypointRecording, point, numPoints, colorNameHash, p4, p5);

// by hash
Citizen.invokeNative('0x6B44F13D888F770D', waypointRecording, point, numPoints, colorNameHash, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x6B44F13D888F770D, waypointRecording, point, numPoints, colorNameHash, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::START_GPS_MULTI_ROUTE

- **Hash:** `0x3D3D15AF7BCAAF83`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `StartGpsMultiRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/START_GPS_MULTI_ROUTE

## Signature

```c
void START_GPS_MULTI_ROUTE(Hash colorNameHash, BOOL onFoot, BOOL inVehicle);
```

## Parameters

- `colorNameHash` (`Hash`)
- `onFoot` (`BOOL`)
- `inVehicle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StartGpsMultiRoute(colorNameHash, onFoot, inVehicle)

-- always available, by hash
Citizen.InvokeNative(0x3D3D15AF7BCAAF83, colorNameHash, onFoot, inVehicle)
```

### JavaScript

```js
StartGpsMultiRoute(colorNameHash, onFoot, inVehicle);

// by hash
Citizen.invokeNative('0x3D3D15AF7BCAAF83', colorNameHash, onFoot, inVehicle);
```

### C#

```csharp
Function.Call((Hash)0x3D3D15AF7BCAAF83, colorNameHash, onFoot, inVehicle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [MAP::CLEAR_GPS_MULTI_ROUTE](https://natives.borderlinerp.com/natives/MAP/CLEAR_GPS_MULTI_ROUTE.md) — Does the same as SET_GPS_MULTI_ROUTE_RENDER(false);

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::TRIGGER_SONAR_BLIP

- **Hash:** `0x72DD432F3CDFC0EE`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `TriggerSonarBlip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/TRIGGER_SONAR_BLIP

## Signature

```c
void TRIGGER_SONAR_BLIP(Hash typeHash, float x, float y, float z);
```

## Parameters

- `typeHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TriggerSonarBlip(typeHash, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x72DD432F3CDFC0EE, typeHash, x, y, z)
```

### JavaScript

```js
TriggerSonarBlip(typeHash, x, y, z);

// by hash
Citizen.invokeNative('0x72DD432F3CDFC0EE', typeHash, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x72DD432F3CDFC0EE, typeHash, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::_TRIGGER_SONAR_BLIP_ON_ENTITY

- **Hash:** `0x0C7A2289A5C4D7C9`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `TriggerSonarBlipOnEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_TRIGGER_SONAR_BLIP_ON_ENTITY

## Signature

```c
void _TRIGGER_SONAR_BLIP_ON_ENTITY(Hash typeHash, Entity entity);
```

## Parameters

- `typeHash` (`Hash`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TriggerSonarBlipOnEntity(typeHash, entity)

-- always available, by hash
Citizen.InvokeNative(0x0C7A2289A5C4D7C9, typeHash, entity)
```

### JavaScript

```js
TriggerSonarBlipOnEntity(typeHash, entity);

// by hash
Citizen.invokeNative('0x0C7A2289A5C4D7C9', typeHash, entity);
```

### C#

```csharp
Function.Call((Hash)0x0C7A2289A5C4D7C9, typeHash, entity);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MAP::UNLOCK_MINIMAP_ANGLE

- **Hash:** `0x5373DE8E179BC2A0`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `UnlockMinimapAngle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/UNLOCK_MINIMAP_ANGLE

## Signature

```c
void UNLOCK_MINIMAP_ANGLE();
```

## Returns

`void`

## Usage

### Lua

```lua
UnlockMinimapAngle()

-- always available, by hash
Citizen.InvokeNative(0x5373DE8E179BC2A0)
```

### JavaScript

```js
UnlockMinimapAngle();

// by hash
Citizen.invokeNative('0x5373DE8E179BC2A0');
```

### C#

```csharp
Function.Call((Hash)0x5373DE8E179BC2A0);
```

## See also

- [MAP::LOCK_MINIMAP_ANGLE](https://natives.borderlinerp.com/natives/MAP/LOCK_MINIMAP_ANGLE.md) — Locks the minimap to the specified angle in integer degrees.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x012027C28F421F46

- **Hash:** `0x012027C28F421F46`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x012027c28f421f46`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x012027C28F421F46

## Signature

```c
Any _0x012027C28F421F46(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x012027c28f421f46(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x012027C28F421F46, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x012027c28f421f46(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x012027C28F421F46', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x012027C28F421F46, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x012027c28f421f46` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x0876326238914A3F

- **Hash:** `0x0876326238914A3F`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x0876326238914a3f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x0876326238914A3F

## Signature

```c
void _0x0876326238914A3F();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x0876326238914a3f()

-- always available, by hash
Citizen.InvokeNative(0x0876326238914A3F)
```

### JavaScript

```js
N_0x0876326238914a3f();

// by hash
Citizen.invokeNative('0x0876326238914A3F');
```

### C#

```csharp
Function.Call((Hash)0x0876326238914A3F);
```

- This native has no known name, so the runtime exposes it only as `N_0x0876326238914a3f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x10342CC82E8356E9

- **Hash:** `0x10342CC82E8356E9`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x10342cc82e8356e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x10342CC82E8356E9

## Signature

```c
Any _0x10342CC82E8356E9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x10342cc82e8356e9(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x10342CC82E8356E9, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x10342cc82e8356e9(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x10342CC82E8356E9', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x10342CC82E8356E9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x10342cc82e8356e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x15E90B6A993017AA

- **Hash:** `0x15E90B6A993017AA`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x15e90b6a993017aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x15E90B6A993017AA

## Signature

```c
Any _0x15E90B6A993017AA();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x15e90b6a993017aa()

-- always available, by hash
local retval = Citizen.InvokeNative(0x15E90B6A993017AA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x15e90b6a993017aa();

// by hash
const retval = Citizen.invokeNative('0x15E90B6A993017AA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x15E90B6A993017AA);
```

- This native has no known name, so the runtime exposes it only as `N_0x15e90b6a993017aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x18A0D48DF9211C07

- **Hash:** `0x18A0D48DF9211C07`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x18a0d48df9211c07`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x18A0D48DF9211C07

## Signature

```c
void _0x18A0D48DF9211C07();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x18a0d48df9211c07()

-- always available, by hash
Citizen.InvokeNative(0x18A0D48DF9211C07)
```

### JavaScript

```js
N_0x18a0d48df9211c07();

// by hash
Citizen.invokeNative('0x18A0D48DF9211C07');
```

### C#

```csharp
Function.Call((Hash)0x18A0D48DF9211C07);
```

- This native has no known name, so the runtime exposes it only as `N_0x18a0d48df9211c07` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x32A7C216344D623B

- **Hash:** `0x32A7C216344D623B`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x32a7c216344d623b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x32A7C216344D623B

## Signature

```c
Any _0x32A7C216344D623B(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x32a7c216344d623b(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x32A7C216344D623B, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x32a7c216344d623b(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x32A7C216344D623B', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x32A7C216344D623B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x32a7c216344d623b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x39654E1F68B78287

- **Hash:** `0x39654E1F68B78287`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x39654e1f68b78287`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x39654E1F68B78287

## Signature

```c
Any _0x39654E1F68B78287();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x39654e1f68b78287()

-- always available, by hash
local retval = Citizen.InvokeNative(0x39654E1F68B78287, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x39654e1f68b78287();

// by hash
const retval = Citizen.invokeNative('0x39654E1F68B78287', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x39654E1F68B78287);
```

- This native has no known name, so the runtime exposes it only as `N_0x39654e1f68b78287` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x398066F893149856

- **Hash:** `0x398066F893149856`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x398066f893149856`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x398066F893149856

## Signature

```c
Any _0x398066F893149856(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x398066f893149856(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x398066F893149856, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x398066f893149856(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x398066F893149856', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x398066F893149856, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x398066f893149856` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x3AE451860F03CA8A

- **Hash:** `0x3AE451860F03CA8A`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x3ae451860f03ca8a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x3AE451860F03CA8A

## Signature

```c
Any _0x3AE451860F03CA8A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3ae451860f03ca8a(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AE451860F03CA8A, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3ae451860f03ca8a(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x3AE451860F03CA8A', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3AE451860F03CA8A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3ae451860f03ca8a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x3B31732FADE5BAF3

- **Hash:** `0x3B31732FADE5BAF3`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x3b31732fade5baf3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x3B31732FADE5BAF3

## Signature

```c
Any _0x3B31732FADE5BAF3();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3b31732fade5baf3()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B31732FADE5BAF3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3b31732fade5baf3();

// by hash
const retval = Citizen.invokeNative('0x3B31732FADE5BAF3', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3B31732FADE5BAF3);
```

- This native has no known name, so the runtime exposes it only as `N_0x3b31732fade5baf3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x3DF7EE3A76185108

- **Hash:** `0x3DF7EE3A76185108`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x3df7ee3a76185108`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x3DF7EE3A76185108

## Signature

```c
void _0x3DF7EE3A76185108();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x3df7ee3a76185108()

-- always available, by hash
Citizen.InvokeNative(0x3DF7EE3A76185108)
```

### JavaScript

```js
N_0x3df7ee3a76185108();

// by hash
Citizen.invokeNative('0x3DF7EE3A76185108');
```

### C#

```csharp
Function.Call((Hash)0x3DF7EE3A76185108);
```

- This native has no known name, so the runtime exposes it only as `N_0x3df7ee3a76185108` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x3EECAADAB0D9FE29

- **Hash:** `0x3EECAADAB0D9FE29`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x3eecaadab0d9fe29`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x3EECAADAB0D9FE29

## Signature

```c
Any _0x3EECAADAB0D9FE29();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3eecaadab0d9fe29()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3EECAADAB0D9FE29, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3eecaadab0d9fe29();

// by hash
const retval = Citizen.invokeNative('0x3EECAADAB0D9FE29', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3EECAADAB0D9FE29);
```

- This native has no known name, so the runtime exposes it only as `N_0x3eecaadab0d9fe29` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x3F4FD4BED07AB8C4

- **Hash:** `0x3F4FD4BED07AB8C4`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x3f4fd4bed07ab8c4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x3F4FD4BED07AB8C4

## Signature

```c
Any _0x3F4FD4BED07AB8C4(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3f4fd4bed07ab8c4(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F4FD4BED07AB8C4, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3f4fd4bed07ab8c4(p0);

// by hash
const retval = Citizen.invokeNative('0x3F4FD4BED07AB8C4', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3F4FD4BED07AB8C4, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3f4fd4bed07ab8c4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x3FFE60DD8A936551

- **Hash:** `0x3FFE60DD8A936551`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x3ffe60dd8a936551`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x3FFE60DD8A936551

## Signature

```c
Any _0x3FFE60DD8A936551(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3ffe60dd8a936551(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FFE60DD8A936551, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3ffe60dd8a936551(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x3FFE60DD8A936551', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3FFE60DD8A936551, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3ffe60dd8a936551` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x455ECCA0715C507F

- **Hash:** `0x455ECCA0715C507F`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x455ecca0715c507f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x455ECCA0715C507F

## Signature

```c
void _0x455ECCA0715C507F();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x455ecca0715c507f()

-- always available, by hash
Citizen.InvokeNative(0x455ECCA0715C507F)
```

### JavaScript

```js
N_0x455ecca0715c507f();

// by hash
Citizen.invokeNative('0x455ECCA0715C507F');
```

### C#

```csharp
Function.Call((Hash)0x455ECCA0715C507F);
```

- This native has no known name, so the runtime exposes it only as `N_0x455ecca0715c507f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x578907F59BA01B6D

- **Hash:** `0x578907F59BA01B6D`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x578907f59ba01b6d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x578907F59BA01B6D

## Signature

```c
Any _0x578907F59BA01B6D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x578907f59ba01b6d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x578907F59BA01B6D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x578907f59ba01b6d(p0);

// by hash
const retval = Citizen.invokeNative('0x578907F59BA01B6D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x578907F59BA01B6D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x578907f59ba01b6d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x580F34C726387226

- **Hash:** `0x580F34C726387226`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x580f34c726387226`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x580F34C726387226

## Signature

```c
Any _0x580F34C726387226(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x580f34c726387226(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x580F34C726387226, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x580f34c726387226(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x580F34C726387226', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x580F34C726387226, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x580f34c726387226` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x58521E6DCDE97D74

- **Hash:** `0x58521E6DCDE97D74`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x58521e6dcde97d74`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x58521E6DCDE97D74

## Signature

```c
void _0x58521E6DCDE97D74(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x58521e6dcde97d74(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x58521E6DCDE97D74, p0, p1, p2)
```

### JavaScript

```js
N_0x58521e6dcde97d74(p0, p1, p2);

// by hash
Citizen.invokeNative('0x58521E6DCDE97D74', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x58521E6DCDE97D74, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x58521e6dcde97d74` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x644439B5387EE57E

- **Hash:** `0x644439B5387EE57E`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x644439b5387ee57e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x644439B5387EE57E

## Signature

```c
Any _0x644439B5387EE57E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x644439b5387ee57e(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x644439B5387EE57E, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x644439b5387ee57e(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x644439B5387EE57E', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x644439B5387EE57E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x644439b5387ee57e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x6480723D3BE535B6

- **Hash:** `0x6480723D3BE535B6`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x6480723d3be535b6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x6480723D3BE535B6

## Signature

```c
void _0x6480723D3BE535B6(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6480723d3be535b6(p0)

-- always available, by hash
Citizen.InvokeNative(0x6480723D3BE535B6, p0)
```

### JavaScript

```js
N_0x6480723d3be535b6(p0);

// by hash
Citizen.invokeNative('0x6480723D3BE535B6', p0);
```

### C#

```csharp
Function.Call((Hash)0x6480723D3BE535B6, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6480723d3be535b6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x910B088E51A511AC

- **Hash:** `0x910B088E51A511AC`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x910b088e51a511ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x910B088E51A511AC

## Signature

```c
Any _0x910B088E51A511AC();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x910b088e51a511ac()

-- always available, by hash
local retval = Citizen.InvokeNative(0x910B088E51A511AC, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x910b088e51a511ac();

// by hash
const retval = Citizen.invokeNative('0x910B088E51A511AC', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x910B088E51A511AC);
```

- This native has no known name, so the runtime exposes it only as `N_0x910b088e51a511ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0x9DD95B405AB4983E

- **Hash:** `0x9DD95B405AB4983E`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0x9dd95b405ab4983e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0x9DD95B405AB4983E

## Signature

```c
Any _0x9DD95B405AB4983E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x9dd95b405ab4983e(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9DD95B405AB4983E, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x9dd95b405ab4983e(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x9DD95B405AB4983E', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9DD95B405AB4983E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9dd95b405ab4983e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xA2DB3C6270C122E3

- **Hash:** `0xA2DB3C6270C122E3`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xa2db3c6270c122e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xA2DB3C6270C122E3

## Signature

```c
Any _0xA2DB3C6270C122E3(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa2db3c6270c122e3(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2DB3C6270C122E3, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa2db3c6270c122e3(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA2DB3C6270C122E3', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA2DB3C6270C122E3, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2db3c6270c122e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xBEA7D3CB47E1479C

- **Hash:** `0xBEA7D3CB47E1479C`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xbea7d3cb47e1479c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xBEA7D3CB47E1479C

## Signature

```c
Any _0xBEA7D3CB47E1479C();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xbea7d3cb47e1479c()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBEA7D3CB47E1479C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbea7d3cb47e1479c();

// by hash
const retval = Citizen.invokeNative('0xBEA7D3CB47E1479C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBEA7D3CB47E1479C);
```

- This native has no known name, so the runtime exposes it only as `N_0xbea7d3cb47e1479c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xD39D32EB3B52DD83

- **Hash:** `0xD39D32EB3B52DD83`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xd39d32eb3b52dd83`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xD39D32EB3B52DD83

## Signature

```c
Any _0xD39D32EB3B52DD83(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd39d32eb3b52dd83(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD39D32EB3B52DD83, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd39d32eb3b52dd83(p0);

// by hash
const retval = Citizen.invokeNative('0xD39D32EB3B52DD83', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD39D32EB3B52DD83, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd39d32eb3b52dd83` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xDF728C5AE137FC14

- **Hash:** `0xDF728C5AE137FC14`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xdf728c5ae137fc14`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xDF728C5AE137FC14

## Signature

```c
Any _0xDF728C5AE137FC14(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xdf728c5ae137fc14(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF728C5AE137FC14, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdf728c5ae137fc14(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xDF728C5AE137FC14', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF728C5AE137FC14, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf728c5ae137fc14` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xE1F365C4C8F259D8

- **Hash:** `0xE1F365C4C8F259D8`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xe1f365c4c8f259d8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xE1F365C4C8F259D8

## Signature

```c
Any _0xE1F365C4C8F259D8(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe1f365c4c8f259d8(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1F365C4C8F259D8, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe1f365c4c8f259d8(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xE1F365C4C8F259D8', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE1F365C4C8F259D8, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe1f365c4c8f259d8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xE53A308AC35877A8

- **Hash:** `0xE53A308AC35877A8`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xe53a308ac35877a8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xE53A308AC35877A8

## Signature

```c
Any _0xE53A308AC35877A8();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe53a308ac35877a8()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE53A308AC35877A8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe53a308ac35877a8();

// by hash
const retval = Citizen.invokeNative('0xE53A308AC35877A8', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE53A308AC35877A8);
```

- This native has no known name, so the runtime exposes it only as `N_0xe53a308ac35877a8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xEC819D612038EF4B

- **Hash:** `0xEC819D612038EF4B`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xec819d612038ef4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xEC819D612038EF4B

## Signature

```c
Any _0xEC819D612038EF4B(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xec819d612038ef4b(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC819D612038EF4B, p0, p1, p2, p3, p4, p5, p6, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xec819d612038ef4b(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0xEC819D612038EF4B', p0, p1, p2, p3, p4, p5, p6, p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC819D612038EF4B, p0, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0xec819d612038ef4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_0xF6DE98516FD3AC9B

- **Hash:** `0xF6DE98516FD3AC9B`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `N_0xf6de98516fd3ac9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/0xF6DE98516FD3AC9B

## Signature

```c
void _0xF6DE98516FD3AC9B();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf6de98516fd3ac9b()

-- always available, by hash
Citizen.InvokeNative(0xF6DE98516FD3AC9B)
```

### JavaScript

```js
N_0xf6de98516fd3ac9b();

// by hash
Citizen.invokeNative('0xF6DE98516FD3AC9B');
```

### C#

```csharp
Function.Call((Hash)0xF6DE98516FD3AC9B);
```

- This native has no known name, so the runtime exposes it only as `N_0xf6de98516fd3ac9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_DOMINOES_BUY_IN

- **Hash:** `0x399E6CD12FC8CA89`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `DominoesBuyIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_DOMINOES_BUY_IN

## Signature

```c
Any _DOMINOES_BUY_IN(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

Hardcoded to return zero/false.

## Usage

### Lua

```lua
local retval = DominoesBuyIn(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x399E6CD12FC8CA89, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DominoesBuyIn(p0);

// by hash
const retval = Citizen.invokeNative('0x399E6CD12FC8CA89', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x399E6CD12FC8CA89, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MINIGAME::_POKER_BUY_IN](https://natives.borderlinerp.com/natives/MINIGAME/_POKER_BUY_IN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_DOMINOES_PLACE_DOMINO

- **Hash:** `0xB79A29B33BF29BA5`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `DominoesPlaceDomino`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_DOMINOES_PLACE_DOMINO

## Signature

```c
Any _DOMINOES_PLACE_DOMINO(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Description

Hardcoded to return zero/false.

## Usage

### Lua

```lua
local retval = DominoesPlaceDomino(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB79A29B33BF29BA5, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DominoesPlaceDomino(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB79A29B33BF29BA5', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB79A29B33BF29BA5, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_DOMINOES_REQUEST_VALID_PLACEMENTS

- **Hash:** `0xE26AEE7E67D9E21D`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `DominoesRequestValidPlacements`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_DOMINOES_REQUEST_VALID_PLACEMENTS

## Signature

```c
Any _DOMINOES_REQUEST_VALID_PLACEMENTS(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

Hardcoded to return zero/false.

## Usage

### Lua

```lua
local retval = DominoesRequestValidPlacements(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE26AEE7E67D9E21D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DominoesRequestValidPlacements(p0);

// by hash
const retval = Citizen.invokeNative('0xE26AEE7E67D9E21D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE26AEE7E67D9E21D, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_GET_NEXT_EVENT

- **Hash:** `0xDF728C5AE137FC13`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameGetNextEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_GET_NEXT_EVENT

## Signature

```c
Any _MINIGAME_GET_NEXT_EVENT(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = MinigameGetNextEvent(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF728C5AE137FC13, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MinigameGetNextEvent(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xDF728C5AE137FC13', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF728C5AE137FC13, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_GET_NEXT_EVENT_TYPE

- **Hash:** `0x578907F59BA01B6C`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameGetNextEventType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_GET_NEXT_EVENT_TYPE

## Signature

```c
Any _MINIGAME_GET_NEXT_EVENT_TYPE();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = MinigameGetNextEventType()

-- always available, by hash
local retval = Citizen.InvokeNative(0x578907F59BA01B6C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MinigameGetNextEventType();

// by hash
const retval = Citizen.invokeNative('0x578907F59BA01B6C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x578907F59BA01B6C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_IS_CONNECTED_TO_SERVER

- **Hash:** `0x2A0C4736AC5AF0CE`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameIsConnectedToServer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_IS_CONNECTED_TO_SERVER

## Signature

```c
Any _MINIGAME_IS_CONNECTED_TO_SERVER(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = MinigameIsConnectedToServer(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A0C4736AC5AF0CE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MinigameIsConnectedToServer(p0);

// by hash
const retval = Citizen.invokeNative('0x2A0C4736AC5AF0CE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2A0C4736AC5AF0CE, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_IS_REQUEST_PENDING

- **Hash:** `0x9105A4A2556FA937`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameIsRequestPending`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_IS_REQUEST_PENDING

## Signature

```c
Any _MINIGAME_IS_REQUEST_PENDING(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = MinigameIsRequestPending(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9105A4A2556FA937, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MinigameIsRequestPending(p0);

// by hash
const retval = Citizen.invokeNative('0x9105A4A2556FA937', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9105A4A2556FA937, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_IS_SEAT_OCCUPIED

- **Hash:** `0x8593A8CB0ED2C3B4`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameIsSeatOccupied`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_IS_SEAT_OCCUPIED

## Signature

```c
BOOL _MINIGAME_IS_SEAT_OCCUPIED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MinigameIsSeatOccupied(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8593A8CB0ED2C3B4, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MinigameIsSeatOccupied(p0);

// by hash
const retval = Citizen.invokeNative('0x8593A8CB0ED2C3B4', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8593A8CB0ED2C3B4, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_LEAVE_TABLE

- **Hash:** `0xF5446E47941E654C`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameLeaveTable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_LEAVE_TABLE

## Signature

```c
Any _MINIGAME_LEAVE_TABLE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = MinigameLeaveTable(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF5446E47941E654C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MinigameLeaveTable(p0);

// by hash
const retval = Citizen.invokeNative('0xF5446E47941E654C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF5446E47941E654C, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_POP_NEXT_EVENT

- **Hash:** `0x833E03BAEBADC4B0`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigamePopNextEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_POP_NEXT_EVENT

## Signature

```c
void _MINIGAME_POP_NEXT_EVENT();
```

## Returns

`void`

## Usage

### Lua

```lua
MinigamePopNextEvent()

-- always available, by hash
Citizen.InvokeNative(0x833E03BAEBADC4B0)
```

### JavaScript

```js
MinigamePopNextEvent();

// by hash
Citizen.invokeNative('0x833E03BAEBADC4B0');
```

### C#

```csharp
Function.Call((Hash)0x833E03BAEBADC4B0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_MINIGAME_REQUEST_SEAT_AT_TABLE

- **Hash:** `0xF6AC6085D8D6C004`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `MinigameRequestSeatAtTable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_MINIGAME_REQUEST_SEAT_AT_TABLE

## Signature

```c
BOOL _MINIGAME_REQUEST_SEAT_AT_TABLE(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, data = MinigameRequestSeatAtTable(data)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0xF6AC6085D8D6C004, Citizen.PointerValueIntInitialized(data), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, data] = MinigameRequestSeatAtTable(data);

// by hash
const [retval, data] = Citizen.invokeNative('0xF6AC6085D8D6C004', Citizen.pointerValueIntInitialized(data), Citizen.returnResultAnyway());
```

### C#

```csharp
var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF6AC6085D8D6C004, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_BUY_IN

- **Hash:** `0xB4D610EA5A1FDE74`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerBuyIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_BUY_IN

## Signature

```c
Any _POKER_BUY_IN(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerBuyIn(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4D610EA5A1FDE74, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerBuyIn(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB4D610EA5A1FDE74', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB4D610EA5A1FDE74, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MINIGAME::_DOMINOES_BUY_IN](https://natives.borderlinerp.com/natives/MINIGAME/_DOMINOES_BUY_IN.md) — Hardcoded to return zero/false.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_CALL

- **Hash:** `0x8DED681B161EBD78`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerCall`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_CALL

## Signature

```c
Any _POKER_CALL(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerCall(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DED681B161EBD78, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerCall(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x8DED681B161EBD78', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8DED681B161EBD78, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_CHECK

- **Hash:** `0x49A045628D9B1B86`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerCheck`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_CHECK

## Signature

```c
Any _POKER_CHECK(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerCheck(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49A045628D9B1B86, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerCheck(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x49A045628D9B1B86', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x49A045628D9B1B86, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_FOLD

- **Hash:** `0x3DFAB7D9BB45B5BE`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerFold`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_FOLD

## Signature

```c
Any _POKER_FOLD(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerFold(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3DFAB7D9BB45B5BE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerFold(p0);

// by hash
const retval = Citizen.invokeNative('0x3DFAB7D9BB45B5BE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3DFAB7D9BB45B5BE, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_GET_GAME_SETTINGS_FOR_ID

- **Hash:** `0x2D20E12E1990D584`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerGetGameSettingsForId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_GET_GAME_SETTINGS_FOR_ID

## Signature

```c
Any _POKER_GET_GAME_SETTINGS_FOR_ID(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerGetGameSettingsForId(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D20E12E1990D584, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerGetGameSettingsForId(p0);

// by hash
const retval = Citizen.invokeNative('0x2D20E12E1990D584', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2D20E12E1990D584, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_RAISE

- **Hash:** `0xECCF45A79A17BB96`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerRaise`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_RAISE

## Signature

```c
Any _POKER_RAISE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerRaise(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xECCF45A79A17BB96, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerRaise(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xECCF45A79A17BB96', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xECCF45A79A17BB96, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MINIGAME::_POKER_REVEAL

- **Hash:** `0x2F2131DB0A8B02DC`
- **Namespace:** MINIGAME
- **Runtime name (Lua/JS):** `PokerReveal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MINIGAME/_POKER_REVEAL

## Signature

```c
Any _POKER_REVEAL(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PokerReveal(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F2131DB0A8B02DC, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PokerReveal(p0);

// by hash
const retval = Citizen.invokeNative('0x2F2131DB0A8B02DC', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2F2131DB0A8B02DC, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x0358B8A41916C613

- **Hash:** `0x0358B8A41916C613`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x0358b8a41916c613`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x0358B8A41916C613

## Signature

```c
Any _0x0358B8A41916C613(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0358b8a41916c613(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0358B8A41916C613, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0358b8a41916c613(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x0358B8A41916C613', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0358B8A41916C613, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x0358b8a41916c613` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x0730E518486DEEC3

- **Hash:** `0x0730E518486DEEC3`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x0730e518486deec3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x0730E518486DEEC3

## Signature

```c
void _0x0730E518486DEEC3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0730e518486deec3(p0)

-- always available, by hash
Citizen.InvokeNative(0x0730E518486DEEC3, p0)
```

### JavaScript

```js
N_0x0730e518486deec3(p0);

// by hash
Citizen.invokeNative('0x0730E518486DEEC3', p0);
```

### C#

```csharp
Function.Call((Hash)0x0730E518486DEEC3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0730e518486deec3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x0A487CC74A517FB5

- **Hash:** `0x0A487CC74A517FB5`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x0a487cc74a517fb5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x0A487CC74A517FB5

## Signature

```c
void _0x0A487CC74A517FB5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0a487cc74a517fb5(p0)

-- always available, by hash
Citizen.InvokeNative(0x0A487CC74A517FB5, p0)
```

### JavaScript

```js
N_0x0a487cc74a517fb5(p0);

// by hash
Citizen.invokeNative('0x0A487CC74A517FB5', p0);
```

### C#

```csharp
Function.Call((Hash)0x0A487CC74A517FB5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0a487cc74a517fb5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x0D0AE5081F88CFE1

- **Hash:** `0x0D0AE5081F88CFE1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x0d0ae5081f88cfe1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x0D0AE5081F88CFE1

## Signature

```c
BOOL _0x0D0AE5081F88CFE1(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0d0ae5081f88cfe1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D0AE5081F88CFE1, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0d0ae5081f88cfe1(p0);

// by hash
const retval = Citizen.invokeNative('0x0D0AE5081F88CFE1', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0D0AE5081F88CFE1, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x0d0ae5081f88cfe1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x1096603B519C905F

- **Hash:** `0x1096603B519C905F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x1096603b519c905f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x1096603B519C905F

## Signature

```c
void _0x1096603B519C905F(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Description

_SET_MISSION_NAME_*(FOR_ACTIVITY?/MINIGAME?)

## Usage

### Lua

```lua
N_0x1096603b519c905f(name)

-- always available, by hash
Citizen.InvokeNative(0x1096603B519C905F, name)
```

### JavaScript

```js
N_0x1096603b519c905f(name);

// by hash
Citizen.invokeNative('0x1096603B519C905F', name);
```

### C#

```csharp
Function.Call((Hash)0x1096603B519C905F, name);
```

- This native has no known name, so the runtime exposes it only as `N_0x1096603b519c905f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x154340E87D8CC178

- **Hash:** `0x154340E87D8CC178`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x154340e87d8cc178`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x154340E87D8CC178

## Signature

```c
void _0x154340E87D8CC178(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x154340e87d8cc178(p0)

-- always available, by hash
Citizen.InvokeNative(0x154340E87D8CC178, p0)
```

### JavaScript

```js
N_0x154340e87d8cc178(p0);

// by hash
Citizen.invokeNative('0x154340E87D8CC178', p0);
```

### C#

```csharp
Function.Call((Hash)0x154340E87D8CC178, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x154340e87d8cc178` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x183672FE838A661B

- **Hash:** `0x183672FE838A661B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x183672fe838a661b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x183672FE838A661B

## Signature

```c
void _0x183672FE838A661B(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = N_0x183672fe838a661b(data)

-- always available, by hash
local data = Citizen.InvokeNative(0x183672FE838A661B, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = N_0x183672fe838a661b(data);

// by hash
const data = Citizen.invokeNative('0x183672FE838A661B', Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0x183672FE838A661B, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x183672fe838a661b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x243CEDE8F916B994

- **Hash:** `0x243CEDE8F916B994`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x243cede8f916b994`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x243CEDE8F916B994

## Signature

```c
void _0x243CEDE8F916B994();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x243cede8f916b994()

-- always available, by hash
Citizen.InvokeNative(0x243CEDE8F916B994)
```

### JavaScript

```js
N_0x243cede8f916b994();

// by hash
Citizen.invokeNative('0x243CEDE8F916B994');
```

### C#

```csharp
Function.Call((Hash)0x243CEDE8F916B994);
```

- This native has no known name, so the runtime exposes it only as `N_0x243cede8f916b994` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x2916B30DC6C41179

- **Hash:** `0x2916B30DC6C41179`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x2916b30dc6c41179`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x2916B30DC6C41179

## Signature

```c
void _0x2916B30DC6C41179(Hash weatherType);
```

## Parameters

- `weatherType` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2916b30dc6c41179(weatherType)

-- always available, by hash
Citizen.InvokeNative(0x2916B30DC6C41179, weatherType)
```

### JavaScript

```js
N_0x2916b30dc6c41179(weatherType);

// by hash
Citizen.invokeNative('0x2916B30DC6C41179', weatherType);
```

### C#

```csharp
Function.Call((Hash)0x2916B30DC6C41179, weatherType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x2916b30dc6c41179` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x33982467B1E349EF

- **Hash:** `0x33982467B1E349EF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x33982467b1e349ef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x33982467B1E349EF

## Signature

```c
Any _0x33982467B1E349EF(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x33982467b1e349ef(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x33982467B1E349EF, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x33982467b1e349ef(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x33982467B1E349EF', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x33982467B1E349EF, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x33982467b1e349ef` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x35165C658077CD0B

- **Hash:** `0x35165C658077CD0B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x35165c658077cd0b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x35165C658077CD0B

## Signature

```c
Any _0x35165C658077CD0B();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x35165c658077cd0b()

-- always available, by hash
local retval = Citizen.InvokeNative(0x35165C658077CD0B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x35165c658077cd0b();

// by hash
const retval = Citizen.invokeNative('0x35165C658077CD0B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x35165C658077CD0B);
```

- This native has no known name, so the runtime exposes it only as `N_0x35165c658077cd0b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x38C0C9CAE1544500

- **Hash:** `0x38C0C9CAE1544500`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x38c0c9cae1544500`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x38C0C9CAE1544500

## Signature

```c
void _0x38C0C9CAE1544500(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x38c0c9cae1544500(p0)

-- always available, by hash
Citizen.InvokeNative(0x38C0C9CAE1544500, p0)
```

### JavaScript

```js
N_0x38c0c9cae1544500(p0);

// by hash
Citizen.invokeNative('0x38C0C9CAE1544500', p0);
```

### C#

```csharp
Function.Call((Hash)0x38C0C9CAE1544500, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x38c0c9cae1544500` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x38C2BF94D15F464D

- **Hash:** `0x38C2BF94D15F464D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x38c2bf94d15f464d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x38C2BF94D15F464D

## Signature

```c
Any _0x38C2BF94D15F464D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x38c2bf94d15f464d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x38C2BF94D15F464D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x38c2bf94d15f464d(p0);

// by hash
const retval = Citizen.invokeNative('0x38C2BF94D15F464D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x38C2BF94D15F464D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x38c2bf94d15f464d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x3A87FDA8F1B6CDFB

- **Hash:** `0x3A87FDA8F1B6CDFB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x3a87fda8f1b6cdfb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x3A87FDA8F1B6CDFB

## Signature

```c
void _0x3A87FDA8F1B6CDFB(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3a87fda8f1b6cdfb(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3A87FDA8F1B6CDFB, p0, p1, p2)
```

### JavaScript

```js
N_0x3a87fda8f1b6cdfb(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3A87FDA8F1B6CDFB', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3A87FDA8F1B6CDFB, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3a87fda8f1b6cdfb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x3C3C7B1B5EC08764

- **Hash:** `0x3C3C7B1B5EC08764`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x3c3c7b1b5ec08764`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x3C3C7B1B5EC08764

## Signature

```c
void _0x3C3C7B1B5EC08764();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x3c3c7b1b5ec08764()

-- always available, by hash
Citizen.InvokeNative(0x3C3C7B1B5EC08764)
```

### JavaScript

```js
N_0x3c3c7b1b5ec08764();

// by hash
Citizen.invokeNative('0x3C3C7B1B5EC08764');
```

### C#

```csharp
Function.Call((Hash)0x3C3C7B1B5EC08764);
```

- This native has no known name, so the runtime exposes it only as `N_0x3c3c7b1b5ec08764` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x4647842FE8F31C1E

- **Hash:** `0x4647842FE8F31C1E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x4647842fe8f31c1e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x4647842FE8F31C1E

## Signature

```c
void _0x4647842FE8F31C1E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4647842fe8f31c1e(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x4647842FE8F31C1E, p0, p1)
```

### JavaScript

```js
N_0x4647842fe8f31c1e(p0, p1);

// by hash
Citizen.invokeNative('0x4647842FE8F31C1E', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x4647842FE8F31C1E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4647842fe8f31c1e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x49C44FE78A135A1D

- **Hash:** `0x49C44FE78A135A1D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x49c44fe78a135a1d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x49C44FE78A135A1D

## Signature

```c
void _0x49C44FE78A135A1D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x49c44fe78a135a1d(p0)

-- always available, by hash
Citizen.InvokeNative(0x49C44FE78A135A1D, p0)
```

### JavaScript

```js
N_0x49c44fe78a135a1d(p0);

// by hash
Citizen.invokeNative('0x49C44FE78A135A1D', p0);
```

### C#

```csharp
Function.Call((Hash)0x49C44FE78A135A1D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x49c44fe78a135a1d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x49F3241C28EBBFBC

- **Hash:** `0x49F3241C28EBBFBC`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x49f3241c28ebbfbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x49F3241C28EBBFBC

## Signature

```c
void _0x49F3241C28EBBFBC(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x49f3241c28ebbfbc(p0)

-- always available, by hash
Citizen.InvokeNative(0x49F3241C28EBBFBC, p0)
```

### JavaScript

```js
N_0x49f3241c28ebbfbc(p0);

// by hash
Citizen.invokeNative('0x49F3241C28EBBFBC', p0);
```

### C#

```csharp
Function.Call((Hash)0x49F3241C28EBBFBC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x49f3241c28ebbfbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x4B0501A468B749F8

- **Hash:** `0x4B0501A468B749F8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x4b0501a468b749f8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x4B0501A468B749F8

## Signature

```c
void _0x4B0501A468B749F8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4b0501a468b749f8()

-- always available, by hash
Citizen.InvokeNative(0x4B0501A468B749F8)
```

### JavaScript

```js
N_0x4b0501a468b749f8();

// by hash
Citizen.invokeNative('0x4B0501A468B749F8');
```

### C#

```csharp
Function.Call((Hash)0x4B0501A468B749F8);
```

- This native has no known name, so the runtime exposes it only as `N_0x4b0501a468b749f8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x4B101DBCC9482F2D

- **Hash:** `0x4B101DBCC9482F2D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x4b101dbcc9482f2d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x4B101DBCC9482F2D

## Signature

```c
BOOL _0x4B101DBCC9482F2D(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x4b101dbcc9482f2d(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4B101DBCC9482F2D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x4b101dbcc9482f2d(ped);

// by hash
const retval = Citizen.invokeNative('0x4B101DBCC9482F2D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4B101DBCC9482F2D, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x4b101dbcc9482f2d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x4D5C9CC7E7E23E09

- **Hash:** `0x4D5C9CC7E7E23E09`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x4d5c9cc7e7e23e09`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x4D5C9CC7E7E23E09

## Signature

```c
void _0x4D5C9CC7E7E23E09();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4d5c9cc7e7e23e09()

-- always available, by hash
Citizen.InvokeNative(0x4D5C9CC7E7E23E09)
```

### JavaScript

```js
N_0x4d5c9cc7e7e23e09();

// by hash
Citizen.invokeNative('0x4D5C9CC7E7E23E09');
```

### C#

```csharp
Function.Call((Hash)0x4D5C9CC7E7E23E09);
```

- This native has no known name, so the runtime exposes it only as `N_0x4d5c9cc7e7e23e09` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x553D67295DDD2309

- **Hash:** `0x553D67295DDD2309`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x553d67295ddd2309`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x553D67295DDD2309

## Signature

```c
void _0x553D67295DDD2309(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

UPDATE_PICKUP_COLLECTIBLE: set Eagle Eye fountain
_J*, _K*, _L*

## Usage

### Lua

```lua
N_0x553d67295ddd2309(entity)

-- always available, by hash
Citizen.InvokeNative(0x553D67295DDD2309, entity)
```

### JavaScript

```js
N_0x553d67295ddd2309(entity);

// by hash
Citizen.invokeNative('0x553D67295DDD2309', entity);
```

### C#

```csharp
Function.Call((Hash)0x553D67295DDD2309, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x553d67295ddd2309` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x5801BE2DF2AF07EC

- **Hash:** `0x5801BE2DF2AF07EC`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x5801be2df2af07ec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x5801BE2DF2AF07EC

## Signature

```c
void _0x5801BE2DF2AF07EC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5801be2df2af07ec(p0)

-- always available, by hash
Citizen.InvokeNative(0x5801BE2DF2AF07EC, p0)
```

### JavaScript

```js
N_0x5801be2df2af07ec(p0);

// by hash
Citizen.invokeNative('0x5801BE2DF2AF07EC', p0);
```

### C#

```csharp
Function.Call((Hash)0x5801BE2DF2AF07EC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5801be2df2af07ec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x5B4A8121A47D844D

- **Hash:** `0x5B4A8121A47D844D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x5b4a8121a47d844d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x5B4A8121A47D844D

## Signature

```c
Any _0x5B4A8121A47D844D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5b4a8121a47d844d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B4A8121A47D844D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5b4a8121a47d844d(p0);

// by hash
const retval = Citizen.invokeNative('0x5B4A8121A47D844D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5B4A8121A47D844D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5b4a8121a47d844d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x627B68D9CE6EE8DE

- **Hash:** `0x627B68D9CE6EE8DE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x627b68d9ce6ee8de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x627B68D9CE6EE8DE

## Signature

```c
Any _0x627B68D9CE6EE8DE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x627b68d9ce6ee8de(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x627B68D9CE6EE8DE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x627b68d9ce6ee8de(p0);

// by hash
const retval = Citizen.invokeNative('0x627B68D9CE6EE8DE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x627B68D9CE6EE8DE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x627b68d9ce6ee8de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x68319452C5064ABA

- **Hash:** `0x68319452C5064ABA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x68319452c5064aba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x68319452C5064ABA

## Signature

```c
void _0x68319452C5064ABA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x68319452c5064aba(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x68319452C5064ABA, p0, p1)
```

### JavaScript

```js
N_0x68319452c5064aba(p0, p1);

// by hash
Citizen.invokeNative('0x68319452C5064ABA', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x68319452C5064ABA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x68319452c5064aba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x6BCF7B5CD338281A

- **Hash:** `0x6BCF7B5CD338281A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x6bcf7b5cd338281a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x6BCF7B5CD338281A

## Signature

```c
void _0x6BCF7B5CD338281A(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Description

_SET_DISPATCH_*, unused

## Usage

### Lua

```lua
N_0x6bcf7b5cd338281a(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x6BCF7B5CD338281A, p0, p1, p2)
```

### JavaScript

```js
N_0x6bcf7b5cd338281a(p0, p1, p2);

// by hash
Citizen.invokeNative('0x6BCF7B5CD338281A', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x6BCF7B5CD338281A, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x6bcf7b5cd338281a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x6BED40493A1AFDB8

- **Hash:** `0x6BED40493A1AFDB8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x6bed40493a1afdb8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x6BED40493A1AFDB8

## Signature

```c
void _0x6BED40493A1AFDB8(Any* p0, float p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = N_0x6bed40493a1afdb8(p1)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x6BED40493A1AFDB8, Citizen.PointerValueInt(), p1)
```

### JavaScript

```js
const p0 = N_0x6bed40493a1afdb8(p1);

// by hash
const p0 = Citizen.invokeNative('0x6BED40493A1AFDB8', Citizen.pointerValueInt(), p1 + 0.0000001);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x6BED40493A1AFDB8, p0, p1);
// p0.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x6bed40493a1afdb8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x6C7B68D3CE60E8DE

- **Hash:** `0x6C7B68D3CE60E8DE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x6c7b68d3ce60e8de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x6C7B68D3CE60E8DE

## Signature

```c
Any _0x6C7B68D3CE60E8DE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6c7b68d3ce60e8de(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C7B68D3CE60E8DE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6c7b68d3ce60e8de(p0);

// by hash
const retval = Citizen.invokeNative('0x6C7B68D3CE60E8DE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C7B68D3CE60E8DE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c7b68d3ce60e8de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x6F02B5E50511721E

- **Hash:** `0x6F02B5E50511721E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x6f02b5e50511721e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x6F02B5E50511721E

## Signature

```c
Any _0x6F02B5E50511721E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6f02b5e50511721e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F02B5E50511721E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6f02b5e50511721e(p0);

// by hash
const retval = Citizen.invokeNative('0x6F02B5E50511721E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6F02B5E50511721E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6f02b5e50511721e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x745808BB01CEC6B9

- **Hash:** `0x745808BB01CEC6B9`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x745808bb01cec6b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x745808BB01CEC6B9

## Signature

```c
void _0x745808BB01CEC6B9(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x745808bb01cec6b9(p0)

-- always available, by hash
Citizen.InvokeNative(0x745808BB01CEC6B9, p0)
```

### JavaScript

```js
N_0x745808bb01cec6b9(p0);

// by hash
Citizen.invokeNative('0x745808BB01CEC6B9', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x745808BB01CEC6B9, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x745808bb01cec6b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x74ACA66484CEBAF0

- **Hash:** `0x74ACA66484CEBAF0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x74aca66484cebaf0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x74ACA66484CEBAF0

## Signature

```c
void _0x74ACA66484CEBAF0(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x74aca66484cebaf0(p0)

-- always available, by hash
Citizen.InvokeNative(0x74ACA66484CEBAF0, p0)
```

### JavaScript

```js
N_0x74aca66484cebaf0(p0);

// by hash
Citizen.invokeNative('0x74ACA66484CEBAF0', p0);
```

### C#

```csharp
Function.Call((Hash)0x74ACA66484CEBAF0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x74aca66484cebaf0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x7CF96F1250EF3221

- **Hash:** `0x7CF96F1250EF3221`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x7cf96f1250ef3221`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x7CF96F1250EF3221

## Signature

```c
Any _0x7CF96F1250EF3221(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7cf96f1250ef3221(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7CF96F1250EF3221, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7cf96f1250ef3221(p0);

// by hash
const retval = Citizen.invokeNative('0x7CF96F1250EF3221', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7CF96F1250EF3221, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7cf96f1250ef3221` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x7FA58CED69405F9A

- **Hash:** `0x7FA58CED69405F9A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x7fa58ced69405f9a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x7FA58CED69405F9A

## Signature

```c
void _0x7FA58CED69405F9A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7fa58ced69405f9a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x7FA58CED69405F9A, p0, p1)
```

### JavaScript

```js
N_0x7fa58ced69405f9a(p0, p1);

// by hash
Citizen.invokeNative('0x7FA58CED69405F9A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x7FA58CED69405F9A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7fa58ced69405f9a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x8314FC2013ECE2DA

- **Hash:** `0x8314FC2013ECE2DA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x8314fc2013ece2da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x8314FC2013ECE2DA

## Signature

```c
Any _0x8314FC2013ECE2DA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8314fc2013ece2da(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8314FC2013ECE2DA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8314fc2013ece2da(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x8314FC2013ECE2DA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8314FC2013ECE2DA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x8314fc2013ece2da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x8BB99B85444544D9

- **Hash:** `0x8BB99B85444544D9`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x8bb99b85444544d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x8BB99B85444544D9

## Signature

```c
Any _0x8BB99B85444544D9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8bb99b85444544d9(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8BB99B85444544D9, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8bb99b85444544d9(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x8BB99B85444544D9', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8BB99B85444544D9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8bb99b85444544d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x8C0F6A3D7236DEEB

- **Hash:** `0x8C0F6A3D7236DEEB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x8c0f6a3d7236deeb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x8C0F6A3D7236DEEB

## Signature

```c
void _0x8C0F6A3D7236DEEB(Entity entity, const char* string);
```

## Parameters

- `entity` (`Entity`)
- `string` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8c0f6a3d7236deeb(entity, string)

-- always available, by hash
Citizen.InvokeNative(0x8C0F6A3D7236DEEB, entity, string)
```

### JavaScript

```js
N_0x8c0f6a3d7236deeb(entity, string);

// by hash
Citizen.invokeNative('0x8C0F6A3D7236DEEB', entity, string);
```

### C#

```csharp
Function.Call((Hash)0x8C0F6A3D7236DEEB, entity, string);
```

- This native has no known name, so the runtime exposes it only as `N_0x8c0f6a3d7236deeb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x8DB104CCEBCD58C5

- **Hash:** `0x8DB104CCEBCD58C5`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x8db104ccebcd58c5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x8DB104CCEBCD58C5

## Signature

```c
Any _0x8DB104CCEBCD58C5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8db104ccebcd58c5(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DB104CCEBCD58C5, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8db104ccebcd58c5(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x8DB104CCEBCD58C5', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8DB104CCEBCD58C5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8db104ccebcd58c5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x94FCADCF9F0C368E

- **Hash:** `0x94FCADCF9F0C368E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x94fcadcf9f0c368e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x94FCADCF9F0C368E

## Signature

```c
void _0x94FCADCF9F0C368E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x94fcadcf9f0c368e(p0)

-- always available, by hash
Citizen.InvokeNative(0x94FCADCF9F0C368E, p0)
```

### JavaScript

```js
N_0x94fcadcf9f0c368e(p0);

// by hash
Citizen.invokeNative('0x94FCADCF9F0C368E', p0);
```

### C#

```csharp
Function.Call((Hash)0x94FCADCF9F0C368E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x94fcadcf9f0c368e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x96282005C5C6801F

- **Hash:** `0x96282005C5C6801F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x96282005c5c6801f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x96282005C5C6801F

## Signature

```c
void _0x96282005C5C6801F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x96282005c5c6801f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x96282005C5C6801F, p0, p1)
```

### JavaScript

```js
N_0x96282005c5c6801f(p0, p1);

// by hash
Citizen.invokeNative('0x96282005C5C6801F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x96282005C5C6801F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x96282005c5c6801f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x9A252AA23D7098F2

- **Hash:** `0x9A252AA23D7098F2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x9a252aa23d7098f2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x9A252AA23D7098F2

## Signature

```c
void _0x9A252AA23D7098F2();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x9a252aa23d7098f2()

-- always available, by hash
Citizen.InvokeNative(0x9A252AA23D7098F2)
```

### JavaScript

```js
N_0x9a252aa23d7098f2();

// by hash
Citizen.invokeNative('0x9A252AA23D7098F2');
```

### C#

```csharp
Function.Call((Hash)0x9A252AA23D7098F2);
```

- This native has no known name, so the runtime exposes it only as `N_0x9a252aa23d7098f2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0x9BF2C0C568C61641

- **Hash:** `0x9BF2C0C568C61641`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0x9bf2c0c568c61641`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0x9BF2C0C568C61641

## Signature

```c
void _0x9BF2C0C568C61641(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9bf2c0c568c61641(p0)

-- always available, by hash
Citizen.InvokeNative(0x9BF2C0C568C61641, p0)
```

### JavaScript

```js
N_0x9bf2c0c568c61641(p0);

// by hash
Citizen.invokeNative('0x9BF2C0C568C61641', p0);
```

### C#

```csharp
Function.Call((Hash)0x9BF2C0C568C61641, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9bf2c0c568c61641` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xA08111B053D84B4D

- **Hash:** `0xA08111B053D84B4D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xa08111b053d84b4d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xA08111B053D84B4D

## Signature

```c
void _0xA08111B053D84B4D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

_CLEAR*

## Usage

### Lua

```lua
N_0xa08111b053d84b4d(p0)

-- always available, by hash
Citizen.InvokeNative(0xA08111B053D84B4D, p0)
```

### JavaScript

```js
N_0xa08111b053d84b4d(p0);

// by hash
Citizen.invokeNative('0xA08111B053D84B4D', p0);
```

### C#

```csharp
Function.Call((Hash)0xA08111B053D84B4D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa08111b053d84b4d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xA3A8926951471C82

- **Hash:** `0xA3A8926951471C82`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xa3a8926951471c82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xA3A8926951471C82

## Signature

```c
void _0xA3A8926951471C82();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xa3a8926951471c82()

-- always available, by hash
Citizen.InvokeNative(0xA3A8926951471C82)
```

### JavaScript

```js
N_0xa3a8926951471c82();

// by hash
Citizen.invokeNative('0xA3A8926951471C82');
```

### C#

```csharp
Function.Call((Hash)0xA3A8926951471C82);
```

- This native has no known name, so the runtime exposes it only as `N_0xa3a8926951471c82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xA9342743B634A462

- **Hash:** `0xA9342743B634A462`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xa9342743b634a462`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xA9342743B634A462

## Signature

```c
void _0xA9342743B634A462(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xa9342743b634a462(p0)

-- always available, by hash
Citizen.InvokeNative(0xA9342743B634A462, p0)
```

### JavaScript

```js
N_0xa9342743b634a462(p0);

// by hash
Citizen.invokeNative('0xA9342743B634A462', p0);
```

### C#

```csharp
Function.Call((Hash)0xA9342743B634A462, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa9342743b634a462` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xAB26DEEE120FD3FD

- **Hash:** `0xAB26DEEE120FD3FD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xab26deee120fd3fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xAB26DEEE120FD3FD

## Signature

```c
void _0xAB26DEEE120FD3FD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xab26deee120fd3fd(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xAB26DEEE120FD3FD, p0, p1)
```

### JavaScript

```js
N_0xab26deee120fd3fd(p0, p1);

// by hash
Citizen.invokeNative('0xAB26DEEE120FD3FD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xAB26DEEE120FD3FD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xab26deee120fd3fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xAD44856A1CD29635

- **Hash:** `0xAD44856A1CD29635`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xad44856a1cd29635`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xAD44856A1CD29635

## Signature

```c
void _0xAD44856A1CD29635(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xad44856a1cd29635(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xAD44856A1CD29635, p0, p1, p2)
```

### JavaScript

```js
N_0xad44856a1cd29635(p0, p1, p2);

// by hash
Citizen.invokeNative('0xAD44856A1CD29635', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xAD44856A1CD29635, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xad44856a1cd29635` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xAF3A84C7DE6A1DC5

- **Hash:** `0xAF3A84C7DE6A1DC5`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xaf3a84c7de6a1dc5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xAF3A84C7DE6A1DC5

## Signature

```c
void _0xAF3A84C7DE6A1DC5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xaf3a84c7de6a1dc5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xAF3A84C7DE6A1DC5, p0, p1)
```

### JavaScript

```js
N_0xaf3a84c7de6a1dc5(p0, p1);

// by hash
Citizen.invokeNative('0xAF3A84C7DE6A1DC5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xAF3A84C7DE6A1DC5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xaf3a84c7de6a1dc5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xAF530E56505D1BD6

- **Hash:** `0xAF530E56505D1BD6`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xaf530e56505d1bd6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xAF530E56505D1BD6

## Signature

```c
Any _0xAF530E56505D1BD6(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

Hardcoded to return one/true.

## Usage

### Lua

```lua
local retval = N_0xaf530e56505d1bd6(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF530E56505D1BD6, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xaf530e56505d1bd6(p0);

// by hash
const retval = Citizen.invokeNative('0xAF530E56505D1BD6', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAF530E56505D1BD6, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xaf530e56505d1bd6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xB08C4FA25BC29DB9

- **Hash:** `0xB08C4FA25BC29DB9`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xb08c4fa25bc29db9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xB08C4FA25BC29DB9

## Signature

```c
void _0xB08C4FA25BC29DB9(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb08c4fa25bc29db9(p0)

-- always available, by hash
Citizen.InvokeNative(0xB08C4FA25BC29DB9, p0)
```

### JavaScript

```js
N_0xb08c4fa25bc29db9(p0);

// by hash
Citizen.invokeNative('0xB08C4FA25BC29DB9', p0);
```

### C#

```csharp
Function.Call((Hash)0xB08C4FA25BC29DB9, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb08c4fa25bc29db9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xB1F6665AA54DCD5C

- **Hash:** `0xB1F6665AA54DCD5C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xb1f6665aa54dcd5c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xB1F6665AA54DCD5C

## Signature

```c
Any _0xB1F6665AA54DCD5C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xb1f6665aa54dcd5c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB1F6665AA54DCD5C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb1f6665aa54dcd5c(p0);

// by hash
const retval = Citizen.invokeNative('0xB1F6665AA54DCD5C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB1F6665AA54DCD5C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb1f6665aa54dcd5c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xB711EB4BC8D06013

- **Hash:** `0xB711EB4BC8D06013`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xb711eb4bc8d06013`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xB711EB4BC8D06013

## Signature

```c
void _0xB711EB4BC8D06013();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xb711eb4bc8d06013()

-- always available, by hash
Citizen.InvokeNative(0xB711EB4BC8D06013)
```

### JavaScript

```js
N_0xb711eb4bc8d06013();

// by hash
Citizen.invokeNative('0xB711EB4BC8D06013');
```

### C#

```csharp
Function.Call((Hash)0xB711EB4BC8D06013);
```

- This native has no known name, so the runtime exposes it only as `N_0xb711eb4bc8d06013` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xBB282CF5D2333FB8

- **Hash:** `0xBB282CF5D2333FB8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xbb282cf5d2333fb8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xBB282CF5D2333FB8

## Signature

```c
void _0xBB282CF5D2333FB8(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbb282cf5d2333fb8(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBB282CF5D2333FB8, p0, p1)
```

### JavaScript

```js
N_0xbb282cf5d2333fb8(p0, p1);

// by hash
Citizen.invokeNative('0xBB282CF5D2333FB8', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBB282CF5D2333FB8, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb282cf5d2333fb8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xCC1BAF72D571DB8D

- **Hash:** `0xCC1BAF72D571DB8D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xcc1baf72d571db8d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xCC1BAF72D571DB8D

## Signature

```c
Any _0xCC1BAF72D571DB8D(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xcc1baf72d571db8d(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC1BAF72D571DB8D, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xcc1baf72d571db8d(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xCC1BAF72D571DB8D', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCC1BAF72D571DB8D, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcc1baf72d571db8d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xCC3EDC5614B03F61

- **Hash:** `0xCC3EDC5614B03F61`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xcc3edc5614b03f61`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xCC3EDC5614B03F61

## Signature

```c
void _0xCC3EDC5614B03F61(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcc3edc5614b03f61(p0)

-- always available, by hash
Citizen.InvokeNative(0xCC3EDC5614B03F61, p0)
```

### JavaScript

```js
N_0xcc3edc5614b03f61(p0);

// by hash
Citizen.invokeNative('0xCC3EDC5614B03F61', p0);
```

### C#

```csharp
Function.Call((Hash)0xCC3EDC5614B03F61, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcc3edc5614b03f61` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xD3F943B88F55376A

- **Hash:** `0xD3F943B88F55376A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xd3f943b88f55376a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xD3F943B88F55376A

## Signature

```c
void _0xD3F943B88F55376A(Hash weatherType);
```

## Parameters

- `weatherType` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd3f943b88f55376a(weatherType)

-- always available, by hash
Citizen.InvokeNative(0xD3F943B88F55376A, weatherType)
```

### JavaScript

```js
N_0xd3f943b88f55376a(weatherType);

// by hash
Citizen.invokeNative('0xD3F943B88F55376A', weatherType);
```

### C#

```csharp
Function.Call((Hash)0xD3F943B88F55376A, weatherType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd3f943b88f55376a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xDA4D8EB04E8E2928

- **Hash:** `0xDA4D8EB04E8E2928`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xda4d8eb04e8e2928`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xDA4D8EB04E8E2928

## Signature

```c
void _0xDA4D8EB04E8E2928(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xda4d8eb04e8e2928(p0)

-- always available, by hash
Citizen.InvokeNative(0xDA4D8EB04E8E2928, p0)
```

### JavaScript

```js
N_0xda4d8eb04e8e2928(p0);

// by hash
Citizen.invokeNative('0xDA4D8EB04E8E2928', p0);
```

### C#

```csharp
Function.Call((Hash)0xDA4D8EB04E8E2928, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xda4d8eb04e8e2928` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xDBDA48EC456ED908

- **Hash:** `0xDBDA48EC456ED908`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xdbda48ec456ed908`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xDBDA48EC456ED908

## Signature

```c
void _0xDBDA48EC456ED908();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xdbda48ec456ed908()

-- always available, by hash
Citizen.InvokeNative(0xDBDA48EC456ED908)
```

### JavaScript

```js
N_0xdbda48ec456ed908();

// by hash
Citizen.invokeNative('0xDBDA48EC456ED908');
```

### C#

```csharp
Function.Call((Hash)0xDBDA48EC456ED908);
```

- This native has no known name, so the runtime exposes it only as `N_0xdbda48ec456ed908` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xDC057B86FC157031

- **Hash:** `0xDC057B86FC157031`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xdc057b86fc157031`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xDC057B86FC157031

## Signature

```c
Any _0xDC057B86FC157031();
```

## Returns

`Any`

## Description

Hardcoded to return one/true.

## Usage

### Lua

```lua
local retval = N_0xdc057b86fc157031()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC057B86FC157031, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdc057b86fc157031();

// by hash
const retval = Citizen.invokeNative('0xDC057B86FC157031', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC057B86FC157031);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc057b86fc157031` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xDE2C3B74D2B3705C

- **Hash:** `0xDE2C3B74D2B3705C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xde2c3b74d2b3705c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xDE2C3B74D2B3705C

## Signature

```c
void _0xDE2C3B74D2B3705C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xde2c3b74d2b3705c(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDE2C3B74D2B3705C, p0, p1)
```

### JavaScript

```js
N_0xde2c3b74d2b3705c(p0, p1);

// by hash
Citizen.invokeNative('0xDE2C3B74D2B3705C', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDE2C3B74D2B3705C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xde2c3b74d2b3705c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xEB946B9E579729AD

- **Hash:** `0xEB946B9E579729AD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xeb946b9e579729ad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xEB946B9E579729AD

## Signature

```c
void _0xEB946B9E579729AD(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
N_0xeb946b9e579729ad(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xEB946B9E579729AD, ped, p1)
```

### JavaScript

```js
N_0xeb946b9e579729ad(ped, p1);

// by hash
Citizen.invokeNative('0xEB946B9E579729AD', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xEB946B9E579729AD, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xeb946b9e579729ad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xF569E33FB72ED28E

- **Hash:** `0xF569E33FB72ED28E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xf569e33fb72ed28e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xF569E33FB72ED28E

## Signature

```c
void _0xF569E33FB72ED28E();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf569e33fb72ed28e()

-- always available, by hash
Citizen.InvokeNative(0xF569E33FB72ED28E)
```

### JavaScript

```js
N_0xf569e33fb72ed28e();

// by hash
Citizen.invokeNative('0xF569E33FB72ED28E');
```

### C#

```csharp
Function.Call((Hash)0xF569E33FB72ED28E);
```

- This native has no known name, so the runtime exposes it only as `N_0xf569e33fb72ed28e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xF63FA29D4A9ACA86

- **Hash:** `0xF63FA29D4A9ACA86`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xf63fa29d4a9aca86`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xF63FA29D4A9ACA86

## Signature

```c
void _0xF63FA29D4A9ACA86(Entity entity, const char* string);
```

## Parameters

- `entity` (`Entity`)
- `string` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf63fa29d4a9aca86(entity, string)

-- always available, by hash
Citizen.InvokeNative(0xF63FA29D4A9ACA86, entity, string)
```

### JavaScript

```js
N_0xf63fa29d4a9aca86(entity, string);

// by hash
Citizen.invokeNative('0xF63FA29D4A9ACA86', entity, string);
```

### C#

```csharp
Function.Call((Hash)0xF63FA29D4A9ACA86, entity, string);
```

- This native has no known name, so the runtime exposes it only as `N_0xf63fa29d4a9aca86` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xF650DCF5D6F312C1

- **Hash:** `0xF650DCF5D6F312C1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xf650dcf5d6f312c1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xF650DCF5D6F312C1

## Signature

```c
void _0xF650DCF5D6F312C1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf650dcf5d6f312c1(p0)

-- always available, by hash
Citizen.InvokeNative(0xF650DCF5D6F312C1, p0)
```

### JavaScript

```js
N_0xf650dcf5d6f312c1(p0);

// by hash
Citizen.invokeNative('0xF650DCF5D6F312C1', p0);
```

### C#

```csharp
Function.Call((Hash)0xF650DCF5D6F312C1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf650dcf5d6f312c1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xF81C53561D15F330

- **Hash:** `0xF81C53561D15F330`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xf81c53561d15f330`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xF81C53561D15F330

## Signature

```c
const char* _0xF81C53561D15F330();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0xf81c53561d15f330()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF81C53561D15F330, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0xf81c53561d15f330();

// by hash
const retval = Citizen.invokeNative('0xF81C53561D15F330', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xF81C53561D15F330);
```

- This native has no known name, so the runtime exposes it only as `N_0xf81c53561d15f330` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xFC6ECB9170145ECE

- **Hash:** `0xFC6ECB9170145ECE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xfc6ecb9170145ece`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xFC6ECB9170145ECE

## Signature

```c
void _0xFC6ECB9170145ECE();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xfc6ecb9170145ece()

-- always available, by hash
Citizen.InvokeNative(0xFC6ECB9170145ECE)
```

### JavaScript

```js
N_0xfc6ecb9170145ece();

// by hash
Citizen.invokeNative('0xFC6ECB9170145ECE');
```

### C#

```csharp
Function.Call((Hash)0xFC6ECB9170145ECE);
```

- This native has no known name, so the runtime exposes it only as `N_0xfc6ecb9170145ece` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_0xFF252E2BAFB7330F

- **Hash:** `0xFF252E2BAFB7330F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `N_0xff252e2bafb7330f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/0xFF252E2BAFB7330F

## Signature

```c
void _0xFF252E2BAFB7330F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xff252e2bafb7330f(p0)

-- always available, by hash
Citizen.InvokeNative(0xFF252E2BAFB7330F, p0)
```

### JavaScript

```js
N_0xff252e2bafb7330f(p0);

// by hash
Citizen.invokeNative('0xFF252E2BAFB7330F', p0);
```

### C#

```csharp
Function.Call((Hash)0xFF252E2BAFB7330F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xff252e2bafb7330f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ABSF

- **Hash:** `0x134549B388167CBF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Absf`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ABSF

## Signature

```c
float ABSF(float value);
```

## Parameters

- `value` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Absf(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x134549B388167CBF, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Absf(value);

// by hash
const retval = Citizen.invokeNative('0x134549B388167CBF', value + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x134549B388167CBF, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ABSI

- **Hash:** `0x0C214D5B8A38C828`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Absi`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ABSI

## Signature

```c
int ABSI(int value);
```

## Parameters

- `value` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = Absi(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C214D5B8A38C828, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = Absi(value);

// by hash
const retval = Citizen.invokeNative('0x0C214D5B8A38C828', value, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C214D5B8A38C828, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACOS

- **Hash:** `0x586690F0176DC575`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Acos`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACOS

## Signature

```c
float ACOS(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Acos(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x586690F0176DC575, p0, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Acos(p0);

// by hash
const retval = Citizen.invokeNative('0x586690F0176DC575', p0 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x586690F0176DC575, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTION_MANAGER_ENABLE_ACTION

- **Hash:** `0x7ACF124C12A2B045`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActionManagerEnableAction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTION_MANAGER_ENABLE_ACTION

## Signature

```c
void ACTION_MANAGER_ENABLE_ACTION(Hash hash, BOOL enable);
```

## Parameters

- `hash` (`Hash`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

Appears to remove stealth kill action from memory (?)

## Usage

### Lua

```lua
ActionManagerEnableAction(hash, enable)

-- always available, by hash
Citizen.InvokeNative(0x7ACF124C12A2B045, hash, enable)
```

### JavaScript

```js
ActionManagerEnableAction(hash, enable);

// by hash
Citizen.invokeNative('0x7ACF124C12A2B045', hash, enable);
```

### C#

```csharp
Function.Call((Hash)0x7ACF124C12A2B045, hash, enable);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTION_MANAGER_IS_ACTION_ENABLED

- **Hash:** `0xFD0759658268FD8E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActionManagerIsActionEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTION_MANAGER_IS_ACTION_ENABLED

## Signature

```c
BOOL ACTION_MANAGER_IS_ACTION_ENABLED(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ActionManagerIsActionEnabled(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD0759658268FD8E, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ActionManagerIsActionEnabled(hash);

// by hash
const retval = Citizen.invokeNative('0xFD0759658268FD8E', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFD0759658268FD8E, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE

- **Hash:** `0x91D657230BC208D2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActivityFeedActionStartWithCommandLine`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE

## Signature

```c
void ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ActivityFeedActionStartWithCommandLine(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x91D657230BC208D2, p0, p1)
```

### JavaScript

```js
ActivityFeedActionStartWithCommandLine(p0, p1);

// by hash
Citizen.invokeNative('0x91D657230BC208D2', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x91D657230BC208D2, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE_ADD

- **Hash:** `0x1694A053DFB61A34`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActivityFeedActionStartWithCommandLineAdd`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE_ADD

## Signature

```c
void ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE_ADD(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ActivityFeedActionStartWithCommandLineAdd(p0)

-- always available, by hash
Citizen.InvokeNative(0x1694A053DFB61A34, p0)
```

### JavaScript

```js
ActivityFeedActionStartWithCommandLineAdd(p0);

// by hash
Citizen.invokeNative('0x1694A053DFB61A34', p0);
```

### C#

```csharp
Function.Call((Hash)0x1694A053DFB61A34, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTIVITY_FEED_ADD_SUBSTRING_TO_CAPTION

- **Hash:** `0x9935F76407C32539`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActivityFeedAddSubstringToCaption`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTIVITY_FEED_ADD_SUBSTRING_TO_CAPTION

## Signature

```c
void ACTIVITY_FEED_ADD_SUBSTRING_TO_CAPTION(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ActivityFeedAddSubstringToCaption(p0)

-- always available, by hash
Citizen.InvokeNative(0x9935F76407C32539, p0)
```

### JavaScript

```js
ActivityFeedAddSubstringToCaption(p0);

// by hash
Citizen.invokeNative('0x9935F76407C32539', p0);
```

### C#

```csharp
Function.Call((Hash)0x9935F76407C32539, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTIVITY_FEED_CREATE

- **Hash:** `0xCC7FC854B956A128`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActivityFeedCreate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTIVITY_FEED_CREATE

## Signature

```c
void ACTIVITY_FEED_CREATE(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ActivityFeedCreate(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCC7FC854B956A128, p0, p1)
```

### JavaScript

```js
ActivityFeedCreate(p0, p1);

// by hash
Citizen.invokeNative('0xCC7FC854B956A128', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCC7FC854B956A128, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ACTIVITY_FEED_POST

- **Hash:** `0xB16FC7B364D86585`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ActivityFeedPost`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ACTIVITY_FEED_POST

## Signature

```c
void ACTIVITY_FEED_POST();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ActivityFeedPost()

-- always available, by hash
Citizen.InvokeNative(0xB16FC7B364D86585)
```

### JavaScript

```js
ActivityFeedPost();

// by hash
Citizen.invokeNative('0xB16FC7B364D86585');
```

### C#

```csharp
Function.Call((Hash)0xB16FC7B364D86585);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_ADD_DISPATCH_SPAWN_BLOCKING_AREA

- **Hash:** `0xA2D5A26208421426`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `AddDispatchSpawnBlockingArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_ADD_DISPATCH_SPAWN_BLOCKING_AREA

## Signature

```c
Any _ADD_DISPATCH_SPAWN_BLOCKING_AREA(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = AddDispatchSpawnBlockingArea(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2D5A26208421426, volume, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddDispatchSpawnBlockingArea(volume);

// by hash
const retval = Citizen.invokeNative('0xA2D5A26208421426', volume, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA2D5A26208421426, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::REMOVE_DISPATCH_SPAWN_BLOCKING_AREA](https://natives.borderlinerp.com/natives/MISC/REMOVE_DISPATCH_SPAWN_BLOCKING_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ADD_POP_MULTIPLIER_AREA

- **Hash:** `0x5EBDA1A3B8CB5EF7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `AddPopMultiplierArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ADD_POP_MULTIPLIER_AREA

## Signature

```c
int ADD_POP_MULTIPLIER_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float pedDensity, float trafficDensity, BOOL p8, BOOL p9);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `pedDensity` (`float`)
- `trafficDensity` (`float`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = AddPopMultiplierArea(x1, y1, z1, x2, y2, z2, pedDensity, trafficDensity, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EBDA1A3B8CB5EF7, x1, y1, z1, x2, y2, z2, pedDensity, trafficDensity, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddPopMultiplierArea(x1, y1, z1, x2, y2, z2, pedDensity, trafficDensity, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x5EBDA1A3B8CB5EF7', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, pedDensity + 0.0000001, trafficDensity + 0.0000001, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5EBDA1A3B8CB5EF7, x1, y1, z1, x2, y2, z2, pedDensity, trafficDensity, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MISC::REMOVE_POP_MULTIPLIER_AREA](https://natives.borderlinerp.com/natives/MISC/REMOVE_POP_MULTIPLIER_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_ADD_POP_MULTIPLIER_VOLUME

- **Hash:** `0x3233C4EC0514C7EC`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `AddPopMultiplierVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_ADD_POP_MULTIPLIER_VOLUME

## Signature

```c
int _ADD_POP_MULTIPLIER_VOLUME(Volume volume, float pedDensity, float vehicleDensity, BOOL p3, BOOL p4);
```

## Parameters

- `volume` (`Volume`)
- `pedDensity` (`float`)
- `vehicleDensity` (`float`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`int`

## Description

Only used in script function PROCESS_ZONE_CREATION
Returns Pop multiplier volume ID

## Usage

### Lua

```lua
local retval = AddPopMultiplierVolume(volume, pedDensity, vehicleDensity, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3233C4EC0514C7EC, volume, pedDensity, vehicleDensity, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddPopMultiplierVolume(volume, pedDensity, vehicleDensity, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x3233C4EC0514C7EC', volume, pedDensity + 0.0000001, vehicleDensity + 0.0000001, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3233C4EC0514C7EC, volume, pedDensity, vehicleDensity, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ADD_TACTICAL_NAV_MESH_POINT

- **Hash:** `0xE4EE55E63FA9AF45`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `AddTacticalNavMeshPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ADD_TACTICAL_NAV_MESH_POINT

## Signature

```c
void ADD_TACTICAL_NAV_MESH_POINT(float x, float y, float z, int p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`int`)

## Returns

`void`

## Description

Params: p3 is 0 in R* Script utopia2

## Usage

### Lua

```lua
AddTacticalNavMeshPoint(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0xE4EE55E63FA9AF45, x, y, z, p3)
```

### JavaScript

```js
AddTacticalNavMeshPoint(x, y, z, p3);

// by hash
Citizen.invokeNative('0xE4EE55E63FA9AF45', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0xE4EE55E63FA9AF45, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ARE_STRINGS_EQUAL

- **Hash:** `0xD3852F22AB713A1F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `AreStringsEqual`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ARE_STRINGS_EQUAL

## Signature

```c
BOOL ARE_STRINGS_EQUAL(const char* string1, const char* string2);
```

## Parameters

- `string1` (`const char*`)
- `string2` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreStringsEqual(string1, string2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3852F22AB713A1F, string1, string2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreStringsEqual(string1, string2);

// by hash
const retval = Citizen.invokeNative('0xD3852F22AB713A1F', string1, string2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD3852F22AB713A1F, string1, string2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ASIN

- **Hash:** `0x6E3C15D296C15583`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Asin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ASIN

## Signature

```c
float ASIN(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Asin(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E3C15D296C15583, p0, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Asin(p0);

// by hash
const retval = Citizen.invokeNative('0x6E3C15D296C15583', p0 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x6E3C15D296C15583, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ATAN

- **Hash:** `0x503054DED0B78027`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Atan`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ATAN

## Signature

```c
float ATAN(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Atan(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x503054DED0B78027, p0, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Atan(p0);

// by hash
const retval = Citizen.invokeNative('0x503054DED0B78027', p0 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x503054DED0B78027, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ATAN2

- **Hash:** `0x965B220A066E3F07`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Atan2`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ATAN2

## Signature

```c
float ATAN2(float p0, float p1);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Atan2(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x965B220A066E3F07, p0, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Atan2(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x965B220A066E3F07', p0 + 0.0000001, p1 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x965B220A066E3F07, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION

- **Hash:** `0x66947E61A44DE2C6`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `BlockDispatchServiceResourceCreation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION

## Signature

```c
void BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION(int dispatchService, BOOL toggle);
```

## Parameters

- `dispatchService` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

dispatchService: see ENABLE_DISPATCH_SERVICE

## Usage

### Lua

```lua
BlockDispatchServiceResourceCreation(dispatchService, toggle)

-- always available, by hash
Citizen.InvokeNative(0x66947E61A44DE2C6, dispatchService, toggle)
```

### JavaScript

```js
BlockDispatchServiceResourceCreation(dispatchService, toggle);

// by hash
Citizen.invokeNative('0x66947E61A44DE2C6', dispatchService, toggle);
```

### C#

```csharp
Function.Call((Hash)0x66947E61A44DE2C6, dispatchService, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CANCEL_ONSCREEN_KEYBOARD

- **Hash:** `0x58A39BE597CE99CD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CancelOnscreenKeyboard`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CANCEL_ONSCREEN_KEYBOARD

## Signature

```c
void CANCEL_ONSCREEN_KEYBOARD();
```

## Returns

`void`

## Description

Old name: _CANCEL_ONSCREEN_KEYBOARD

## Usage

### Lua

```lua
CancelOnscreenKeyboard()

-- always available, by hash
Citizen.InvokeNative(0x58A39BE597CE99CD)
```

### JavaScript

```js
CancelOnscreenKeyboard();

// by hash
Citizen.invokeNative('0x58A39BE597CE99CD');
```

### C#

```csharp
Function.Call((Hash)0x58A39BE597CE99CD);
```

## See also

- [MISC::DISPLAY_ONSCREEN_KEYBOARD](https://natives.borderlinerp.com/natives/MISC/DISPLAY_ONSCREEN_KEYBOARD.md) — KTEXTTYPE_DEFAULT, KTEXTTYPE_EMAIL, KTEXTTYPE_PASSWORD, KTEXTTYPE_NUMERIC, KTEXTTYPE_ALPHABET, KTEXTTYPE_GAMERTAG, KTEXTTYPE_FILENAME, KTEXTTYPE_COUNT
- [MISC::UPDATE_ONSCREEN_KEYBOARD](https://natives.borderlinerp.com/natives/MISC/UPDATE_ONSCREEN_KEYBOARD.md) — Returns the current status of the onscreen keyboard, and updates the output.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CLEAR_ALL_BIT_FLAGS

- **Hash:** `0xD2D74F89DF844A50`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearAllBitFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_ALL_BIT_FLAGS

## Signature

```c
void _CLEAR_ALL_BIT_FLAGS(Any* bitFlags);
```

## Parameters

- `bitFlags` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local bitFlags = ClearAllBitFlags(bitFlags)

-- always available, by hash
local bitFlags = Citizen.InvokeNative(0xD2D74F89DF844A50, Citizen.PointerValueIntInitialized(bitFlags))
```

### JavaScript

```js
const bitFlags = ClearAllBitFlags(bitFlags);

// by hash
const bitFlags = Citizen.invokeNative('0xD2D74F89DF844A50', Citizen.pointerValueIntInitialized(bitFlags));
```

### C#

```csharp
var bitFlags = new OutputArgument();
Function.Call((Hash)0xD2D74F89DF844A50, bitFlags);
// bitFlags.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CLEAR_ANGLED_AREA_OF_VEHICLES

- **Hash:** `0xA4D83115C1E02F8A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearAngledAreaOfVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CLEAR_ANGLED_AREA_OF_VEHICLES

## Signature

```c
void CLEAR_ANGLED_AREA_OF_VEHICLES(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
ClearAngledAreaOfVehicles(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xA4D83115C1E02F8A, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
ClearAngledAreaOfVehicles(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xA4D83115C1E02F8A', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xA4D83115C1E02F8A, p0, p1, p2, p3, p4, p5, p6, p7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CLEAR_AREA

- **Hash:** `0x3B882A96EA77D5B1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CLEAR_AREA

## Signature

```c
void CLEAR_AREA(float x, float y, float z, float radius, int flag);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `flag` (`int`)

## Returns

`void`

## Description

Possible flag names:
ALL_BASE = 0,
PROJECTILES = 1,
BROADCAST = 524288,
AMBIENT_POPULATION = 1048576

## Usage

### Lua

```lua
ClearArea(x, y, z, radius, flag)

-- always available, by hash
Citizen.InvokeNative(0x3B882A96EA77D5B1, x, y, z, radius, flag)
```

### JavaScript

```js
ClearArea(x, y, z, radius, flag);

// by hash
Citizen.invokeNative('0x3B882A96EA77D5B1', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, flag);
```

### C#

```csharp
Function.Call((Hash)0x3B882A96EA77D5B1, x, y, z, radius, flag);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CLEAR_BIT

- **Hash:** `0x7D1D4A3602B6AD4E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearBit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CLEAR_BIT

## Signature

```c
void CLEAR_BIT(int* address, int offset);
```

## Parameters

- `address` (`int*`)
- `offset` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local address = ClearBit(offset)

-- always available, by hash
local address = Citizen.InvokeNative(0x7D1D4A3602B6AD4E, Citizen.PointerValueInt(), offset)
```

### JavaScript

```js
const address = ClearBit(offset);

// by hash
const address = Citizen.invokeNative('0x7D1D4A3602B6AD4E', Citizen.pointerValueInt(), offset);
```

### C#

```csharp
var address = new OutputArgument();
Function.Call((Hash)0x7D1D4A3602B6AD4E, address, offset);
// address.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CLEAR_BIT_FLAG

- **Hash:** `0xB909149F2BB5F6DA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearBitFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_BIT_FLAG

## Signature

```c
void _CLEAR_BIT_FLAG(Any* bitFlags, int flag);
```

## Parameters

- `bitFlags` (`Any*`)
- `flag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local bitFlags = ClearBitFlag(flag)

-- always available, by hash
local bitFlags = Citizen.InvokeNative(0xB909149F2BB5F6DA, Citizen.PointerValueInt(), flag)
```

### JavaScript

```js
const bitFlags = ClearBitFlag(flag);

// by hash
const bitFlags = Citizen.invokeNative('0xB909149F2BB5F6DA', Citizen.pointerValueInt(), flag);
```

### C#

```csharp
var bitFlags = new OutputArgument();
Function.Call((Hash)0xB909149F2BB5F6DA, bitFlags, flag);
// bitFlags.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_SET_BIT_FLAG](https://natives.borderlinerp.com/natives/MISC/_SET_BIT_FLAG.md) — Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CLEAR_OVERRIDE_WEATHER

- **Hash:** `0x80A398F16FFE3CC3`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearOverrideWeather`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CLEAR_OVERRIDE_WEATHER

## Signature

```c
void CLEAR_OVERRIDE_WEATHER();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearOverrideWeather()

-- always available, by hash
Citizen.InvokeNative(0x80A398F16FFE3CC3)
```

### JavaScript

```js
ClearOverrideWeather();

// by hash
Citizen.invokeNative('0x80A398F16FFE3CC3');
```

### C#

```csharp
Function.Call((Hash)0x80A398F16FFE3CC3);
```

## See also

- [MISC::_SET_OVERRIDE_WEATHER](https://natives.borderlinerp.com/natives/MISC/_SET_OVERRIDE_WEATHER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CLEAR_TACTICAL_NAV_MESH_POINTS

- **Hash:** `0xD93B6516C6878267`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearTacticalNavMeshPoints`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CLEAR_TACTICAL_NAV_MESH_POINTS

## Signature

```c
void CLEAR_TACTICAL_NAV_MESH_POINTS();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearTacticalNavMeshPoints()

-- always available, by hash
Citizen.InvokeNative(0xD93B6516C6878267)
```

### JavaScript

```js
ClearTacticalNavMeshPoints();

// by hash
Citizen.invokeNative('0xD93B6516C6878267');
```

### C#

```csharp
Function.Call((Hash)0xD93B6516C6878267);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CLEAR_VOLUME_AREA

- **Hash:** `0x2FCD528A397E5C88`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearVolumeArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_VOLUME_AREA

## Signature

```c
void _CLEAR_VOLUME_AREA(Volume volume, int flag);
```

## Parameters

- `volume` (`Volume`)
- `flag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearVolumeArea(volume, flag)

-- always available, by hash
Citizen.InvokeNative(0x2FCD528A397E5C88, volume, flag)
```

### JavaScript

```js
ClearVolumeArea(volume, flag);

// by hash
Citizen.invokeNative('0x2FCD528A397E5C88', volume, flag);
```

### C#

```csharp
Function.Call((Hash)0x2FCD528A397E5C88, volume, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CLEAR_WEATHER_TYPE_PERSIST

- **Hash:** `0xD85DFE5C131E4AE9`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearWeatherTypePersist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CLEAR_WEATHER_TYPE_PERSIST

## Signature

```c
void CLEAR_WEATHER_TYPE_PERSIST();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearWeatherTypePersist()

-- always available, by hash
Citizen.InvokeNative(0xD85DFE5C131E4AE9)
```

### JavaScript

```js
ClearWeatherTypePersist();

// by hash
Citizen.invokeNative('0xD85DFE5C131E4AE9');
```

### C#

```csharp
Function.Call((Hash)0xD85DFE5C131E4AE9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CLEAR_WEATHER_TYPE_PERSIST_OVERTIME

- **Hash:** `0xCE7690C0A0D1C36D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearWeatherTypePersistOvertime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_WEATHER_TYPE_PERSIST_OVERTIME

## Signature

```c
void _CLEAR_WEATHER_TYPE_PERSIST_OVERTIME(int milliseconds);
```

## Parameters

- `milliseconds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearWeatherTypePersistOvertime(milliseconds)

-- always available, by hash
Citizen.InvokeNative(0xCE7690C0A0D1C36D, milliseconds)
```

### JavaScript

```js
ClearWeatherTypePersistOvertime(milliseconds);

// by hash
Citizen.invokeNative('0xCE7690C0A0D1C36D', milliseconds);
```

### C#

```csharp
Function.Call((Hash)0xCE7690C0A0D1C36D, milliseconds);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CLEAR_WEATHER_VARIATION

- **Hash:** `0x0E71C80FA4EC8147`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearWeatherVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_WEATHER_VARIATION

## Signature

```c
void _CLEAR_WEATHER_VARIATION(const char* weatherType, BOOL p1);
```

## Parameters

- `weatherType` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ClearWeatherVariation(weatherType, p1)

-- always available, by hash
Citizen.InvokeNative(0x0E71C80FA4EC8147, weatherType, p1)
```

### JavaScript

```js
ClearWeatherVariation(weatherType, p1);

// by hash
Citizen.invokeNative('0x0E71C80FA4EC8147', weatherType, p1);
```

### C#

```csharp
Function.Call((Hash)0x0E71C80FA4EC8147, weatherType, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_SET_WEATHER_VARIATION](https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_VARIATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::COMPARE_STRINGS

- **Hash:** `0xBFBB74A15EFC149B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CompareStrings`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/COMPARE_STRINGS

## Signature

```c
int COMPARE_STRINGS(const char* str1, const char* str2, BOOL matchCase, int maxLength);
```

## Parameters

- `str1` (`const char*`)
- `str2` (`const char*`)
- `matchCase` (`BOOL`)
- `maxLength` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CompareStrings(str1, str2, matchCase, maxLength)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBFBB74A15EFC149B, str1, str2, matchCase, maxLength, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CompareStrings(str1, str2, matchCase, maxLength);

// by hash
const retval = Citizen.invokeNative('0xBFBB74A15EFC149B', str1, str2, matchCase, maxLength, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBFBB74A15EFC149B, str1, str2, matchCase, maxLength);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::COPY_SCRIPT_STRUCT

- **Hash:** `0xF7AC7DC0DEE7C9BE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CopyScriptStruct`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/COPY_SCRIPT_STRUCT

## Signature

```c
void COPY_SCRIPT_STRUCT(Any* dst, Any* src, int size);
```

## Parameters

- `dst` (`Any*`)
- `src` (`Any*`)
- `size` (`int`)

## Returns

`void`

## Description

Old name: _COPY_MEMORY

## Usage

### Lua

```lua
local dst, src = CopyScriptStruct(size)

-- always available, by hash
local dst, src = Citizen.InvokeNative(0xF7AC7DC0DEE7C9BE, Citizen.PointerValueInt(), Citizen.PointerValueInt(), size)
```

### JavaScript

```js
const [dst, src] = CopyScriptStruct(size);

// by hash
const [dst, src] = Citizen.invokeNative('0xF7AC7DC0DEE7C9BE', Citizen.pointerValueInt(), Citizen.pointerValueInt(), size);
```

### C#

```csharp
var dst = new OutputArgument();
var src = new OutputArgument();
Function.Call((Hash)0xF7AC7DC0DEE7C9BE, dst, src, size);
// dst.GetResult<int>()
// src.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_COUNT_BIT_FLAGS

- **Hash:** `0xE704838F36F93B7B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CountBitFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/MISC/_COUNT_BIT_FLAGS

## Signature

```c
int _COUNT_BIT_FLAGS(Any* bitFlags);
```

## Parameters

- `bitFlags` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, bitFlags = CountBitFlags(bitFlags)

-- always available, by hash
local retval, bitFlags = Citizen.InvokeNative(0xE704838F36F93B7B, Citizen.PointerValueIntInitialized(bitFlags), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, bitFlags] = CountBitFlags(bitFlags);

// by hash
const [retval, bitFlags] = Citizen.invokeNative('0xE704838F36F93B7B', Citizen.pointerValueIntInitialized(bitFlags), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var bitFlags = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE704838F36F93B7B, bitFlags);
// bitFlags.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CREATE_AI_MEMORY

- **Hash:** `0x88BC5F4AEF77FC4E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CreateAiMemory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CREATE_AI_MEMORY

## Signature

```c
void _CREATE_AI_MEMORY(Any* args, int aiMemoryType);
```

## Parameters

- `args` (`Any*`)
- `aiMemoryType` (`int`)

## Returns

`void`

## Description

aiMemoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_CREATE_AI_MEMORY

## Usage

### Lua

```lua
local args = CreateAiMemory(aiMemoryType)

-- always available, by hash
local args = Citizen.InvokeNative(0x88BC5F4AEF77FC4E, Citizen.PointerValueInt(), aiMemoryType)
```

### JavaScript

```js
const args = CreateAiMemory(aiMemoryType);

// by hash
const args = Citizen.invokeNative('0x88BC5F4AEF77FC4E', Citizen.pointerValueInt(), aiMemoryType);
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x88BC5F4AEF77FC4E, args, aiMemoryType);
// args.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [_CREATE_AI_MEMORY](https://natives.borderlinerp.com/enums/_CREATE_AI_MEMORY.md) — 50 values

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CREATE_COLOR_STRING

- **Hash:** `0xBCC2CFADEA1AEA6C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CreateColorString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CREATE_COLOR_STRING

## Signature

```c
const char* _CREATE_COLOR_STRING(int rgb);
```

## Parameters

- `rgb` (`int`)

## Returns

`const char*`

## Description

Returns a formatted string (0x%x)

## Usage

### Lua

```lua
local retval = CreateColorString(rgb)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBCC2CFADEA1AEA6C, rgb, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = CreateColorString(rgb);

// by hash
const retval = Citizen.invokeNative('0xBCC2CFADEA1AEA6C', rgb, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xBCC2CFADEA1AEA6C, rgb);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::CREATE_INCIDENT

- **Hash:** `0x3F892CAF67444AE7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CreateIncident`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/CREATE_INCIDENT

## Signature

```c
BOOL CREATE_INCIDENT(int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID, Any p7, Any p8);
```

## Parameters

- `dispatchService` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `numUnits` (`int`)
- `radius` (`float`)
- `outIncidentID` (`int*`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`BOOL`

## Description

dispatchService: see ENABLE_DISPATCH_SERVICE

## Usage

### Lua

```lua
local retval, outIncidentID = CreateIncident(dispatchService, x, y, z, numUnits, radius, p7, p8)

-- always available, by hash
local retval, outIncidentID = Citizen.InvokeNative(0x3F892CAF67444AE7, dispatchService, x, y, z, numUnits, radius, Citizen.PointerValueInt(), p7, p8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outIncidentID] = CreateIncident(dispatchService, x, y, z, numUnits, radius, p7, p8);

// by hash
const [retval, outIncidentID] = Citizen.invokeNative('0x3F892CAF67444AE7', dispatchService, x + 0.0000001, y + 0.0000001, z + 0.0000001, numUnits, radius + 0.0000001, Citizen.pointerValueInt(), p7, p8, Citizen.returnResultAnyway());
```

### C#

```csharp
var outIncidentID = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3F892CAF67444AE7, dispatchService, x, y, z, numUnits, radius, outIncidentID, p7, p8);
// outIncidentID.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_CREATE_INCIDENT_WITH_ENTITIES

- **Hash:** `0xAB3D3F45436DB1D8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `CreateIncidentWithEntities`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CREATE_INCIDENT_WITH_ENTITIES

## Signature

```c
BOOL _CREATE_INCIDENT_WITH_ENTITIES(int dispatchService, float x, float y, float z, ItemSet itemSet, float radius, int* outIncidentID);
```

## Parameters

- `dispatchService` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `itemSet` (`ItemSet`)
- `radius` (`float`)
- `outIncidentID` (`int*`)

## Returns

`BOOL`

## Description

dispatchService: see ENABLE_DISPATCH_SERVICE

The entities must be added to itemSet.

## Usage

### Lua

```lua
local retval, outIncidentID = CreateIncidentWithEntities(dispatchService, x, y, z, itemSet, radius, outIncidentID)

-- always available, by hash
local retval, outIncidentID = Citizen.InvokeNative(0xAB3D3F45436DB1D8, dispatchService, x, y, z, itemSet, radius, Citizen.PointerValueIntInitialized(outIncidentID), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outIncidentID] = CreateIncidentWithEntities(dispatchService, x, y, z, itemSet, radius, outIncidentID);

// by hash
const [retval, outIncidentID] = Citizen.invokeNative('0xAB3D3F45436DB1D8', dispatchService, x + 0.0000001, y + 0.0000001, z + 0.0000001, itemSet, radius + 0.0000001, Citizen.pointerValueIntInitialized(outIncidentID), Citizen.returnResultAnyway());
```

### C#

```csharp
var outIncidentID = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAB3D3F45436DB1D8, dispatchService, x, y, z, itemSet, radius, outIncidentID);
// outIncidentID.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::DELETE_INCIDENT

- **Hash:** `0x5CFD0F0D6AAE0AEE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DeleteIncident`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/DELETE_INCIDENT

## Signature

```c
void DELETE_INCIDENT(int incidentId);
```

## Parameters

- `incidentId` (`int`)

## Returns

`void`

## Description

Delete an incident with a given id.

## Usage

### Lua

```lua
DeleteIncident(incidentId)

-- always available, by hash
Citizen.InvokeNative(0x5CFD0F0D6AAE0AEE, incidentId)
```

### JavaScript

```js
DeleteIncident(incidentId);

// by hash
Citizen.invokeNative('0x5CFD0F0D6AAE0AEE', incidentId);
```

### C#

```csharp
Function.Call((Hash)0x5CFD0F0D6AAE0AEE, incidentId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::DISABLE_LOOTING_COMPOSITE_LOOTABLE_THIS_FRAME

- **Hash:** `0x40D72189F46D2E15`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DisableLootingCompositeLootableThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/DISABLE_LOOTING_COMPOSITE_LOOTABLE_THIS_FRAME

## Signature

```c
void DISABLE_LOOTING_COMPOSITE_LOOTABLE_THIS_FRAME(int compositeId, BOOL disable);
```

## Parameters

- `compositeId` (`int`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables composite eat prompt.

*Source: VORPCORE RDR3natives*

disables prompt eat

## Usage

### Lua

```lua
DisableLootingCompositeLootableThisFrame(compositeId, disable)

-- always available, by hash
Citizen.InvokeNative(0x40D72189F46D2E15, compositeId, disable)
```

### JavaScript

```js
DisableLootingCompositeLootableThisFrame(compositeId, disable);

// by hash
Citizen.invokeNative('0x40D72189F46D2E15', compositeId, disable);
```

### C#

```csharp
Function.Call((Hash)0x40D72189F46D2E15, compositeId, disable);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::_DISABLE_LOOTING_COMPOSITE_PICKABLE_THIS_FRAME

- **Hash:** `0x082C043C7AFC3747`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DisableLootingCompositePickableThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_DISABLE_COMPOSITE_PICK_PROMPT_THIS_FRAME`
- **URL:** https://natives.borderlinerp.com/natives/MISC/_DISABLE_LOOTING_COMPOSITE_PICKABLE_THIS_FRAME

## Signature

```c
void _DISABLE_LOOTING_COMPOSITE_PICKABLE_THIS_FRAME(int compositeId, BOOL disable);
```

## Parameters

- `compositeId` (`int`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

Disables composite pick prompt.

## Usage

### Lua

```lua
DisableLootingCompositePickableThisFrame(compositeId, disable)

-- always available, by hash
Citizen.InvokeNative(0x082C043C7AFC3747, compositeId, disable)
```

### JavaScript

```js
DisableLootingCompositePickableThisFrame(compositeId, disable);

// by hash
Citizen.invokeNative('0x082C043C7AFC3747', compositeId, disable);
```

### C#

```csharp
Function.Call((Hash)0x082C043C7AFC3747, compositeId, disable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::DISPLAY_ONSCREEN_KEYBOARD

- **Hash:** `0x044131118D8DB3CD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DisplayOnscreenKeyboard`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/DISPLAY_ONSCREEN_KEYBOARD

## Signature

```c
void DISPLAY_ONSCREEN_KEYBOARD(int textType, const char* windowTitle, const char* p2, const char* defaultText, const char* defaultConcat1, const char* defaultConcat2, const char* defaultConcat3, int maxInputLength);
```

## Parameters

- `textType` (`int`)
- `windowTitle` (`const char*`)
- `p2` (`const char*`)
- `defaultText` (`const char*`)
- `defaultConcat1` (`const char*`)
- `defaultConcat2` (`const char*`)
- `defaultConcat3` (`const char*`)
- `maxInputLength` (`int`)

## Returns

`void`

## Description

enum eOnscreenKeyboardTextType
{
	KTEXTTYPE_INVALID = -1,
	KTEXTTYPE_DEFAULT,
	KTEXTTYPE_EMAIL,
	KTEXTTYPE_PASSWORD,
	KTEXTTYPE_NUMERIC,
	KTEXTTYPE_ALPHABET,
	KTEXTTYPE_GAMERTAG,
	KTEXTTYPE_FILENAME,
	KTEXTTYPE_COUNT
};

## Usage

### Lua

```lua
DisplayOnscreenKeyboard(textType, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength)

-- always available, by hash
Citizen.InvokeNative(0x044131118D8DB3CD, textType, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength)
```

### JavaScript

```js
DisplayOnscreenKeyboard(textType, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength);

// by hash
Citizen.invokeNative('0x044131118D8DB3CD', textType, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength);
```

### C#

```csharp
Function.Call((Hash)0x044131118D8DB3CD, textType, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength);
```

## See also

- [MISC::UPDATE_ONSCREEN_KEYBOARD](https://natives.borderlinerp.com/natives/MISC/UPDATE_ONSCREEN_KEYBOARD.md) — Returns the current status of the onscreen keyboard, and updates the output.
- [MISC::CANCEL_ONSCREEN_KEYBOARD](https://natives.borderlinerp.com/natives/MISC/CANCEL_ONSCREEN_KEYBOARD.md) — Old name: _CANCEL_ONSCREEN_KEYBOARD

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_DOES_ITEM_HAVE_VALID_BASE

- **Hash:** `0xBDC6E364C9C78178`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DoesItemHaveValidBase`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_DOES_ITEM_HAVE_VALID_BASE

## Signature

```c
BOOL _DOES_ITEM_HAVE_VALID_BASE(ScrHandle item);
```

## Parameters

- `item` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesItemHaveValidBase(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBDC6E364C9C78178, item, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesItemHaveValidBase(item);

// by hash
const retval = Citizen.invokeNative('0xBDC6E364C9C78178', item, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBDC6E364C9C78178, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::DOES_POP_MULTIPLIER_AREA_EXIST

- **Hash:** `0x03BA619C81A646B3`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DoesPopMultiplierAreaExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/DOES_POP_MULTIPLIER_AREA_EXIST

## Signature

```c
BOOL DOES_POP_MULTIPLIER_AREA_EXIST(int id);
```

## Parameters

- `id` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPopMultiplierAreaExist(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0x03BA619C81A646B3, id, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPopMultiplierAreaExist(id);

// by hash
const retval = Citizen.invokeNative('0x03BA619C81A646B3', id, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x03BA619C81A646B3, id);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_DOES_POP_MULTIPLIER_AREA_EXIST_FOR_VOLUME

- **Hash:** `0x39D6DACE323A20B6`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DoesPopMultiplierAreaExistForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_DOES_POP_MULTIPLIER_AREA_EXIST_FOR_VOLUME

## Signature

```c
BOOL _DOES_POP_MULTIPLIER_AREA_EXIST_FOR_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPopMultiplierAreaExistForVolume(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x39D6DACE323A20B6, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPopMultiplierAreaExistForVolume(volume);

// by hash
const retval = Citizen.invokeNative('0x39D6DACE323A20B6', volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x39D6DACE323A20B6, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_DOES_STRING_EXIST_IN_STRING

- **Hash:** `0x9382D5D43D2AA6FF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `DoesStringExistInString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_DOES_STRING_EXIST_IN_STRING

## Signature

```c
BOOL _DOES_STRING_EXIST_IN_STRING(const char* string1, const char* string2);
```

## Parameters

- `string1` (`const char*`)
- `string2` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesStringExistInString(string1, string2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9382D5D43D2AA6FF, string1, string2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesStringExistInString(string1, string2);

// by hash
const retval = Citizen.invokeNative('0x9382D5D43D2AA6FF', string1, string2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9382D5D43D2AA6FF, string1, string2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::ENABLE_DISPATCH_SERVICE

- **Hash:** `0x50E52637EF70EF77`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `EnableDispatchService`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/ENABLE_DISPATCH_SERVICE

## Signature

```c
void ENABLE_DISPATCH_SERVICE(int dispatchService, BOOL toggle);
```

## Parameters

- `dispatchService` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

enum DispatchType
{
	DT_Invalid,
	DT_PoliceAutomobile,
	DT_PoliceHelicopter,
	DT_FireDepartment,
	DT_SwatAutomobile,
	DT_AmbulanceDepartment,
	DT_PoliceRiders,
	DT_PoliceVehicleRequest,
	DT_PoliceRoadBlock,
	DT_PoliceAutomobileWaitPulledOver,
	DT_PoliceAutomobileWaitCruising,
	DT_Gangs,
	DT_SwatHelicopter,
	DT_PoliceBoat,
	DT_ArmyVehicle,
	DT_OnFoot,
	DT_PoliceDogs
};

## Usage

### Lua

```lua
EnableDispatchService(dispatchService, toggle)

-- always available, by hash
Citizen.InvokeNative(0x50E52637EF70EF77, dispatchService, toggle)
```

### JavaScript

```js
EnableDispatchService(dispatchService, toggle);

// by hash
Citizen.invokeNative('0x50E52637EF70EF77', dispatchService, toggle);
```

### C#

```csharp
Function.Call((Hash)0x50E52637EF70EF77, dispatchService, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::FIRE_SINGLE_BULLET

- **Hash:** `0xCBC9A21F6A2A679C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `FireSingleBullet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/FIRE_SINGLE_BULLET

## Signature

```c
void FIRE_SINGLE_BULLET(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Description

struct FireSingleBulletArgs
{
	alignas(8) float  xStart;
	alignas(8) float  yStart;
	alignas(8) float  zStart;
	alignas(8) float  xEnd;
	alignas(8) float  yEnd;
	alignas(8) float  zEnd;
	alignas(8) Hash   weaponHash;
	alignas(8) float  damage;
	alignas(8) float  p8;          // often -1.0f in scripts; likely default/sentinel shot float
	alignas(8) Ped    instigator;  // confirmed ped GUID
	alignas(8) Entity entity2;     // optional entity ref; likely ignore/target-related
	alignas(8) Entity entity3;     // optional entity ref; likely ignore/target-related
	alignas(8) BOOL   p12;         // main shot behavior flag
	alignas(8) BOOL   p13;         // main shot behavior flag
	alignas(8) BOOL   p14;
	alignas(8) BOOL   p15;         // adds extra internal flag bit
	alignas(8) BOOL   p16;
	alignas(8) BOOL   p17;         // confirmed BOOL
	alignas(8) BOOL   p18;         // adds extra internal flag bit
	alignas(8) BOOL   p19;         // confirmed BOOL-like
};

static_assert(sizeof(FireSingleBulletArgs) == 0xA0, "incorrect FireSingleBulletArgs size");

## Usage

### Lua

```lua
local args = FireSingleBullet(args)

-- always available, by hash
local args = Citizen.InvokeNative(0xCBC9A21F6A2A679C, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = FireSingleBullet(args);

// by hash
const args = Citizen.invokeNative('0xCBC9A21F6A2A679C', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0xCBC9A21F6A2A679C, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct FireSingleBulletArgs
{
  float xStart;
  float yStart;
  float zStart;
  float xEnd;
  float yEnd;
  float zEnd;
  Hash weaponHash;
  float damage;
  float p8;
  Entity instigator;
  Entity entity2;
  Entity entity3;
  BOOL p12;
  BOOL p13;
  BOOL p14;
  BOOL p15;
  BOOL p16;
  Any p17;
  BOOL p18;
  BOOL p19;
}
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::FORCE_LIGHTNING_FLASH

- **Hash:** `0x369DB5B2510FA080`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ForceLightningFlash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/FORCE_LIGHTNING_FLASH

## Signature

```c
void FORCE_LIGHTNING_FLASH();
```

## Returns

`void`

## Description

creates single lightning+thunder at random position

## Usage

### Lua

```lua
ForceLightningFlash()

-- always available, by hash
Citizen.InvokeNative(0x369DB5B2510FA080)
```

### JavaScript

```js
ForceLightningFlash();

// by hash
Citizen.invokeNative('0x369DB5B2510FA080');
```

### C#

```csharp
Function.Call((Hash)0x369DB5B2510FA080);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_FORCE_LIGHTNING_FLASH_AT_COORDS

- **Hash:** `0x67943537D179597C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ForceLightningFlashAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_FORCE_LIGHTNING_FLASH_AT_COORDS

## Signature

```c
void _FORCE_LIGHTNING_FLASH_AT_COORDS(float x, float y, float z, float p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)

## Returns

`void`

## Description

p3 is always -1.0f in the scripts

## Usage

### Lua

```lua
ForceLightningFlashAtCoords(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0x67943537D179597C, x, y, z, p3)
```

### JavaScript

```js
ForceLightningFlashAtCoords(x, y, z, p3);

// by hash
Citizen.invokeNative('0x67943537D179597C', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x67943537D179597C, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GAME_FRAMEWORK_MANAGER_GET_MODE

- **Hash:** `0xFAED234C7F53ABEB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GameFrameworkManagerGetMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GAME_FRAMEWORK_MANAGER_GET_MODE

## Signature

```c
Hash _GAME_FRAMEWORK_MANAGER_GET_MODE();
```

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GameFrameworkManagerGetMode()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFAED234C7F53ABEB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GameFrameworkManagerGetMode();

// by hash
const retval = Citizen.invokeNative('0xFAED234C7F53ABEB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFAED234C7F53ABEB);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GAME_FRAMEWORK_MANAGER_INIT

- **Hash:** `0x4CABE596D632E4B0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GameFrameworkManagerInit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GAME_FRAMEWORK_MANAGER_INIT

## Signature

```c
BOOL GAME_FRAMEWORK_MANAGER_INIT(Hash transitionMode);
```

## Parameters

- `transitionMode` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GameFrameworkManagerInit(transitionMode)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4CABE596D632E4B0, transitionMode, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GameFrameworkManagerInit(transitionMode);

// by hash
const retval = Citizen.invokeNative('0x4CABE596D632E4B0', transitionMode, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4CABE596D632E4B0, transitionMode);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GAME_FRAMEWORK_MANAGER_SHUTDOWN

- **Hash:** `0xAFF2FD8ADD927585`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GameFrameworkManagerShutdown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GAME_FRAMEWORK_MANAGER_SHUTDOWN

## Signature

```c
void _GAME_FRAMEWORK_MANAGER_SHUTDOWN();
```

## Returns

`void`

## Usage

### Lua

```lua
GameFrameworkManagerShutdown()

-- always available, by hash
Citizen.InvokeNative(0xAFF2FD8ADD927585)
```

### JavaScript

```js
GameFrameworkManagerShutdown();

// by hash
Citizen.invokeNative('0xAFF2FD8ADD927585');
```

### C#

```csharp
Function.Call((Hash)0xAFF2FD8ADD927585);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_AI_PED_DOES_HAVE_EVENT_MEMORY

- **Hash:** `0xFDF38E2B711BF78E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetAiPedDoesHaveEventMemory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_AI_PED_DOES_HAVE_EVENT_MEMORY

## Signature

```c
BOOL _GET_AI_PED_DOES_HAVE_EVENT_MEMORY(Any* args, int p1);
```

## Parameters

- `args` (`Any*`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, args = GetAiPedDoesHaveEventMemory(p1)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xFDF38E2B711BF78E, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, args] = GetAiPedDoesHaveEventMemory(p1);

// by hash
const [retval, args] = Citizen.invokeNative('0xFDF38E2B711BF78E', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var args = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFDF38E2B711BF78E, args, p1);
// args.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_ANGLE_BETWEEN_2D_VECTORS

- **Hash:** `0xD0DFE1C486097BBB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetAngleBetween_2dVectors`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_ANGLE_BETWEEN_2D_VECTORS

## Signature

```c
float GET_ANGLE_BETWEEN_2D_VECTORS(float x1, float y1, float x2, float y2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `x2` (`float`)
- `y2` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAngleBetween_2dVectors(x1, y1, x2, y2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0DFE1C486097BBB, x1, y1, x2, y2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAngleBetween_2dVectors(x1, y1, x2, y2);

// by hash
const retval = Citizen.invokeNative('0xD0DFE1C486097BBB', x1 + 0.0000001, y1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD0DFE1C486097BBB, x1, y1, x2, y2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_BENCHMARK_ITERATIONS

- **Hash:** `0x22FC52CF470CC98D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetBenchmarkIterations`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_BENCHMARK_ITERATIONS

## Signature

```c
int GET_BENCHMARK_ITERATIONS();
```

## Returns

`int`

## Description

Returns value of the '-benchmarkIterations' command line option.

Old name: _GET_BENCHMARK_ITERATIONS_FROM_COMMAND_LINE

## Usage

### Lua

```lua
local retval = GetBenchmarkIterations()

-- always available, by hash
local retval = Citizen.InvokeNative(0x22FC52CF470CC98D, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBenchmarkIterations();

// by hash
const retval = Citizen.invokeNative('0x22FC52CF470CC98D', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x22FC52CF470CC98D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_BENCHMARK_PASS

- **Hash:** `0x9297DACF3A2CDFF7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetBenchmarkPass`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_BENCHMARK_PASS

## Signature

```c
int GET_BENCHMARK_PASS();
```

## Returns

`int`

## Description

Returns value of the '-benchmarkPass' command line option.

Old name: _GET_BENCHMARK_PASS_FROM_COMMAND_LINE

## Usage

### Lua

```lua
local retval = GetBenchmarkPass()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9297DACF3A2CDFF7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBenchmarkPass();

// by hash
const retval = Citizen.invokeNative('0x9297DACF3A2CDFF7', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9297DACF3A2CDFF7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_BITS_IN_RANGE

- **Hash:** `0x68E1352AF48F905D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetBitsInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_BITS_IN_RANGE

## Signature

```c
int GET_BITS_IN_RANGE(int var, int rangeStart, int rangeEnd);
```

## Parameters

- `var` (`int`)
- `rangeStart` (`int`)
- `rangeEnd` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetBitsInRange(var, rangeStart, rangeEnd)

-- always available, by hash
local retval = Citizen.InvokeNative(0x68E1352AF48F905D, var, rangeStart, rangeEnd, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBitsInRange(_var, rangeStart, rangeEnd);

// by hash
const retval = Citizen.invokeNative('0x68E1352AF48F905D', _var, rangeStart, rangeEnd, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x68E1352AF48F905D, var, rangeStart, rangeEnd);
```

## See also

- [MISC::SET_BITS_IN_RANGE](https://natives.borderlinerp.com/natives/MISC/SET_BITS_IN_RANGE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_CLOSEST_POINT_ON_LINE

- **Hash:** `0x83ACC65D9ACEC5EF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetClosestPointOnLine`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_CLOSEST_POINT_ON_LINE

## Signature

```c
Vector3 GET_CLOSEST_POINT_ON_LINE(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, BOOL p9);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`BOOL`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetClosestPointOnLine(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x83ACC65D9ACEC5EF, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetClosestPointOnLine(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x83ACC65D9ACEC5EF', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x83ACC65D9ACEC5EF, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE

- **Hash:** `0xD73C960A681052DF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetCoordsOfProjectileTypeWithinDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE

## Signature

```c
BOOL GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE(Ped ped, Hash weaponHash, float distance, Vector3* outCoords, BOOL p4, BOOL mustBeOwnedByThisPed);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `distance` (`float`)
- `outCoords` (`Vector3*`)
- `p4` (`BOOL`)
- `mustBeOwnedByThisPed` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outCoords = GetCoordsOfProjectileTypeWithinDistance(ped, weaponHash, distance, p4, mustBeOwnedByThisPed)

-- always available, by hash
local retval, outCoords = Citizen.InvokeNative(0xD73C960A681052DF, ped, weaponHash, distance, Citizen.PointerValueVector(), p4, mustBeOwnedByThisPed, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outCoords] = GetCoordsOfProjectileTypeWithinDistance(ped, weaponHash, distance, p4, mustBeOwnedByThisPed);

// by hash
const [retval, outCoords] = Citizen.invokeNative('0xD73C960A681052DF', ped, weaponHash, distance + 0.0000001, Citizen.pointerValueVector(), p4, mustBeOwnedByThisPed, Citizen.returnResultAnyway());
```

### C#

```csharp
var outCoords = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD73C960A681052DF, ped, weaponHash, distance, outCoords, p4, mustBeOwnedByThisPed);
// outCoords.GetResult<Vector3>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_CURR_WEATHER_STATE

- **Hash:** `0x0AC679B2342F14F2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetCurrWeatherState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_CURR_WEATHER_STATE

## Signature

```c
void GET_CURR_WEATHER_STATE(Hash* weatherType1, Hash* weatherType2, float* percentWeather2);
```

## Parameters

- `weatherType1` (`Hash*`)
- `weatherType2` (`Hash*`)
- `percentWeather2` (`float*`)

## Returns

`void`

## Description

Params: percentWeather2: 0f - 0.75f in R* Scripts

Old name: _GET_WEATHER_TYPE_TRANSITION

## Usage

### Lua

```lua
local weatherType1, weatherType2, percentWeather2 = GetCurrWeatherState()

-- always available, by hash
local weatherType1, weatherType2, percentWeather2 = Citizen.InvokeNative(0x0AC679B2342F14F2, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [weatherType1, weatherType2, percentWeather2] = GetCurrWeatherState();

// by hash
const [weatherType1, weatherType2, percentWeather2] = Citizen.invokeNative('0x0AC679B2342F14F2', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueFloat());
```

### C#

```csharp
var weatherType1 = new OutputArgument();
var weatherType2 = new OutputArgument();
var percentWeather2 = new OutputArgument();
Function.Call((Hash)0x0AC679B2342F14F2, weatherType1, weatherType2, percentWeather2);
// weatherType1.GetResult<int>()
// weatherType2.GetResult<int>()
// percentWeather2.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [MISC::SET_CURR_WEATHER_STATE](https://natives.borderlinerp.com/natives/MISC/SET_CURR_WEATHER_STATE.md) — Old name: _SET_WEATHER_TYPE_TRANSITION

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_DISTANCE_BETWEEN_COORDS

- **Hash:** `0x0BE7F4E3CDBAFB28`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetDistanceBetweenCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_DISTANCE_BETWEEN_COORDS

## Signature

```c
float GET_DISTANCE_BETWEEN_COORDS(float x1, float y1, float z1, float x2, float y2, float z2, BOOL useZ);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `useZ` (`BOOL`)

## Returns

`float`

## Description

If useZ is false, only the 2D plane (X-Y) will be considered for calculating the distance.

Consider using this faster native instead: BUILTIN::VDIST - DVIST always takes in consideration the 3D coordinates.

## Usage

### Lua

```lua
local retval = GetDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, useZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0BE7F4E3CDBAFB28, x1, y1, z1, x2, y2, z2, useZ, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, useZ);

// by hash
const retval = Citizen.invokeNative('0x0BE7F4E3CDBAFB28', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, useZ, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0BE7F4E3CDBAFB28, x1, y1, z1, x2, y2, z2, useZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_EASING_CURVE_VALUE

- **Hash:** `0xEF50E344A8F93784`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetEasingCurveValue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_EASING_CURVE_VALUE

## Signature

```c
float _GET_EASING_CURVE_VALUE(float t, float b, float d, int easingCurveType);
```

## Parameters

- `t` (`float`)
- `b` (`float`)
- `d` (`float`)
- `easingCurveType` (`int`)

## Returns

`float`

## Description

https://easings.net/

enum class eEasingCurveType
{
	TYPE_LINEAR,
	TYPE_QUADRATIC_IN,
	TYPE_QUADRATIC_OUT,
	TYPE_QUADRATIC_INOUT,
	TYPE_CUBIC_IN,
	TYPE_CUBIC_OUT,
	TYPE_CUBIC_INOUT,
	TYPE_QUARTIC_IN,
	TYPE_QUARTIC_OUT,
	TYPE_QUARTIC_INOUT,
	TYPE_QUINTIC_IN,
	TYPE_QUINTIC_OUT,
	TYPE_QUINTIC_INOUT,
	TYPE_EXPONENTIAL_IN,
	TYPE_EXPONENTIAL_OUT,
	TYPE_EXPONENTIAL_INOUT,
	TYPE_SINE_IN,
	TYPE_SINE_OUT,
	TYPE_SINE_INOUT,
	TYPE_CIRCULAR_IN,
	TYPE_CIRCULAR_OUT,
	TYPE_CIRCULAR_INOUT,
	TYPE_BOUNCE_IN,
	TYPE_BOUNCE_OUT,
	TYPE_BOUNCE_INOUT,
	TYPE_CUSTOM
};

## Usage

### Lua

```lua
local retval = GetEasingCurveValue(t, b, d, easingCurveType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF50E344A8F93784, t, b, d, easingCurveType, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEasingCurveValue(t, b, d, easingCurveType);

// by hash
const retval = Citizen.invokeNative('0xEF50E344A8F93784', t + 0.0000001, b + 0.0000001, d + 0.0000001, easingCurveType, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xEF50E344A8F93784, t, b, d, easingCurveType);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_ENTITY_FROM_ITEM

- **Hash:** `0xEE04C0AFD4EFAF0E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetEntityFromItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_ENTITY_FROM_ITEM

## Signature

```c
Entity _GET_ENTITY_FROM_ITEM(ScrHandle item);
```

## Parameters

- `item` (`ScrHandle`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetEntityFromItem(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE04C0AFD4EFAF0E, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntityFromItem(item);

// by hash
const retval = Citizen.invokeNative('0xEE04C0AFD4EFAF0E', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEE04C0AFD4EFAF0E, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_FORCED_WEATHER

- **Hash:** `0xDD560ABEF5D3784C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetForcedWeather`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_FORCED_WEATHER

## Signature

```c
void _GET_FORCED_WEATHER(Hash* weather, Hash* p1);
```

## Parameters

- `weather` (`Hash*`)
- `p1` (`Hash*`)

## Returns

`void`

## Description

Returns the weather type that has been set by a script

## Usage

### Lua

```lua
local weather, p1 = GetForcedWeather()

-- always available, by hash
local weather, p1 = Citizen.InvokeNative(0xDD560ABEF5D3784C, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [weather, p1] = GetForcedWeather();

// by hash
const [weather, p1] = Citizen.invokeNative('0xDD560ABEF5D3784C', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var weather = new OutputArgument();
var p1 = new OutputArgument();
Function.Call((Hash)0xDD560ABEF5D3784C, weather, p1);
// weather.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_FRAME_COUNT

- **Hash:** `0x77DFA958FCF100C1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetFrameCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_FRAME_COUNT

## Signature

```c
int GET_FRAME_COUNT();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetFrameCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0x77DFA958FCF100C1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetFrameCount();

// by hash
const retval = Citizen.invokeNative('0x77DFA958FCF100C1', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x77DFA958FCF100C1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_FRAME_TIME

- **Hash:** `0x5E72022914CE3C38`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetFrameTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_FRAME_TIME

## Signature

```c
float GET_FRAME_TIME();
```

## Returns

`float`

## Description

Also known as "delta time"

## Usage

### Lua

```lua
local retval = GetFrameTime()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E72022914CE3C38, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetFrameTime();

// by hash
const retval = Citizen.invokeNative('0x5E72022914CE3C38', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x5E72022914CE3C38);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_GAME_TIMER

- **Hash:** `0x4F67E8ECA7D3F667`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetGameTimer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_GAME_TIMER

## Signature

```c
int GET_GAME_TIMER();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetGameTimer()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4F67E8ECA7D3F667, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetGameTimer();

// by hash
const retval = Citizen.invokeNative('0x4F67E8ECA7D3F667', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4F67E8ECA7D3F667);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_GAME_TIMER_NON_SCALED_CLIPPED

- **Hash:** `0x483B8C542103AD72`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetGameTimerNonScaledClipped`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_GAME_TIMER_NON_SCALED_CLIPPED

## Signature

```c
int _GET_GAME_TIMER_NON_SCALED_CLIPPED();
```

## Returns

`int`

## Description

Returns rage::fwTimer::sm_nonScaledClippedTime

## Usage

### Lua

```lua
local retval = GetGameTimerNonScaledClipped()

-- always available, by hash
local retval = Citizen.InvokeNative(0x483B8C542103AD72, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetGameTimerNonScaledClipped();

// by hash
const retval = Citizen.invokeNative('0x483B8C542103AD72', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x483B8C542103AD72);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_GROUND_Z_AND_MATERIAL_FOR_3D_COORD

- **Hash:** `0xBBE5B63EFFB08E68`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetGroundZAndMaterialFor_3dCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_GROUND_Z_AND_MATERIAL_FOR_3D_COORD

## Signature

```c
BOOL _GET_GROUND_Z_AND_MATERIAL_FOR_3D_COORD(float x, float y, float z, int flags, float* outGroundZ, Hash* outMaterialHash, int* outFlags);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)
- `outGroundZ` (`float*`)
- `outMaterialHash` (`Hash*`)
- `outFlags` (`int*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Raycasts downward from coords to find terrain/water.

- flags: collision mask (R* scripts commonly use 17, 129, or 3423).
- outGroundZ: receives the hit Z.
- outMaterialHash: receives the surface/material hash.
- outFlags: receives hit flags (bitfield; water/special cases may set bits).

Returns true on hit, false otherwise.

*Source: VORPCORE RDR3natives*

Outputs the ground Z axis, its material and flags.Input flags are 17, 129 or 3423 in R* scripts.similar to flags of shapes test native

## Usage

### Lua

```lua
local retval, outGroundZ, outMaterialHash, outFlags = GetGroundZAndMaterialFor_3dCoord(x, y, z, flags)

-- always available, by hash
local retval, outGroundZ, outMaterialHash, outFlags = Citizen.InvokeNative(0xBBE5B63EFFB08E68, x, y, z, flags, Citizen.PointerValueFloat(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outGroundZ, outMaterialHash, outFlags] = GetGroundZAndMaterialFor_3dCoord(x, y, z, flags);

// by hash
const [retval, outGroundZ, outMaterialHash, outFlags] = Citizen.invokeNative('0xBBE5B63EFFB08E68', x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, Citizen.pointerValueFloat(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outGroundZ = new OutputArgument();
var outMaterialHash = new OutputArgument();
var outFlags = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBBE5B63EFFB08E68, x, y, z, flags, outGroundZ, outMaterialHash, outFlags);
// outGroundZ.GetResult<float>()
// outMaterialHash.GetResult<int>()
// outFlags.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD

- **Hash:** `0x2A29CA9A6319E6AB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetGroundZAndNormalFor_3dCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD

## Signature

```c
BOOL GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD(float x, float y, float z, float* groundZ, Vector3* normal);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `groundZ` (`float*`)
- `normal` (`Vector3*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, groundZ, normal = GetGroundZAndNormalFor_3dCoord(x, y, z)

-- always available, by hash
local retval, groundZ, normal = Citizen.InvokeNative(0x2A29CA9A6319E6AB, x, y, z, Citizen.PointerValueFloat(), Citizen.PointerValueVector(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, groundZ, normal] = GetGroundZAndNormalFor_3dCoord(x, y, z);

// by hash
const [retval, groundZ, normal] = Citizen.invokeNative('0x2A29CA9A6319E6AB', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueFloat(), Citizen.pointerValueVector(), Citizen.returnResultAnyway());
```

### C#

```csharp
var groundZ = new OutputArgument();
var normal = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2A29CA9A6319E6AB, x, y, z, groundZ, normal);
// groundZ.GetResult<float>()
// normal.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_GROUND_Z_FOR_3D_COORD

- **Hash:** `0x24FA4267BB8D2431`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetGroundZFor_3dCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_GROUND_Z_FOR_3D_COORD

## Signature

```c
BOOL GET_GROUND_Z_FOR_3D_COORD(float x, float y, float z, float* groundZ, BOOL p4);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `groundZ` (`float*`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, groundZ = GetGroundZFor_3dCoord(x, y, z, p4)

-- always available, by hash
local retval, groundZ = Citizen.InvokeNative(0x24FA4267BB8D2431, x, y, z, Citizen.PointerValueFloat(), p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, groundZ] = GetGroundZFor_3dCoord(x, y, z, p4);

// by hash
const [retval, groundZ] = Citizen.invokeNative('0x24FA4267BB8D2431', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueFloat(), p4, Citizen.returnResultAnyway());
```

### C#

```csharp
var groundZ = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x24FA4267BB8D2431, x, y, z, groundZ, p4);
// groundZ.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_HASH_KEY

- **Hash:** `0xFD340785ADF8CFB7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetHashKey`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_HASH_KEY

## Signature

```c
Hash GET_HASH_KEY(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`Hash`

## Description

Computes a hash for the given string. It is hashed using Jenkins' One-at-a-Time hash algorithm (https://en.wikipedia.org/wiki/Jenkins_hash_function)
Note: this implementation is case-insensitive.

## Usage

### Lua

```lua
local retval = GetHashKey(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD340785ADF8CFB7, string, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHashKey(string);

// by hash
const retval = Citizen.invokeNative('0xFD340785ADF8CFB7', string, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFD340785ADF8CFB7, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_HEADING_FROM_VECTOR_2D

- **Hash:** `0x38D5202FF9271C62`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetHeadingFromVector_2d`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_HEADING_FROM_VECTOR_2D

## Signature

```c
float GET_HEADING_FROM_VECTOR_2D(float dx, float dy);
```

## Parameters

- `dx` (`float`)
- `dy` (`float`)

## Returns

`float`

## Description

dx = x1 - x2
dy = y1 - y2

## Usage

### Lua

```lua
local retval = GetHeadingFromVector_2d(dx, dy)

-- always available, by hash
local retval = Citizen.InvokeNative(0x38D5202FF9271C62, dx, dy, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetHeadingFromVector_2d(dx, dy);

// by hash
const retval = Citizen.invokeNative('0x38D5202FF9271C62', dx + 0.0000001, dy + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x38D5202FF9271C62, dx, dy);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_ITEM_TYPE

- **Hash:** `0xDC8D2FF478DF9553`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetItemType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_ITEM_TYPE

## Signature

```c
int _GET_ITEM_TYPE(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`int`

## Description

0 = invalid
1 = CEntity
2 = rage::volBase
3 = rage::volSphere
4 = rage::volBox
5 = rage::volAggregate
6 = rage::volCylinder
7 = CScriptedCoverPoint
8 = rage::ptfxScriptInfo
9 = CPed
10 = CVehicle
11 = CObject
12 = CItemSet
13 = CPersistentCharacter

## Usage

### Lua

```lua
local retval = GetItemType(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC8D2FF478DF9553, handle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemType(handle);

// by hash
const retval = Citizen.invokeNative('0xDC8D2FF478DF9553', handle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC8D2FF478DF9553, handle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_LINE_PLANE_INTERSECTION

- **Hash:** `0xAB6A04CEC428258B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetLinePlaneIntersection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_LINE_PLANE_INTERSECTION

## Signature

```c
BOOL GET_LINE_PLANE_INTERSECTION(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, float p10, float p11, float* p12);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`float`)
- `p11` (`float`)
- `p12` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p12 = GetLinePlaneIntersection(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)

-- always available, by hash
local retval, p12 = Citizen.InvokeNative(0xAB6A04CEC428258B, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, Citizen.PointerValueFloatInitialized(p12), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p12] = GetLinePlaneIntersection(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12);

// by hash
const [retval, p12] = Citizen.invokeNative('0xAB6A04CEC428258B', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10 + 0.0000001, p11 + 0.0000001, Citizen.pointerValueFloatInitialized(p12), Citizen.returnResultAnyway());
```

### C#

```csharp
var p12 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAB6A04CEC428258B, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12);
// p12.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_LOOTING_EVENT_HAS_FIRED

- **Hash:** `0xF9B91C5129EABC08`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetLootingEventHasFired`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_LOOTING_EVENT_HAS_FIRED

## Signature

```c
BOOL _GET_LOOTING_EVENT_HAS_FIRED(Ped ped, const char* eventName);
```

## Parameters

- `ped` (`Ped`)
- `eventName` (`const char*`)

## Returns

`BOOL`

## Description

Event names in the scripts: MGBegin, MGEnd, ReadyForCut

## Usage

### Lua

```lua
local retval = GetLootingEventHasFired(ped, eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9B91C5129EABC08, ped, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetLootingEventHasFired(ped, eventName);

// by hash
const retval = Citizen.invokeNative('0xF9B91C5129EABC08', ped, eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9B91C5129EABC08, ped, eventName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_MAX_NUM_INSTRUCTIONS

- **Hash:** `0xC43CD2668B204419`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetMaxNumInstructions`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_MAX_NUM_INSTRUCTIONS

## Signature

```c
int _GET_MAX_NUM_INSTRUCTIONS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetMaxNumInstructions()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC43CD2668B204419, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxNumInstructions();

// by hash
const retval = Citizen.invokeNative('0xC43CD2668B204419', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC43CD2668B204419);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_MISSION_FLAG

- **Hash:** `0xB15CD1CF58771DE1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetMissionFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_MISSION_FLAG

## Signature

```c
BOOL GET_MISSION_FLAG();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetMissionFlag()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB15CD1CF58771DE1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetMissionFlag();

// by hash
const retval = Citizen.invokeNative('0xB15CD1CF58771DE1', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB15CD1CF58771DE1);
```

## See also

- [MISC::SET_MISSION_FLAG](https://natives.borderlinerp.com/natives/MISC/SET_MISSION_FLAG.md) — If true, the player can't save the game.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_MODEL_DIMENSIONS

- **Hash:** `0xDCB8DDD5D054A7E7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetModelDimensions`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_MODEL_DIMENSIONS

## Signature

```c
void GET_MODEL_DIMENSIONS(Hash modelHash, Vector3* minimum, Vector3* maximum);
```

## Parameters

- `modelHash` (`Hash`)
- `minimum` (`Vector3*`)
- `maximum` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local minimum, maximum = GetModelDimensions(modelHash)

-- always available, by hash
local minimum, maximum = Citizen.InvokeNative(0xDCB8DDD5D054A7E7, modelHash, Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [minimum, maximum] = GetModelDimensions(modelHash);

// by hash
const [minimum, maximum] = Citizen.invokeNative('0xDCB8DDD5D054A7E7', modelHash, Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var minimum = new OutputArgument();
var maximum = new OutputArgument();
Function.Call((Hash)0xDCB8DDD5D054A7E7, modelHash, minimum, maximum);
// minimum.GetResult<Vector3>()
// maximum.GetResult<Vector3>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_NEXT_WEATHER_TYPE_HASH_NAME

- **Hash:** `0x51021D36F62AAA83`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNextWeatherTypeHashName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_NEXT_WEATHER_TYPE_HASH_NAME

## Signature

```c
Hash _GET_NEXT_WEATHER_TYPE_HASH_NAME();
```

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetNextWeatherTypeHashName()

-- always available, by hash
local retval = Citizen.InvokeNative(0x51021D36F62AAA83, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNextWeatherTypeHashName();

// by hash
const retval = Citizen.invokeNative('0x51021D36F62AAA83', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x51021D36F62AAA83);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_NUMBER_OF_BULLETS_IMPACTED_ENTITY

- **Hash:** `0x970339EFA4FDE518`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNumberOfBulletsImpactedEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_NUMBER_OF_BULLETS_IMPACTED_ENTITY

## Signature

```c
int _GET_NUMBER_OF_BULLETS_IMPACTED_ENTITY(Entity entity, BOOL p1, BOOL p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of bullets that just impacted the entity.
Research notes this does not appear to work for arrows or throwable projectiles.

*Source: VORPCORE RDR3natives*

returns the number of bullets that hit the entity

## Usage

### Lua

```lua
local retval = GetNumberOfBulletsImpactedEntity(entity, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x970339EFA4FDE518, entity, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfBulletsImpactedEntity(entity, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x970339EFA4FDE518', entity, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x970339EFA4FDE518, entity, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::_GET_NUMBER_OF_BULLETS_IN_AREA

- **Hash:** `0xDC416CA762BC4F43`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNumberOfBulletsInArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_NUMBER_OF_BULLETS_IN_AREA

## Signature

```c
int _GET_NUMBER_OF_BULLETS_IN_AREA(float x, float y, float z, float radius, BOOL p4, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of bullets in an area.
Research notes this does not appear to work for arrows or throwable projectiles.

*Source: VORPCORE RDR3natives*

returns the number of bullets that were shot in the area

## Usage

### Lua

```lua
local retval = GetNumberOfBulletsInArea(x, y, z, radius, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC416CA762BC4F43, x, y, z, radius, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfBulletsInArea(x, y, z, radius, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xDC416CA762BC4F43', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC416CA762BC4F43, x, y, z, radius, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE

- **Hash:** `0x40DC2907A9697EF7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNumberOfFreeStacksOfThisSize`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE

## Signature

```c
int GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE(int stackSize);
```

## Parameters

- `stackSize` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumberOfFreeStacksOfThisSize(stackSize)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40DC2907A9697EF7, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfFreeStacksOfThisSize(stackSize);

// by hash
const retval = Citizen.invokeNative('0x40DC2907A9697EF7', stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x40DC2907A9697EF7, stackSize);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_NUMBER_OF_INSTRUCTIONS

- **Hash:** `0x72904D3D62AF5839`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNumberOfInstructions`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_NUMBER_OF_INSTRUCTIONS

## Signature

```c
int _GET_NUMBER_OF_INSTRUCTIONS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumberOfInstructions()

-- always available, by hash
local retval = Citizen.InvokeNative(0x72904D3D62AF5839, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfInstructions();

// by hash
const retval = Citizen.invokeNative('0x72904D3D62AF5839', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x72904D3D62AF5839);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_NUMBER_OF_MICROSECONDS_SINCE_LAST_CALL

- **Hash:** `0xB0CE5E5ED8BB3581`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNumberOfMicrosecondsSinceLastCall`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_NUMBER_OF_MICROSECONDS_SINCE_LAST_CALL

## Signature

```c
int GET_NUMBER_OF_MICROSECONDS_SINCE_LAST_CALL();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumberOfMicrosecondsSinceLastCall()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB0CE5E5ED8BB3581, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfMicrosecondsSinceLastCall();

// by hash
const retval = Citizen.invokeNative('0xB0CE5E5ED8BB3581', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB0CE5E5ED8BB3581);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_OBJECT_FROM_INDEXED_ITEM

- **Hash:** `0x18013392501CE5DC`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetObjectFromIndexedItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_OBJECT_FROM_INDEXED_ITEM

## Signature

```c
Object _GET_OBJECT_FROM_INDEXED_ITEM(ScrHandle item);
```

## Parameters

- `item` (`ScrHandle`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = GetObjectFromIndexedItem(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0x18013392501CE5DC, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetObjectFromIndexedItem(item);

// by hash
const retval = Citizen.invokeNative('0x18013392501CE5DC', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x18013392501CE5DC, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_ONSCREEN_KEYBOARD_RESULT

- **Hash:** `0xAFB4CF58A4A292B1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetOnscreenKeyboardResult`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_ONSCREEN_KEYBOARD_RESULT

## Signature

```c
const char* GET_ONSCREEN_KEYBOARD_RESULT();
```

## Returns

`const char*`

## Description

Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick.

## Usage

### Lua

```lua
local retval = GetOnscreenKeyboardResult()

-- always available, by hash
local retval = Citizen.InvokeNative(0xAFB4CF58A4A292B1, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetOnscreenKeyboardResult();

// by hash
const retval = Citizen.invokeNative('0xAFB4CF58A4A292B1', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xAFB4CF58A4A292B1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_PED_FROM_INDEXED_ITEM

- **Hash:** `0x3FFB15534067DCD4`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetPedFromIndexedItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_PED_FROM_INDEXED_ITEM

## Signature

```c
Ped _GET_PED_FROM_INDEXED_ITEM(ScrHandle item);
```

## Parameters

- `item` (`ScrHandle`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedFromIndexedItem(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FFB15534067DCD4, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedFromIndexedItem(item);

// by hash
const retval = Citizen.invokeNative('0x3FFB15534067DCD4', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3FFB15534067DCD4, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_PREV_WEATHER_TYPE_HASH_NAME

- **Hash:** `0x4BEB42AEBCA732E9`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetPrevWeatherTypeHashName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_PREV_WEATHER_TYPE_HASH_NAME

## Signature

```c
Hash _GET_PREV_WEATHER_TYPE_HASH_NAME();
```

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPrevWeatherTypeHashName()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4BEB42AEBCA732E9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPrevWeatherTypeHashName();

// by hash
const retval = Citizen.invokeNative('0x4BEB42AEBCA732E9', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4BEB42AEBCA732E9);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE

- **Hash:** `0x9578986A6105A6AD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetProjectileOfProjectileTypeWithinDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE

## Signature

```c
BOOL GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE(Ped ped, Hash weaponHash, float distance, Vector3* outCoords, Object* outProjectile, BOOL p5, BOOL mustBeOwnedByThisPed);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `distance` (`float`)
- `outCoords` (`Vector3*`)
- `outProjectile` (`Object*`)
- `p5` (`BOOL`)
- `mustBeOwnedByThisPed` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outCoords, outProjectile = GetProjectileOfProjectileTypeWithinDistance(ped, weaponHash, distance, p5, mustBeOwnedByThisPed)

-- always available, by hash
local retval, outCoords, outProjectile = Citizen.InvokeNative(0x9578986A6105A6AD, ped, weaponHash, distance, Citizen.PointerValueVector(), Citizen.PointerValueInt(), p5, mustBeOwnedByThisPed, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outCoords, outProjectile] = GetProjectileOfProjectileTypeWithinDistance(ped, weaponHash, distance, p5, mustBeOwnedByThisPed);

// by hash
const [retval, outCoords, outProjectile] = Citizen.invokeNative('0x9578986A6105A6AD', ped, weaponHash, distance + 0.0000001, Citizen.pointerValueVector(), Citizen.pointerValueInt(), p5, mustBeOwnedByThisPed, Citizen.returnResultAnyway());
```

### C#

```csharp
var outCoords = new OutputArgument();
var outProjectile = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9578986A6105A6AD, ped, weaponHash, distance, outCoords, outProjectile, p5, mustBeOwnedByThisPed);
// outCoords.GetResult<Vector3>()
// outProjectile.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_RAIN_LEVEL

- **Hash:** `0x931B5F4CC130224B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRainLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_RAIN_LEVEL

## Signature

```c
float GET_RAIN_LEVEL();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetRainLevel()

-- always available, by hash
local retval = Citizen.InvokeNative(0x931B5F4CC130224B, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetRainLevel();

// by hash
const retval = Citizen.invokeNative('0x931B5F4CC130224B', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x931B5F4CC130224B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_RANDOM_EVENT_FLAG

- **Hash:** `0x924D54E5698AE3E0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRandomEventFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_RANDOM_EVENT_FLAG

## Signature

```c
BOOL GET_RANDOM_EVENT_FLAG();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetRandomEventFlag()

-- always available, by hash
local retval = Citizen.InvokeNative(0x924D54E5698AE3E0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetRandomEventFlag();

// by hash
const retval = Citizen.invokeNative('0x924D54E5698AE3E0', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x924D54E5698AE3E0);
```

## See also

- [MISC::SET_RANDOM_EVENT_FLAG](https://natives.borderlinerp.com/natives/MISC/SET_RANDOM_EVENT_FLAG.md) — If the parameter is true, sets the random event flag to true, if the parameter is false, the function does nothing at all.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_RANDOM_FLOAT_IN_RANGE

- **Hash:** `0xE29F927A961F8AAA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRandomFloatInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_RANDOM_FLOAT_IN_RANGE

## Signature

```c
float GET_RANDOM_FLOAT_IN_RANGE(float startRange, float endRange);
```

## Parameters

- `startRange` (`float`)
- `endRange` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetRandomFloatInRange(startRange, endRange)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE29F927A961F8AAA, startRange, endRange, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetRandomFloatInRange(startRange, endRange);

// by hash
const retval = Citizen.invokeNative('0xE29F927A961F8AAA', startRange + 0.0000001, endRange + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE29F927A961F8AAA, startRange, endRange);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_RANDOM_INT_IN_RANGE

- **Hash:** `0xD53343AA4FB7DD28`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRandomIntInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_RANDOM_INT_IN_RANGE

## Signature

```c
int GET_RANDOM_INT_IN_RANGE(int startRange, int endRange);
```

## Parameters

- `startRange` (`int`)
- `endRange` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetRandomIntInRange(startRange, endRange)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD53343AA4FB7DD28, startRange, endRange, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomIntInRange(startRange, endRange);

// by hash
const retval = Citizen.invokeNative('0xD53343AA4FB7DD28', startRange, endRange, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD53343AA4FB7DD28, startRange, endRange);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_RANDOM_WEATHER_TYPE

- **Hash:** `0x1359C181BC625503`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRandomWeatherType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_RANDOM_WEATHER_TYPE

## Signature

```c
Hash _GET_RANDOM_WEATHER_TYPE();
```

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetRandomWeatherType()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1359C181BC625503, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomWeatherType();

// by hash
const retval = Citizen.invokeNative('0x1359C181BC625503', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1359C181BC625503);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::SET_RANDOM_WEATHER_TYPE](https://natives.borderlinerp.com/natives/MISC/SET_RANDOM_WEATHER_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_RANDOM_WEATHER_TYPE_INDEX

- **Hash:** `0x7F4CE164D9A11DFE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRandomWeatherTypeIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_RANDOM_WEATHER_TYPE_INDEX

## Signature

```c
int _GET_RANDOM_WEATHER_TYPE_INDEX();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetRandomWeatherTypeIndex()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7F4CE164D9A11DFE, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomWeatherTypeIndex();

// by hash
const retval = Citizen.invokeNative('0x7F4CE164D9A11DFE', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7F4CE164D9A11DFE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_REAL_WORLD_TIME

- **Hash:** `0x2E036F0480B8BF02`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetRealWorldTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_REAL_WORLD_TIME

## Signature

```c
int GET_REAL_WORLD_TIME();
```

## Returns

`int`

## Description

Returns GET_GAME_TIMER() / 1000
Only used in rcm_pearson1.ysc

## Usage

### Lua

```lua
local retval = GetRealWorldTime()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E036F0480B8BF02, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRealWorldTime();

// by hash
const retval = Citizen.invokeNative('0x2E036F0480B8BF02', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2E036F0480B8BF02);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_SCRIPT_TIME_WITHIN_FRAME_IN_MICROSECONDS

- **Hash:** `0x63219768C586667C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetScriptTimeWithinFrameInMicroseconds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_SCRIPT_TIME_WITHIN_FRAME_IN_MICROSECONDS

## Signature

```c
int GET_SCRIPT_TIME_WITHIN_FRAME_IN_MICROSECONDS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetScriptTimeWithinFrameInMicroseconds()

-- always available, by hash
local retval = Citizen.InvokeNative(0x63219768C586667C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScriptTimeWithinFrameInMicroseconds();

// by hash
const retval = Citizen.invokeNative('0x63219768C586667C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x63219768C586667C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_SNOW_LEVEL

- **Hash:** `0x1E5D727041BE1709`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetSnowLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_SNOW_LEVEL

## Signature

```c
float GET_SNOW_LEVEL();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetSnowLevel()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E5D727041BE1709, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetSnowLevel();

// by hash
const retval = Citizen.invokeNative('0x1E5D727041BE1709', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x1E5D727041BE1709);
```

## See also

- [MISC::_SET_SNOW_LEVEL](https://natives.borderlinerp.com/natives/MISC/_SET_SNOW_LEVEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_STATUS_OF_SAVEGAME_OPERATION

- **Hash:** `0x1B065A2BF7953815`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetStatusOfSavegameOperation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_STATUS_OF_SAVEGAME_OPERATION

## Signature

```c
int _GET_STATUS_OF_SAVEGAME_OPERATION(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Description

Only 0 and 1 are valid for p0, higher values causes the native to return 2.

## Usage

### Lua

```lua
local retval = GetStatusOfSavegameOperation(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B065A2BF7953815, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfSavegameOperation(p0);

// by hash
const retval = Citizen.invokeNative('0x1B065A2BF7953815', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1B065A2BF7953815, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_STRING_FROM_BOOL

- **Hash:** `0xF216F74101968DB0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetStringFromBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_STRING_FROM_BOOL

## Signature

```c
const char* _GET_STRING_FROM_BOOL(BOOL value);
```

## Parameters

- `value` (`BOOL`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetStringFromBool(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF216F74101968DB0, value, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetStringFromBool(value);

// by hash
const retval = Citizen.invokeNative('0xF216F74101968DB0', value, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xF216F74101968DB0, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_STRING_FROM_FLOAT

- **Hash:** `0x2B6846401D68E563`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetStringFromFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_STRING_FROM_FLOAT

## Signature

```c
const char* _GET_STRING_FROM_FLOAT(float value, int digits);
```

## Parameters

- `value` (`float`)
- `digits` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetStringFromFloat(value, digits)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B6846401D68E563, value, digits, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetStringFromFloat(value, digits);

// by hash
const retval = Citizen.invokeNative('0x2B6846401D68E563', value + 0.0000001, digits, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x2B6846401D68E563, value, digits);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_STRING_FROM_VECTOR

- **Hash:** `0x6C4DBF553885F9EB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetStringFromVector`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_STRING_FROM_VECTOR

## Signature

```c
const char* _GET_STRING_FROM_VECTOR(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`const char*`

## Description

Returns a string in the following format: <<%.4f,%.4f,%.4f>>

## Usage

### Lua

```lua
local retval = GetStringFromVector(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C4DBF553885F9EB, x, y, z, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetStringFromVector(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x6C4DBF553885F9EB', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x6C4DBF553885F9EB, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_SYSTEM_TIME

- **Hash:** `0xBE7F225417E35A7C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetSystemTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_SYSTEM_TIME

## Signature

```c
int GET_SYSTEM_TIME();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetSystemTime()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBE7F225417E35A7C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetSystemTime();

// by hash
const retval = Citizen.invokeNative('0xBE7F225417E35A7C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBE7F225417E35A7C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_SYSTEM_TIME_STEP

- **Hash:** `0x3F3172FEAE3AFE1C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetSystemTimeStep`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_SYSTEM_TIME_STEP

## Signature

```c
float GET_SYSTEM_TIME_STEP();
```

## Returns

`float`

## Description

Old name: _GET_BENCHMARK_TIME

## Usage

### Lua

```lua
local retval = GetSystemTimeStep()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F3172FEAE3AFE1C, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetSystemTimeStep();

// by hash
const retval = Citizen.invokeNative('0x3F3172FEAE3AFE1C', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3F3172FEAE3AFE1C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_TEMPERATURE_AT_COORDS

- **Hash:** `0xB98B78C3768AF6E0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetTemperatureAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_TEMPERATURE_AT_COORDS

## Signature

```c
float _GET_TEMPERATURE_AT_COORDS(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetTemperatureAtCoords(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB98B78C3768AF6E0, x, y, z, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetTemperatureAtCoords(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xB98B78C3768AF6E0', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xB98B78C3768AF6E0, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_VEHICLE_FROM_INDEXED_ITEM

- **Hash:** `0xE578C8AE173719B3`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetVehicleFromIndexedItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_VEHICLE_FROM_INDEXED_ITEM

## Signature

```c
Vehicle _GET_VEHICLE_FROM_INDEXED_ITEM(ScrHandle item);
```

## Parameters

- `item` (`ScrHandle`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetVehicleFromIndexedItem(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE578C8AE173719B3, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleFromIndexedItem(item);

// by hash
const retval = Citizen.invokeNative('0xE578C8AE173719B3', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE578C8AE173719B3, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_GET_VOLUME_FROM_INDEXED_ITEM

- **Hash:** `0xF18AF483DF70BBDE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetVolumeFromIndexedItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_VOLUME_FROM_INDEXED_ITEM

## Signature

```c
Volume _GET_VOLUME_FROM_INDEXED_ITEM(ScrHandle item);
```

## Parameters

- `item` (`ScrHandle`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = GetVolumeFromIndexedItem(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF18AF483DF70BBDE, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVolumeFromIndexedItem(item);

// by hash
const retval = Citizen.invokeNative('0xF18AF483DF70BBDE', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF18AF483DF70BBDE, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_WIND_DIRECTION

- **Hash:** `0xF703E82F3FE14A5F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetWindDirection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_WIND_DIRECTION

## Signature

```c
Vector3 GET_WIND_DIRECTION();
```

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetWindDirection()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF703E82F3FE14A5F, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetWindDirection();

// by hash
const retval = Citizen.invokeNative('0xF703E82F3FE14A5F', Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xF703E82F3FE14A5F);
```

## See also

- [MISC::SET_WIND_DIRECTION](https://natives.borderlinerp.com/natives/MISC/SET_WIND_DIRECTION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::GET_WIND_SPEED

- **Hash:** `0xFFB7E74E041150A4`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetWindSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/GET_WIND_SPEED

## Signature

```c
float GET_WIND_SPEED();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetWindSpeed()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFB7E74E041150A4, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWindSpeed();

// by hash
const retval = Citizen.invokeNative('0xFFB7E74E041150A4', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFFB7E74E041150A4);
```

## See also

- [MISC::SET_WIND_SPEED](https://natives.borderlinerp.com/natives/MISC/SET_WIND_SPEED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_HAS_BULLET_IMPACTED_ENTITY

- **Hash:** `0x7A76104CC2CC69E8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `HasBulletImpactedEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_HAS_BULLET_IMPACTED_ENTITY

## Signature

```c
BOOL _HAS_BULLET_IMPACTED_ENTITY(Entity entity, BOOL p1, BOOL p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the entity has just been impacted by a bullet.
Research notes this bullet-impact group does not appear to work with arrows or throwable projectiles.

*Source: VORPCORE RDR3natives*

returns true if a bullet impacted the entity

## Usage

### Lua

```lua
local retval = HasBulletImpactedEntity(entity, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A76104CC2CC69E8, entity, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasBulletImpactedEntity(entity, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x7A76104CC2CC69E8', entity, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7A76104CC2CC69E8, entity, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::HAS_BULLET_IMPACTED_IN_AREA

- **Hash:** `0xC153E5BCCF411814`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `HasBulletImpactedInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/HAS_BULLET_IMPACTED_IN_AREA

## Signature

```c
BOOL HAS_BULLET_IMPACTED_IN_AREA(float x, float y, float z, float p3, BOOL p4, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Description

p3 - possibly radius?

## Usage

### Lua

```lua
local retval = HasBulletImpactedInArea(x, y, z, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC153E5BCCF411814, x, y, z, p3, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasBulletImpactedInArea(x, y, z, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xC153E5BCCF411814', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC153E5BCCF411814, x, y, z, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::HAS_BULLET_IMPACTED_IN_BOX

- **Hash:** `0x3B6A4C05FB2B33AC`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `HasBulletImpactedInBox`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/HAS_BULLET_IMPACTED_IN_BOX

## Signature

```c
BOOL HAS_BULLET_IMPACTED_IN_BOX(float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasBulletImpactedInBox(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B6A4C05FB2B33AC, p0, p1, p2, p3, p4, p5, p6, p7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasBulletImpactedInBox(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0x3B6A4C05FB2B33AC', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6, p7, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3B6A4C05FB2B33AC, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IGNORE_NEXT_RESTART

- **Hash:** `0x6C9FF40FF1B69F8F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IgnoreNextRestart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IGNORE_NEXT_RESTART

## Signature

```c
void IGNORE_NEXT_RESTART(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
IgnoreNextRestart(toggle)

-- always available, by hash
Citizen.InvokeNative(0x6C9FF40FF1B69F8F, toggle)
```

### JavaScript

```js
IgnoreNextRestart(toggle);

// by hash
Citizen.invokeNative('0x6C9FF40FF1B69F8F', toggle);
```

### C#

```csharp
Function.Call((Hash)0x6C9FF40FF1B69F8F, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::INFORM_CODE_OF_CONTENT_ID_OF_CURRENT_UGC_MISSION

- **Hash:** `0x708DF841B8F27AA2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `InformCodeOfContentIdOfCurrentUgcMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/INFORM_CODE_OF_CONTENT_ID_OF_CURRENT_UGC_MISSION

## Signature

```c
void INFORM_CODE_OF_CONTENT_ID_OF_CURRENT_UGC_MISSION(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
InformCodeOfContentIdOfCurrentUgcMission(p0)

-- always available, by hash
Citizen.InvokeNative(0x708DF841B8F27AA2, p0)
```

### JavaScript

```js
InformCodeOfContentIdOfCurrentUgcMission(p0);

// by hash
Citizen.invokeNative('0x708DF841B8F27AA2', p0);
```

### C#

```csharp
Function.Call((Hash)0x708DF841B8F27AA2, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_INT_TO_STRING

- **Hash:** `0xCF11C0CEB40C401B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IntToString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_INT_TO_STRING

## Signature

```c
void _INT_TO_STRING(int value, const char* format, char* buffer);
```

## Parameters

- `value` (`int`)
- `format` (`const char*`)
- `buffer` (`char*`)

## Returns

`void`

## Description

Note: the buffer should be exactly 32 bytes long

## Usage

### Lua

```lua
IntToString(value, format, buffer)

-- always available, by hash
Citizen.InvokeNative(0xCF11C0CEB40C401B, value, format, buffer)
```

### JavaScript

```js
IntToString(value, format, buffer);

// by hash
Citizen.invokeNative('0xCF11C0CEB40C401B', value, format, buffer);
```

### C#

```csharp
Function.Call((Hash)0xCF11C0CEB40C401B, value, format, buffer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_ANY_BIT_FLAG_SET

- **Hash:** `0x80E9C316EF84DD81`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsAnyBitFlagSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_ANY_BIT_FLAG_SET

## Signature

```c
BOOL _IS_ANY_BIT_FLAG_SET(Any* bitFlags);
```

## Parameters

- `bitFlags` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, bitFlags = IsAnyBitFlagSet(bitFlags)

-- always available, by hash
local retval, bitFlags = Citizen.InvokeNative(0x80E9C316EF84DD81, Citizen.PointerValueIntInitialized(bitFlags), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, bitFlags] = IsAnyBitFlagSet(bitFlags);

// by hash
const [retval, bitFlags] = Citizen.invokeNative('0x80E9C316EF84DD81', Citizen.pointerValueIntInitialized(bitFlags), Citizen.returnResultAnyway());
```

### C#

```csharp
var bitFlags = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x80E9C316EF84DD81, bitFlags);
// bitFlags.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_BASE_A_COVER_POINT

- **Hash:** `0xFEC1D4B5C82C176F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBaseACoverPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_BASE_A_COVER_POINT

## Signature

```c
BOOL _IS_BASE_A_COVER_POINT(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBaseACoverPoint(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFEC1D4B5C82C176F, handle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBaseACoverPoint(handle);

// by hash
const retval = Citizen.invokeNative('0xFEC1D4B5C82C176F', handle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFEC1D4B5C82C176F, handle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_BASE_A_PERSISTENT_CHARACTER

- **Hash:** `0x716F17F8A0419F95`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBaseAPersistentCharacter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_BASE_A_PERSISTENT_CHARACTER

## Signature

```c
BOOL _IS_BASE_A_PERSISTENT_CHARACTER(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBaseAPersistentCharacter(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x716F17F8A0419F95, handle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBaseAPersistentCharacter(handle);

// by hash
const retval = Citizen.invokeNative('0x716F17F8A0419F95', handle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x716F17F8A0419F95, handle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_BIT_FLAG_SET

- **Hash:** `0x8F4F050054005C27`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBitFlagSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_BIT_FLAG_SET

## Signature

```c
BOOL _IS_BIT_FLAG_SET(Any* bitFlags, int flag);
```

## Parameters

- `bitFlags` (`Any*`)
- `flag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, bitFlags = IsBitFlagSet(flag)

-- always available, by hash
local retval, bitFlags = Citizen.InvokeNative(0x8F4F050054005C27, Citizen.PointerValueInt(), flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, bitFlags] = IsBitFlagSet(flag);

// by hash
const [retval, bitFlags] = Citizen.invokeNative('0x8F4F050054005C27', Citizen.pointerValueInt(), flag, Citizen.returnResultAnyway());
```

### C#

```csharp
var bitFlags = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8F4F050054005C27, bitFlags, flag);
// bitFlags.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_BIT_SET

- **Hash:** `0x4ED6CFDFE8D4131A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBitSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_BIT_SET

## Signature

```c
BOOL IS_BIT_SET(int address, int offset);
```

## Parameters

- `address` (`int`)
- `offset` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBitSet(address, offset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4ED6CFDFE8D4131A, address, offset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBitSet(address, offset);

// by hash
const retval = Citizen.invokeNative('0x4ED6CFDFE8D4131A', address, offset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4ED6CFDFE8D4131A, address, offset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_BULLET_IN_ANGLED_AREA

- **Hash:** `0x9D09D8493747CF02`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBulletInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_BULLET_IN_ANGLED_AREA

## Signature

```c
BOOL IS_BULLET_IN_ANGLED_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBulletInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D09D8493747CF02, p0, p1, p2, p3, p4, p5, p6, p7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBulletInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0x9D09D8493747CF02', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D09D8493747CF02, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_BULLET_IN_AREA

- **Hash:** `0xC652FD308772D79E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBulletInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_BULLET_IN_AREA

## Signature

```c
BOOL IS_BULLET_IN_AREA(float p0, float p1, float p2, float p3, BOOL p4);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBulletInArea(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC652FD308772D79E, p0, p1, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBulletInArea(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xC652FD308772D79E', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC652FD308772D79E, p0, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_BULLET_IN_BOX

- **Hash:** `0xC128137C52152741`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsBulletInBox`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_BULLET_IN_BOX

## Signature

```c
BOOL IS_BULLET_IN_BOX(float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBulletInBox(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC128137C52152741, p0, p1, p2, p3, p4, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBulletInBox(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xC128137C52152741', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC128137C52152741, p0, p1, p2, p3, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_DURANGO_VERSION

- **Hash:** `0xD1CCC2A2639D325F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsDurangoVersion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_DURANGO_VERSION

## Signature

```c
BOOL IS_DURANGO_VERSION();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.
Checks for XBOXONE Game Build.

## Usage

### Lua

```lua
local retval = IsDurangoVersion()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1CCC2A2639D325F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDurangoVersion();

// by hash
const retval = Citizen.invokeNative('0xD1CCC2A2639D325F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD1CCC2A2639D325F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_GAME_SESSION_STATE_MACHINE_IDLE

- **Hash:** `0xF9E7DBB39080640B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsGameSessionStateMachineIdle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_GAME_SESSION_STATE_MACHINE_IDLE

## Signature

```c
BOOL IS_GAME_SESSION_STATE_MACHINE_IDLE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGameSessionStateMachineIdle()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9E7DBB39080640B, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGameSessionStateMachineIdle();

// by hash
const retval = Citizen.invokeNative('0xF9E7DBB39080640B', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9E7DBB39080640B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_GLOBAL_BLOCK_VALID

- **Hash:** `0xACB7E1418A8B6E32`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsGlobalBlockValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_GLOBAL_BLOCK_VALID

## Signature

```c
BOOL _IS_GLOBAL_BLOCK_VALID(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGlobalBlockValid(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xACB7E1418A8B6E32, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGlobalBlockValid(index);

// by hash
const retval = Citizen.invokeNative('0xACB7E1418A8B6E32', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xACB7E1418A8B6E32, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_INCIDENT_VALID

- **Hash:** `0x39F2B1BAD412246A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsIncidentValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_INCIDENT_VALID

## Signature

```c
BOOL IS_INCIDENT_VALID(int incidentId);
```

## Parameters

- `incidentId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsIncidentValid(incidentId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x39F2B1BAD412246A, incidentId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsIncidentValid(incidentId);

// by hash
const retval = Citizen.invokeNative('0x39F2B1BAD412246A', incidentId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x39F2B1BAD412246A, incidentId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_MAG_DEMO_1_ACTIVE

- **Hash:** `0x5FC9357C26DAEFCE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsMagDemo_1Active`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_MAG_DEMO_1_ACTIVE

## Signature

```c
BOOL IS_MAG_DEMO_1_ACTIVE();
```

## Returns

`BOOL`

## Description

magdemo = magazine demo, i. e. for magazines such as IGN, pre play phases to prepare articles etc. - example 2012 builds for V
Hardcoded to return false.

## Usage

### Lua

```lua
local retval = IsMagDemo_1Active()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5FC9357C26DAEFCE, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMagDemo_1Active();

// by hash
const retval = Citizen.invokeNative('0x5FC9357C26DAEFCE', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5FC9357C26DAEFCE);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_MINIGAME_IN_PROGRESS

- **Hash:** `0xF4D8BCD052E7EA1B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsMinigameInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_MINIGAME_IN_PROGRESS

## Signature

```c
BOOL IS_MINIGAME_IN_PROGRESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMinigameInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF4D8BCD052E7EA1B, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMinigameInProgress();

// by hash
const retval = Citizen.invokeNative('0xF4D8BCD052E7EA1B', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF4D8BCD052E7EA1B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_MISSION_CREATOR_ACTIVE

- **Hash:** `0xF236C84C6ADFCB2F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsMissionCreatorActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_MISSION_CREATOR_ACTIVE

## Signature

```c
BOOL _IS_MISSION_CREATOR_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMissionCreatorActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF236C84C6ADFCB2F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMissionCreatorActive();

// by hash
const retval = Citizen.invokeNative('0xF236C84C6ADFCB2F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF236C84C6ADFCB2F);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_ORBIS_VERSION

- **Hash:** `0x88CFAE250D3E0C71`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsOrbisVersion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_ORBIS_VERSION

## Signature

```c
BOOL IS_ORBIS_VERSION();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.
Checks for PS4 Game Build.

## Usage

### Lua

```lua
local retval = IsOrbisVersion()

-- always available, by hash
local retval = Citizen.InvokeNative(0x88CFAE250D3E0C71, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsOrbisVersion();

// by hash
const retval = Citizen.invokeNative('0x88CFAE250D3E0C71', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x88CFAE250D3E0C71);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_PC_VERSION

- **Hash:** `0xB0FB6CFAA5A1C833`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsPcVersion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_PC_VERSION

## Signature

```c
BOOL IS_PC_VERSION();
```

## Returns

`BOOL`

## Description

Hardcoded to return true.

## Usage

### Lua

```lua
local retval = IsPcVersion()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB0FB6CFAA5A1C833, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPcVersion();

// by hash
const retval = Citizen.invokeNative('0xB0FB6CFAA5A1C833', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB0FB6CFAA5A1C833);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_PED_DECOMPOSED

- **Hash:** `0x5170DDA6D63ACAAA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsPedDecomposed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_PED_DECOMPOSED

## Signature

```c
BOOL _IS_PED_DECOMPOSED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDecomposed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5170DDA6D63ACAAA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5170DDA6D63ACAAA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5170DDA6D63ACAAA, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::SET_PED_DECOMPOSED](https://natives.borderlinerp.com/natives/MISC/SET_PED_DECOMPOSED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_IS_PLAYER_OWNING_STANDALONE_SP

- **Hash:** `0x36040772DF5E59A0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsPlayerOwningStandaloneSp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/MISC/_IS_PLAYER_OWNING_STANDALONE_SP

## Signature

```c
BOOL _IS_PLAYER_OWNING_STANDALONE_SP();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerOwningStandaloneSp()

-- always available, by hash
local retval = Citizen.InvokeNative(0x36040772DF5E59A0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerOwningStandaloneSp();

// by hash
const retval = Citizen.invokeNative('0x36040772DF5E59A0', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x36040772DF5E59A0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_POSITION_OCCUPIED

- **Hash:** `0x825CA3ED43831015`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsPositionOccupied`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_POSITION_OCCUPIED

## Signature

```c
BOOL IS_POSITION_OCCUPIED(float x, float y, float z, float range, BOOL p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8, Any p9, BOOL p10);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `range` (`float`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`Any`)
- `p10` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPositionOccupied(x, y, z, range, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0x825CA3ED43831015, x, y, z, range, p4, p5, p6, p7, p8, p9, p10, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPositionOccupied(x, y, z, range, p4, p5, p6, p7, p8, p9, p10);

// by hash
const retval = Citizen.invokeNative('0x825CA3ED43831015', x + 0.0000001, y + 0.0000001, z + 0.0000001, range + 0.0000001, p4, p5, p6, p7, p8, p9, p10, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x825CA3ED43831015, x, y, z, range, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_PROJECTILE_IN_AREA

- **Hash:** `0x05B0061EFDFC8941`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsProjectileInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_PROJECTILE_IN_AREA

## Signature

```c
BOOL IS_PROJECTILE_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL ownedByPlayer);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `ownedByPlayer` (`BOOL`)

## Returns

`BOOL`

## Description

Determines whether there is a projectile within the specified coordinates. The coordinates form a rectangle.

ownedByPlayer = only projectiles fired by the player will be detected.

## Usage

### Lua

```lua
local retval = IsProjectileInArea(x1, y1, z1, x2, y2, z2, ownedByPlayer)

-- always available, by hash
local retval = Citizen.InvokeNative(0x05B0061EFDFC8941, x1, y1, z1, x2, y2, z2, ownedByPlayer, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsProjectileInArea(x1, y1, z1, x2, y2, z2, ownedByPlayer);

// by hash
const retval = Citizen.invokeNative('0x05B0061EFDFC8941', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, ownedByPlayer, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x05B0061EFDFC8941, x1, y1, z1, x2, y2, z2, ownedByPlayer);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_PROJECTILE_TYPE_IN_ANGLED_AREA

- **Hash:** `0x928431F4133CD3D4`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsProjectileTypeInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_PROJECTILE_TYPE_IN_ANGLED_AREA

## Signature

```c
BOOL IS_PROJECTILE_TYPE_IN_ANGLED_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6, Any p7, BOOL p8);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`Any`)
- `p8` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsProjectileTypeInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x928431F4133CD3D4, p0, p1, p2, p3, p4, p5, p6, p7, p8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsProjectileTypeInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x928431F4133CD3D4', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7, p8, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x928431F4133CD3D4, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_PROJECTILE_TYPE_IN_AREA

- **Hash:** `0x04965FB9E14235C7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsProjectileTypeInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_PROJECTILE_TYPE_IN_AREA

## Signature

```c
BOOL IS_PROJECTILE_TYPE_IN_AREA(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, Hash weaponType, BOOL isPlayer);
```

## Parameters

- `xMin` (`float`)
- `yMin` (`float`)
- `zMin` (`float`)
- `xMax` (`float`)
- `yMax` (`float`)
- `zMax` (`float`)
- `weaponType` (`Hash`)
- `isPlayer` (`BOOL`)

## Returns

`BOOL`

## Description

Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a rectangle.

## Usage

### Lua

```lua
local retval = IsProjectileTypeInArea(xMin, yMin, zMin, xMax, yMax, zMax, weaponType, isPlayer)

-- always available, by hash
local retval = Citizen.InvokeNative(0x04965FB9E14235C7, xMin, yMin, zMin, xMax, yMax, zMax, weaponType, isPlayer, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsProjectileTypeInArea(xMin, yMin, zMin, xMax, yMax, zMax, weaponType, isPlayer);

// by hash
const retval = Citizen.invokeNative('0x04965FB9E14235C7', xMin + 0.0000001, yMin + 0.0000001, zMin + 0.0000001, xMax + 0.0000001, yMax + 0.0000001, zMax + 0.0000001, weaponType, isPlayer, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x04965FB9E14235C7, xMin, yMin, zMin, xMax, yMax, zMax, weaponType, isPlayer);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_PROJECTILE_TYPE_WITHIN_DISTANCE

- **Hash:** `0xF51C9BAAD9ED64C4`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsProjectileTypeWithinDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_PROJECTILE_TYPE_WITHIN_DISTANCE

## Signature

```c
BOOL IS_PROJECTILE_TYPE_WITHIN_DISTANCE(float p0, float p1, float p2, Any p3, float p4, BOOL p5);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`Any`)
- `p4` (`float`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsProjectileTypeWithinDistance(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF51C9BAAD9ED64C4, p0, p1, p2, p3, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsProjectileTypeWithinDistance(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xF51C9BAAD9ED64C4', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3, p4 + 0.0000001, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF51C9BAAD9ED64C4, p0, p1, p2, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_STADIA_VERSION

- **Hash:** `0x268AB8420A9E4ED7`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsStadiaVersion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_STADIA_VERSION

## Signature

```c
BOOL IS_STADIA_VERSION();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = IsStadiaVersion()

-- always available, by hash
local retval = Citizen.InvokeNative(0x268AB8420A9E4ED7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsStadiaVersion();

// by hash
const retval = Citizen.invokeNative('0x268AB8420A9E4ED7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x268AB8420A9E4ED7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_STRING_NULL

- **Hash:** `0x602102324604D96B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsStringNull`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_STRING_NULL

## Signature

```c
BOOL IS_STRING_NULL(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsStringNull(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0x602102324604D96B, string, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsStringNull(string);

// by hash
const retval = Citizen.invokeNative('0x602102324604D96B', string, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x602102324604D96B, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_STRING_NULL_OR_EMPTY

- **Hash:** `0x2CF12F9ACF18F048`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsStringNullOrEmpty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_STRING_NULL_OR_EMPTY

## Signature

```c
BOOL IS_STRING_NULL_OR_EMPTY(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsStringNullOrEmpty(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2CF12F9ACF18F048, string, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsStringNullOrEmpty(string);

// by hash
const retval = Citizen.invokeNative('0x2CF12F9ACF18F048', string, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2CF12F9ACF18F048, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::IS_STRING_NULL_OR_EMPTY_OR_SPACES

- **Hash:** `0x375F5870A7B8BEC1`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `IsStringNullOrEmptyOrSpaces`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/IS_STRING_NULL_OR_EMPTY_OR_SPACES

## Signature

```c
BOOL IS_STRING_NULL_OR_EMPTY_OR_SPACES(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`BOOL`

## Description

Returns true if the entire string consists only of space characters.

## Usage

### Lua

```lua
local retval = IsStringNullOrEmptyOrSpaces(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0x375F5870A7B8BEC1, string, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsStringNullOrEmptyOrSpaces(string);

// by hash
const retval = Citizen.invokeNative('0x375F5870A7B8BEC1', string, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x375F5870A7B8BEC1, string);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_LOOT_TABLES_GET_INFO

- **Hash:** `0x48E4D50F87A96AA5`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `LootTablesGetInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_LOOT_TABLES_GET_INFO

## Signature

```c
void _LOOT_TABLES_GET_INFO(Ped ped, BOOL p1, BOOL p2, Hash lootTableKey, Any* p4, Any p5);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `lootTableKey` (`Hash`)
- `p4` (`Any*`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
local p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5)

-- always available, by hash
local p4 = Citizen.InvokeNative(0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, Citizen.PointerValueInt(), p5)
```

### JavaScript

```js
const p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5);

// by hash
const p4 = Citizen.invokeNative('0x48E4D50F87A96AA5', ped, p1, p2, lootTableKey, Citizen.pointerValueInt(), p5);
```

### C#

```csharp
var p4 = new OutputArgument();
Function.Call((Hash)0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, p4, p5);
// p4.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME

- **Hash:** `0x3D0EAC6385DD6100`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `NetworkSetScriptIsSafeForNetworkGame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME

## Signature

```c
void NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetScriptIsSafeForNetworkGame()

-- always available, by hash
Citizen.InvokeNative(0x3D0EAC6385DD6100)
```

### JavaScript

```js
NetworkSetScriptIsSafeForNetworkGame();

// by hash
Citizen.invokeNative('0x3D0EAC6385DD6100');
```

### C#

```csharp
Function.Call((Hash)0x3D0EAC6385DD6100);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::NEXT_ONSCREEN_KEYBOARD_RESULT_WILL_DISPLAY_USING_THESE_FONTS

- **Hash:** `0x5CB71EAA1429A358`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `NextOnscreenKeyboardResultWillDisplayUsingTheseFonts`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/NEXT_ONSCREEN_KEYBOARD_RESULT_WILL_DISPLAY_USING_THESE_FONTS

## Signature

```c
void NEXT_ONSCREEN_KEYBOARD_RESULT_WILL_DISPLAY_USING_THESE_FONTS(int fontBitField);
```

## Parameters

- `fontBitField` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NextOnscreenKeyboardResultWillDisplayUsingTheseFonts(fontBitField)

-- always available, by hash
Citizen.InvokeNative(0x5CB71EAA1429A358, fontBitField)
```

### JavaScript

```js
NextOnscreenKeyboardResultWillDisplayUsingTheseFonts(fontBitField);

// by hash
Citizen.invokeNative('0x5CB71EAA1429A358', fontBitField);
```

### C#

```csharp
Function.Call((Hash)0x5CB71EAA1429A358, fontBitField);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::OVERRIDE_SAVE_HOUSE

- **Hash:** `0xB2C69E11A37B5AF0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `OverrideSaveHouse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/OVERRIDE_SAVE_HOUSE

## Signature

```c
BOOL OVERRIDE_SAVE_HOUSE(BOOL override, float x, float y, float z, float heading, BOOL isAutosave, Vector3* returnCoords, float* returnHeading);
```

## Parameters

- `override` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `isAutosave` (`BOOL`)
- `returnCoords` (`Vector3*`)
- `returnHeading` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, returnCoords, returnHeading = OverrideSaveHouse(override, x, y, z, heading, isAutosave)

-- always available, by hash
local retval, returnCoords, returnHeading = Citizen.InvokeNative(0xB2C69E11A37B5AF0, override, x, y, z, heading, isAutosave, Citizen.PointerValueVector(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, returnCoords, returnHeading] = OverrideSaveHouse(override, x, y, z, heading, isAutosave);

// by hash
const [retval, returnCoords, returnHeading] = Citizen.invokeNative('0xB2C69E11A37B5AF0', override, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, isAutosave, Citizen.pointerValueVector(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var returnCoords = new OutputArgument();
var returnHeading = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB2C69E11A37B5AF0, override, x, y, z, heading, isAutosave, returnCoords, returnHeading);
// returnCoords.GetResult<Vector3>()
// returnHeading.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::PAUSE_DEATH_ARREST_RESTART

- **Hash:** `0x66AB6B6C7E72F393`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `PauseDeathArrestRestart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/PAUSE_DEATH_ARREST_RESTART

## Signature

```c
void PAUSE_DEATH_ARREST_RESTART(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PauseDeathArrestRestart(toggle)

-- always available, by hash
Citizen.InvokeNative(0x66AB6B6C7E72F393, toggle)
```

### JavaScript

```js
PauseDeathArrestRestart(toggle);

// by hash
Citizen.invokeNative('0x66AB6B6C7E72F393', toggle);
```

### C#

```csharp
Function.Call((Hash)0x66AB6B6C7E72F393, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::POPULATE_NOW

- **Hash:** `0xEA6DC3A8ADD2005F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `PopulateNow`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/POPULATE_NOW

## Signature

```c
void POPULATE_NOW();
```

## Returns

`void`

## Description

spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called

## Usage

### Lua

```lua
PopulateNow()

-- always available, by hash
Citizen.InvokeNative(0xEA6DC3A8ADD2005F)
```

### JavaScript

```js
PopulateNow();

// by hash
Citizen.invokeNative('0xEA6DC3A8ADD2005F');
```

### C#

```csharp
Function.Call((Hash)0xEA6DC3A8ADD2005F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_QUEUE_SAVEGAME_OPERATION

- **Hash:** `0x279B0696DA4657EB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `QueueSavegameOperation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_QUEUE_SAVEGAME_OPERATION

## Signature

```c
BOOL _QUEUE_SAVEGAME_OPERATION(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

p0 must be < 2

## Usage

### Lua

```lua
local retval = QueueSavegameOperation(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x279B0696DA4657EB, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = QueueSavegameOperation(p0);

// by hash
const retval = Citizen.invokeNative('0x279B0696DA4657EB', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x279B0696DA4657EB, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_READ_INT_AS_FLOAT

- **Hash:** `0xD2C9126410DFA1B2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ReadIntAsFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_READ_INT_AS_FLOAT

## Signature

```c
float _READ_INT_AS_FLOAT(int value);
```

## Parameters

- `value` (`int`)

## Returns

`float`

## Description

Reads the passed value as floating point value and returns it.
Example: _READ_INT_AS_FLOAT(0x3F800000) returns 1.0f because 0x3F800000 is the hexadecimal representation of 1.0f.

## Usage

### Lua

```lua
local retval = ReadIntAsFloat(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2C9126410DFA1B2, value, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = ReadIntAsFloat(value);

// by hash
const retval = Citizen.invokeNative('0xD2C9126410DFA1B2', value, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD2C9126410DFA1B2, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::REGISTER_INTERACTION_LOCKON_PROMPT

- **Hash:** `0x870708A6E147A9AD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `RegisterInteractionLockonPrompt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/REGISTER_INTERACTION_LOCKON_PROMPT

## Signature

```c
BOOL REGISTER_INTERACTION_LOCKON_PROMPT(Entity entity, const char* text, float radius, float p3, int flag, float p5, float p6, Prompt prompt, BOOL p8, int p9);
```

## Parameters

- `entity` (`Entity`)
- `text` (`const char*`)
- `radius` (`float`)
- `p3` (`float`)
- `flag` (`int`)
- `p5` (`float`)
- `p6` (`float`)
- `prompt` (`Prompt`)
- `p8` (`BOOL`)
- `p9` (`int`)

## Returns

`BOOL`

## Description

p3 is usually the same value of radius
p8 determines whether the ILO prompt is a lock on prompt with RMB

## Usage

### Lua

```lua
local retval = RegisterInteractionLockonPrompt(entity, text, radius, p3, flag, p5, p6, prompt, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x870708A6E147A9AD, entity, text, radius, p3, flag, p5, p6, prompt, p8, p9, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RegisterInteractionLockonPrompt(entity, text, radius, p3, flag, p5, p6, prompt, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x870708A6E147A9AD', entity, text, radius + 0.0000001, p3 + 0.0000001, flag, p5 + 0.0000001, p6 + 0.0000001, prompt, p8, p9, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x870708A6E147A9AD, entity, text, radius, p3, flag, p5, p6, prompt, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MISC::UNREGISTER_INTERACTION_LOCKON_PROMPT](https://natives.borderlinerp.com/natives/MISC/UNREGISTER_INTERACTION_LOCKON_PROMPT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::REMOVE_DISPATCH_SPAWN_BLOCKING_AREA

- **Hash:** `0x49F751F6868DDC5B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `RemoveDispatchSpawnBlockingArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/REMOVE_DISPATCH_SPAWN_BLOCKING_AREA

## Signature

```c
void REMOVE_DISPATCH_SPAWN_BLOCKING_AREA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveDispatchSpawnBlockingArea(p0)

-- always available, by hash
Citizen.InvokeNative(0x49F751F6868DDC5B, p0)
```

### JavaScript

```js
RemoveDispatchSpawnBlockingArea(p0);

// by hash
Citizen.invokeNative('0x49F751F6868DDC5B', p0);
```

### C#

```csharp
Function.Call((Hash)0x49F751F6868DDC5B, p0);
```

## See also

- [MISC::_ADD_DISPATCH_SPAWN_BLOCKING_AREA](https://natives.borderlinerp.com/natives/MISC/_ADD_DISPATCH_SPAWN_BLOCKING_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::REMOVE_POP_MULTIPLIER_AREA

- **Hash:** `0x88CB484364EFB37A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `RemovePopMultiplierArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/REMOVE_POP_MULTIPLIER_AREA

## Signature

```c
void REMOVE_POP_MULTIPLIER_AREA(int id, BOOL p1);
```

## Parameters

- `id` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePopMultiplierArea(id, p1)

-- always available, by hash
Citizen.InvokeNative(0x88CB484364EFB37A, id, p1)
```

### JavaScript

```js
RemovePopMultiplierArea(id, p1);

// by hash
Citizen.invokeNative('0x88CB484364EFB37A', id, p1);
```

### C#

```csharp
Function.Call((Hash)0x88CB484364EFB37A, id, p1);
```

## See also

- [MISC::ADD_POP_MULTIPLIER_AREA](https://natives.borderlinerp.com/natives/MISC/ADD_POP_MULTIPLIER_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_REMOVE_POP_MULTIPLIER_AREA_FOR_VOLUME

- **Hash:** `0xBD090F5B1DB82189`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `RemovePopMultiplierAreaForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_REMOVE_POP_MULTIPLIER_AREA_FOR_VOLUME

## Signature

```c
void _REMOVE_POP_MULTIPLIER_AREA_FOR_VOLUME(Volume volume, int p1);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePopMultiplierAreaForVolume(volume, p1)

-- always available, by hash
Citizen.InvokeNative(0xBD090F5B1DB82189, volume, p1)
```

### JavaScript

```js
RemovePopMultiplierAreaForVolume(volume, p1);

// by hash
Citizen.invokeNative('0xBD090F5B1DB82189', volume, p1);
```

### C#

```csharp
Function.Call((Hash)0xBD090F5B1DB82189, volume, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::RESET_DISPATCH_IDEAL_SPAWN_DISTANCE

- **Hash:** `0xC7817264BC4B6377`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ResetDispatchIdealSpawnDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/RESET_DISPATCH_IDEAL_SPAWN_DISTANCE

## Signature

```c
void RESET_DISPATCH_IDEAL_SPAWN_DISTANCE();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetDispatchIdealSpawnDistance()

-- always available, by hash
Citizen.InvokeNative(0xC7817264BC4B6377)
```

### JavaScript

```js
ResetDispatchIdealSpawnDistance();

// by hash
Citizen.invokeNative('0xC7817264BC4B6377');
```

### C#

```csharp
Function.Call((Hash)0xC7817264BC4B6377);
```

## See also

- [MISC::SET_DISPATCH_IDEAL_SPAWN_DISTANCE](https://natives.borderlinerp.com/natives/MISC/SET_DISPATCH_IDEAL_SPAWN_DISTANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_RESET_DISPATCH_MAX_SPAWN_DISTANCE

- **Hash:** `0x54EC7B6BC72BAD69`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ResetDispatchMaxSpawnDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_RESET_DISPATCH_MAX_SPAWN_DISTANCE

## Signature

```c
void _RESET_DISPATCH_MAX_SPAWN_DISTANCE();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetDispatchMaxSpawnDistance()

-- always available, by hash
Citizen.InvokeNative(0x54EC7B6BC72BAD69)
```

### JavaScript

```js
ResetDispatchMaxSpawnDistance();

// by hash
Citizen.invokeNative('0x54EC7B6BC72BAD69');
```

### C#

```csharp
Function.Call((Hash)0x54EC7B6BC72BAD69);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_SET_DISPATCH_MAX_SPAWN_DISTANCE](https://natives.borderlinerp.com/natives/MISC/_SET_DISPATCH_MAX_SPAWN_DISTANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_RESET_DISPATCH_MIN_SPAWN_DISTANCE

- **Hash:** `0x96498D922D8D0D0A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ResetDispatchMinSpawnDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_RESET_DISPATCH_MIN_SPAWN_DISTANCE

## Signature

```c
void _RESET_DISPATCH_MIN_SPAWN_DISTANCE();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetDispatchMinSpawnDistance()

-- always available, by hash
Citizen.InvokeNative(0x96498D922D8D0D0A)
```

### JavaScript

```js
ResetDispatchMinSpawnDistance();

// by hash
Citizen.invokeNative('0x96498D922D8D0D0A');
```

### C#

```csharp
Function.Call((Hash)0x96498D922D8D0D0A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_SET_DISPATCH_MIN_SPAWN_DISTANCE](https://natives.borderlinerp.com/natives/MISC/_SET_DISPATCH_MIN_SPAWN_DISTANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::RESET_END_USER_BENCHMARK

- **Hash:** `0xECBABD0307FB216F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ResetEndUserBenchmark`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/RESET_END_USER_BENCHMARK

## Signature

```c
void RESET_END_USER_BENCHMARK();
```

## Returns

`void`

## Description

Begins with RESET_*. Next character in the name is either D or E.

Old name: _RESET_BENCHMARK_RECORDING

## Usage

### Lua

```lua
ResetEndUserBenchmark()

-- always available, by hash
Citizen.InvokeNative(0xECBABD0307FB216F)
```

### JavaScript

```js
ResetEndUserBenchmark();

// by hash
Citizen.invokeNative('0xECBABD0307FB216F');
```

### C#

```csharp
Function.Call((Hash)0xECBABD0307FB216F);
```

## See also

- [MISC::START_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/START_END_USER_BENCHMARK.md) — Begins with START_*. Next character in the name is either D or E.
- [MISC::STOP_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/STOP_END_USER_BENCHMARK.md) — Begins with STOP_*. Next character in the name is either D or E.
- [MISC::SAVE_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/SAVE_END_USER_BENCHMARK.md) — Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\Red Dead Redemption 2\Benchmarks and submits some metrics.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::RESET_SCRIPT_TIME_WITHIN_FRAME

- **Hash:** `0x1411A7CBC3A6EB7B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ResetScriptTimeWithinFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/RESET_SCRIPT_TIME_WITHIN_FRAME

## Signature

```c
void RESET_SCRIPT_TIME_WITHIN_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetScriptTimeWithinFrame()

-- always available, by hash
Citizen.InvokeNative(0x1411A7CBC3A6EB7B)
```

### JavaScript

```js
ResetScriptTimeWithinFrame();

// by hash
Citizen.invokeNative('0x1411A7CBC3A6EB7B');
```

### C#

```csharp
Function.Call((Hash)0x1411A7CBC3A6EB7B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::RESET_WANTED_RESPONSE_NUM_PEDS_TO_SPAWN

- **Hash:** `0xEF42F56F69877125`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ResetWantedResponseNumPedsToSpawn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/RESET_WANTED_RESPONSE_NUM_PEDS_TO_SPAWN

## Signature

```c
void RESET_WANTED_RESPONSE_NUM_PEDS_TO_SPAWN();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetWantedResponseNumPedsToSpawn()

-- always available, by hash
Citizen.InvokeNative(0xEF42F56F69877125)
```

### JavaScript

```js
ResetWantedResponseNumPedsToSpawn();

// by hash
Citizen.invokeNative('0xEF42F56F69877125');
```

### C#

```csharp
Function.Call((Hash)0xEF42F56F69877125);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SAVE_END_USER_BENCHMARK

- **Hash:** `0xF4743E2ECC02B3DA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SaveEndUserBenchmark`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SAVE_END_USER_BENCHMARK

## Signature

```c
void SAVE_END_USER_BENCHMARK();
```

## Returns

`void`

## Description

Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\Red Dead Redemption 2\Benchmarks and submits some metrics.

Old name: _SAVE_BENCHMARK_RECORDING

## Usage

### Lua

```lua
SaveEndUserBenchmark()

-- always available, by hash
Citizen.InvokeNative(0xF4743E2ECC02B3DA)
```

### JavaScript

```js
SaveEndUserBenchmark();

// by hash
Citizen.invokeNative('0xF4743E2ECC02B3DA');
```

### C#

```csharp
Function.Call((Hash)0xF4743E2ECC02B3DA);
```

## See also

- [MISC::START_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/START_END_USER_BENCHMARK.md) — Begins with START_*. Next character in the name is either D or E.
- [MISC::STOP_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/STOP_END_USER_BENCHMARK.md) — Begins with STOP_*. Next character in the name is either D or E.
- [MISC::RESET_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/RESET_END_USER_BENCHMARK.md) — Begins with RESET_*. Next character in the name is either D or E.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SCRIPT_RACE_GET_PLAYER_SPLIT_TIME

- **Hash:** `0x769E848C66E3C2BB`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ScriptRaceGetPlayerSplitTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SCRIPT_RACE_GET_PLAYER_SPLIT_TIME

## Signature

```c
BOOL SCRIPT_RACE_GET_PLAYER_SPLIT_TIME(Any p0, Any* p1, Any* p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1, p2 = ScriptRaceGetPlayerSplitTime(p0)

-- always available, by hash
local retval, p1, p2 = Citizen.InvokeNative(0x769E848C66E3C2BB, p0, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1, p2] = ScriptRaceGetPlayerSplitTime(p0);

// by hash
const [retval, p1, p2] = Citizen.invokeNative('0x769E848C66E3C2BB', p0, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x769E848C66E3C2BB, p0, p1, p2);
// p1.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SCRIPT_RACE_INIT

- **Hash:** `0x8AE059F47158417E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ScriptRaceInit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SCRIPT_RACE_INIT

## Signature

```c
void SCRIPT_RACE_INIT(int numCheckpoints, int numLaps, int numPlayers, Any p3);
```

## Parameters

- `numCheckpoints` (`int`)
- `numLaps` (`int`)
- `numPlayers` (`int`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
ScriptRaceInit(numCheckpoints, numLaps, numPlayers, p3)

-- always available, by hash
Citizen.InvokeNative(0x8AE059F47158417E, numCheckpoints, numLaps, numPlayers, p3)
```

### JavaScript

```js
ScriptRaceInit(numCheckpoints, numLaps, numPlayers, p3);

// by hash
Citizen.invokeNative('0x8AE059F47158417E', numCheckpoints, numLaps, numPlayers, p3);
```

### C#

```csharp
Function.Call((Hash)0x8AE059F47158417E, numCheckpoints, numLaps, numPlayers, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SCRIPT_RACE_PLAYER_HIT_CHECKPOINT

- **Hash:** `0xBA62B4D80FA66BD6`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ScriptRacePlayerHitCheckpoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SCRIPT_RACE_PLAYER_HIT_CHECKPOINT

## Signature

```c
void SCRIPT_RACE_PLAYER_HIT_CHECKPOINT(int part, int checkpoint, int lap, int time);
```

## Parameters

- `part` (`int`)
- `checkpoint` (`int`)
- `lap` (`int`)
- `time` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ScriptRacePlayerHitCheckpoint(part, checkpoint, lap, time)

-- always available, by hash
Citizen.InvokeNative(0xBA62B4D80FA66BD6, part, checkpoint, lap, time)
```

### JavaScript

```js
ScriptRacePlayerHitCheckpoint(part, checkpoint, lap, time);

// by hash
Citizen.invokeNative('0xBA62B4D80FA66BD6', part, checkpoint, lap, time);
```

### C#

```csharp
Function.Call((Hash)0xBA62B4D80FA66BD6, part, checkpoint, lap, time);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SCRIPT_RACE_SHUTDOWN

- **Hash:** `0x334CE0DA4FAF330C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ScriptRaceShutdown`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SCRIPT_RACE_SHUTDOWN

## Signature

```c
void SCRIPT_RACE_SHUTDOWN();
```

## Returns

`void`

## Usage

### Lua

```lua
ScriptRaceShutdown()

-- always available, by hash
Citizen.InvokeNative(0x334CE0DA4FAF330C)
```

### JavaScript

```js
ScriptRaceShutdown();

// by hash
Citizen.invokeNative('0x334CE0DA4FAF330C');
```

### C#

```csharp
Function.Call((Hash)0x334CE0DA4FAF330C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_AI_MEMORY_REACTIONS_ENABLED

- **Hash:** `0x6AC4AF46A6B8DFB2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetAiMemoryReactionsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_AI_MEMORY_REACTIONS_ENABLED

## Signature

```c
void _SET_AI_MEMORY_REACTIONS_ENABLED(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`void`

## Description

Used in CAIConditionAmbientAIMemoryReactionsEnabled

## Usage

### Lua

```lua
SetAiMemoryReactionsEnabled(enabled)

-- always available, by hash
Citizen.InvokeNative(0x6AC4AF46A6B8DFB2, enabled)
```

### JavaScript

```js
SetAiMemoryReactionsEnabled(enabled);

// by hash
Citizen.invokeNative('0x6AC4AF46A6B8DFB2', enabled);
```

### C#

```csharp
Function.Call((Hash)0x6AC4AF46A6B8DFB2, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_BIT

- **Hash:** `0xF73FBE4845C43B5B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetBit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_BIT

## Signature

```c
void SET_BIT(int* address, int offset);
```

## Parameters

- `address` (`int*`)
- `offset` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local address = SetBit(offset)

-- always available, by hash
local address = Citizen.InvokeNative(0xF73FBE4845C43B5B, Citizen.PointerValueInt(), offset)
```

### JavaScript

```js
const address = SetBit(offset);

// by hash
const address = Citizen.invokeNative('0xF73FBE4845C43B5B', Citizen.pointerValueInt(), offset);
```

### C#

```csharp
var address = new OutputArgument();
Function.Call((Hash)0xF73FBE4845C43B5B, address, offset);
// address.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_BIT_FLAG

- **Hash:** `0xE84AAC1B22A73E99`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetBitFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_BIT_FLAG

## Signature

```c
void _SET_BIT_FLAG(Any* bitFlags, int flag);
```

## Parameters

- `bitFlags` (`Any*`)
- `flag` (`int`)

## Returns

`void`

## Description

Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.
The flags are stored in an int array where each int has the ability to hold 32 flags.
Flags 0-31 would be stored in the first int, flags 32-63 in the second int, etc.

## Usage

### Lua

```lua
local bitFlags = SetBitFlag(flag)

-- always available, by hash
local bitFlags = Citizen.InvokeNative(0xE84AAC1B22A73E99, Citizen.PointerValueInt(), flag)
```

### JavaScript

```js
const bitFlags = SetBitFlag(flag);

// by hash
const bitFlags = Citizen.invokeNative('0xE84AAC1B22A73E99', Citizen.pointerValueInt(), flag);
```

### C#

```csharp
var bitFlags = new OutputArgument();
Function.Call((Hash)0xE84AAC1B22A73E99, bitFlags, flag);
// bitFlags.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_CLEAR_BIT_FLAG](https://natives.borderlinerp.com/natives/MISC/_CLEAR_BIT_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_BITS_IN_RANGE

- **Hash:** `0x324DC1CEF57F31E6`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetBitsInRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_BITS_IN_RANGE

## Signature

```c
void SET_BITS_IN_RANGE(int* var, int rangeStart, int rangeEnd, int p3);
```

## Parameters

- `var` (`int*`)
- `rangeStart` (`int`)
- `rangeEnd` (`int`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local var = SetBitsInRange(rangeStart, rangeEnd, p3)

-- always available, by hash
local var = Citizen.InvokeNative(0x324DC1CEF57F31E6, Citizen.PointerValueInt(), rangeStart, rangeEnd, p3)
```

### JavaScript

```js
const _var = SetBitsInRange(rangeStart, rangeEnd, p3);

// by hash
const _var = Citizen.invokeNative('0x324DC1CEF57F31E6', Citizen.pointerValueInt(), rangeStart, rangeEnd, p3);
```

### C#

```csharp
var var = new OutputArgument();
Function.Call((Hash)0x324DC1CEF57F31E6, var, rangeStart, rangeEnd, p3);
// var.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [MISC::GET_BITS_IN_RANGE](https://natives.borderlinerp.com/natives/MISC/GET_BITS_IN_RANGE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_CHEAT_ACTIVE

- **Hash:** `0xD4958E8CF0DE0DD0`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetCheatActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_CHEAT_ACTIVE

## Signature

```c
void SET_CHEAT_ACTIVE(int cheatId);
```

## Parameters

- `cheatId` (`int`)

## Returns

`void`

## Description

Cheats are GTA IV cheats:

0 = unknown
1 = unknown (same as 0)
2 = Max Health and Armor
3 = Raise Wanted Level
4 = Lower Wanted Level
5 = unknown (does nothing)
6 = Change Weather
7 = Spawn Annihilator
8 = Spawn NRG 900
9 = Spawn FBI
10 = Spawn Jetmax
11 = Spawn Comet
12 = Spawn Turismo
13 = Spawn Cognoscenti
14 = Spawn Super GT
15 = Spawn Sanchez

Initially used in Max Payne 3, that's why we know the name.

## Usage

### Lua

```lua
SetCheatActive(cheatId)

-- always available, by hash
Citizen.InvokeNative(0xD4958E8CF0DE0DD0, cheatId)
```

### JavaScript

```js
SetCheatActive(cheatId);

// by hash
Citizen.invokeNative('0xD4958E8CF0DE0DD0', cheatId);
```

### C#

```csharp
Function.Call((Hash)0xD4958E8CF0DE0DD0, cheatId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_CREDITS_ACTIVE

- **Hash:** `0xD37BECF862DA726F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetCreditsActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_CREDITS_ACTIVE

## Signature

```c
void SET_CREDITS_ACTIVE(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCreditsActive(toggle)

-- always available, by hash
Citizen.InvokeNative(0xD37BECF862DA726F, toggle)
```

### JavaScript

```js
SetCreditsActive(toggle);

// by hash
Citizen.invokeNative('0xD37BECF862DA726F', toggle);
```

### C#

```csharp
Function.Call((Hash)0xD37BECF862DA726F, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_CURR_WEATHER_STATE

- **Hash:** `0xFA3E3CA8A1DE6D5D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetCurrWeatherState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_CURR_WEATHER_STATE

## Signature

```c
void SET_CURR_WEATHER_STATE(Hash weatherType1, Hash weatherType2, float percentWeather2, BOOL enabled);
```

## Parameters

- `weatherType1` (`Hash`)
- `weatherType2` (`Hash`)
- `percentWeather2` (`float`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Params: BOOL p3 is always true

Old name: _SET_WEATHER_TYPE_TRANSITION

## Usage

### Lua

```lua
SetCurrWeatherState(weatherType1, weatherType2, percentWeather2, enabled)

-- always available, by hash
Citizen.InvokeNative(0xFA3E3CA8A1DE6D5D, weatherType1, weatherType2, percentWeather2, enabled)
```

### JavaScript

```js
SetCurrWeatherState(weatherType1, weatherType2, percentWeather2, enabled);

// by hash
Citizen.invokeNative('0xFA3E3CA8A1DE6D5D', weatherType1, weatherType2, percentWeather2 + 0.0000001, enabled);
```

### C#

```csharp
Function.Call((Hash)0xFA3E3CA8A1DE6D5D, weatherType1, weatherType2, percentWeather2, enabled);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MISC::GET_CURR_WEATHER_STATE](https://natives.borderlinerp.com/natives/MISC/GET_CURR_WEATHER_STATE.md) — Old name: _GET_WEATHER_TYPE_TRANSITION

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_DISPATCH_IDEAL_SPAWN_DISTANCE

- **Hash:** `0xEAB6823B82FBD283`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetDispatchIdealSpawnDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_DISPATCH_IDEAL_SPAWN_DISTANCE

## Signature

```c
void SET_DISPATCH_IDEAL_SPAWN_DISTANCE(float fIdealSpawnDistance);
```

## Parameters

- `fIdealSpawnDistance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDispatchIdealSpawnDistance(fIdealSpawnDistance)

-- always available, by hash
Citizen.InvokeNative(0xEAB6823B82FBD283, fIdealSpawnDistance)
```

### JavaScript

```js
SetDispatchIdealSpawnDistance(fIdealSpawnDistance);

// by hash
Citizen.invokeNative('0xEAB6823B82FBD283', fIdealSpawnDistance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEAB6823B82FBD283, fIdealSpawnDistance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MISC::RESET_DISPATCH_IDEAL_SPAWN_DISTANCE](https://natives.borderlinerp.com/natives/MISC/RESET_DISPATCH_IDEAL_SPAWN_DISTANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_DISPATCH_MAX_SPAWN_DISTANCE

- **Hash:** `0x89314FB3463E28DE`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetDispatchMaxSpawnDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_DISPATCH_MAX_SPAWN_DISTANCE

## Signature

```c
void _SET_DISPATCH_MAX_SPAWN_DISTANCE(float maxSpawnDistance);
```

## Parameters

- `maxSpawnDistance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDispatchMaxSpawnDistance(maxSpawnDistance)

-- always available, by hash
Citizen.InvokeNative(0x89314FB3463E28DE, maxSpawnDistance)
```

### JavaScript

```js
SetDispatchMaxSpawnDistance(maxSpawnDistance);

// by hash
Citizen.invokeNative('0x89314FB3463E28DE', maxSpawnDistance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x89314FB3463E28DE, maxSpawnDistance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_RESET_DISPATCH_MAX_SPAWN_DISTANCE](https://natives.borderlinerp.com/natives/MISC/_RESET_DISPATCH_MAX_SPAWN_DISTANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_DISPATCH_MIN_SPAWN_DISTANCE

- **Hash:** `0x27A1B170AA8AF84C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetDispatchMinSpawnDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_DISPATCH_MIN_SPAWN_DISTANCE

## Signature

```c
void _SET_DISPATCH_MIN_SPAWN_DISTANCE(float minSpawnDistance);
```

## Parameters

- `minSpawnDistance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDispatchMinSpawnDistance(minSpawnDistance)

-- always available, by hash
Citizen.InvokeNative(0x27A1B170AA8AF84C, minSpawnDistance)
```

### JavaScript

```js
SetDispatchMinSpawnDistance(minSpawnDistance);

// by hash
Citizen.invokeNative('0x27A1B170AA8AF84C', minSpawnDistance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x27A1B170AA8AF84C, minSpawnDistance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_RESET_DISPATCH_MIN_SPAWN_DISTANCE](https://natives.borderlinerp.com/natives/MISC/_RESET_DISPATCH_MIN_SPAWN_DISTANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_FADE_IN_AFTER_DEATH_ARREST

- **Hash:** `0xDF3B5846DE5904AF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetFadeInAfterDeathArrest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_FADE_IN_AFTER_DEATH_ARREST

## Signature

```c
void SET_FADE_IN_AFTER_DEATH_ARREST(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets whether the game should fade in after the player dies or is arrested.

## Usage

### Lua

```lua
SetFadeInAfterDeathArrest(toggle)

-- always available, by hash
Citizen.InvokeNative(0xDF3B5846DE5904AF, toggle)
```

### JavaScript

```js
SetFadeInAfterDeathArrest(toggle);

// by hash
Citizen.invokeNative('0xDF3B5846DE5904AF', toggle);
```

### C#

```csharp
Function.Call((Hash)0xDF3B5846DE5904AF, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_FADE_IN_AFTER_LOAD

- **Hash:** `0xAC806C4CAB973517`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetFadeInAfterLoad`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_FADE_IN_AFTER_LOAD

## Signature

```c
void SET_FADE_IN_AFTER_LOAD(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetFadeInAfterLoad(toggle)

-- always available, by hash
Citizen.InvokeNative(0xAC806C4CAB973517, toggle)
```

### JavaScript

```js
SetFadeInAfterLoad(toggle);

// by hash
Citizen.invokeNative('0xAC806C4CAB973517', toggle);
```

### C#

```csharp
Function.Call((Hash)0xAC806C4CAB973517, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_GAME_LOGIC_PAUSED

- **Hash:** `0x550F05CFFBD63C8C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetGameLogicPaused`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_GAME_LOGIC_PAUSED

## Signature

```c
void _SET_GAME_LOGIC_PAUSED();
```

## Returns

`void`

## Description

Note: this native was added in build 1232.56

## Usage

### Lua

```lua
SetGameLogicPaused()

-- always available, by hash
Citizen.InvokeNative(0x550F05CFFBD63C8C)
```

### JavaScript

```js
SetGameLogicPaused();

// by hash
Citizen.invokeNative('0x550F05CFFBD63C8C');
```

### C#

```csharp
Function.Call((Hash)0x550F05CFFBD63C8C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_GAME_PAUSED

- **Hash:** `0xFAEC088D28B1DE4A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetGamePaused`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_GAME_PAUSED

## Signature

```c
void SET_GAME_PAUSED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Make sure to call this from the correct thread if you're using multiple threads because all other threads except the one which is calling SET_GAME_PAUSED will be paused.

## Usage

### Lua

```lua
SetGamePaused(toggle)

-- always available, by hash
Citizen.InvokeNative(0xFAEC088D28B1DE4A, toggle)
```

### JavaScript

```js
SetGamePaused(toggle);

// by hash
Citizen.invokeNative('0xFAEC088D28B1DE4A', toggle);
```

### C#

```csharp
Function.Call((Hash)0xFAEC088D28B1DE4A, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_GLOBAL_BLOCK_IS_LOADED

- **Hash:** `0xE97240065406CB80`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetGlobalBlockIsLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_GLOBAL_BLOCK_IS_LOADED

## Signature

```c
void _SET_GLOBAL_BLOCK_IS_LOADED(int index, BOOL toggle);
```

## Parameters

- `index` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetGlobalBlockIsLoaded(index, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE97240065406CB80, index, toggle)
```

### JavaScript

```js
SetGlobalBlockIsLoaded(index, toggle);

// by hash
Citizen.invokeNative('0xE97240065406CB80', index, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE97240065406CB80, index, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_INCIDENT_UNK

- **Hash:** `0x9617B6E5F6537B63`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetIncidentUnk`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_INCIDENT_UNK

## Signature

```c
void _SET_INCIDENT_UNK(int incidentId);
```

## Parameters

- `incidentId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetIncidentUnk(incidentId)

-- always available, by hash
Citizen.InvokeNative(0x9617B6E5F6537B63, incidentId)
```

### JavaScript

```js
SetIncidentUnk(incidentId);

// by hash
Citizen.invokeNative('0x9617B6E5F6537B63', incidentId);
```

### C#

```csharp
Function.Call((Hash)0x9617B6E5F6537B63, incidentId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_LOOT_PELT_SATCHEL_ITEM

- **Hash:** `0x9B47971234169990`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetLootPeltSatchelItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_LOOT_PELT_SATCHEL_ITEM

## Signature

```c
void _SET_LOOT_PELT_SATCHEL_ITEM(Ped ped, Any item);
```

## Parameters

- `ped` (`Ped`)
- `item` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetLootPeltSatchelItem(ped, item)

-- always available, by hash
Citizen.InvokeNative(0x9B47971234169990, ped, item)
```

### JavaScript

```js
SetLootPeltSatchelItem(ped, item);

// by hash
Citizen.invokeNative('0x9B47971234169990', ped, item);
```

### C#

```csharp
Function.Call((Hash)0x9B47971234169990, ped, item);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_MISSION_FLAG

- **Hash:** `0x36694B456BE80D0A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetMissionFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_MISSION_FLAG

## Signature

```c
void SET_MISSION_FLAG(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

If true, the player can't save the game.

## Usage

### Lua

```lua
SetMissionFlag(toggle)

-- always available, by hash
Citizen.InvokeNative(0x36694B456BE80D0A, toggle)
```

### JavaScript

```js
SetMissionFlag(toggle);

// by hash
Citizen.invokeNative('0x36694B456BE80D0A', toggle);
```

### C#

```csharp
Function.Call((Hash)0x36694B456BE80D0A, toggle);
```

## See also

- [MISC::GET_MISSION_FLAG](https://natives.borderlinerp.com/natives/MISC/GET_MISSION_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_OVERRIDE_WEATHER

- **Hash:** `0xBE83CAE8ED77A94F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetOverrideWeather`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_OVERRIDE_WEATHER

## Signature

```c
void _SET_OVERRIDE_WEATHER(Hash weatherType);
```

## Parameters

- `weatherType` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetOverrideWeather(weatherType)

-- always available, by hash
Citizen.InvokeNative(0xBE83CAE8ED77A94F, weatherType)
```

### JavaScript

```js
SetOverrideWeather(weatherType);

// by hash
Citizen.invokeNative('0xBE83CAE8ED77A94F', weatherType);
```

### C#

```csharp
Function.Call((Hash)0xBE83CAE8ED77A94F, weatherType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::CLEAR_OVERRIDE_WEATHER](https://natives.borderlinerp.com/natives/MISC/CLEAR_OVERRIDE_WEATHER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_PED_DECOMPOSED

- **Hash:** `0x674B90BE1115846D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetPedDecomposed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_PED_DECOMPOSED

## Signature

```c
void SET_PED_DECOMPOSED(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDecomposed(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x674B90BE1115846D, ped, toggle)
```

### JavaScript

```js
SetPedDecomposed(ped, toggle);

// by hash
Citizen.invokeNative('0x674B90BE1115846D', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x674B90BE1115846D, ped, toggle);
```

## See also

- [MISC::_IS_PED_DECOMPOSED](https://natives.borderlinerp.com/natives/MISC/_IS_PED_DECOMPOSED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_RAIN

- **Hash:** `0x193DFC0526830FD6`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetRain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_RAIN

## Signature

```c
void SET_RAIN(float intensity);
```

## Parameters

- `intensity` (`float`)

## Returns

`void`

## Description

Old name: _SET_RAIN_LEVEL

## Usage

### Lua

```lua
SetRain(intensity)

-- always available, by hash
Citizen.InvokeNative(0x193DFC0526830FD6, intensity)
```

### JavaScript

```js
SetRain(intensity);

// by hash
Citizen.invokeNative('0x193DFC0526830FD6', intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x193DFC0526830FD6, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_RANDOM_EVENT_FLAG

- **Hash:** `0xB1ADCCC4150C6473`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetRandomEventFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_RANDOM_EVENT_FLAG

## Signature

```c
void SET_RANDOM_EVENT_FLAG(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

If the parameter is true, sets the random event flag to true, if the parameter is false, the function does nothing at all.
Does nothing if the mission flag is set.

## Usage

### Lua

```lua
SetRandomEventFlag(toggle)

-- always available, by hash
Citizen.InvokeNative(0xB1ADCCC4150C6473, toggle)
```

### JavaScript

```js
SetRandomEventFlag(toggle);

// by hash
Citizen.invokeNative('0xB1ADCCC4150C6473', toggle);
```

### C#

```csharp
Function.Call((Hash)0xB1ADCCC4150C6473, toggle);
```

## See also

- [MISC::GET_RANDOM_EVENT_FLAG](https://natives.borderlinerp.com/natives/MISC/GET_RANDOM_EVENT_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_RANDOM_SEED

- **Hash:** `0x5CD7A49104AFCB6B`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetRandomSeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_RANDOM_SEED

## Signature

```c
void SET_RANDOM_SEED(int seed);
```

## Parameters

- `seed` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetRandomSeed(seed)

-- always available, by hash
Citizen.InvokeNative(0x5CD7A49104AFCB6B, seed)
```

### JavaScript

```js
SetRandomSeed(seed);

// by hash
Citizen.invokeNative('0x5CD7A49104AFCB6B', seed);
```

### C#

```csharp
Function.Call((Hash)0x5CD7A49104AFCB6B, seed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_RANDOM_WEATHER_TYPE

- **Hash:** `0x6E5A7FBEECAB3C72`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetRandomWeatherType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_RANDOM_WEATHER_TYPE

## Signature

```c
void SET_RANDOM_WEATHER_TYPE(BOOL p0, BOOL p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetRandomWeatherType(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6E5A7FBEECAB3C72, p0, p1)
```

### JavaScript

```js
SetRandomWeatherType(p0, p1);

// by hash
Citizen.invokeNative('0x6E5A7FBEECAB3C72', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6E5A7FBEECAB3C72, p0, p1);
```

## See also

- [MISC::_GET_RANDOM_WEATHER_TYPE](https://natives.borderlinerp.com/natives/MISC/_GET_RANDOM_WEATHER_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_SNOW_LEVEL

- **Hash:** `0xF6BEE7E80EC5CA40`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetSnowLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_SNOW_LEVEL

## Signature

```c
void _SET_SNOW_LEVEL(float level);
```

## Parameters

- `level` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetSnowLevel(level)

-- always available, by hash
Citizen.InvokeNative(0xF6BEE7E80EC5CA40, level)
```

### JavaScript

```js
SetSnowLevel(level);

// by hash
Citizen.invokeNative('0xF6BEE7E80EC5CA40', level + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF6BEE7E80EC5CA40, level);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::GET_SNOW_LEVEL](https://natives.borderlinerp.com/natives/MISC/GET_SNOW_LEVEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_SUPER_JUMP_THIS_FRAME

- **Hash:** `0xB3E9BE963F10C445`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetSuperJumpThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_SUPER_JUMP_THIS_FRAME

## Signature

```c
void SET_SUPER_JUMP_THIS_FRAME(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetSuperJumpThisFrame(player)

-- always available, by hash
Citizen.InvokeNative(0xB3E9BE963F10C445, player)
```

### JavaScript

```js
SetSuperJumpThisFrame(player);

// by hash
Citizen.invokeNative('0xB3E9BE963F10C445', player);
```

### C#

```csharp
Function.Call((Hash)0xB3E9BE963F10C445, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_THIS_SCRIPT_CAN_BE_PAUSED

- **Hash:** `0x3215376E79F6EA18`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetThisScriptCanBePaused`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_THIS_SCRIPT_CAN_BE_PAUSED

## Signature

```c
void SET_THIS_SCRIPT_CAN_BE_PAUSED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetThisScriptCanBePaused(toggle)

-- always available, by hash
Citizen.InvokeNative(0x3215376E79F6EA18, toggle)
```

### JavaScript

```js
SetThisScriptCanBePaused(toggle);

// by hash
Citizen.invokeNative('0x3215376E79F6EA18', toggle);
```

### C#

```csharp
Function.Call((Hash)0x3215376E79F6EA18, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT

- **Hash:** `0x8ABD939C2E5D00ED`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetThisScriptCanRemoveBlipsCreatedByAnyScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT

## Signature

```c
void SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetThisScriptCanRemoveBlipsCreatedByAnyScript(toggle)

-- always available, by hash
Citizen.InvokeNative(0x8ABD939C2E5D00ED, toggle)
```

### JavaScript

```js
SetThisScriptCanRemoveBlipsCreatedByAnyScript(toggle);

// by hash
Citizen.invokeNative('0x8ABD939C2E5D00ED', toggle);
```

### C#

```csharp
Function.Call((Hash)0x8ABD939C2E5D00ED, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_TIME_SCALE

- **Hash:** `0x9682AF6050854856`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetTimeScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_TIME_SCALE

## Signature

```c
void SET_TIME_SCALE(float timeScale);
```

## Parameters

- `timeScale` (`float`)

## Returns

`void`

## Description

Maximum value is 1.0f
At a value of 0.0f the game will still run at a minimum time scale.

## Usage

### Lua

```lua
SetTimeScale(timeScale)

-- always available, by hash
Citizen.InvokeNative(0x9682AF6050854856, timeScale)
```

### JavaScript

```js
SetTimeScale(timeScale);

// by hash
Citizen.invokeNative('0x9682AF6050854856', timeScale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9682AF6050854856, timeScale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_WEATHER_TYPE

- **Hash:** `0x59174F1AFE095B5A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_WEATHER_TYPE

## Signature

```c
void SET_WEATHER_TYPE(Hash weatherType, BOOL p1, BOOL p2, BOOL transition, float transitionTime, BOOL p5);
```

## Parameters

- `weatherType` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `transition` (`BOOL`)
- `transitionTime` (`float`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/weather/weather_types.lua

## Usage

### Lua

```lua
SetWeatherType(weatherType, p1, p2, transition, transitionTime, p5)

-- always available, by hash
Citizen.InvokeNative(0x59174F1AFE095B5A, weatherType, p1, p2, transition, transitionTime, p5)
```

### JavaScript

```js
SetWeatherType(weatherType, p1, p2, transition, transitionTime, p5);

// by hash
Citizen.invokeNative('0x59174F1AFE095B5A', weatherType, p1, p2, transition, transitionTime + 0.0000001, p5);
```

### C#

```csharp
Function.Call((Hash)0x59174F1AFE095B5A, weatherType, p1, p2, transition, transitionTime, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_WEATHER_TYPE_2

- **Hash:** `0x2C6A07AF9AEDABD8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherType_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_TYPE_2

## Signature

```c
void _SET_WEATHER_TYPE_2(Hash weatherType, int p1, int p2, int p3, BOOL p4);
```

## Parameters

- `weatherType` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeatherType_2(weatherType, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x2C6A07AF9AEDABD8, weatherType, p1, p2, p3, p4)
```

### JavaScript

```js
SetWeatherType_2(weatherType, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x2C6A07AF9AEDABD8', weatherType, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x2C6A07AF9AEDABD8, weatherType, p1, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_WEATHER_TYPE_FROZEN

- **Hash:** `0xD74ACDF7DB8114AF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherTypeFrozen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_TYPE_FROZEN

## Signature

```c
void _SET_WEATHER_TYPE_FROZEN(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeatherTypeFrozen(toggle)

-- always available, by hash
Citizen.InvokeNative(0xD74ACDF7DB8114AF, toggle)
```

### JavaScript

```js
SetWeatherTypeFrozen(toggle);

// by hash
Citizen.invokeNative('0xD74ACDF7DB8114AF', toggle);
```

### C#

```csharp
Function.Call((Hash)0xD74ACDF7DB8114AF, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SET_WEATHER_VARIATION

- **Hash:** `0x3373779BAF7CAF48`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_VARIATION

## Signature

```c
void _SET_WEATHER_VARIATION(const char* weatherType, const char* variation);
```

## Parameters

- `weatherType` (`const char*`)
- `variation` (`const char*`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/weather/weather_variations.lua

## Usage

### Lua

```lua
SetWeatherVariation(weatherType, variation)

-- always available, by hash
Citizen.InvokeNative(0x3373779BAF7CAF48, weatherType, variation)
```

### JavaScript

```js
SetWeatherVariation(weatherType, variation);

// by hash
Citizen.invokeNative('0x3373779BAF7CAF48', weatherType, variation);
```

### C#

```csharp
Function.Call((Hash)0x3373779BAF7CAF48, weatherType, variation);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MISC::_CLEAR_WEATHER_VARIATION](https://natives.borderlinerp.com/natives/MISC/_CLEAR_WEATHER_VARIATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_WIND_DIRECTION

- **Hash:** `0xB56C4F5F57A45600`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWindDirection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_WIND_DIRECTION

## Signature

```c
void SET_WIND_DIRECTION(float direction);
```

## Parameters

- `direction` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWindDirection(direction)

-- always available, by hash
Citizen.InvokeNative(0xB56C4F5F57A45600, direction)
```

### JavaScript

```js
SetWindDirection(direction);

// by hash
Citizen.invokeNative('0xB56C4F5F57A45600', direction + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB56C4F5F57A45600, direction);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MISC::GET_WIND_DIRECTION](https://natives.borderlinerp.com/natives/MISC/GET_WIND_DIRECTION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SET_WIND_SPEED

- **Hash:** `0xD00C2D82DC04A99F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWindSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SET_WIND_SPEED

## Signature

```c
void SET_WIND_SPEED(float speed);
```

## Parameters

- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWindSpeed(speed)

-- always available, by hash
Citizen.InvokeNative(0xD00C2D82DC04A99F, speed)
```

### JavaScript

```js
SetWindSpeed(speed);

// by hash
Citizen.invokeNative('0xD00C2D82DC04A99F', speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD00C2D82DC04A99F, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [MISC::GET_WIND_SPEED](https://natives.borderlinerp.com/natives/MISC/GET_WIND_SPEED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SHOOT_SINGLE_BULLET_BETWEEN_COORDS

- **Hash:** `0x867654CBC7606F2C`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ShootSingleBulletBetweenCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SHOOT_SINGLE_BULLET_BETWEEN_COORDS

## Signature

```c
void SHOOT_SINGLE_BULLET_BETWEEN_COORDS(float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, BOOL p13);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `damage` (`int`)
- `p7` (`BOOL`)
- `weaponHash` (`Hash`)
- `ownerPed` (`Ped`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `speed` (`float`)
- `p13` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ShootSingleBulletBetweenCoords(x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed, p13)

-- always available, by hash
Citizen.InvokeNative(0x867654CBC7606F2C, x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed, p13)
```

### JavaScript

```js
ShootSingleBulletBetweenCoords(x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed, p13);

// by hash
Citizen.invokeNative('0x867654CBC7606F2C', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed + 0.0000001, p13);
```

### C#

```csharp
Function.Call((Hash)0x867654CBC7606F2C, x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed, p13);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SHOULD_USE_24_HOUR_CLOCK

- **Hash:** `0x0177CF20345F44DD`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ShouldUse_24HourClock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SHOULD_USE_24_HOUR_CLOCK

## Signature

```c
BOOL _SHOULD_USE_24_HOUR_CLOCK();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ShouldUse_24HourClock()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0177CF20345F44DD, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ShouldUse_24HourClock();

// by hash
const retval = Citizen.invokeNative('0x0177CF20345F44DD', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0177CF20345F44DD);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::SHOULD_USE_METRIC_MEASUREMENTS

- **Hash:** `0x4FB556ACEFA93098`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ShouldUseMetricMeasurements`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/SHOULD_USE_METRIC_MEASUREMENTS

## Signature

```c
BOOL SHOULD_USE_METRIC_MEASUREMENTS();
```

## Returns

`BOOL`

## Description

Returns whether the game's measurement system is set to metric.

## Usage

### Lua

```lua
local retval = ShouldUseMetricMeasurements()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4FB556ACEFA93098, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ShouldUseMetricMeasurements();

// by hash
const retval = Citizen.invokeNative('0x4FB556ACEFA93098', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4FB556ACEFA93098);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SHOULD_USE_METRIC_MEASUREMENTS_2

- **Hash:** `0x58BCDC75BA52110A`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ShouldUseMetricMeasurements_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SHOULD_USE_METRIC_MEASUREMENTS_2

## Signature

```c
BOOL _SHOULD_USE_METRIC_MEASUREMENTS_2();
```

## Returns

`BOOL`

## Description

Same as SHOULD_USE_METRIC_MEASUREMENTS

## Usage

### Lua

```lua
local retval = ShouldUseMetricMeasurements_2()

-- always available, by hash
local retval = Citizen.InvokeNative(0x58BCDC75BA52110A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ShouldUseMetricMeasurements_2();

// by hash
const retval = Citizen.invokeNative('0x58BCDC75BA52110A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x58BCDC75BA52110A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SHOULD_USE_METRIC_TEMPERATURE

- **Hash:** `0xFF4AAF3275BAAB4F`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ShouldUseMetricTemperature`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SHOULD_USE_METRIC_TEMPERATURE

## Signature

```c
BOOL _SHOULD_USE_METRIC_TEMPERATURE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ShouldUseMetricTemperature()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF4AAF3275BAAB4F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ShouldUseMetricTemperature();

// by hash
const retval = Citizen.invokeNative('0xFF4AAF3275BAAB4F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF4AAF3275BAAB4F);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_SHOULD_USE_METRIC_WEIGHT

- **Hash:** `0x8F24157FEDB85EA2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ShouldUseMetricWeight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SHOULD_USE_METRIC_WEIGHT

## Signature

```c
BOOL _SHOULD_USE_METRIC_WEIGHT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ShouldUseMetricWeight()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8F24157FEDB85EA2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ShouldUseMetricWeight();

// by hash
const retval = Citizen.invokeNative('0x8F24157FEDB85EA2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8F24157FEDB85EA2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::START_END_USER_BENCHMARK

- **Hash:** `0x29D1F6DF864A094E`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `StartEndUserBenchmark`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/START_END_USER_BENCHMARK

## Signature

```c
void START_END_USER_BENCHMARK();
```

## Returns

`void`

## Description

Begins with START_*. Next character in the name is either D or E.

Old name: _START_BENCHMARK_RECORDING

## Usage

### Lua

```lua
StartEndUserBenchmark()

-- always available, by hash
Citizen.InvokeNative(0x29D1F6DF864A094E)
```

### JavaScript

```js
StartEndUserBenchmark();

// by hash
Citizen.invokeNative('0x29D1F6DF864A094E');
```

### C#

```csharp
Function.Call((Hash)0x29D1F6DF864A094E);
```

## See also

- [MISC::STOP_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/STOP_END_USER_BENCHMARK.md) — Begins with STOP_*. Next character in the name is either D or E.
- [MISC::RESET_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/RESET_END_USER_BENCHMARK.md) — Begins with RESET_*. Next character in the name is either D or E.
- [MISC::SAVE_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/SAVE_END_USER_BENCHMARK.md) — Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\Red Dead Redemption 2\Benchmarks and submits some metrics.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::STOP_CURRENT_LOADING_PROGRESS_TIMER

- **Hash:** `0xA565FAC215CBC77D`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `StopCurrentLoadingProgressTimer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/STOP_CURRENT_LOADING_PROGRESS_TIMER

## Signature

```c
void STOP_CURRENT_LOADING_PROGRESS_TIMER();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
StopCurrentLoadingProgressTimer()

-- always available, by hash
Citizen.InvokeNative(0xA565FAC215CBC77D)
```

### JavaScript

```js
StopCurrentLoadingProgressTimer();

// by hash
Citizen.invokeNative('0xA565FAC215CBC77D');
```

### C#

```csharp
Function.Call((Hash)0xA565FAC215CBC77D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::STOP_END_USER_BENCHMARK

- **Hash:** `0xB89AEC71AFF2B599`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `StopEndUserBenchmark`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/STOP_END_USER_BENCHMARK

## Signature

```c
void STOP_END_USER_BENCHMARK();
```

## Returns

`void`

## Description

Begins with STOP_*. Next character in the name is either D or E.

Old name: _STOP_BENCHMARK_RECORDING

## Usage

### Lua

```lua
StopEndUserBenchmark()

-- always available, by hash
Citizen.InvokeNative(0xB89AEC71AFF2B599)
```

### JavaScript

```js
StopEndUserBenchmark();

// by hash
Citizen.invokeNative('0xB89AEC71AFF2B599');
```

### C#

```csharp
Function.Call((Hash)0xB89AEC71AFF2B599);
```

## See also

- [MISC::START_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/START_END_USER_BENCHMARK.md) — Begins with START_*. Next character in the name is either D or E.
- [MISC::RESET_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/RESET_END_USER_BENCHMARK.md) — Begins with RESET_*. Next character in the name is either D or E.
- [MISC::SAVE_END_USER_BENCHMARK](https://natives.borderlinerp.com/natives/MISC/SAVE_END_USER_BENCHMARK.md) — Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\Red Dead Redemption 2\Benchmarks and submits some metrics.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::_STRING_SPLIT_AND_COUNT_SEGMENTS

- **Hash:** `0x94E8CA3DEE952789`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `StringSplitAndCountSegments`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_STRING_SPLIT_AND_COUNT_SEGMENTS

## Signature

```c
int _STRING_SPLIT_AND_COUNT_SEGMENTS(const char* inputString, const char* delimiters);
```

## Parameters

- `inputString` (`const char*`)
- `delimiters` (`const char*`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Counts the number of segments in a string separated by specified delimiters, ignoring consecutive delimiters.
Example usage: int count = MISC::_STRING_SPLIT_AND_COUNT_SEGMENTS("qadr_ui-qadr_ui;qadr_ui,qadr_ui.qadr_ui;qadr_ui-", "-,;."); // Returns 6

*Source: VORPCORE RDR3natives*

Not officially named 
, Counts the number of segments in a string that are separated by specified delimiter characters, ignoring consecutive delimiters.

## Usage

### Lua

```lua
local retval = StringSplitAndCountSegments(inputString, delimiters)

-- always available, by hash
local retval = Citizen.InvokeNative(0x94E8CA3DEE952789, inputString, delimiters, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StringSplitAndCountSegments(inputString, delimiters);

// by hash
const retval = Citizen.invokeNative('0x94E8CA3DEE952789', inputString, delimiters, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x94E8CA3DEE952789, inputString, delimiters);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local count = N_0x94e8ca3dee952789('AAA_BB-AAA_BB;AAA_BB,AAA_BB.AAA_BB;AAA_BB-', '-,;.');
// Returns 6, counts all segments separated by '-', ',', ';', or '.', while ignoring consecutive delimiters.
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# MISC::STRING_TO_INT

- **Hash:** `0xF2DD2298B3AF23E2`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `StringToInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/STRING_TO_INT

## Signature

```c
BOOL STRING_TO_INT(const char* string, int* outInteger);
```

## Parameters

- `string` (`const char*`)
- `outInteger` (`int*`)

## Returns

`BOOL`

## Description

Returns false if it's a null or empty string or if the string is too long. outInteger will be set to -999 in that case.

## Usage

### Lua

```lua
local retval, outInteger = StringToInt(string, outInteger)

-- always available, by hash
local retval, outInteger = Citizen.InvokeNative(0xF2DD2298B3AF23E2, string, Citizen.PointerValueIntInitialized(outInteger), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outInteger] = StringToInt(string, outInteger);

// by hash
const [retval, outInteger] = Citizen.invokeNative('0xF2DD2298B3AF23E2', string, Citizen.pointerValueIntInitialized(outInteger), Citizen.returnResultAnyway());
```

### C#

```csharp
var outInteger = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF2DD2298B3AF23E2, string, outInteger);
// outInteger.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::TAN

- **Hash:** `0x8C13DB96497B7ABF`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `Tan`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/TAN

## Signature

```c
float TAN(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = Tan(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8C13DB96497B7ABF, p0, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = Tan(p0);

// by hash
const retval = Citizen.invokeNative('0x8C13DB96497B7ABF', p0 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8C13DB96497B7ABF, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::UI_STARTED_END_USER_BENCHMARK

- **Hash:** `0x4FFA0386A6216113`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `UiStartedEndUserBenchmark`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/UI_STARTED_END_USER_BENCHMARK

## Signature

```c
BOOL UI_STARTED_END_USER_BENCHMARK();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

Old name: _UI_IS_SINGLEPLAYER_PAUSE_MENU_ACTIVE

## Usage

### Lua

```lua
local retval = UiStartedEndUserBenchmark()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4FFA0386A6216113, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiStartedEndUserBenchmark();

// by hash
const retval = Citizen.invokeNative('0x4FFA0386A6216113', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4FFA0386A6216113);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::UNREGISTER_INTERACTION_LOCKON_PROMPT

- **Hash:** `0xE98D55C5983F2509`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `UnregisterInteractionLockonPrompt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/UNREGISTER_INTERACTION_LOCKON_PROMPT

## Signature

```c
BOOL UNREGISTER_INTERACTION_LOCKON_PROMPT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnregisterInteractionLockonPrompt(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE98D55C5983F2509, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnregisterInteractionLockonPrompt(entity);

// by hash
const retval = Citizen.invokeNative('0xE98D55C5983F2509', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE98D55C5983F2509, entity);
```

## See also

- [MISC::REGISTER_INTERACTION_LOCKON_PROMPT](https://natives.borderlinerp.com/natives/MISC/REGISTER_INTERACTION_LOCKON_PROMPT.md) — p3 is usually the same value of radius p8 determines whether the ILO prompt is a lock on prompt with RMB

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::UPDATE_ONSCREEN_KEYBOARD

- **Hash:** `0x37DF360F235A3893`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `UpdateOnscreenKeyboard`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/UPDATE_ONSCREEN_KEYBOARD

## Signature

```c
int UPDATE_ONSCREEN_KEYBOARD();
```

## Returns

`int`

## Description

Returns the current status of the onscreen keyboard, and updates the output.

Status Codes:

0 - User still editing
1 - User has finished editing
2 - User has canceled editing
3 - Keyboard isn't active

## Usage

### Lua

```lua
local retval = UpdateOnscreenKeyboard()

-- always available, by hash
local retval = Citizen.InvokeNative(0x37DF360F235A3893, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UpdateOnscreenKeyboard();

// by hash
const retval = Citizen.invokeNative('0x37DF360F235A3893', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37DF360F235A3893);
```

## See also

- [MISC::DISPLAY_ONSCREEN_KEYBOARD](https://natives.borderlinerp.com/natives/MISC/DISPLAY_ONSCREEN_KEYBOARD.md) — KTEXTTYPE_DEFAULT, KTEXTTYPE_EMAIL, KTEXTTYPE_PASSWORD, KTEXTTYPE_NUMERIC, KTEXTTYPE_ALPHABET, KTEXTTYPE_GAMERTAG, KTEXTTYPE_FILENAME, KTEXTTYPE_COUNT
- [MISC::CANCEL_ONSCREEN_KEYBOARD](https://natives.borderlinerp.com/natives/MISC/CANCEL_ONSCREEN_KEYBOARD.md) — Old name: _CANCEL_ONSCREEN_KEYBOARD

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::VAR_STRING

- **Hash:** `0xFA925AC00EB830B9`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `VarString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/VAR_STRING

## Signature

```c
const char* VAR_STRING(int flags, Any ..., ...);
```

## Parameters

- `flags` (`int`)
- `...` (`Any`)

## Returns

`const char*`

## Description

Note: The first bit in 'flags' must not be set.
It is also required to pass at least one extra argument (this must be a text label string or hash).
When passing a hash, flags should be 0.

## Usage

### Lua

```lua
local retval = VarString(flags, ___)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA925AC00EB830B9, flags, ___, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = VarString(flags, ___);

// by hash
const retval = Citizen.invokeNative('0xFA925AC00EB830B9', flags, ___, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xFA925AC00EB830B9, flags, ___);
```

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# MISC::WATER_OVERRIDE_SET_OCEANWAVEMAXAMPLITUDE

- **Hash:** `0xF06C5B66DE20B2B8`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `WaterOverrideSetOceanwavemaxamplitude`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/WATER_OVERRIDE_SET_OCEANWAVEMAXAMPLITUDE

## Signature

```c
void WATER_OVERRIDE_SET_OCEANWAVEMAXAMPLITUDE(float maxAmplitude);
```

## Parameters

- `maxAmplitude` (`float`)

## Returns

`void`

## Description

Only used in smuggler2 script
Also see weather.xml (OceanWaveMaxAmplitude)

## Usage

### Lua

```lua
WaterOverrideSetOceanwavemaxamplitude(maxAmplitude)

-- always available, by hash
Citizen.InvokeNative(0xF06C5B66DE20B2B8, maxAmplitude)
```

### JavaScript

```js
WaterOverrideSetOceanwavemaxamplitude(maxAmplitude);

// by hash
Citizen.invokeNative('0xF06C5B66DE20B2B8', maxAmplitude + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF06C5B66DE20B2B8, maxAmplitude);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISC::WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE

- **Hash:** `0x55123D5A7D9D3C42`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `WaterOverrideSetShorewaveamplitude`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE

## Signature

```c
void WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE(float amplitude);
```

## Parameters

- `amplitude` (`float`)

## Returns

`void`

## Description

Only used in smuggler2 script
Also see weather.xml (ShoreWaveAmplitude)

## Usage

### Lua

```lua
WaterOverrideSetShorewaveamplitude(amplitude)

-- always available, by hash
Citizen.InvokeNative(0x55123D5A7D9D3C42, amplitude)
```

### JavaScript

```js
WaterOverrideSetShorewaveamplitude(amplitude);

// by hash
Citizen.invokeNative('0x55123D5A7D9D3C42', amplitude + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x55123D5A7D9D3C42, amplitude);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_GET_CATAGORY

- **Hash:** `0x57E798B65C45EE17`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataGetCatagory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_GET_CATAGORY

## Signature

```c
Hash MISSIONDATA_GET_CATAGORY(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = MissiondataGetCatagory(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57E798B65C45EE17, missionId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MissiondataGetCatagory(missionId);

// by hash
const retval = Citizen.invokeNative('0x57E798B65C45EE17', missionId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57E798B65C45EE17, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_GET_HIGH_SCORE

- **Hash:** `0x9AABABF8313C3516`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataGetHighScore`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_GET_HIGH_SCORE

## Signature

```c
int MISSIONDATA_GET_HIGH_SCORE(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = MissiondataGetHighScore(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9AABABF8313C3516, missionId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MissiondataGetHighScore(missionId);

// by hash
const retval = Citizen.invokeNative('0x9AABABF8313C3516', missionId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9AABABF8313C3516, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_GET_RATING

- **Hash:** `0x57E798B54C45EE1A`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataGetRating`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_GET_RATING

## Signature

```c
int MISSIONDATA_GET_RATING(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = MissiondataGetRating(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57E798B54C45EE1A, missionId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MissiondataGetRating(missionId);

// by hash
const retval = Citizen.invokeNative('0x57E798B54C45EE1A', missionId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57E798B54C45EE1A, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_GET_REPLAY_STATE

- **Hash:** `0x8C32D86E9556ED86`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataGetReplayState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_GET_REPLAY_STATE

## Signature

```c
int MISSIONDATA_GET_REPLAY_STATE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = MissiondataGetReplayState(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8C32D86E9556ED86, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MissiondataGetReplayState(p0);

// by hash
const retval = Citizen.invokeNative('0x8C32D86E9556ED86', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8C32D86E9556ED86, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_GET_TEXTURE_NAME

- **Hash:** `0x57E798B56C45EE15`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataGetTextureName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_GET_TEXTURE_NAME

## Signature

```c
Hash MISSIONDATA_GET_TEXTURE_NAME(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = MissiondataGetTextureName(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57E798B56C45EE15, missionId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MissiondataGetTextureName(missionId);

// by hash
const retval = Citizen.invokeNative('0x57E798B56C45EE15', missionId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57E798B56C45EE15, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_GET_TEXTURE_TXD

- **Hash:** `0x57E798B57C45EE16`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataGetTextureTxd`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_GET_TEXTURE_TXD

## Signature

```c
Hash MISSIONDATA_GET_TEXTURE_TXD(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = MissiondataGetTextureTxd(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57E798B57C45EE16, missionId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MissiondataGetTextureTxd(missionId);

// by hash
const retval = Citizen.invokeNative('0x57E798B57C45EE16', missionId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57E798B57C45EE16, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::_MISSIONDATA_IS_REPLAY_CATEGORY_LOCKED

- **Hash:** `0xE145864DECC34219`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataIsReplayCategoryLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_IS_REPLAY_CATEGORY_LOCKED

## Signature

```c
BOOL _MISSIONDATA_IS_REPLAY_CATEGORY_LOCKED(Hash category);
```

## Parameters

- `category` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MissiondataIsReplayCategoryLocked(category)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE145864DECC34219, category, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MissiondataIsReplayCategoryLocked(category);

// by hash
const retval = Citizen.invokeNative('0xE145864DECC34219', category, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE145864DECC34219, category);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_IS_REQUIRED_STORY_MISSION

- **Hash:** `0xE824CE7D13FCB35E`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataIsRequiredStoryMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_IS_REQUIRED_STORY_MISSION

## Signature

```c
BOOL MISSIONDATA_IS_REQUIRED_STORY_MISSION(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MissiondataIsRequiredStoryMission(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE824CE7D13FCB35E, missionId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MissiondataIsRequiredStoryMission(missionId);

// by hash
const retval = Citizen.invokeNative('0xE824CE7D13FCB35E', missionId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE824CE7D13FCB35E, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_IS_VALID

- **Hash:** `0xE54DC27571D5EDC5`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataIsValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_IS_VALID

## Signature

```c
BOOL MISSIONDATA_IS_VALID(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MissiondataIsValid(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE54DC27571D5EDC5, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MissiondataIsValid(p0);

// by hash
const retval = Citizen.invokeNative('0xE54DC27571D5EDC5', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE54DC27571D5EDC5, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_SET_HIGH_SCORE

- **Hash:** `0x3A04F0169DA87A9D`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataSetHighScore`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_SET_HIGH_SCORE

## Signature

```c
void MISSIONDATA_SET_HIGH_SCORE(Hash missionId, int score);
```

## Parameters

- `missionId` (`Hash`)
- `score` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
MissiondataSetHighScore(missionId, score)

-- always available, by hash
Citizen.InvokeNative(0x3A04F0169DA87A9D, missionId, score)
```

### JavaScript

```js
MissiondataSetHighScore(missionId, score);

// by hash
Citizen.invokeNative('0x3A04F0169DA87A9D', missionId, score);
```

### C#

```csharp
Function.Call((Hash)0x3A04F0169DA87A9D, missionId, score);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::_MISSIONDATA_SET_MISSION_RATING

- **Hash:** `0xE824CE7D13FCB300`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataSetMissionRating`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_SET_MISSION_RATING

## Signature

```c
void _MISSIONDATA_SET_MISSION_RATING(Hash missionId, int rating);
```

## Parameters

- `missionId` (`Hash`)
- `rating` (`int`)

## Returns

`void`

## Description

MISSION_RATING_INCOMPLETE = 0,
MISSION_RATING_SKIPPED,
MISSION_RATING_COMPLETE,
MISSION_RATING_BRONZE,
MISSION_RATING_SILVER,
MISSION_RATING_GOLD,

## Usage

### Lua

```lua
MissiondataSetMissionRating(missionId, rating)

-- always available, by hash
Citizen.InvokeNative(0xE824CE7D13FCB300, missionId, rating)
```

### JavaScript

```js
MissiondataSetMissionRating(missionId, rating);

// by hash
Citizen.invokeNative('0xE824CE7D13FCB300', missionId, rating);
```

### C#

```csharp
Function.Call((Hash)0xE824CE7D13FCB300, missionId, rating);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_SET_RATING_SCORES

- **Hash:** `0x12F65317708749A5`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataSetRatingScores`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_SET_RATING_SCORES

## Signature

```c
void MISSIONDATA_SET_RATING_SCORES(Hash missionId, int bronzeScore, int silverScore, int goldScore);
```

## Parameters

- `missionId` (`Hash`)
- `bronzeScore` (`int`)
- `silverScore` (`int`)
- `goldScore` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
MissiondataSetRatingScores(missionId, bronzeScore, silverScore, goldScore)

-- always available, by hash
Citizen.InvokeNative(0x12F65317708749A5, missionId, bronzeScore, silverScore, goldScore)
```

### JavaScript

```js
MissiondataSetRatingScores(missionId, bronzeScore, silverScore, goldScore);

// by hash
Citizen.invokeNative('0x12F65317708749A5', missionId, bronzeScore, silverScore, goldScore);
```

### C#

```csharp
Function.Call((Hash)0x12F65317708749A5, missionId, bronzeScore, silverScore, goldScore);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_SET_REPLAY_LOCKED_FOR_CATEGORY

- **Hash:** `0x957A830C9B4B99EA`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataSetReplayLockedForCategory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_SET_REPLAY_LOCKED_FOR_CATEGORY

## Signature

```c
void MISSIONDATA_SET_REPLAY_LOCKED_FOR_CATEGORY(Hash category, BOOL locked);
```

## Parameters

- `category` (`Hash`)
- `locked` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
MissiondataSetReplayLockedForCategory(category, locked)

-- always available, by hash
Citizen.InvokeNative(0x957A830C9B4B99EA, category, locked)
```

### JavaScript

```js
MissiondataSetReplayLockedForCategory(category, locked);

// by hash
Citizen.invokeNative('0x957A830C9B4B99EA', category, locked);
```

### C#

```csharp
Function.Call((Hash)0x957A830C9B4B99EA, category, locked);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::_MISSIONDATA_SET_REPLAY_STATE_LOCKED

- **Hash:** `0xE4E2C581F127A11C`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataSetReplayStateLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_SET_REPLAY_STATE_LOCKED

## Signature

```c
void _MISSIONDATA_SET_REPLAY_STATE_LOCKED(Hash missionId, int replayState);
```

## Parameters

- `missionId` (`Hash`)
- `replayState` (`int`)

## Returns

`void`

## Description

replayState: MISSIONDATA_GET_REPLAY_STATE

## Usage

### Lua

```lua
MissiondataSetReplayStateLocked(missionId, replayState)

-- always available, by hash
Citizen.InvokeNative(0xE4E2C581F127A11C, missionId, replayState)
```

### JavaScript

```js
MissiondataSetReplayStateLocked(missionId, replayState);

// by hash
Citizen.invokeNative('0xE4E2C581F127A11C', missionId, replayState);
```

### C#

```csharp
Function.Call((Hash)0xE4E2C581F127A11C, missionId, replayState);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::_MISSIONDATA_TIMECYCLE_BOX_DELETE

- **Hash:** `0x7F89E15A8FB8DE97`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataTimecycleBoxDelete`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_TIMECYCLE_BOX_DELETE

## Signature

```c
void _MISSIONDATA_TIMECYCLE_BOX_DELETE();
```

## Returns

`void`

## Usage

### Lua

```lua
MissiondataTimecycleBoxDelete()

-- always available, by hash
Citizen.InvokeNative(0x7F89E15A8FB8DE97)
```

### JavaScript

```js
MissiondataTimecycleBoxDelete();

// by hash
Citizen.invokeNative('0x7F89E15A8FB8DE97');
```

### C#

```csharp
Function.Call((Hash)0x7F89E15A8FB8DE97);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::_MISSIONDATA_TIMECYCLE_BOX_EXISTS

- **Hash:** `0x7E8F86A4FA33033C`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataTimecycleBoxExists`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_TIMECYCLE_BOX_EXISTS

## Signature

```c
BOOL _MISSIONDATA_TIMECYCLE_BOX_EXISTS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MissiondataTimecycleBoxExists()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7E8F86A4FA33033C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MissiondataTimecycleBoxExists();

// by hash
const retval = Citizen.invokeNative('0x7E8F86A4FA33033C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7E8F86A4FA33033C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::_MISSIONDATA_TIMECYCLE_BOX_SET_MODIFIER

- **Hash:** `0x25855B1574BF8CD5`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataTimecycleBoxSetModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_TIMECYCLE_BOX_SET_MODIFIER

## Signature

```c
void _MISSIONDATA_TIMECYCLE_BOX_SET_MODIFIER(const char* timecycleName);
```

## Parameters

- `timecycleName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
MissiondataTimecycleBoxSetModifier(timecycleName)

-- always available, by hash
Citizen.InvokeNative(0x25855B1574BF8CD5, timecycleName)
```

### JavaScript

```js
MissiondataTimecycleBoxSetModifier(timecycleName);

// by hash
Citizen.invokeNative('0x25855B1574BF8CD5', timecycleName);
```

### C#

```csharp
Function.Call((Hash)0x25855B1574BF8CD5, timecycleName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MISSIONDATA::MISSIONDATA_WAS_COMPLETED

- **Hash:** `0xE54DC27571D5EDC4`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataWasCompleted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/MISSIONDATA_WAS_COMPLETED

## Signature

```c
BOOL MISSIONDATA_WAS_COMPLETED(Hash missionId);
```

## Parameters

- `missionId` (`Hash`)

## Returns

`BOOL`

## Description

see: missions.meta

## Usage

### Lua

```lua
local retval = MissiondataWasCompleted(missionId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE54DC27571D5EDC4, missionId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MissiondataWasCompleted(missionId);

// by hash
const retval = Citizen.invokeNative('0xE54DC27571D5EDC4', missionId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE54DC27571D5EDC4, missionId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_0x07AD9E43FD478527

- **Hash:** `0x07AD9E43FD478527`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `N_0x07ad9e43fd478527`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/MONEY/0x07AD9E43FD478527

## Signature

```c
BOOL _0x07AD9E43FD478527(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x07ad9e43fd478527(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x07AD9E43FD478527, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x07ad9e43fd478527(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x07AD9E43FD478527', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x07AD9E43FD478527, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x07ad9e43fd478527` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_0xA46FD001D1BE896C

- **Hash:** `0xA46FD001D1BE896C`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `N_0xa46fd001d1be896c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/MONEY/0xA46FD001D1BE896C

## Signature

```c
const char* _0xA46FD001D1BE896C();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0xa46fd001d1be896c()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA46FD001D1BE896C, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0xa46fd001d1be896c();

// by hash
const retval = Citizen.invokeNative('0xA46FD001D1BE896C', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xA46FD001D1BE896C);
```

- This native has no known name, so the runtime exposes it only as `N_0xa46fd001d1be896c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_MONEY_DECREMENT_CASH_BALANCE

- **Hash:** `0x466BC8769CF26A7A`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `MoneyDecrementCashBalance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MONEY/_MONEY_DECREMENT_CASH_BALANCE

## Signature

```c
BOOL _MONEY_DECREMENT_CASH_BALANCE(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MoneyDecrementCashBalance(amount)

-- always available, by hash
local retval = Citizen.InvokeNative(0x466BC8769CF26A7A, amount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MoneyDecrementCashBalance(amount);

// by hash
const retval = Citizen.invokeNative('0x466BC8769CF26A7A', amount, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x466BC8769CF26A7A, amount);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_MONEY_GET_CASH_BALANCE

- **Hash:** `0x0C02DABFA3B98176`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `MoneyGetCashBalance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MONEY/_MONEY_GET_CASH_BALANCE

## Signature

```c
int _MONEY_GET_CASH_BALANCE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = MoneyGetCashBalance()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C02DABFA3B98176, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MoneyGetCashBalance();

// by hash
const retval = Citizen.invokeNative('0x0C02DABFA3B98176', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C02DABFA3B98176);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MONEY::_NETWORK_GET_CASH_BALANCE](https://natives.borderlinerp.com/natives/MONEY/_NETWORK_GET_CASH_BALANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_MONEY_INCREMENT_CASH_BALANCE

- **Hash:** `0xBC3422DC91667621`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `MoneyIncrementCashBalance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MONEY/_MONEY_INCREMENT_CASH_BALANCE

## Signature

```c
BOOL _MONEY_INCREMENT_CASH_BALANCE(int amount, Hash addReason);
```

## Parameters

- `amount` (`int`)
- `addReason` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = MoneyIncrementCashBalance(amount, addReason)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC3422DC91667621, amount, addReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = MoneyIncrementCashBalance(amount, addReason);

// by hash
const retval = Citizen.invokeNative('0xBC3422DC91667621', amount, addReason, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBC3422DC91667621, amount, addReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_NETWORK_GET_CASH_BALANCE

- **Hash:** `0x8A67120DBC299525`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `NetworkGetCashBalance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MONEY/_NETWORK_GET_CASH_BALANCE

## Signature

```c
int _NETWORK_GET_CASH_BALANCE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetCashBalance()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8A67120DBC299525, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetCashBalance();

// by hash
const retval = Citizen.invokeNative('0x8A67120DBC299525', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8A67120DBC299525);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MONEY::_MONEY_GET_CASH_BALANCE](https://natives.borderlinerp.com/natives/MONEY/_MONEY_GET_CASH_BALANCE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_NETWORK_GET_STRING_CASH_BALANCE

- **Hash:** `0x282D36FF103D78DF`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `NetworkGetStringCashBalance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/MONEY/_NETWORK_GET_STRING_CASH_BALANCE

## Signature

```c
const char* _NETWORK_GET_STRING_CASH_BALANCE();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = NetworkGetStringCashBalance()

-- always available, by hash
local retval = Citizen.InvokeNative(0x282D36FF103D78DF, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = NetworkGetStringCashBalance();

// by hash
const retval = Citizen.invokeNative('0x282D36FF103D78DF', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x282D36FF103D78DF);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# MONEY::_NETWORK_IS_MONEY_BALANCE_NOT_LESS_THAN

- **Hash:** `0xAEC5F0119867E457`
- **Namespace:** MONEY
- **Runtime name (Lua/JS):** `NetworkIsMoneyBalanceNotLessThan`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MONEY/_NETWORK_IS_MONEY_BALANCE_NOT_LESS_THAN

## Signature

```c
BOOL _NETWORK_IS_MONEY_BALANCE_NOT_LESS_THAN(int cashBalance, int goldBarBalance);
```

## Parameters

- `cashBalance` (`int`)
- `goldBarBalance` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsMoneyBalanceNotLessThan(cashBalance, goldBarBalance)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAEC5F0119867E457, cashBalance, goldBarBalance, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsMoneyBalanceNotLessThan(cashBalance, goldBarBalance);

// by hash
const retval = Citizen.invokeNative('0xAEC5F0119867E457', cashBalance, goldBarBalance, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAEC5F0119867E457, cashBalance, goldBarBalance);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0x38640A8C2DEF011B

- **Hash:** `0x38640A8C2DEF011B`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0x38640a8c2def011b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0x38640A8C2DEF011B

## Signature

```c
int _0x38640A8C2DEF011B(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x38640a8c2def011b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x38640A8C2DEF011B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x38640a8c2def011b(p0);

// by hash
const retval = Citizen.invokeNative('0x38640A8C2DEF011B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x38640A8C2DEF011B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x38640a8c2def011b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0x3FA09DD57B93C0DE

- **Hash:** `0x3FA09DD57B93C0DE`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0x3fa09dd57b93c0de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0x3FA09DD57B93C0DE

## Signature

```c
BOOL _0x3FA09DD57B93C0DE(Hash p0, int p1, int p2, Any p3, int p4);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`Any`)
- `p4` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3fa09dd57b93c0de(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FA09DD57B93C0DE, p0, p1, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3fa09dd57b93c0de(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x3FA09DD57B93C0DE', p0, p1, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3FA09DD57B93C0DE, p0, p1, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3fa09dd57b93c0de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0x92A32BA29622763F

- **Hash:** `0x92A32BA29622763F`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0x92a32ba29622763f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0x92A32BA29622763F

## Signature

```c
BOOL _0x92A32BA29622763F(int id, int index, Any* p2);
```

## Parameters

- `id` (`int`)
- `index` (`int`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2 = N_0x92a32ba29622763f(id, index, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x92A32BA29622763F, id, index, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = N_0x92a32ba29622763f(id, index, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x92A32BA29622763F', id, index, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x92A32BA29622763F, id, index, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x92a32ba29622763f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0xA0B7094629724974

- **Hash:** `0xA0B7094629724974`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0xa0b7094629724974`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0xA0B7094629724974

## Signature

```c
BOOL _0xA0B7094629724974(Hash p0, Any p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xa0b7094629724974(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0B7094629724974, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa0b7094629724974(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA0B7094629724974', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA0B7094629724974, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xa0b7094629724974` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0xA3B8D31C13CB4239

- **Hash:** `0xA3B8D31C13CB4239`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0xa3b8d31c13cb4239`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0xA3B8D31C13CB4239

## Signature

```c
BOOL _0xA3B8D31C13CB4239(int p0, Hash p1, Any* p2, int p3, Any* p4, int p5);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`Any*`)
- `p3` (`int`)
- `p4` (`Any*`)
- `p5` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2, p4 = N_0xa3b8d31c13cb4239(p0, p1, p3, p5)

-- always available, by hash
local retval, p2, p4 = Citizen.InvokeNative(0xA3B8D31C13CB4239, p0, p1, Citizen.PointerValueInt(), p3, Citizen.PointerValueInt(), p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2, p4] = N_0xa3b8d31c13cb4239(p0, p1, p3, p5);

// by hash
const [retval, p2, p4] = Citizen.invokeNative('0xA3B8D31C13CB4239', p0, p1, Citizen.pointerValueInt(), p3, Citizen.pointerValueInt(), p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
var p4 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA3B8D31C13CB4239, p0, p1, p2, p3, p4, p5);
// p2.GetResult<int>()
// p4.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xa3b8d31c13cb4239` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0xB6F4557060EF0FB4

- **Hash:** `0xB6F4557060EF0FB4`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0xb6f4557060ef0fb4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0xB6F4557060EF0FB4

## Signature

```c
int _0xB6F4557060EF0FB4(int p0, int p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xb6f4557060ef0fb4(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6F4557060EF0FB4, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb6f4557060ef0fb4(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB6F4557060EF0FB4', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB6F4557060EF0FB4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb6f4557060ef0fb4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0xCE54C9ABE6FBC6DB

- **Hash:** `0xCE54C9ABE6FBC6DB`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0xce54c9abe6fbc6db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0xCE54C9ABE6FBC6DB

## Signature

```c
BOOL _0xCE54C9ABE6FBC6DB(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xce54c9abe6fbc6db(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCE54C9ABE6FBC6DB, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xce54c9abe6fbc6db(p0);

// by hash
const retval = Citizen.invokeNative('0xCE54C9ABE6FBC6DB', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCE54C9ABE6FBC6DB, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xce54c9abe6fbc6db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_0xD1555FBC96C88444

- **Hash:** `0xD1555FBC96C88444`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `N_0xd1555fbc96c88444`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/0xD1555FBC96C88444

## Signature

```c
BOOL _0xD1555FBC96C88444(Hash p0, int p1, int p2, Any p3, int p4);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`Any`)
- `p4` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd1555fbc96c88444(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1555FBC96C88444, p0, p1, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd1555fbc96c88444(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xD1555FBC96C88444', p0, p1, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD1555FBC96C88444, p0, p1, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd1555fbc96c88444` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_INIT_SESSION_IS_FAULTED

- **Hash:** `0xD1CE92D1D9BE170A`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryInitSessionIsFaulted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_INIT_SESSION_IS_FAULTED

## Signature

```c
BOOL _CASHINVENTORY_INIT_SESSION_IS_FAULTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CashinventoryInitSessionIsFaulted()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1CE92D1D9BE170A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CashinventoryInitSessionIsFaulted();

// by hash
const retval = Citizen.invokeNative('0xD1CE92D1D9BE170A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD1CE92D1D9BE170A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::CASHINVENTORY_INIT_SESSION_STATUS

- **Hash:** `0xC019112F8995DC1C`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryInitSessionStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/CASHINVENTORY_INIT_SESSION_STATUS

## Signature

```c
BOOL CASHINVENTORY_INIT_SESSION_STATUS(int* p0, int* p1);
```

## Parameters

- `p0` (`int*`)
- `p1` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0, p1 = CashinventoryInitSessionStatus()

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xC019112F8995DC1C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = CashinventoryInitSessionStatus();

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xC019112F8995DC1C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xC019112F8995DC1C, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::CASHINVENTORY_IS_CONNECTION_FAULTED

- **Hash:** `0x6CE9FB6332B5E46E`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryIsConnectionFaulted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/CASHINVENTORY_IS_CONNECTION_FAULTED

## Signature

```c
BOOL CASHINVENTORY_IS_CONNECTION_FAULTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CashinventoryIsConnectionFaulted()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CE9FB6332B5E46E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CashinventoryIsConnectionFaulted();

// by hash
const retval = Citizen.invokeNative('0x6CE9FB6332B5E46E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6CE9FB6332B5E46E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_IS_SESSION_READY

- **Hash:** `0xFCC24220FDDAC929`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryIsSessionReady`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_IS_SESSION_READY

## Signature

```c
BOOL _CASHINVENTORY_IS_SESSION_READY();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CashinventoryIsSessionReady()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCC24220FDDAC929, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CashinventoryIsSessionReady();

// by hash
const retval = Citizen.invokeNative('0xFCC24220FDDAC929', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFCC24220FDDAC929);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_ADD_AWARD

- **Hash:** `0x52BDE32F21BA3B6D`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionAddAward`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_ADD_AWARD

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_ADD_AWARD(int id, Hash hash, Any* p2, Any* p3);
```

## Parameters

- `id` (`int`)
- `hash` (`Hash`)
- `p2` (`Any*`)
- `p3` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2, p3 = CashinventoryTransactionAddAward(id, hash)

-- always available, by hash
local retval, p2, p3 = Citizen.InvokeNative(0x52BDE32F21BA3B6D, id, hash, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2, p3] = CashinventoryTransactionAddAward(id, hash);

// by hash
const [retval, p2, p3] = Citizen.invokeNative('0x52BDE32F21BA3B6D', id, hash, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
var p3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x52BDE32F21BA3B6D, id, hash, p2, p3);
// p2.GetResult<int>()
// p3.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_CHECKOUT

- **Hash:** `0x592BC00BF6629BE7`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionCheckout`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_CHECKOUT

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_CHECKOUT(int id);
```

## Parameters

- `id` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CashinventoryTransactionCheckout(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0x592BC00BF6629BE7, id, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CashinventoryTransactionCheckout(id);

// by hash
const retval = Citizen.invokeNative('0x592BC00BF6629BE7', id, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x592BC00BF6629BE7, id);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_CHECKOUT_STATUS

- **Hash:** `0x26C008791D066F37`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionCheckoutStatus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_CHECKOUT_STATUS

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_CHECKOUT_STATUS(int id, int* status);
```

## Parameters

- `id` (`int`)
- `status` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, status = CashinventoryTransactionCheckoutStatus(id, status)

-- always available, by hash
local retval, status = Citizen.InvokeNative(0x26C008791D066F37, id, Citizen.PointerValueIntInitialized(status), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, status] = CashinventoryTransactionCheckoutStatus(id, status);

// by hash
const [retval, status] = Citizen.invokeNative('0x26C008791D066F37', id, Citizen.pointerValueIntInitialized(status), Citizen.returnResultAnyway());
```

### C#

```csharp
var status = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x26C008791D066F37, id, status);
// status.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_DELETE

- **Hash:** `0x59EF5D516E2D96B9`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionDelete`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_DELETE

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_DELETE(int id);
```

## Parameters

- `id` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CashinventoryTransactionDelete(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59EF5D516E2D96B9, id, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CashinventoryTransactionDelete(id);

// by hash
const retval = Citizen.invokeNative('0x59EF5D516E2D96B9', id, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x59EF5D516E2D96B9, id);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_FIRE_AND_FORGET_ITEM

- **Hash:** `0xFFEA09CCEC4AF32F`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionFireAndForgetItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_FIRE_AND_FORGET_ITEM

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_FIRE_AND_FORGET_ITEM(Hash actionHash, int* id, Any* item, int p3);
```

## Parameters

- `actionHash` (`Hash`)
- `id` (`int*`)
- `item` (`Any*`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, id, item = CashinventoryTransactionFireAndForgetItem(actionHash, p3)

-- always available, by hash
local retval, id, item = Citizen.InvokeNative(0xFFEA09CCEC4AF32F, actionHash, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, id, item] = CashinventoryTransactionFireAndForgetItem(actionHash, p3);

// by hash
const [retval, id, item] = Citizen.invokeNative('0xFFEA09CCEC4AF32F', actionHash, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var id = new OutputArgument();
var item = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFFEA09CCEC4AF32F, actionHash, id, item, p3);
// id.GetResult<int>()
// item.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_GET_ACTION

- **Hash:** `0xBD2D520C51CCFF52`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionGetAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_GET_ACTION

## Signature

```c
Hash _CASHINVENTORY_TRANSACTION_GET_ACTION(int id);
```

## Parameters

- `id` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = CashinventoryTransactionGetAction(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD2D520C51CCFF52, id, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CashinventoryTransactionGetAction(id);

// by hash
const retval = Citizen.invokeNative('0xBD2D520C51CCFF52', id, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBD2D520C51CCFF52, id);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_GET_BASKET_IS_VALID

- **Hash:** `0x52A226ADF4A270D2`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionGetBasketIsValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_GET_BASKET_IS_VALID

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_GET_BASKET_IS_VALID(int id);
```

## Parameters

- `id` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CashinventoryTransactionGetBasketIsValid(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52A226ADF4A270D2, id, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CashinventoryTransactionGetBasketIsValid(id);

// by hash
const retval = Citizen.invokeNative('0x52A226ADF4A270D2', id, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x52A226ADF4A270D2, id);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_GET_ITEM_INFO

- **Hash:** `0x7616B5F0895C2D99`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionGetItemInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_GET_ITEM_INFO

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_GET_ITEM_INFO(int id, int index, Any* itemInfo);
```

## Parameters

- `id` (`int`)
- `index` (`int`)
- `itemInfo` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, itemInfo = CashinventoryTransactionGetItemInfo(id, index, itemInfo)

-- always available, by hash
local retval, itemInfo = Citizen.InvokeNative(0x7616B5F0895C2D99, id, index, Citizen.PointerValueIntInitialized(itemInfo), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, itemInfo] = CashinventoryTransactionGetItemInfo(id, index, itemInfo);

// by hash
const [retval, itemInfo] = Citizen.invokeNative('0x7616B5F0895C2D99', id, index, Citizen.pointerValueIntInitialized(itemInfo), Citizen.returnResultAnyway());
```

### C#

```csharp
var itemInfo = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7616B5F0895C2D99, id, index, itemInfo);
// itemInfo.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_GET_NUM_OF_ITEMS

- **Hash:** `0xCF2D04D076847478`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionGetNumOfItems`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_GET_NUM_OF_ITEMS

## Signature

```c
int _CASHINVENTORY_TRANSACTION_GET_NUM_OF_ITEMS(int id);
```

## Parameters

- `id` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CashinventoryTransactionGetNumOfItems(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF2D04D076847478, id, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CashinventoryTransactionGetNumOfItems(id);

// by hash
const retval = Citizen.invokeNative('0xCF2D04D076847478', id, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCF2D04D076847478, id);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_RESPONSE_GET_ITEM_INFO

- **Hash:** `0x98412398BBE73F61`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionResponseGetItemInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_RESPONSE_GET_ITEM_INFO

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_RESPONSE_GET_ITEM_INFO(int id, int index, Any* itemInfo);
```

## Parameters

- `id` (`int`)
- `index` (`int`)
- `itemInfo` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, itemInfo = CashinventoryTransactionResponseGetItemInfo(id, index, itemInfo)

-- always available, by hash
local retval, itemInfo = Citizen.InvokeNative(0x98412398BBE73F61, id, index, Citizen.PointerValueIntInitialized(itemInfo), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, itemInfo] = CashinventoryTransactionResponseGetItemInfo(id, index, itemInfo);

// by hash
const [retval, itemInfo] = Citizen.invokeNative('0x98412398BBE73F61', id, index, Citizen.pointerValueIntInitialized(itemInfo), Citizen.returnResultAnyway());
```

### C#

```csharp
var itemInfo = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x98412398BBE73F61, id, index, itemInfo);
// itemInfo.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_START

- **Hash:** `0xF039EC27F4490E96`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionStart`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_START

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_START(int* id, Hash type, Hash actionHash);
```

## Parameters

- `id` (`int*`)
- `type` (`Hash`)
- `actionHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, id = CashinventoryTransactionStart(type, actionHash)

-- always available, by hash
local retval, id = Citizen.InvokeNative(0xF039EC27F4490E96, Citizen.PointerValueInt(), type, actionHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, id] = CashinventoryTransactionStart(type, actionHash);

// by hash
const [retval, id] = Citizen.invokeNative('0xF039EC27F4490E96', Citizen.pointerValueInt(), type, actionHash, Citizen.returnResultAnyway());
```

### C#

```csharp
var id = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF039EC27F4490E96, id, type, actionHash);
// id.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETSHOPPING::_CASHINVENTORY_TRANSACTION_VALIDATE_ITEM

- **Hash:** `0x6C9F12700BCE69F4`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionValidateItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_VALIDATE_ITEM

## Signature

```c
int _CASHINVENTORY_TRANSACTION_VALIDATE_ITEM(Hash p0, Any* p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p1 = CashinventoryTransactionValidateItem(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x6C9F12700BCE69F4, p0, Citizen.PointerValueIntInitialized(p1), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p1] = CashinventoryTransactionValidateItem(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x6C9F12700BCE69F4', p0, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6C9F12700BCE69F4, p0, p1);
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x02B3CDD652B3CDD6

- **Hash:** `0x02B3CDD652B3CDD6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x02b3cdd652b3cdd6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x02B3CDD652B3CDD6

## Signature

```c
int _0x02B3CDD652B3CDD6();
```

## Returns

`int`

## Description

Note: this native was added in build 1311.16

GET_NUM_*

## Usage

### Lua

```lua
local retval = N_0x02b3cdd652b3cdd6()

-- always available, by hash
local retval = Citizen.InvokeNative(0x02B3CDD652B3CDD6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x02b3cdd652b3cdd6();

// by hash
const retval = Citizen.invokeNative('0x02B3CDD652B3CDD6', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x02B3CDD652B3CDD6);
```

- This native has no known name, so the runtime exposes it only as `N_0x02b3cdd652b3cdd6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x02C4C6C2900D84DF

- **Hash:** `0x02C4C6C2900D84DF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x02c4c6c2900d84df`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x02C4C6C2900D84DF

## Signature

```c
void _0x02C4C6C2900D84DF(Player player, Any p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`Any`)

## Returns

`void`

## Description

Only used in SP R* Script dominoes_sp: p1 = 0

## Usage

### Lua

```lua
N_0x02c4c6c2900d84df(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x02C4C6C2900D84DF, player, p1)
```

### JavaScript

```js
N_0x02c4c6c2900d84df(player, p1);

// by hash
Citizen.invokeNative('0x02C4C6C2900D84DF', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x02C4C6C2900D84DF, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x02c4c6c2900d84df` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x039AD6B57D5179FF

- **Hash:** `0x039AD6B57D5179FF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x039ad6b57d5179ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x039AD6B57D5179FF

## Signature

```c
int _0x039AD6B57D5179FF();
```

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x039ad6b57d5179ff()

-- always available, by hash
local retval = Citizen.InvokeNative(0x039AD6B57D5179FF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x039ad6b57d5179ff();

// by hash
const retval = Citizen.invokeNative('0x039AD6B57D5179FF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x039AD6B57D5179FF);
```

- This native has no known name, so the runtime exposes it only as `N_0x039ad6b57d5179ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x039B692B3318FAB6

- **Hash:** `0x039B692B3318FAB6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x039b692b3318fab6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x039B692B3318FAB6

## Signature

```c
int _0x039B692B3318FAB6(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x039b692b3318fab6(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x039B692B3318FAB6, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x039b692b3318fab6(p0);

// by hash
const retval = Citizen.invokeNative('0x039B692B3318FAB6', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x039B692B3318FAB6, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x039b692b3318fab6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x062842D61D0D53FD

- **Hash:** `0x062842D61D0D53FD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x062842d61d0d53fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x062842D61D0D53FD

## Signature

```c
BOOL _0x062842D61D0D53FD();
```

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x062842d61d0d53fd()

-- always available, by hash
local retval = Citizen.InvokeNative(0x062842D61D0D53FD, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x062842d61d0d53fd();

// by hash
const retval = Citizen.invokeNative('0x062842D61D0D53FD', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x062842D61D0D53FD);
```

- This native has no known name, so the runtime exposes it only as `N_0x062842d61d0d53fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x0B6B4507AC5EA8B8

- **Hash:** `0x0B6B4507AC5EA8B8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x0b6b4507ac5ea8b8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x0B6B4507AC5EA8B8

## Signature

```c
BOOL _0x0B6B4507AC5EA8B8();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0b6b4507ac5ea8b8()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0B6B4507AC5EA8B8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0b6b4507ac5ea8b8();

// by hash
const retval = Citizen.invokeNative('0x0B6B4507AC5EA8B8', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0B6B4507AC5EA8B8);
```

- This native has no known name, so the runtime exposes it only as `N_0x0b6b4507ac5ea8b8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x0BF90CBB6B72977B

- **Hash:** `0x0BF90CBB6B72977B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x0bf90cbb6b72977b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x0BF90CBB6B72977B

## Signature

```c
void _0x0BF90CBB6B72977B();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x0bf90cbb6b72977b()

-- always available, by hash
Citizen.InvokeNative(0x0BF90CBB6B72977B)
```

### JavaScript

```js
N_0x0bf90cbb6b72977b();

// by hash
Citizen.invokeNative('0x0BF90CBB6B72977B');
```

### C#

```csharp
Function.Call((Hash)0x0BF90CBB6B72977B);
```

- This native has no known name, so the runtime exposes it only as `N_0x0bf90cbb6b72977b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x0CC28C08613BA9E5

- **Hash:** `0x0CC28C08613BA9E5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x0cc28c08613ba9e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x0CC28C08613BA9E5

## Signature

```c
void _0x0CC28C08613BA9E5(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x0cc28c08613ba9e5(p0)

-- always available, by hash
Citizen.InvokeNative(0x0CC28C08613BA9E5, p0)
```

### JavaScript

```js
N_0x0cc28c08613ba9e5(p0);

// by hash
Citizen.invokeNative('0x0CC28C08613BA9E5', p0);
```

### C#

```csharp
Function.Call((Hash)0x0CC28C08613BA9E5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0cc28c08613ba9e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x0D183D8490EE4366

- **Hash:** `0x0D183D8490EE4366`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x0d183d8490ee4366`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x0D183D8490EE4366

## Signature

```c
void _0x0D183D8490EE4366(int p0, int p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0x0d183d8490ee4366(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0D183D8490EE4366, p0, p1)
```

### JavaScript

```js
N_0x0d183d8490ee4366(p0, p1);

// by hash
Citizen.invokeNative('0x0D183D8490EE4366', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0D183D8490EE4366, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d183d8490ee4366` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x0E54D4DA6018FF8E

- **Hash:** `0x0E54D4DA6018FF8E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x0e54d4da6018ff8e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x0E54D4DA6018FF8E

## Signature

```c
BOOL _0x0E54D4DA6018FF8E();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0e54d4da6018ff8e()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E54D4DA6018FF8E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0e54d4da6018ff8e();

// by hash
const retval = Citizen.invokeNative('0x0E54D4DA6018FF8E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E54D4DA6018FF8E);
```

- This native has no known name, so the runtime exposes it only as `N_0x0e54d4da6018ff8e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x106CBDD5077DEDE1

- **Hash:** `0x106CBDD5077DEDE1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x106cbdd5077dede1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x106CBDD5077DEDE1

## Signature

```c
int _0x106CBDD5077DEDE1(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x106cbdd5077dede1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x106CBDD5077DEDE1, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x106cbdd5077dede1(p0);

// by hash
const retval = Citizen.invokeNative('0x106CBDD5077DEDE1', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x106CBDD5077DEDE1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x106cbdd5077dede1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x13F592FC3BF0EA84

- **Hash:** `0x13F592FC3BF0EA84`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x13f592fc3bf0ea84`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x13F592FC3BF0EA84

## Signature

```c
void _0x13F592FC3BF0EA84(Volume volume, BOOL p1, float originalWeight, Any p3, Any p4);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `originalWeight` (`float`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x13f592fc3bf0ea84(volume, p1, originalWeight, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x13F592FC3BF0EA84, volume, p1, originalWeight, p3, p4)
```

### JavaScript

```js
N_0x13f592fc3bf0ea84(volume, p1, originalWeight, p3, p4);

// by hash
Citizen.invokeNative('0x13F592FC3BF0EA84', volume, p1, originalWeight + 0.0000001, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x13F592FC3BF0EA84, volume, p1, originalWeight, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x13f592fc3bf0ea84` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x1413B6BF27AB7A95

- **Hash:** `0x1413B6BF27AB7A95`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x1413b6bf27ab7a95`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x1413B6BF27AB7A95

## Signature

```c
int _0x1413B6BF27AB7A95();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x1413b6bf27ab7a95()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1413B6BF27AB7A95, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1413b6bf27ab7a95();

// by hash
const retval = Citizen.invokeNative('0x1413B6BF27AB7A95', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1413B6BF27AB7A95);
```

- This native has no known name, so the runtime exposes it only as `N_0x1413b6bf27ab7a95` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x160F0CE6D76A39C9

- **Hash:** `0x160F0CE6D76A39C9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x160f0ce6d76a39c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x160F0CE6D76A39C9

## Signature

```c
Any _0x160F0CE6D76A39C9();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0x160f0ce6d76a39c9()

-- always available, by hash
local retval = Citizen.InvokeNative(0x160F0CE6D76A39C9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x160f0ce6d76a39c9();

// by hash
const retval = Citizen.invokeNative('0x160F0CE6D76A39C9', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x160F0CE6D76A39C9);
```

- This native has no known name, so the runtime exposes it only as `N_0x160f0ce6d76a39c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x16EFB123C4451032

- **Hash:** `0x16EFB123C4451032`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x16efb123c4451032`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x16EFB123C4451032

## Signature

```c
BOOL _0x16EFB123C4451032(int p0, Any* gamerHandle);
```

## Parameters

- `p0` (`int`)
- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = N_0x16efb123c4451032(p0, gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x16EFB123C4451032, p0, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = N_0x16efb123c4451032(p0, gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x16EFB123C4451032', p0, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x16EFB123C4451032, p0, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x16efb123c4451032` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x18B94666CF610AEB

- **Hash:** `0x18B94666CF610AEB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x18b94666cf610aeb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x18B94666CF610AEB

## Signature

```c
BOOL _0x18B94666CF610AEB();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x18b94666cf610aeb()

-- always available, by hash
local retval = Citizen.InvokeNative(0x18B94666CF610AEB, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x18b94666cf610aeb();

// by hash
const retval = Citizen.invokeNative('0x18B94666CF610AEB', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x18B94666CF610AEB);
```

- This native has no known name, so the runtime exposes it only as `N_0x18b94666cf610aeb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x19447FCAE97704DC

- **Hash:** `0x19447FCAE97704DC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x19447fcae97704dc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x19447FCAE97704DC

## Signature

```c
void _0x19447FCAE97704DC(Hash ctx, int ec, BOOL ex, BOOL ro);
```

## Parameters

- `ctx` (`Hash`)
- `ec` (`int`)
- `ex` (`BOOL`)
- `ro` (`BOOL`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0x19447fcae97704dc(ctx, ec, ex, ro)

-- always available, by hash
Citizen.InvokeNative(0x19447FCAE97704DC, ctx, ec, ex, ro)
```

### JavaScript

```js
N_0x19447fcae97704dc(ctx, ec, ex, ro);

// by hash
Citizen.invokeNative('0x19447FCAE97704DC', ctx, ec, ex, ro);
```

### C#

```csharp
Function.Call((Hash)0x19447FCAE97704DC, ctx, ec, ex, ro);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x19447fcae97704dc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x19B52C20B5C4757C

- **Hash:** `0x19B52C20B5C4757C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x19b52c20b5c4757c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x19B52C20B5C4757C

## Signature

```c
void _0x19B52C20B5C4757C();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x19b52c20b5c4757c()

-- always available, by hash
Citizen.InvokeNative(0x19B52C20B5C4757C)
```

### JavaScript

```js
N_0x19b52c20b5c4757c();

// by hash
Citizen.invokeNative('0x19B52C20B5C4757C');
```

### C#

```csharp
Function.Call((Hash)0x19B52C20B5C4757C);
```

- This native has no known name, so the runtime exposes it only as `N_0x19b52c20b5c4757c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x1E4E097D71D449FB

- **Hash:** `0x1E4E097D71D449FB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x1e4e097d71d449fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x1E4E097D71D449FB

## Signature

```c
int _0x1E4E097D71D449FB(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x1e4e097d71d449fb(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E4E097D71D449FB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1e4e097d71d449fb(p0);

// by hash
const retval = Citizen.invokeNative('0x1E4E097D71D449FB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1E4E097D71D449FB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1e4e097d71d449fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x232E1EB23CDB313C

- **Hash:** `0x232E1EB23CDB313C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x232e1eb23cdb313c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x232E1EB23CDB313C

## Signature

```c
BOOL _0x232E1EB23CDB313C();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x232e1eb23cdb313c()

-- always available, by hash
local retval = Citizen.InvokeNative(0x232E1EB23CDB313C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x232e1eb23cdb313c();

// by hash
const retval = Citizen.invokeNative('0x232E1EB23CDB313C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x232E1EB23CDB313C);
```

- This native has no known name, so the runtime exposes it only as `N_0x232e1eb23cdb313c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x236321F1178A5446

- **Hash:** `0x236321F1178A5446`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x236321f1178a5446`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x236321F1178A5446

## Signature

```c
BOOL _0x236321F1178A5446(Player player, Ped ped, Any* p2);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Description

_NETWORK_GET_A* - _NETWORK_GET_D*

## Usage

### Lua

```lua
local retval, p2 = N_0x236321f1178a5446(player, ped, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x236321F1178A5446, player, ped, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = N_0x236321f1178a5446(player, ped, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x236321F1178A5446', player, ped, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x236321F1178A5446, player, ped, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x236321f1178a5446` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x2686BD9566B65EDA

- **Hash:** `0x2686BD9566B65EDA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x2686bd9566b65eda`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x2686BD9566B65EDA

## Signature

```c
void _0x2686BD9566B65EDA(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2686bd9566b65eda(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x2686BD9566B65EDA, x, y, z)
```

### JavaScript

```js
N_0x2686bd9566b65eda(x, y, z);

// by hash
Citizen.invokeNative('0x2686BD9566B65EDA', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2686BD9566B65EDA, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x2686bd9566b65eda` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x26A867C0B7A456D1

- **Hash:** `0x26A867C0B7A456D1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x26a867c0b7a456d1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x26A867C0B7A456D1

## Signature

```c
BOOL _0x26A867C0B7A456D1(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

_GET_LAUNCH_PARAM_(RESPOT?)*
Name is probably invalid since this native only reads data from parsed entity.

## Usage

### Lua

```lua
local retval = N_0x26a867c0b7a456d1(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x26A867C0B7A456D1, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x26a867c0b7a456d1(entity);

// by hash
const retval = Citizen.invokeNative('0x26A867C0B7A456D1', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x26A867C0B7A456D1, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x26a867c0b7a456d1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x271F95E55C663B8B

- **Hash:** `0x271F95E55C663B8B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x271f95e55c663b8b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x271F95E55C663B8B

## Signature

```c
Any _0x271F95E55C663B8B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x271f95e55c663b8b(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x271F95E55C663B8B, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x271f95e55c663b8b(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x271F95E55C663B8B', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x271F95E55C663B8B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x271f95e55c663b8b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x273E04A3A7AD1F2D

- **Hash:** `0x273E04A3A7AD1F2D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x273e04a3a7ad1f2d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x273E04A3A7AD1F2D

## Signature

```c
BOOL _0x273E04A3A7AD1F2D();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x273e04a3a7ad1f2d()

-- always available, by hash
local retval = Citizen.InvokeNative(0x273E04A3A7AD1F2D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x273e04a3a7ad1f2d();

// by hash
const retval = Citizen.invokeNative('0x273E04A3A7AD1F2D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x273E04A3A7AD1F2D);
```

- This native has no known name, so the runtime exposes it only as `N_0x273e04a3a7ad1f2d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x27B1AE4D8C652F08

- **Hash:** `0x27B1AE4D8C652F08`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x27b1ae4d8c652f08`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x27B1AE4D8C652F08

## Signature

```c
int _0x27B1AE4D8C652F08(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x27b1ae4d8c652f08(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27B1AE4D8C652F08, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x27b1ae4d8c652f08(p0);

// by hash
const retval = Citizen.invokeNative('0x27B1AE4D8C652F08', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x27B1AE4D8C652F08, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x27b1ae4d8c652f08` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x2C4E98DDA475364F

- **Hash:** `0x2C4E98DDA475364F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x2c4e98dda475364f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x2C4E98DDA475364F

## Signature

```c
void _0x2C4E98DDA475364F(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x2c4e98dda475364f(p0)

-- always available, by hash
Citizen.InvokeNative(0x2C4E98DDA475364F, p0)
```

### JavaScript

```js
N_0x2c4e98dda475364f(p0);

// by hash
Citizen.invokeNative('0x2C4E98DDA475364F', p0);
```

### C#

```csharp
Function.Call((Hash)0x2C4E98DDA475364F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2c4e98dda475364f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x2CD41AC000E6F611

- **Hash:** `0x2CD41AC000E6F611`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x2cd41ac000e6f611`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x2CD41AC000E6F611

## Signature

```c
void _0x2CD41AC000E6F611();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x2cd41ac000e6f611()

-- always available, by hash
Citizen.InvokeNative(0x2CD41AC000E6F611)
```

### JavaScript

```js
N_0x2cd41ac000e6f611();

// by hash
Citizen.invokeNative('0x2CD41AC000E6F611');
```

### C#

```csharp
Function.Call((Hash)0x2CD41AC000E6F611);
```

- This native has no known name, so the runtime exposes it only as `N_0x2cd41ac000e6f611` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3034C77C79A58880

- **Hash:** `0x3034C77C79A58880`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3034c77c79a58880`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3034C77C79A58880

## Signature

```c
void _0x3034C77C79A58880(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3034c77c79a58880(p0)

-- always available, by hash
Citizen.InvokeNative(0x3034C77C79A58880, p0)
```

### JavaScript

```js
N_0x3034c77c79a58880(p0);

// by hash
Citizen.invokeNative('0x3034C77C79A58880', p0);
```

### C#

```csharp
Function.Call((Hash)0x3034C77C79A58880, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3034c77c79a58880` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x316FD416C432C761

- **Hash:** `0x316FD416C432C761`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x316fd416c432c761`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x316FD416C432C761

## Signature

```c
BOOL _0x316FD416C432C761();
```

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x316fd416c432c761()

-- always available, by hash
local retval = Citizen.InvokeNative(0x316FD416C432C761, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x316fd416c432c761();

// by hash
const retval = Citizen.invokeNative('0x316FD416C432C761', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x316FD416C432C761);
```

- This native has no known name, so the runtime exposes it only as `N_0x316fd416c432c761` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x335AF56613CA0F49

- **Hash:** `0x335AF56613CA0F49`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x335af56613ca0f49`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x335AF56613CA0F49

## Signature

```c
void _0x335AF56613CA0F49(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0x335af56613ca0f49(p0)

-- always available, by hash
Citizen.InvokeNative(0x335AF56613CA0F49, p0)
```

### JavaScript

```js
N_0x335af56613ca0f49(p0);

// by hash
Citizen.invokeNative('0x335AF56613CA0F49', p0);
```

### C#

```csharp
Function.Call((Hash)0x335AF56613CA0F49, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x335af56613ca0f49` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x34BC1E79546BA543

- **Hash:** `0x34BC1E79546BA543`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x34bc1e79546ba543`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x34BC1E79546BA543

## Signature

```c
void _0x34BC1E79546BA543(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

_NETWORK_A* - _NETWORK_C*

## Usage

### Lua

```lua
N_0x34bc1e79546ba543(p0)

-- always available, by hash
Citizen.InvokeNative(0x34BC1E79546BA543, p0)
```

### JavaScript

```js
N_0x34bc1e79546ba543(p0);

// by hash
Citizen.invokeNative('0x34BC1E79546BA543', p0);
```

### C#

```csharp
Function.Call((Hash)0x34BC1E79546BA543, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x34bc1e79546ba543` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3AA0CDC63696166D

- **Hash:** `0x3AA0CDC63696166D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3aa0cdc63696166d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3AA0CDC63696166D

## Signature

```c
BOOL _0x3AA0CDC63696166D(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3aa0cdc63696166d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AA0CDC63696166D, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3aa0cdc63696166d(p0);

// by hash
const retval = Citizen.invokeNative('0x3AA0CDC63696166D', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3AA0CDC63696166D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3aa0cdc63696166d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3CBD6565D9C3B133

- **Hash:** `0x3CBD6565D9C3B133`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3cbd6565d9c3b133`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3CBD6565D9C3B133

## Signature

```c
void _0x3CBD6565D9C3B133(int p0, int p1, float p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `p2` (`float`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0x3cbd6565d9c3b133(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3CBD6565D9C3B133, p0, p1, p2)
```

### JavaScript

```js
N_0x3cbd6565d9c3b133(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3CBD6565D9C3B133', p0, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3CBD6565D9C3B133, p0, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x3cbd6565d9c3b133` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3E4A16BC669E71B3

- **Hash:** `0x3E4A16BC669E71B3`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3e4a16bc669e71b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3E4A16BC669E71B3

## Signature

```c
BOOL _0x3E4A16BC669E71B3();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3e4a16bc669e71b3()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E4A16BC669E71B3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3e4a16bc669e71b3();

// by hash
const retval = Citizen.invokeNative('0x3E4A16BC669E71B3', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3E4A16BC669E71B3);
```

- This native has no known name, so the runtime exposes it only as `N_0x3e4a16bc669e71b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3E74A687A73979C6

- **Hash:** `0x3E74A687A73979C6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3e74a687a73979c6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3E74A687A73979C6

## Signature

```c
void _0x3E74A687A73979C6(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3e74a687a73979c6(p0)

-- always available, by hash
Citizen.InvokeNative(0x3E74A687A73979C6, p0)
```

### JavaScript

```js
N_0x3e74a687a73979c6(p0);

// by hash
Citizen.invokeNative('0x3E74A687A73979C6', p0);
```

### C#

```csharp
Function.Call((Hash)0x3E74A687A73979C6, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3e74a687a73979c6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3E8CCE6769DB5F34

- **Hash:** `0x3E8CCE6769DB5F34`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3e8cce6769db5f34`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3E8CCE6769DB5F34

## Signature

```c
int _0x3E8CCE6769DB5F34(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Description

Stadia only; always returns -1 on other platforms. p0 may be a BOOL.

## Usage

### Lua

```lua
local retval = N_0x3e8cce6769db5f34(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E8CCE6769DB5F34, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3e8cce6769db5f34(p0);

// by hash
const retval = Citizen.invokeNative('0x3E8CCE6769DB5F34', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3E8CCE6769DB5F34, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3e8cce6769db5f34` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3F0ABAE38A0515AD

- **Hash:** `0x3F0ABAE38A0515AD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3f0abae38a0515ad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3F0ABAE38A0515AD

## Signature

```c
void _0x3F0ABAE38A0515AD(int p0, int p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3f0abae38a0515ad(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3F0ABAE38A0515AD, p0, p1)
```

### JavaScript

```js
N_0x3f0abae38a0515ad(p0, p1);

// by hash
Citizen.invokeNative('0x3F0ABAE38A0515AD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3F0ABAE38A0515AD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3f0abae38a0515ad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x3F2EE18A3E294801

- **Hash:** `0x3F2EE18A3E294801`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x3f2ee18a3e294801`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x3F2EE18A3E294801

## Signature

```c
int _0x3F2EE18A3E294801(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x3f2ee18a3e294801(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F2EE18A3E294801, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3f2ee18a3e294801(p0);

// by hash
const retval = Citizen.invokeNative('0x3F2EE18A3E294801', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3F2EE18A3E294801, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3f2ee18a3e294801` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x405DDEFB1F531B18

- **Hash:** `0x405DDEFB1F531B18`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x405ddefb1f531b18`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x405DDEFB1F531B18

## Signature

```c
void _0x405DDEFB1F531B18(Volume volume, BOOL p1, Any p2, Any p3);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x405ddefb1f531b18(volume, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x405DDEFB1F531B18, volume, p1, p2, p3)
```

### JavaScript

```js
N_0x405ddefb1f531b18(volume, p1, p2, p3);

// by hash
Citizen.invokeNative('0x405DDEFB1F531B18', volume, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x405DDEFB1F531B18, volume, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x405ddefb1f531b18` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x40FEDB13870042F1

- **Hash:** `0x40FEDB13870042F1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x40fedb13870042f1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x40FEDB13870042F1

## Signature

```c
void _0x40FEDB13870042F1();
```

## Returns

`void`

## Description

Note: this native was added in build 1355.30

## Usage

### Lua

```lua
N_0x40fedb13870042f1()

-- always available, by hash
Citizen.InvokeNative(0x40FEDB13870042F1)
```

### JavaScript

```js
N_0x40fedb13870042f1();

// by hash
Citizen.invokeNative('0x40FEDB13870042F1');
```

### C#

```csharp
Function.Call((Hash)0x40FEDB13870042F1);
```

- This native has no known name, so the runtime exposes it only as `N_0x40fedb13870042f1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x41452E8A3B9C0C4B

- **Hash:** `0x41452E8A3B9C0C4B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x41452e8a3b9c0c4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x41452E8A3B9C0C4B

## Signature

```c
int _0x41452E8A3B9C0C4B();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x41452e8a3b9c0c4b()

-- always available, by hash
local retval = Citizen.InvokeNative(0x41452E8A3B9C0C4B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x41452e8a3b9c0c4b();

// by hash
const retval = Citizen.invokeNative('0x41452E8A3B9C0C4B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x41452E8A3B9C0C4B);
```

- This native has no known name, so the runtime exposes it only as `N_0x41452e8a3b9c0c4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x422F9D6D6C7BC290

- **Hash:** `0x422F9D6D6C7BC290`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x422f9d6d6c7bc290`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x422F9D6D6C7BC290

## Signature

```c
void _0x422F9D6D6C7BC290(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1355.30

## Usage

### Lua

```lua
N_0x422f9d6d6c7bc290(p0)

-- always available, by hash
Citizen.InvokeNative(0x422F9D6D6C7BC290, p0)
```

### JavaScript

```js
N_0x422f9d6d6c7bc290(p0);

// by hash
Citizen.invokeNative('0x422F9D6D6C7BC290', p0);
```

### C#

```csharp
Function.Call((Hash)0x422F9D6D6C7BC290, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x422f9d6d6c7bc290` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x43CF999205084B4B

- **Hash:** `0x43CF999205084B4B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x43cf999205084b4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x43CF999205084B4B

## Signature

```c
void _0x43CF999205084B4B();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x43cf999205084b4b()

-- always available, by hash
Citizen.InvokeNative(0x43CF999205084B4B)
```

### JavaScript

```js
N_0x43cf999205084b4b();

// by hash
Citizen.invokeNative('0x43CF999205084B4B');
```

### C#

```csharp
Function.Call((Hash)0x43CF999205084B4B);
```

- This native has no known name, so the runtime exposes it only as `N_0x43cf999205084b4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x4538EE7C321590BC

- **Hash:** `0x4538EE7C321590BC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x4538ee7c321590bc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x4538EE7C321590BC

## Signature

```c
Entity _0x4538EE7C321590BC(int networkId);
```

## Parameters

- `networkId` (`int`)

## Returns

`Entity`

## Description

Returns the entity associated with the given network ID.

## Usage

### Lua

```lua
local retval = N_0x4538ee7c321590bc(networkId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4538EE7C321590BC, networkId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4538ee7c321590bc(networkId);

// by hash
const retval = Citizen.invokeNative('0x4538EE7C321590BC', networkId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4538EE7C321590BC, networkId);
```

- This native has no known name, so the runtime exposes it only as `N_0x4538ee7c321590bc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x455156F47DC6B78C

- **Hash:** `0x455156F47DC6B78C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x455156f47dc6b78c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x455156F47DC6B78C

## Signature

```c
void _0x455156F47DC6B78C(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x455156f47dc6b78c(p0)

-- always available, by hash
Citizen.InvokeNative(0x455156F47DC6B78C, p0)
```

### JavaScript

```js
N_0x455156f47dc6b78c(p0);

// by hash
Citizen.invokeNative('0x455156F47DC6B78C', p0);
```

### C#

```csharp
Function.Call((Hash)0x455156F47DC6B78C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x455156f47dc6b78c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x4835413EA6F9C9CD

- **Hash:** `0x4835413EA6F9C9CD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x4835413ea6f9c9cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x4835413EA6F9C9CD

## Signature

```c
int _0x4835413EA6F9C9CD(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x4835413ea6f9c9cd(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4835413EA6F9C9CD, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4835413ea6f9c9cd(p0);

// by hash
const retval = Citizen.invokeNative('0x4835413EA6F9C9CD', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4835413EA6F9C9CD, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4835413ea6f9c9cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x49CF17A564918E8D

- **Hash:** `0x49CF17A564918E8D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x49cf17a564918e8d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x49CF17A564918E8D

## Signature

```c
void _0x49CF17A564918E8D();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x49cf17a564918e8d()

-- always available, by hash
Citizen.InvokeNative(0x49CF17A564918E8D)
```

### JavaScript

```js
N_0x49cf17a564918e8d();

// by hash
Citizen.invokeNative('0x49CF17A564918E8D');
```

### C#

```csharp
Function.Call((Hash)0x49CF17A564918E8D);
```

- This native has no known name, so the runtime exposes it only as `N_0x49cf17a564918e8d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5133CF81924F1129

- **Hash:** `0x5133CF81924F1129`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5133cf81924f1129`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5133CF81924F1129

## Signature

```c
int _0x5133CF81924F1129();
```

## Returns

`int`

## Description

Hardcoded to return zero.

## Usage

### Lua

```lua
local retval = N_0x5133cf81924f1129()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5133CF81924F1129, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5133cf81924f1129();

// by hash
const retval = Citizen.invokeNative('0x5133CF81924F1129', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5133CF81924F1129);
```

- This native has no known name, so the runtime exposes it only as `N_0x5133cf81924f1129` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x51951DE06C0D1C40

- **Hash:** `0x51951DE06C0D1C40`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x51951de06c0d1c40`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x51951DE06C0D1C40

## Signature

```c
void _0x51951DE06C0D1C40(Player player, int type);
```

## Parameters

- `player` (`Player`)
- `type` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x51951de06c0d1c40(player, type)

-- always available, by hash
Citizen.InvokeNative(0x51951DE06C0D1C40, player, type)
```

### JavaScript

```js
N_0x51951de06c0d1c40(player, type);

// by hash
Citizen.invokeNative('0x51951DE06C0D1C40', player, type);
```

### C#

```csharp
Function.Call((Hash)0x51951DE06C0D1C40, player, type);
```

- This native has no known name, so the runtime exposes it only as `N_0x51951de06c0d1c40` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x564552C6AF1EEAB1

- **Hash:** `0x564552C6AF1EEAB1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x564552c6af1eeab1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x564552C6AF1EEAB1

## Signature

```c
void _0x564552C6AF1EEAB1();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x564552c6af1eeab1()

-- always available, by hash
Citizen.InvokeNative(0x564552C6AF1EEAB1)
```

### JavaScript

```js
N_0x564552c6af1eeab1();

// by hash
Citizen.invokeNative('0x564552C6AF1EEAB1');
```

### C#

```csharp
Function.Call((Hash)0x564552C6AF1EEAB1);
```

- This native has no known name, so the runtime exposes it only as `N_0x564552c6af1eeab1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5759160AC17C13CE

- **Hash:** `0x5759160AC17C13CE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5759160ac17c13ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5759160AC17C13CE

## Signature

```c
void _0x5759160AC17C13CE(Any* gamerHandle, const char* message);
```

## Parameters

- `gamerHandle` (`Any*`)
- `message` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = N_0x5759160ac17c13ce(message)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0x5759160AC17C13CE, Citizen.PointerValueInt(), message)
```

### JavaScript

```js
const gamerHandle = N_0x5759160ac17c13ce(message);

// by hash
const gamerHandle = Citizen.invokeNative('0x5759160AC17C13CE', Citizen.pointerValueInt(), message);
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x5759160AC17C13CE, gamerHandle, message);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x5759160ac17c13ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5A91BCEF74944E93

- **Hash:** `0x5A91BCEF74944E93`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5a91bcef74944e93`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5A91BCEF74944E93

## Signature

```c
void _0x5A91BCEF74944E93(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5a91bcef74944e93(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x5A91BCEF74944E93, player, p1)
```

### JavaScript

```js
N_0x5a91bcef74944e93(player, p1);

// by hash
Citizen.invokeNative('0x5A91BCEF74944E93', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5A91BCEF74944E93, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x5a91bcef74944e93` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5B9C6AC118FD4774

- **Hash:** `0x5B9C6AC118FD4774`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5b9c6ac118fd4774`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5B9C6AC118FD4774

## Signature

```c
void _0x5B9C6AC118FD4774();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x5b9c6ac118fd4774()

-- always available, by hash
Citizen.InvokeNative(0x5B9C6AC118FD4774)
```

### JavaScript

```js
N_0x5b9c6ac118fd4774();

// by hash
Citizen.invokeNative('0x5B9C6AC118FD4774');
```

### C#

```csharp
Function.Call((Hash)0x5B9C6AC118FD4774);
```

- This native has no known name, so the runtime exposes it only as `N_0x5b9c6ac118fd4774` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5CB8B0C846D0F30B

- **Hash:** `0x5CB8B0C846D0F30B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5cb8b0c846d0f30b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5CB8B0C846D0F30B

## Signature

```c
void _0x5CB8B0C846D0F30B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5cb8b0c846d0f30b(p0)

-- always available, by hash
Citizen.InvokeNative(0x5CB8B0C846D0F30B, p0)
```

### JavaScript

```js
N_0x5cb8b0c846d0f30b(p0);

// by hash
Citizen.invokeNative('0x5CB8B0C846D0F30B', p0);
```

### C#

```csharp
Function.Call((Hash)0x5CB8B0C846D0F30B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5cb8b0c846d0f30b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5CD3AAD8FF9ED121

- **Hash:** `0x5CD3AAD8FF9ED121`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5cd3aad8ff9ed121`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5CD3AAD8FF9ED121

## Signature

```c
void _0x5CD3AAD8FF9ED121(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5cd3aad8ff9ed121(p0)

-- always available, by hash
Citizen.InvokeNative(0x5CD3AAD8FF9ED121, p0)
```

### JavaScript

```js
N_0x5cd3aad8ff9ed121(p0);

// by hash
Citizen.invokeNative('0x5CD3AAD8FF9ED121', p0);
```

### C#

```csharp
Function.Call((Hash)0x5CD3AAD8FF9ED121, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5cd3aad8ff9ed121` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5D3C528B7A7DF836

- **Hash:** `0x5D3C528B7A7DF836`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5d3c528b7a7df836`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5D3C528B7A7DF836

## Signature

```c
void _0x5D3C528B7A7DF836(Hash nsctf);
```

## Parameters

- `nsctf` (`Hash`)

## Returns

`void`

## Description

_NETWORK_SPAWN_CONFIG_*

## Usage

### Lua

```lua
N_0x5d3c528b7a7df836(nsctf)

-- always available, by hash
Citizen.InvokeNative(0x5D3C528B7A7DF836, nsctf)
```

### JavaScript

```js
N_0x5d3c528b7a7df836(nsctf);

// by hash
Citizen.invokeNative('0x5D3C528B7A7DF836', nsctf);
```

### C#

```csharp
Function.Call((Hash)0x5D3C528B7A7DF836, nsctf);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x5d3c528b7a7df836` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5ED39DA62BEB1330

- **Hash:** `0x5ED39DA62BEB1330`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5ed39da62beb1330`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5ED39DA62BEB1330

## Signature

```c
Any _0x5ED39DA62BEB1330(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5ed39da62beb1330(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5ED39DA62BEB1330, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5ed39da62beb1330(p0);

// by hash
const retval = Citizen.invokeNative('0x5ED39DA62BEB1330', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5ED39DA62BEB1330, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5ed39da62beb1330` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5F0E99071582DECA

- **Hash:** `0x5F0E99071582DECA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5f0e99071582deca`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5F0E99071582DECA

## Signature

```c
Any _0x5F0E99071582DECA(Any p0, int index, int p2);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5f0e99071582deca(p0, index, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5F0E99071582DECA, p0, index, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5f0e99071582deca(p0, index, p2);

// by hash
const retval = Citizen.invokeNative('0x5F0E99071582DECA', p0, index, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5F0E99071582DECA, p0, index, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5f0e99071582deca` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x5F328FC909F0E0FF

- **Hash:** `0x5F328FC909F0E0FF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x5f328fc909f0e0ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x5F328FC909F0E0FF

## Signature

```c
BOOL _0x5F328FC909F0E0FF(int p0, int p1, int p2, int p3);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x5f328fc909f0e0ff(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5F328FC909F0E0FF, p0, p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x5f328fc909f0e0ff(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x5F328FC909F0E0FF', p0, p1, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5F328FC909F0E0FF, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x5f328fc909f0e0ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x603469298A4308AF

- **Hash:** `0x603469298A4308AF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x603469298a4308af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x603469298A4308AF

## Signature

```c
void _0x603469298A4308AF(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x603469298a4308af(p0)

-- always available, by hash
Citizen.InvokeNative(0x603469298A4308AF, p0)
```

### JavaScript

```js
N_0x603469298a4308af(p0);

// by hash
Citizen.invokeNative('0x603469298A4308AF', p0);
```

### C#

```csharp
Function.Call((Hash)0x603469298A4308AF, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x603469298a4308af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x61BFBAA795E712AD

- **Hash:** `0x61BFBAA795E712AD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x61bfbaa795e712ad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x61BFBAA795E712AD

## Signature

```c
void _0x61BFBAA795E712AD();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x61bfbaa795e712ad()

-- always available, by hash
Citizen.InvokeNative(0x61BFBAA795E712AD)
```

### JavaScript

```js
N_0x61bfbaa795e712ad();

// by hash
Citizen.invokeNative('0x61BFBAA795E712AD');
```

### C#

```csharp
Function.Call((Hash)0x61BFBAA795E712AD);
```

- This native has no known name, so the runtime exposes it only as `N_0x61bfbaa795e712ad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x64A36BA85CE01A81

- **Hash:** `0x64A36BA85CE01A81`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x64a36ba85ce01a81`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x64A36BA85CE01A81

## Signature

```c
Any _0x64A36BA85CE01A81(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x64a36ba85ce01a81(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x64A36BA85CE01A81, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x64a36ba85ce01a81(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x64A36BA85CE01A81', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x64A36BA85CE01A81, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x64a36ba85ce01a81` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x67CCDF74C4DF7169

- **Hash:** `0x67CCDF74C4DF7169`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x67ccdf74c4df7169`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x67CCDF74C4DF7169

## Signature

```c
BOOL _0x67CCDF74C4DF7169();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x67ccdf74c4df7169()

-- always available, by hash
local retval = Citizen.InvokeNative(0x67CCDF74C4DF7169, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x67ccdf74c4df7169();

// by hash
const retval = Citizen.invokeNative('0x67CCDF74C4DF7169', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x67CCDF74C4DF7169);
```

- This native has no known name, so the runtime exposes it only as `N_0x67ccdf74c4df7169` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x691E4DE5309EAEFC

- **Hash:** `0x691E4DE5309EAEFC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x691e4de5309eaefc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x691E4DE5309EAEFC

## Signature

```c
void _0x691E4DE5309EAEFC(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = N_0x691e4de5309eaefc(p0, p1)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x691E4DE5309EAEFC, p0, Citizen.PointerValueIntInitialized(p1))
```

### JavaScript

```js
const p1 = N_0x691e4de5309eaefc(p0, p1);

// by hash
const p1 = Citizen.invokeNative('0x691E4DE5309EAEFC', p0, Citizen.pointerValueIntInitialized(p1));
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x691E4DE5309EAEFC, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x691e4de5309eaefc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x6C27442A225A241A

- **Hash:** `0x6C27442A225A241A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x6c27442a225a241a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x6C27442A225A241A

## Signature

```c
int _0x6C27442A225A241A(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x6c27442a225a241a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C27442A225A241A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6c27442a225a241a(p0);

// by hash
const retval = Citizen.invokeNative('0x6C27442A225A241A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C27442A225A241A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c27442a225a241a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x6C7E04E9DE451789

- **Hash:** `0x6C7E04E9DE451789`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x6c7e04e9de451789`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x6C7E04E9DE451789

## Signature

```c
void _0x6C7E04E9DE451789();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x6c7e04e9de451789()

-- always available, by hash
Citizen.InvokeNative(0x6C7E04E9DE451789)
```

### JavaScript

```js
N_0x6c7e04e9de451789();

// by hash
Citizen.invokeNative('0x6C7E04E9DE451789');
```

### C#

```csharp
Function.Call((Hash)0x6C7E04E9DE451789);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c7e04e9de451789` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x6CEE2E30021DAEC6

- **Hash:** `0x6CEE2E30021DAEC6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x6cee2e30021daec6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x6CEE2E30021DAEC6

## Signature

```c
void _0x6CEE2E30021DAEC6();
```

## Returns

`void`

## Description

_NETWORK_SPAWN_CONFIG_*

## Usage

### Lua

```lua
N_0x6cee2e30021daec6()

-- always available, by hash
Citizen.InvokeNative(0x6CEE2E30021DAEC6)
```

### JavaScript

```js
N_0x6cee2e30021daec6();

// by hash
Citizen.invokeNative('0x6CEE2E30021DAEC6');
```

### C#

```csharp
Function.Call((Hash)0x6CEE2E30021DAEC6);
```

- This native has no known name, so the runtime exposes it only as `N_0x6cee2e30021daec6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x6CF82A7F65A5AD5F

- **Hash:** `0x6CF82A7F65A5AD5F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x6cf82a7f65a5ad5f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x6CF82A7F65A5AD5F

## Signature

```c
Player _0x6CF82A7F65A5AD5F(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`Player`

## Description

_NETWORK_GET_A* - _NETWORK_GET_D*

## Usage

### Lua

```lua
local retval, p1 = N_0x6cf82a7f65a5ad5f(ped, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x6CF82A7F65A5AD5F, ped, Citizen.PointerValueIntInitialized(p1), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p1] = N_0x6cf82a7f65a5ad5f(ped, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x6CF82A7F65A5AD5F', ped, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6CF82A7F65A5AD5F, ped, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x6cf82a7f65a5ad5f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x704F92B3AF20D857

- **Hash:** `0x704F92B3AF20D857`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x704f92b3af20d857`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x704F92B3AF20D857

## Signature

```c
void _0x704F92B3AF20D857(BOOL setting);
```

## Parameters

- `setting` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x704f92b3af20d857(setting)

-- always available, by hash
Citizen.InvokeNative(0x704F92B3AF20D857, setting)
```

### JavaScript

```js
N_0x704f92b3af20d857(setting);

// by hash
Citizen.invokeNative('0x704F92B3AF20D857', setting);
```

### C#

```csharp
Function.Call((Hash)0x704F92B3AF20D857, setting);
```

- This native has no known name, so the runtime exposes it only as `N_0x704f92b3af20d857` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x71FA2D1880C48032

- **Hash:** `0x71FA2D1880C48032`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x71fa2d1880c48032`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x71FA2D1880C48032

## Signature

```c
void _0x71FA2D1880C48032(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Only used in R* Script fm_race_controller

## Usage

### Lua

```lua
N_0x71fa2d1880c48032(p0)

-- always available, by hash
Citizen.InvokeNative(0x71FA2D1880C48032, p0)
```

### JavaScript

```js
N_0x71fa2d1880c48032(p0);

// by hash
Citizen.invokeNative('0x71FA2D1880C48032', p0);
```

### C#

```csharp
Function.Call((Hash)0x71FA2D1880C48032, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x71fa2d1880c48032` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x744BFBB0CA908161

- **Hash:** `0x744BFBB0CA908161`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x744bfbb0ca908161`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x744BFBB0CA908161

## Signature

```c
int _0x744BFBB0CA908161(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x744bfbb0ca908161(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x744BFBB0CA908161, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x744bfbb0ca908161(p0);

// by hash
const retval = Citizen.invokeNative('0x744BFBB0CA908161', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x744BFBB0CA908161, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x744bfbb0ca908161` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x75FC34A2BA345BD1

- **Hash:** `0x75FC34A2BA345BD1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x75fc34a2ba345bd1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x75FC34A2BA345BD1

## Signature

```c
BOOL _0x75FC34A2BA345BD1(Entity entity, Player player, Any* p2);
```

## Parameters

- `entity` (`Entity`)
- `player` (`Player`)
- `p2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2 = N_0x75fc34a2ba345bd1(entity, player, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x75FC34A2BA345BD1, entity, player, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = N_0x75fc34a2ba345bd1(entity, player, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x75FC34A2BA345BD1', entity, player, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x75FC34A2BA345BD1, entity, player, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x75fc34a2ba345bd1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x7673C0D2C5CDAC55

- **Hash:** `0x7673C0D2C5CDAC55`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7673c0d2c5cdac55`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7673C0D2C5CDAC55

## Signature

```c
void _0x7673C0D2C5CDAC55();
```

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0x7673c0d2c5cdac55()

-- always available, by hash
Citizen.InvokeNative(0x7673C0D2C5CDAC55)
```

### JavaScript

```js
N_0x7673c0d2c5cdac55();

// by hash
Citizen.invokeNative('0x7673C0D2C5CDAC55');
```

### C#

```csharp
Function.Call((Hash)0x7673C0D2C5CDAC55);
```

- This native has no known name, so the runtime exposes it only as `N_0x7673c0d2c5cdac55` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x77B299E8799B1332

- **Hash:** `0x77B299E8799B1332`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x77b299e8799b1332`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x77B299E8799B1332

## Signature

```c
Any _0x77B299E8799B1332(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x77b299e8799b1332(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x77B299E8799B1332, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x77b299e8799b1332(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x77B299E8799B1332', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x77B299E8799B1332, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x77b299e8799b1332` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x780A13F780A13F1B

- **Hash:** `0x780A13F780A13F1B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x780a13f780a13f1b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x780A13F780A13F1B

## Signature

```c
void _0x780A13F780A13F1B(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x780a13f780a13f1b(toggle)

-- always available, by hash
Citizen.InvokeNative(0x780A13F780A13F1B, toggle)
```

### JavaScript

```js
N_0x780a13f780a13f1b(toggle);

// by hash
Citizen.invokeNative('0x780A13F780A13F1B', toggle);
```

### C#

```csharp
Function.Call((Hash)0x780A13F780A13F1B, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x780a13f780a13f1b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x78271BC02AE9AF83

- **Hash:** `0x78271BC02AE9AF83`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x78271bc02ae9af83`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x78271BC02AE9AF83

## Signature

```c
int _0x78271BC02AE9AF83(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`int`

## Description

Note: this native was added in build 1436.31

## Usage

### Lua

```lua
local retval = N_0x78271bc02ae9af83(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x78271BC02AE9AF83, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x78271bc02ae9af83(p0);

// by hash
const retval = Citizen.invokeNative('0x78271BC02AE9AF83', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x78271BC02AE9AF83, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x78271bc02ae9af83` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x7A8E8DF782B47EB0

- **Hash:** `0x7A8E8DF782B47EB0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7a8e8df782b47eb0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7A8E8DF782B47EB0

## Signature

```c
Any _0x7A8E8DF782B47EB0(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7a8e8df782b47eb0(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A8E8DF782B47EB0, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7a8e8df782b47eb0(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x7A8E8DF782B47EB0', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7A8E8DF782B47EB0, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x7a8e8df782b47eb0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x7B3FF2D193628126

- **Hash:** `0x7B3FF2D193628126`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7b3ff2d193628126`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7B3FF2D193628126

## Signature

```c
void _0x7B3FF2D193628126(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7b3ff2d193628126(player)

-- always available, by hash
Citizen.InvokeNative(0x7B3FF2D193628126, player)
```

### JavaScript

```js
N_0x7b3ff2d193628126(player);

// by hash
Citizen.invokeNative('0x7B3FF2D193628126', player);
```

### C#

```csharp
Function.Call((Hash)0x7B3FF2D193628126, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x7b3ff2d193628126` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x7BCA0A3972708436

- **Hash:** `0x7BCA0A3972708436`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7bca0a3972708436`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7BCA0A3972708436

## Signature

```c
int _0x7BCA0A3972708436(Any* outData, int p1);
```

## Parameters

- `outData` (`Any*`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, outData = N_0x7bca0a3972708436(p1)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x7BCA0A3972708436, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outData] = N_0x7bca0a3972708436(p1);

// by hash
const [retval, outData] = Citizen.invokeNative('0x7BCA0A3972708436', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x7BCA0A3972708436, outData, p1);
// outData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x7bca0a3972708436` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x7E300B5B86AB1D1A

- **Hash:** `0x7E300B5B86AB1D1A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x7e300b5b86ab1d1a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x7E300B5B86AB1D1A

## Signature

```c
void _0x7E300B5B86AB1D1A(Any* p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`int`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`int`)
- `p9` (`int`)
- `p10` (`int`)
- `p11` (`int`)
- `p12` (`int`)
- `p13` (`int`)
- `p14` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = N_0x7e300b5b86ab1d1a(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x7E300B5B86AB1D1A, Citizen.PointerValueInt(), p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
const p0 = N_0x7e300b5b86ab1d1a(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
const p0 = Citizen.invokeNative('0x7E300B5B86AB1D1A', Citizen.pointerValueInt(), p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x7E300B5B86AB1D1A, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x7e300b5b86ab1d1a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x814729078AED6D30

- **Hash:** `0x814729078AED6D30`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x814729078aed6d30`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x814729078AED6D30

## Signature

```c
void _0x814729078AED6D30();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x814729078aed6d30()

-- always available, by hash
Citizen.InvokeNative(0x814729078AED6D30)
```

### JavaScript

```js
N_0x814729078aed6d30();

// by hash
Citizen.invokeNative('0x814729078AED6D30');
```

### C#

```csharp
Function.Call((Hash)0x814729078AED6D30);
```

- This native has no known name, so the runtime exposes it only as `N_0x814729078aed6d30` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x862C5040F4888741

- **Hash:** `0x862C5040F4888741`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x862c5040f4888741`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x862C5040F4888741

## Signature

```c
BOOL _0x862C5040F4888741(Player player1, Player player2);
```

## Parameters

- `player1` (`Player`)
- `player2` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x862c5040f4888741(player1, player2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x862C5040F4888741, player1, player2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x862c5040f4888741(player1, player2);

// by hash
const retval = Citizen.invokeNative('0x862C5040F4888741', player1, player2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x862C5040F4888741, player1, player2);
```

- This native has no known name, so the runtime exposes it only as `N_0x862c5040f4888741` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x880A7202301E282B

- **Hash:** `0x880A7202301E282B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x880a7202301e282b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x880A7202301E282B

## Signature

```c
BOOL _0x880A7202301E282B(Any* p0, Any* p1, float x, float y, float z, float p5, Any p6);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`float`)
- `p6` (`Any`)

## Returns

`BOOL`

## Description

Params: p5 = 50.f, p6 = 0 in R* Script net_fetch (NET_FETCH_CLIENT_UPDATE_PED_ROLE_CLUE_IDLE)

## Usage

### Lua

```lua
local retval, p0, p1 = N_0x880a7202301e282b(x, y, z, p5, p6)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x880A7202301E282B, Citizen.PointerValueInt(), Citizen.PointerValueInt(), x, y, z, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0, p1] = N_0x880a7202301e282b(x, y, z, p5, p6);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x880A7202301E282B', Citizen.pointerValueInt(), Citizen.pointerValueInt(), x + 0.0000001, y + 0.0000001, z + 0.0000001, p5 + 0.0000001, p6, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x880A7202301E282B, p0, p1, x, y, z, p5, p6);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x880a7202301e282b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x894B5ECAB45D2342

- **Hash:** `0x894B5ECAB45D2342`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x894b5ecab45d2342`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x894B5ECAB45D2342

## Signature

```c
void _0x894B5ECAB45D2342(int netHandle, Any p1);
```

## Parameters

- `netHandle` (`int`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x894b5ecab45d2342(netHandle, p1)

-- always available, by hash
Citizen.InvokeNative(0x894B5ECAB45D2342, netHandle, p1)
```

### JavaScript

```js
N_0x894b5ecab45d2342(netHandle, p1);

// by hash
Citizen.invokeNative('0x894B5ECAB45D2342', netHandle, p1);
```

### C#

```csharp
Function.Call((Hash)0x894B5ECAB45D2342, netHandle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x894b5ecab45d2342` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x917AD74BDCF8B6E9

- **Hash:** `0x917AD74BDCF8B6E9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x917ad74bdcf8b6e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x917AD74BDCF8B6E9

## Signature

```c
int _0x917AD74BDCF8B6E9(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x917ad74bdcf8b6e9(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x917AD74BDCF8B6E9, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x917ad74bdcf8b6e9(p0);

// by hash
const retval = Citizen.invokeNative('0x917AD74BDCF8B6E9', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x917AD74BDCF8B6E9, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x917ad74bdcf8b6e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x923346025512DFB7

- **Hash:** `0x923346025512DFB7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x923346025512dfb7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x923346025512DFB7

## Signature

```c
Any _0x923346025512DFB7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x923346025512dfb7(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x923346025512DFB7, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x923346025512dfb7(p0);

// by hash
const retval = Citizen.invokeNative('0x923346025512DFB7', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x923346025512DFB7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x923346025512dfb7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x950ACD8F05B7B9DF

- **Hash:** `0x950ACD8F05B7B9DF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x950acd8f05b7b9df`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x950ACD8F05B7B9DF

## Signature

```c
BOOL _0x950ACD8F05B7B9DF(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Related to container entity (RANSACK_ATTACHED_LOCKBOX / RANSACK_ATTACHED_CHEST)

## Usage

### Lua

```lua
local retval = N_0x950acd8f05b7b9df(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x950ACD8F05B7B9DF, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x950acd8f05b7b9df(entity);

// by hash
const retval = Citizen.invokeNative('0x950ACD8F05B7B9DF', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x950ACD8F05B7B9DF, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x950acd8f05b7b9df` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x979765465A6F25FC

- **Hash:** `0x979765465A6F25FC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x979765465a6f25fc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x979765465A6F25FC

## Signature

```c
void _0x979765465A6F25FC(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Must be called from a background script, otherwise it will do nothing.

## Usage

### Lua

```lua
N_0x979765465a6f25fc(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x979765465A6F25FC, entity, p1)
```

### JavaScript

```js
N_0x979765465a6f25fc(entity, p1);

// by hash
Citizen.invokeNative('0x979765465A6F25FC', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x979765465A6F25FC, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x979765465a6f25fc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x97BCE4C4B3191228

- **Hash:** `0x97BCE4C4B3191228`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x97bce4c4b3191228`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x97BCE4C4B3191228

## Signature

```c
void _0x97BCE4C4B3191228();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x97bce4c4b3191228()

-- always available, by hash
Citizen.InvokeNative(0x97BCE4C4B3191228)
```

### JavaScript

```js
N_0x97bce4c4b3191228();

// by hash
Citizen.invokeNative('0x97BCE4C4B3191228');
```

### C#

```csharp
Function.Call((Hash)0x97BCE4C4B3191228);
```

- This native has no known name, so the runtime exposes it only as `N_0x97bce4c4b3191228` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x981146E5C9CE9250

- **Hash:** `0x981146E5C9CE9250`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x981146e5c9ce9250`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x981146E5C9CE9250

## Signature

```c
BOOL _0x981146E5C9CE9250(int inviteIndex);
```

## Parameters

- `inviteIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x981146e5c9ce9250(inviteIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x981146E5C9CE9250, inviteIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x981146e5c9ce9250(inviteIndex);

// by hash
const retval = Citizen.invokeNative('0x981146E5C9CE9250', inviteIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x981146E5C9CE9250, inviteIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x981146e5c9ce9250` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x982D7AD755B8F62C

- **Hash:** `0x982D7AD755B8F62C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x982d7ad755b8f62c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x982D7AD755B8F62C

## Signature

```c
int _0x982D7AD755B8F62C(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x982d7ad755b8f62c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x982D7AD755B8F62C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x982d7ad755b8f62c(p0);

// by hash
const retval = Citizen.invokeNative('0x982D7AD755B8F62C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x982D7AD755B8F62C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x982d7ad755b8f62c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x9B39B0555CC692B5

- **Hash:** `0x9B39B0555CC692B5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x9b39b0555cc692b5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x9B39B0555CC692B5

## Signature

```c
void _0x9B39B0555CC692B5();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x9b39b0555cc692b5()

-- always available, by hash
Citizen.InvokeNative(0x9B39B0555CC692B5)
```

### JavaScript

```js
N_0x9b39b0555cc692b5();

// by hash
Citizen.invokeNative('0x9B39B0555CC692B5');
```

### C#

```csharp
Function.Call((Hash)0x9B39B0555CC692B5);
```

- This native has no known name, so the runtime exposes it only as `N_0x9b39b0555cc692b5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0x9E5A47744C0F0376

- **Hash:** `0x9E5A47744C0F0376`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0x9e5a47744c0f0376`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0x9E5A47744C0F0376

## Signature

```c
BOOL _0x9E5A47744C0F0376(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0x9e5a47744c0f0376(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E5A47744C0F0376, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x9e5a47744c0f0376(p0);

// by hash
const retval = Citizen.invokeNative('0x9E5A47744C0F0376', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E5A47744C0F0376, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9e5a47744c0f0376` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA2837A5E21FB5A58

- **Hash:** `0xA2837A5E21FB5A58`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa2837a5e21fb5a58`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA2837A5E21FB5A58

## Signature

```c
BOOL _0xA2837A5E21FB5A58(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xa2837a5e21fb5a58(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2837A5E21FB5A58, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa2837a5e21fb5a58(p0);

// by hash
const retval = Citizen.invokeNative('0xA2837A5E21FB5A58', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA2837A5E21FB5A58, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2837a5e21fb5a58` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA47D48D06AA5A188

- **Hash:** `0xA47D48D06AA5A188`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa47d48d06aa5a188`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA47D48D06AA5A188

## Signature

```c
BOOL _0xA47D48D06AA5A188();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xa47d48d06aa5a188()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA47D48D06AA5A188, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa47d48d06aa5a188();

// by hash
const retval = Citizen.invokeNative('0xA47D48D06AA5A188', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA47D48D06AA5A188);
```

- This native has no known name, so the runtime exposes it only as `N_0xa47d48d06aa5a188` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA63E4F050F20021F

- **Hash:** `0xA63E4F050F20021F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa63e4f050f20021f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA63E4F050F20021F

## Signature

```c
void _0xA63E4F050F20021F();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xa63e4f050f20021f()

-- always available, by hash
Citizen.InvokeNative(0xA63E4F050F20021F)
```

### JavaScript

```js
N_0xa63e4f050f20021f();

// by hash
Citizen.invokeNative('0xA63E4F050F20021F');
```

### C#

```csharp
Function.Call((Hash)0xA63E4F050F20021F);
```

- This native has no known name, so the runtime exposes it only as `N_0xa63e4f050f20021f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA6F1BAABFF6AD7B9

- **Hash:** `0xA6F1BAABFF6AD7B9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa6f1baabff6ad7b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA6F1BAABFF6AD7B9

## Signature

```c
void _0xA6F1BAABFF6AD7B9(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = N_0xa6f1baabff6ad7b9(p0)

-- always available, by hash
local p0 = Citizen.InvokeNative(0xA6F1BAABFF6AD7B9, Citizen.PointerValueIntInitialized(p0))
```

### JavaScript

```js
const p0 = N_0xa6f1baabff6ad7b9(p0);

// by hash
const p0 = Citizen.invokeNative('0xA6F1BAABFF6AD7B9', Citizen.pointerValueIntInitialized(p0));
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0xA6F1BAABFF6AD7B9, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xa6f1baabff6ad7b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA7670F7991099680

- **Hash:** `0xA7670F7991099680`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa7670f7991099680`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA7670F7991099680

## Signature

```c
void _0xA7670F7991099680(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0xa7670f7991099680(p0)

-- always available, by hash
Citizen.InvokeNative(0xA7670F7991099680, p0)
```

### JavaScript

```js
N_0xa7670f7991099680(p0);

// by hash
Citizen.invokeNative('0xA7670F7991099680', p0);
```

### C#

```csharp
Function.Call((Hash)0xA7670F7991099680, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa7670f7991099680` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA94ECE191D90637A

- **Hash:** `0xA94ECE191D90637A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa94ece191d90637a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA94ECE191D90637A

## Signature

```c
int _0xA94ECE191D90637A();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xa94ece191d90637a()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA94ECE191D90637A, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa94ece191d90637a();

// by hash
const retval = Citizen.invokeNative('0xA94ECE191D90637A', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA94ECE191D90637A);
```

- This native has no known name, so the runtime exposes it only as `N_0xa94ece191d90637a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xA95470DA137587F5

- **Hash:** `0xA95470DA137587F5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xa95470da137587f5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xA95470DA137587F5

## Signature

```c
void _0xA95470DA137587F5(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa95470da137587f5(p0)

-- always available, by hash
Citizen.InvokeNative(0xA95470DA137587F5, p0)
```

### JavaScript

```js
N_0xa95470da137587f5(p0);

// by hash
Citizen.invokeNative('0xA95470DA137587F5', p0);
```

### C#

```csharp
Function.Call((Hash)0xA95470DA137587F5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa95470da137587f5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xACC44768AF229042

- **Hash:** `0xACC44768AF229042`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xacc44768af229042`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xACC44768AF229042

## Signature

```c
void _0xACC44768AF229042();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xacc44768af229042()

-- always available, by hash
Citizen.InvokeNative(0xACC44768AF229042)
```

### JavaScript

```js
N_0xacc44768af229042();

// by hash
Citizen.invokeNative('0xACC44768AF229042');
```

### C#

```csharp
Function.Call((Hash)0xACC44768AF229042);
```

- This native has no known name, so the runtime exposes it only as `N_0xacc44768af229042` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xAFA14F98327791CE

- **Hash:** `0xAFA14F98327791CE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xafa14f98327791ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xAFA14F98327791CE

## Signature

```c
BOOL _0xAFA14F98327791CE(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = N_0xafa14f98327791ce(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0xAFA14F98327791CE, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = N_0xafa14f98327791ce(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0xAFA14F98327791CE', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAFA14F98327791CE, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xafa14f98327791ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xB131E686BD97B3F8

- **Hash:** `0xB131E686BD97B3F8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xb131e686bd97b3f8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xB131E686BD97B3F8

## Signature

```c
void _0xB131E686BD97B3F8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xb131e686bd97b3f8()

-- always available, by hash
Citizen.InvokeNative(0xB131E686BD97B3F8)
```

### JavaScript

```js
N_0xb131e686bd97b3f8();

// by hash
Citizen.invokeNative('0xB131E686BD97B3F8');
```

### C#

```csharp
Function.Call((Hash)0xB131E686BD97B3F8);
```

- This native has no known name, so the runtime exposes it only as `N_0xb131e686bd97b3f8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xB389289F031F059A

- **Hash:** `0xB389289F031F059A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xb389289f031f059a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xB389289F031F059A

## Signature

```c
int _0xB389289F031F059A();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xb389289f031f059a()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB389289F031F059A, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb389289f031f059a();

// by hash
const retval = Citizen.invokeNative('0xB389289F031F059A', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB389289F031F059A);
```

- This native has no known name, so the runtime exposes it only as `N_0xb389289f031f059a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xBAF7E2979442B29F

- **Hash:** `0xBAF7E2979442B29F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xbaf7e2979442b29f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xBAF7E2979442B29F

## Signature

```c
int _0xBAF7E2979442B29F(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0xbaf7e2979442b29f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBAF7E2979442B29F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbaf7e2979442b29f(p0);

// by hash
const retval = Citizen.invokeNative('0xBAF7E2979442B29F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBAF7E2979442B29F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbaf7e2979442b29f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xBB1EC8C2EEF33BAA

- **Hash:** `0xBB1EC8C2EEF33BAA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xbb1ec8c2eef33baa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xBB1EC8C2EEF33BAA

## Signature

```c
void _0xBB1EC8C2EEF33BAA(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbb1ec8c2eef33baa(entity)

-- always available, by hash
Citizen.InvokeNative(0xBB1EC8C2EEF33BAA, entity)
```

### JavaScript

```js
N_0xbb1ec8c2eef33baa(entity);

// by hash
Citizen.invokeNative('0xBB1EC8C2EEF33BAA', entity);
```

### C#

```csharp
Function.Call((Hash)0xBB1EC8C2EEF33BAA, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb1ec8c2eef33baa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xBB697756309D77EE

- **Hash:** `0xBB697756309D77EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xbb697756309d77ee`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xBB697756309D77EE

## Signature

```c
Any _0xBB697756309D77EE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xbb697756309d77ee(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBB697756309D77EE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbb697756309d77ee(p0);

// by hash
const retval = Citizen.invokeNative('0xBB697756309D77EE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBB697756309D77EE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb697756309d77ee` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xBC7D36946D19E60E

- **Hash:** `0xBC7D36946D19E60E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xbc7d36946d19e60e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xBC7D36946D19E60E

## Signature

```c
void _0xBC7D36946D19E60E(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Only used in fm_race_controller R* Script (PROCESS_LOCAL_PLAYER_INIT)

## Usage

### Lua

```lua
N_0xbc7d36946d19e60e(p0)

-- always available, by hash
Citizen.InvokeNative(0xBC7D36946D19E60E, p0)
```

### JavaScript

```js
N_0xbc7d36946d19e60e(p0);

// by hash
Citizen.invokeNative('0xBC7D36946D19E60E', p0);
```

### C#

```csharp
Function.Call((Hash)0xBC7D36946D19E60E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbc7d36946d19e60e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xBF8276E51761F9DA

- **Hash:** `0xBF8276E51761F9DA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xbf8276e51761f9da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xBF8276E51761F9DA

## Signature

```c
int _0xBF8276E51761F9DA();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xbf8276e51761f9da()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF8276E51761F9DA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbf8276e51761f9da();

// by hash
const retval = Citizen.invokeNative('0xBF8276E51761F9DA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBF8276E51761F9DA);
```

- This native has no known name, so the runtime exposes it only as `N_0xbf8276e51761f9da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xC028B3F52C707C49

- **Hash:** `0xC028B3F52C707C49`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xc028b3f52c707c49`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xC028B3F52C707C49

## Signature

```c
BOOL _0xC028B3F52C707C49(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xc028b3f52c707c49(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC028B3F52C707C49, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xc028b3f52c707c49(p0);

// by hash
const retval = Citizen.invokeNative('0xC028B3F52C707C49', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC028B3F52C707C49, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc028b3f52c707c49` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xC0CFFDA87C2C163D

- **Hash:** `0xC0CFFDA87C2C163D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xc0cffda87c2c163d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xC0CFFDA87C2C163D

## Signature

```c
Any _0xC0CFFDA87C2C163D(int p0, Any p1, int p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`Any`)
- `p2` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc0cffda87c2c163d(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0CFFDA87C2C163D, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc0cffda87c2c163d(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC0CFFDA87C2C163D', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC0CFFDA87C2C163D, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc0cffda87c2c163d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xC1968045EEB563B7

- **Hash:** `0xC1968045EEB563B7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xc1968045eeb563b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xC1968045EEB563B7

## Signature

```c
void _0xC1968045EEB563B7(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0xc1968045eeb563b7(p0)

-- always available, by hash
Citizen.InvokeNative(0xC1968045EEB563B7, p0)
```

### JavaScript

```js
N_0xc1968045eeb563b7(p0);

// by hash
Citizen.invokeNative('0xC1968045EEB563B7', p0);
```

### C#

```csharp
Function.Call((Hash)0xC1968045EEB563B7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc1968045eeb563b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xC8B6D18E22484643

- **Hash:** `0xC8B6D18E22484643`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xc8b6d18e22484643`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xC8B6D18E22484643

## Signature

```c
void _0xC8B6D18E22484643();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xc8b6d18e22484643()

-- always available, by hash
Citizen.InvokeNative(0xC8B6D18E22484643)
```

### JavaScript

```js
N_0xc8b6d18e22484643();

// by hash
Citizen.invokeNative('0xC8B6D18E22484643');
```

### C#

```csharp
Function.Call((Hash)0xC8B6D18E22484643);
```

- This native has no known name, so the runtime exposes it only as `N_0xc8b6d18e22484643` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xC964FCD3D1720697

- **Hash:** `0xC964FCD3D1720697`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xc964fcd3d1720697`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xC964FCD3D1720697

## Signature

```c
Any _0xC964FCD3D1720697();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0xc964fcd3d1720697()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC964FCD3D1720697, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc964fcd3d1720697();

// by hash
const retval = Citizen.invokeNative('0xC964FCD3D1720697', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC964FCD3D1720697);
```

- This native has no known name, so the runtime exposes it only as `N_0xc964fcd3d1720697` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xCA58D4FD20D70F24

- **Hash:** `0xCA58D4FD20D70F24`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xca58d4fd20d70f24`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xCA58D4FD20D70F24

## Signature

```c
int _0xCA58D4FD20D70F24(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xca58d4fd20d70f24(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA58D4FD20D70F24, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xca58d4fd20d70f24(p0);

// by hash
const retval = Citizen.invokeNative('0xCA58D4FD20D70F24', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCA58D4FD20D70F24, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xca58d4fd20d70f24` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xCC4E72C339461ED1

- **Hash:** `0xCC4E72C339461ED1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xcc4e72c339461ed1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xCC4E72C339461ED1

## Signature

```c
BOOL _0xCC4E72C339461ED1();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xcc4e72c339461ed1()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC4E72C339461ED1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xcc4e72c339461ed1();

// by hash
const retval = Citizen.invokeNative('0xCC4E72C339461ED1', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCC4E72C339461ED1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcc4e72c339461ed1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xCD53E6CBF609C012

- **Hash:** `0xCD53E6CBF609C012`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xcd53e6cbf609c012`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xCD53E6CBF609C012

## Signature

```c
BOOL _0xCD53E6CBF609C012(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xcd53e6cbf609c012(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD53E6CBF609C012, ugcRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xcd53e6cbf609c012(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0xCD53E6CBF609C012', ugcRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCD53E6CBF609C012, ugcRequestId);
```

- This native has no known name, so the runtime exposes it only as `N_0xcd53e6cbf609c012` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xCF23AB5BD47B384D

- **Hash:** `0xCF23AB5BD47B384D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xcf23ab5bd47b384d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xCF23AB5BD47B384D

## Signature

```c
void _0xCF23AB5BD47B384D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcf23ab5bd47b384d(p0)

-- always available, by hash
Citizen.InvokeNative(0xCF23AB5BD47B384D, p0)
```

### JavaScript

```js
N_0xcf23ab5bd47b384d(p0);

// by hash
Citizen.invokeNative('0xCF23AB5BD47B384D', p0);
```

### C#

```csharp
Function.Call((Hash)0xCF23AB5BD47B384D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcf23ab5bd47b384d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD1FFB246F4E088AC

- **Hash:** `0xD1FFB246F4E088AC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd1ffb246f4e088ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD1FFB246F4E088AC

## Signature

```c
BOOL _0xD1FFB246F4E088AC(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd1ffb246f4e088ac(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1FFB246F4E088AC, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd1ffb246f4e088ac(p0);

// by hash
const retval = Citizen.invokeNative('0xD1FFB246F4E088AC', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD1FFB246F4E088AC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd1ffb246f4e088ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD39A72AE5EBD57E5

- **Hash:** `0xD39A72AE5EBD57E5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd39a72ae5ebd57e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD39A72AE5EBD57E5

## Signature

```c
void _0xD39A72AE5EBD57E5();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xd39a72ae5ebd57e5()

-- always available, by hash
Citizen.InvokeNative(0xD39A72AE5EBD57E5)
```

### JavaScript

```js
N_0xd39a72ae5ebd57e5();

// by hash
Citizen.invokeNative('0xD39A72AE5EBD57E5');
```

### C#

```csharp
Function.Call((Hash)0xD39A72AE5EBD57E5);
```

- This native has no known name, so the runtime exposes it only as `N_0xd39a72ae5ebd57e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD3A3C8B9F3BDEF81

- **Hash:** `0xD3A3C8B9F3BDEF81`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd3a3c8b9f3bdef81`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD3A3C8B9F3BDEF81

## Signature

```c
Any _0xD3A3C8B9F3BDEF81();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd3a3c8b9f3bdef81()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3A3C8B9F3BDEF81, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd3a3c8b9f3bdef81();

// by hash
const retval = Citizen.invokeNative('0xD3A3C8B9F3BDEF81', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD3A3C8B9F3BDEF81);
```

- This native has no known name, so the runtime exposes it only as `N_0xd3a3c8b9f3bdef81` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD3B6EBC6C3D77D44

- **Hash:** `0xD3B6EBC6C3D77D44`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd3b6ebc6c3d77d44`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD3B6EBC6C3D77D44

## Signature

```c
void _0xD3B6EBC6C3D77D44(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0xd3b6ebc6c3d77d44(p0)

-- always available, by hash
Citizen.InvokeNative(0xD3B6EBC6C3D77D44, p0)
```

### JavaScript

```js
N_0xd3b6ebc6c3d77d44(p0);

// by hash
Citizen.invokeNative('0xD3B6EBC6C3D77D44', p0);
```

### C#

```csharp
Function.Call((Hash)0xD3B6EBC6C3D77D44, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd3b6ebc6c3d77d44` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD4022C7286B0DFA2

- **Hash:** `0xD4022C7286B0DFA2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd4022c7286b0dfa2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD4022C7286B0DFA2

## Signature

```c
Any _0xD4022C7286B0DFA2(const char* p0, int p1, int p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd4022c7286b0dfa2(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4022C7286B0DFA2, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd4022c7286b0dfa2(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xD4022C7286B0DFA2', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD4022C7286B0DFA2, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd4022c7286b0dfa2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD42C543F73233041

- **Hash:** `0xD42C543F73233041`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd42c543f73233041`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD42C543F73233041

## Signature

```c
void _0xD42C543F73233041(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd42c543f73233041(p0)

-- always available, by hash
Citizen.InvokeNative(0xD42C543F73233041, p0)
```

### JavaScript

```js
N_0xd42c543f73233041(p0);

// by hash
Citizen.invokeNative('0xD42C543F73233041', p0);
```

### C#

```csharp
Function.Call((Hash)0xD42C543F73233041, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd42c543f73233041` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD637D327080CD86E

- **Hash:** `0xD637D327080CD86E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd637d327080cd86e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD637D327080CD86E

## Signature

```c
void _0xD637D327080CD86E(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd637d327080cd86e(p0)

-- always available, by hash
Citizen.InvokeNative(0xD637D327080CD86E, p0)
```

### JavaScript

```js
N_0xd637d327080cd86e(p0);

// by hash
Citizen.invokeNative('0xD637D327080CD86E', p0);
```

### C#

```csharp
Function.Call((Hash)0xD637D327080CD86E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd637d327080cd86e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD78A26024BB13E08

- **Hash:** `0xD78A26024BB13E08`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd78a26024bb13e08`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD78A26024BB13E08

## Signature

```c
void _0xD78A26024BB13E08(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd78a26024bb13e08(player)

-- always available, by hash
Citizen.InvokeNative(0xD78A26024BB13E08, player)
```

### JavaScript

```js
N_0xd78a26024bb13e08(player);

// by hash
Citizen.invokeNative('0xD78A26024BB13E08', player);
```

### C#

```csharp
Function.Call((Hash)0xD78A26024BB13E08, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xd78a26024bb13e08` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD7BAD4062074B9C1

- **Hash:** `0xD7BAD4062074B9C1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd7bad4062074b9c1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD7BAD4062074B9C1

## Signature

```c
BOOL _0xD7BAD4062074B9C1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd7bad4062074b9c1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7BAD4062074B9C1, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd7bad4062074b9c1(p0);

// by hash
const retval = Citizen.invokeNative('0xD7BAD4062074B9C1', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD7BAD4062074B9C1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd7bad4062074b9c1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xD7D0DF27CB1765B5

- **Hash:** `0xD7D0DF27CB1765B5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xd7d0df27cb1765b5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xD7D0DF27CB1765B5

## Signature

```c
BOOL _0xD7D0DF27CB1765B5(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd7d0df27cb1765b5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7D0DF27CB1765B5, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd7d0df27cb1765b5(p0);

// by hash
const retval = Citizen.invokeNative('0xD7D0DF27CB1765B5', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD7D0DF27CB1765B5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd7d0df27cb1765b5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xDA1BFED8582F61F0

- **Hash:** `0xDA1BFED8582F61F0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xda1bfed8582f61f0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xDA1BFED8582F61F0

## Signature

```c
BOOL _0xDA1BFED8582F61F0();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xda1bfed8582f61f0()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA1BFED8582F61F0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xda1bfed8582f61f0();

// by hash
const retval = Citizen.invokeNative('0xDA1BFED8582F61F0', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDA1BFED8582F61F0);
```

- This native has no known name, so the runtime exposes it only as `N_0xda1bfed8582f61f0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xDBDF80673BBA3D65

- **Hash:** `0xDBDF80673BBA3D65`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xdbdf80673bba3d65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1491
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xDBDF80673BBA3D65

## Signature

```c
BOOL _0xDBDF80673BBA3D65(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

Note: this native was added in build 1491.50

## Usage

### Lua

```lua
local retval = N_0xdbdf80673bba3d65(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDBDF80673BBA3D65, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdbdf80673bba3d65(p0);

// by hash
const retval = Citizen.invokeNative('0xDBDF80673BBA3D65', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDBDF80673BBA3D65, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdbdf80673bba3d65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xDC6AD5C046F33AB4

- **Hash:** `0xDC6AD5C046F33AB4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xdc6ad5c046f33ab4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xDC6AD5C046F33AB4

## Signature

```c
void _0xDC6AD5C046F33AB4(BOOL p0, BOOL p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdc6ad5c046f33ab4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDC6AD5C046F33AB4, p0, p1)
```

### JavaScript

```js
N_0xdc6ad5c046f33ab4(p0, p1);

// by hash
Citizen.invokeNative('0xDC6AD5C046F33AB4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDC6AD5C046F33AB4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc6ad5c046f33ab4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xDCA4A74135E1DEA5

- **Hash:** `0xDCA4A74135E1DEA5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xdca4a74135e1dea5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xDCA4A74135E1DEA5

## Signature

```c
BOOL _0xDCA4A74135E1DEA5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xdca4a74135e1dea5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCA4A74135E1DEA5, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdca4a74135e1dea5(p0);

// by hash
const retval = Citizen.invokeNative('0xDCA4A74135E1DEA5', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCA4A74135E1DEA5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdca4a74135e1dea5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE10F2D7715ABABEC

- **Hash:** `0xE10F2D7715ABABEC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe10f2d7715ababec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE10F2D7715ABABEC

## Signature

```c
Any _0xE10F2D7715ABABEC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe10f2d7715ababec(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE10F2D7715ABABEC, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe10f2d7715ababec(p0);

// by hash
const retval = Citizen.invokeNative('0xE10F2D7715ABABEC', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE10F2D7715ABABEC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe10f2d7715ababec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE39600E50D608693

- **Hash:** `0xE39600E50D608693`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe39600e50d608693`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE39600E50D608693

## Signature

```c
BOOL _0xE39600E50D608693(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xe39600e50d608693(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE39600E50D608693, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe39600e50d608693(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xE39600E50D608693', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE39600E50D608693, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe39600e50d608693` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE3AB5EEFCB6671A2

- **Hash:** `0xE3AB5EEFCB6671A2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe3ab5eefcb6671a2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE3AB5EEFCB6671A2

## Signature

```c
void _0xE3AB5EEFCB6671A2(int setting);
```

## Parameters

- `setting` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe3ab5eefcb6671a2(setting)

-- always available, by hash
Citizen.InvokeNative(0xE3AB5EEFCB6671A2, setting)
```

### JavaScript

```js
N_0xe3ab5eefcb6671a2(setting);

// by hash
Citizen.invokeNative('0xE3AB5EEFCB6671A2', setting);
```

### C#

```csharp
Function.Call((Hash)0xE3AB5EEFCB6671A2, setting);
```

- This native has no known name, so the runtime exposes it only as `N_0xe3ab5eefcb6671a2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE5634491A58C2703

- **Hash:** `0xE5634491A58C2703`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe5634491a58c2703`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE5634491A58C2703

## Signature

```c
void _0xE5634491A58C2703(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe5634491a58c2703(p0)

-- always available, by hash
Citizen.InvokeNative(0xE5634491A58C2703, p0)
```

### JavaScript

```js
N_0xe5634491a58c2703(p0);

// by hash
Citizen.invokeNative('0xE5634491A58C2703', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE5634491A58C2703, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xe5634491a58c2703` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE59F4924BD3A718D

- **Hash:** `0xE59F4924BD3A718D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe59f4924bd3a718d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE59F4924BD3A718D

## Signature

```c
const char* _0xE59F4924BD3A718D(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0xe59f4924bd3a718d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE59F4924BD3A718D, p0, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0xe59f4924bd3a718d(p0);

// by hash
const retval = Citizen.invokeNative('0xE59F4924BD3A718D', p0, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xE59F4924BD3A718D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe59f4924bd3a718d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE5FF65CFF5160752

- **Hash:** `0xE5FF65CFF5160752`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe5ff65cff5160752`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE5FF65CFF5160752

## Signature

```c
void _0xE5FF65CFF5160752();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe5ff65cff5160752()

-- always available, by hash
Citizen.InvokeNative(0xE5FF65CFF5160752)
```

### JavaScript

```js
N_0xe5ff65cff5160752();

// by hash
Citizen.invokeNative('0xE5FF65CFF5160752');
```

### C#

```csharp
Function.Call((Hash)0xE5FF65CFF5160752);
```

- This native has no known name, so the runtime exposes it only as `N_0xe5ff65cff5160752` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE79BA3BC265895DA

- **Hash:** `0xE79BA3BC265895DA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe79ba3bc265895da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE79BA3BC265895DA

## Signature

```c
const char* _0xE79BA3BC265895DA(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0xe79ba3bc265895da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE79BA3BC265895DA, p0, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0xe79ba3bc265895da(p0);

// by hash
const retval = Citizen.invokeNative('0xE79BA3BC265895DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xE79BA3BC265895DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe79ba3bc265895da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xE8E633215471BB5D

- **Hash:** `0xE8E633215471BB5D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xe8e633215471bb5d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xE8E633215471BB5D

## Signature

```c
int _0xE8E633215471BB5D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xe8e633215471bb5d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE8E633215471BB5D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe8e633215471bb5d(p0);

// by hash
const retval = Citizen.invokeNative('0xE8E633215471BB5D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE8E633215471BB5D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe8e633215471bb5d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xEC089F84A9C16C62

- **Hash:** `0xEC089F84A9C16C62`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xec089f84a9c16c62`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xEC089F84A9C16C62

## Signature

```c
Any _0xEC089F84A9C16C62();
```

## Returns

`Any`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
local retval = N_0xec089f84a9c16c62()

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC089F84A9C16C62, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xec089f84a9c16c62();

// by hash
const retval = Citizen.invokeNative('0xEC089F84A9C16C62', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC089F84A9C16C62);
```

- This native has no known name, so the runtime exposes it only as `N_0xec089f84a9c16c62` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xF23A6D6C11D8EC15

- **Hash:** `0xF23A6D6C11D8EC15`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xf23a6d6c11d8ec15`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xF23A6D6C11D8EC15

## Signature

```c
BOOL _0xF23A6D6C11D8EC15(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = N_0xf23a6d6c11d8ec15(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xF23A6D6C11D8EC15, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = N_0xf23a6d6c11d8ec15(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xF23A6D6C11D8EC15', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF23A6D6C11D8EC15, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xf23a6d6c11d8ec15` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xF260AF6F43953316

- **Hash:** `0xF260AF6F43953316`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xf260af6f43953316`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xF260AF6F43953316

## Signature

```c
int _0xF260AF6F43953316(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`int`

## Description

Same Native Handler as VEH_TO_NET, PED_TO_NET, OBJ_TO_NET and NETWORK_GET_NETWORK_ID_FROM_ENTITY

## Usage

### Lua

```lua
local retval = N_0xf260af6f43953316(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF260AF6F43953316, handle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf260af6f43953316(handle);

// by hash
const retval = Citizen.invokeNative('0xF260AF6F43953316', handle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF260AF6F43953316, handle);
```

- This native has no known name, so the runtime exposes it only as `N_0xf260af6f43953316` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xF302AB9D978352EE

- **Hash:** `0xF302AB9D978352EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xf302ab9d978352ee`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xF302AB9D978352EE

## Signature

```c
int _0xF302AB9D978352EE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

Returns the entity's network ID.

## Usage

### Lua

```lua
local retval = N_0xf302ab9d978352ee(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF302AB9D978352EE, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf302ab9d978352ee(entity);

// by hash
const retval = Citizen.invokeNative('0xF302AB9D978352EE', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF302AB9D978352EE, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xf302ab9d978352ee` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xF342F6BD0A8287D5

- **Hash:** `0xF342F6BD0A8287D5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xf342f6bd0a8287d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xF342F6BD0A8287D5

## Signature

```c
void _0xF342F6BD0A8287D5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf342f6bd0a8287d5(p0)

-- always available, by hash
Citizen.InvokeNative(0xF342F6BD0A8287D5, p0)
```

### JavaScript

```js
N_0xf342f6bd0a8287d5(p0);

// by hash
Citizen.invokeNative('0xF342F6BD0A8287D5', p0);
```

### C#

```csharp
Function.Call((Hash)0xF342F6BD0A8287D5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf342f6bd0a8287d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xF8DC69DC1AD19072

- **Hash:** `0xF8DC69DC1AD19072`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xf8dc69dc1ad19072`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xF8DC69DC1AD19072

## Signature

```c
int _0xF8DC69DC1AD19072(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0xf8dc69dc1ad19072(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8DC69DC1AD19072, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf8dc69dc1ad19072(p0);

// by hash
const retval = Citizen.invokeNative('0xF8DC69DC1AD19072', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF8DC69DC1AD19072, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8dc69dc1ad19072` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xFB3205788F8AFA3F

- **Hash:** `0xFB3205788F8AFA3F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xfb3205788f8afa3f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFB3205788F8AFA3F

## Signature

```c
int _0xFB3205788F8AFA3F();
```

## Returns

`int`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval = N_0xfb3205788f8afa3f()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB3205788F8AFA3F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfb3205788f8afa3f();

// by hash
const retval = Citizen.invokeNative('0xFB3205788F8AFA3F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFB3205788F8AFA3F);
```

- This native has no known name, so the runtime exposes it only as `N_0xfb3205788f8afa3f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xFC6FCF4C03F1BBF6

- **Hash:** `0xFC6FCF4C03F1BBF6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xfc6fcf4c03f1bbf6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFC6FCF4C03F1BBF6

## Signature

```c
void _0xFC6FCF4C03F1BBF6();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xfc6fcf4c03f1bbf6()

-- always available, by hash
Citizen.InvokeNative(0xFC6FCF4C03F1BBF6)
```

### JavaScript

```js
N_0xfc6fcf4c03f1bbf6();

// by hash
Citizen.invokeNative('0xFC6FCF4C03F1BBF6');
```

### C#

```csharp
Function.Call((Hash)0xFC6FCF4C03F1BBF6);
```

- This native has no known name, so the runtime exposes it only as `N_0xfc6fcf4c03f1bbf6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xFD8112109A96877C

- **Hash:** `0xFD8112109A96877C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xfd8112109a96877c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFD8112109A96877C

## Signature

```c
void _0xFD8112109A96877C();
```

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
N_0xfd8112109a96877c()

-- always available, by hash
Citizen.InvokeNative(0xFD8112109A96877C)
```

### JavaScript

```js
N_0xfd8112109a96877c();

// by hash
Citizen.invokeNative('0xFD8112109A96877C');
```

### C#

```csharp
Function.Call((Hash)0xFD8112109A96877C);
```

- This native has no known name, so the runtime exposes it only as `N_0xfd8112109a96877c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xFE53B1F8D43F19BF

- **Hash:** `0xFE53B1F8D43F19BF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xfe53b1f8d43f19bf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFE53B1F8D43F19BF

## Signature

```c
int _0xFE53B1F8D43F19BF(Player player1, Player player2);
```

## Parameters

- `player1` (`Player`)
- `player2` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xfe53b1f8d43f19bf(player1, player2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE53B1F8D43F19BF, player1, player2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfe53b1f8d43f19bf(player1, player2);

// by hash
const retval = Citizen.invokeNative('0xFE53B1F8D43F19BF', player1, player2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFE53B1F8D43F19BF, player1, player2);
```

- This native has no known name, so the runtime exposes it only as `N_0xfe53b1f8d43f19bf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_0xFF36F36B07E69059

- **Hash:** `0xFF36F36B07E69059`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xff36f36b07e69059`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xFF36F36B07E69059

## Signature

```c
void _0xFF36F36B07E69059(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xff36f36b07e69059(p0)

-- always available, by hash
Citizen.InvokeNative(0xFF36F36B07E69059, p0)
```

### JavaScript

```js
N_0xff36f36b07e69059(p0);

// by hash
Citizen.invokeNative('0xFF36F36B07E69059', p0);
```

### C#

```csharp
Function.Call((Hash)0xFF36F36B07E69059, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xff36f36b07e69059` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::ACTIVATE_DAMAGE_TRACKER_ON_NETWORK_ID

- **Hash:** `0xD45B1FFCCD52FF19`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ActivateDamageTrackerOnNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/ACTIVATE_DAMAGE_TRACKER_ON_NETWORK_ID

## Signature

```c
void ACTIVATE_DAMAGE_TRACKER_ON_NETWORK_ID(int netID, BOOL toggle);
```

## Parameters

- `netID` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ActivateDamageTrackerOnNetworkId(netID, toggle)

-- always available, by hash
Citizen.InvokeNative(0xD45B1FFCCD52FF19, netID, toggle)
```

### JavaScript

```js
ActivateDamageTrackerOnNetworkId(netID, toggle);

// by hash
Citizen.invokeNative('0xD45B1FFCCD52FF19', netID, toggle);
```

### C#

```csharp
Function.Call((Hash)0xD45B1FFCCD52FF19, netID, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_ANIM_SCENE_TO_NET

- **Hash:** `0xE0D73CDDEA79DDCD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `AnimSceneToNet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_ANIM_SCENE_TO_NET

## Signature

```c
int _ANIM_SCENE_TO_NET(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = AnimSceneToNet(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE0D73CDDEA79DDCD, animScene, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AnimSceneToNet(animScene);

// by hash
const retval = Citizen.invokeNative('0xE0D73CDDEA79DDCD', animScene, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE0D73CDDEA79DDCD, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CAN_REGISTER_MISSION_ENTITIES

- **Hash:** `0x69778E7564BADE6D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CanRegisterMissionEntities`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CAN_REGISTER_MISSION_ENTITIES

## Signature

```c
BOOL CAN_REGISTER_MISSION_ENTITIES(int ped_amt, int vehicle_amt, int object_amt, int pickup_amt);
```

## Parameters

- `ped_amt` (`int`)
- `vehicle_amt` (`int`)
- `object_amt` (`int`)
- `pickup_amt` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanRegisterMissionEntities(ped_amt, vehicle_amt, object_amt, pickup_amt)

-- always available, by hash
local retval = Citizen.InvokeNative(0x69778E7564BADE6D, ped_amt, vehicle_amt, object_amt, pickup_amt, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanRegisterMissionEntities(ped_amt, vehicle_amt, object_amt, pickup_amt);

// by hash
const retval = Citizen.invokeNative('0x69778E7564BADE6D', ped_amt, vehicle_amt, object_amt, pickup_amt, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x69778E7564BADE6D, ped_amt, vehicle_amt, object_amt, pickup_amt);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CAN_REGISTER_MISSION_OBJECTS

- **Hash:** `0x800DD4721A8B008B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CanRegisterMissionObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CAN_REGISTER_MISSION_OBJECTS

## Signature

```c
BOOL CAN_REGISTER_MISSION_OBJECTS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanRegisterMissionObjects(amount)

-- always available, by hash
local retval = Citizen.InvokeNative(0x800DD4721A8B008B, amount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanRegisterMissionObjects(amount);

// by hash
const retval = Citizen.invokeNative('0x800DD4721A8B008B', amount, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x800DD4721A8B008B, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CAN_REGISTER_MISSION_PEDS

- **Hash:** `0xBCBF4FEF9FA5D781`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CanRegisterMissionPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CAN_REGISTER_MISSION_PEDS

## Signature

```c
BOOL CAN_REGISTER_MISSION_PEDS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanRegisterMissionPeds(amount)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBCBF4FEF9FA5D781, amount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanRegisterMissionPeds(amount);

// by hash
const retval = Citizen.invokeNative('0xBCBF4FEF9FA5D781', amount, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBCBF4FEF9FA5D781, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CAN_REGISTER_MISSION_PICKUPS

- **Hash:** `0xF0460C7BF80011EA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CanRegisterMissionPickups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CAN_REGISTER_MISSION_PICKUPS

## Signature

```c
BOOL CAN_REGISTER_MISSION_PICKUPS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanRegisterMissionPickups(amount)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF0460C7BF80011EA, amount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanRegisterMissionPickups(amount);

// by hash
const retval = Citizen.invokeNative('0xF0460C7BF80011EA', amount, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF0460C7BF80011EA, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CAN_REGISTER_MISSION_VEHICLES

- **Hash:** `0x7277F1F2E085EE74`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CanRegisterMissionVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CAN_REGISTER_MISSION_VEHICLES

## Signature

```c
BOOL CAN_REGISTER_MISSION_VEHICLES(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanRegisterMissionVehicles(amount)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7277F1F2E085EE74, amount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanRegisterMissionVehicles(amount);

// by hash
const retval = Citizen.invokeNative('0x7277F1F2E085EE74', amount, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7277F1F2E085EE74, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_CLEAR_LAUNCH_PARAM

- **Hash:** `0x782C94DB6469634D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ClearLaunchParam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_CLEAR_LAUNCH_PARAM

## Signature

```c
void _CLEAR_LAUNCH_PARAM(const char* paramName);
```

## Parameters

- `paramName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ClearLaunchParam(paramName)

-- always available, by hash
Citizen.InvokeNative(0x782C94DB6469634D, paramName)
```

### JavaScript

```js
ClearLaunchParam(paramName);

// by hash
Citizen.invokeNative('0x782C94DB6469634D', paramName);
```

### C#

```csharp
Function.Call((Hash)0x782C94DB6469634D, paramName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CLEAR_SERVICE_EVENT_ARGUMENTS

- **Hash:** `0x966DD84FB6A46017`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ClearServiceEventArguments`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CLEAR_SERVICE_EVENT_ARGUMENTS

## Signature

```c
void CLEAR_SERVICE_EVENT_ARGUMENTS();
```

## Returns

`void`

## Description

Old name: _CLEAR_LAUNCH_PARAMS

## Usage

### Lua

```lua
ClearServiceEventArguments()

-- always available, by hash
Citizen.InvokeNative(0x966DD84FB6A46017)
```

### JavaScript

```js
ClearServiceEventArguments();

// by hash
Citizen.invokeNative('0x966DD84FB6A46017');
```

### C#

```csharp
Function.Call((Hash)0x966DD84FB6A46017);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CLOUD_DID_REQUEST_SUCCEED

- **Hash:** `0x3A3D5568AF297CD5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CloudDidRequestSucceed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CLOUD_DID_REQUEST_SUCCEED

## Signature

```c
BOOL CLOUD_DID_REQUEST_SUCCEED(int id);
```

## Parameters

- `id` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CloudDidRequestSucceed(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A3D5568AF297CD5, id, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CloudDidRequestSucceed(id);

// by hash
const retval = Citizen.invokeNative('0x3A3D5568AF297CD5', id, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3A3D5568AF297CD5, id);
```

## See also

- [NETWORK::UGC_DID_REQUEST_SUCCEED](https://natives.borderlinerp.com/natives/NETWORK/UGC_DID_REQUEST_SUCCEED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CLOUD_HAS_REQUEST_COMPLETED

- **Hash:** `0x4C61B39930D045DA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CloudHasRequestCompleted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CLOUD_HAS_REQUEST_COMPLETED

## Signature

```c
BOOL CLOUD_HAS_REQUEST_COMPLETED(int id);
```

## Parameters

- `id` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CloudHasRequestCompleted(id)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C61B39930D045DA, id, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CloudHasRequestCompleted(id);

// by hash
const retval = Citizen.invokeNative('0x4C61B39930D045DA', id, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4C61B39930D045DA, id);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_COMMERCE_STORE_IS_ENABLED

- **Hash:** `0xDBC754CB6CCB9378`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CommerceStoreIsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_COMMERCE_STORE_IS_ENABLED

## Signature

```c
BOOL _COMMERCE_STORE_IS_ENABLED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CommerceStoreIsEnabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDBC754CB6CCB9378, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CommerceStoreIsEnabled();

// by hash
const retval = Citizen.invokeNative('0xDBC754CB6CCB9378', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDBC754CB6CCB9378);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_COMMERCE_STORE_IS_OPEN

- **Hash:** `0xCE5E79D9E303628E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `CommerceStoreIsOpen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_COMMERCE_STORE_IS_OPEN

## Signature

```c
BOOL _COMMERCE_STORE_IS_OPEN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CommerceStoreIsOpen()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCE5E79D9E303628E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CommerceStoreIsOpen();

// by hash
const retval = Citizen.invokeNative('0xCE5E79D9E303628E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCE5E79D9E303628E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::CONVERT_POSIX_TIME

- **Hash:** `0xAC97AF97FA68E5D5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ConvertPosixTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/CONVERT_POSIX_TIME

## Signature

```c
void CONVERT_POSIX_TIME(int posixTime, Any* timeStructure);
```

## Parameters

- `posixTime` (`int`)
- `timeStructure` (`Any*`)

## Returns

`void`

## Description

Takes the specified time and writes it to the structure specified in the second argument.

struct date_time
{
    int year;
    int PADDING1;
    int month;
    int PADDING2;
    int day;
    int PADDING3;
    int hour;
    int PADDING4;
    int minute;
    int PADDING5;
    int second;
    int PADDING6;
};

## Usage

### Lua

```lua
local timeStructure = ConvertPosixTime(posixTime, timeStructure)

-- always available, by hash
local timeStructure = Citizen.InvokeNative(0xAC97AF97FA68E5D5, posixTime, Citizen.PointerValueIntInitialized(timeStructure))
```

### JavaScript

```js
const timeStructure = ConvertPosixTime(posixTime, timeStructure);

// by hash
const timeStructure = Citizen.invokeNative('0xAC97AF97FA68E5D5', posixTime, Citizen.pointerValueIntInitialized(timeStructure));
```

### C#

```csharp
var timeStructure = new OutputArgument();
Function.Call((Hash)0xAC97AF97FA68E5D5, posixTime, timeStructure);
// timeStructure.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_CLOUD_TIME_AS_INT

- **Hash:** `0x9A73240B49945C76`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetCloudTimeAsInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_CLOUD_TIME_AS_INT

## Signature

```c
int GET_CLOUD_TIME_AS_INT();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetCloudTimeAsInt()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A73240B49945C76, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCloudTimeAsInt();

// by hash
const retval = Citizen.invokeNative('0x9A73240B49945C76', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9A73240B49945C76);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_LAUNCH_PARAM_EXISTS

- **Hash:** `0x02E97CE283648CD9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetLaunchParamExists`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_LAUNCH_PARAM_EXISTS

## Signature

```c
BOOL _GET_LAUNCH_PARAM_EXISTS(const char* paramName);
```

## Parameters

- `paramName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetLaunchParamExists(paramName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x02E97CE283648CD9, paramName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetLaunchParamExists(paramName);

// by hash
const retval = Citizen.invokeNative('0x02E97CE283648CD9', paramName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x02E97CE283648CD9, paramName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_LAUNCH_PARAM_STRING

- **Hash:** `0xC59AB6A04333C502`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetLaunchParamString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_LAUNCH_PARAM_STRING

## Signature

```c
const char* _GET_LAUNCH_PARAM_STRING();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetLaunchParamString()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC59AB6A04333C502, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetLaunchParamString();

// by hash
const retval = Citizen.invokeNative('0xC59AB6A04333C502', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xC59AB6A04333C502);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::_SET_LAUNCH_PARAM_STRING](https://natives.borderlinerp.com/natives/NETWORK/_SET_LAUNCH_PARAM_STRING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_LAUNCH_PARAM_VALUE

- **Hash:** `0x65E65CA6A0FE59D4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetLaunchParamValue`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_LAUNCH_PARAM_VALUE

## Signature

```c
const char* GET_LAUNCH_PARAM_VALUE(const char* paramName);
```

## Parameters

- `paramName` (`const char*`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetLaunchParamValue(paramName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x65E65CA6A0FE59D4, paramName, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetLaunchParamValue(paramName);

// by hash
const retval = Citizen.invokeNative('0x65E65CA6A0FE59D4', paramName, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x65E65CA6A0FE59D4, paramName);
```

## See also

- [NETWORK::_SET_LAUNCH_PARAM_VALUE](https://natives.borderlinerp.com/natives/NETWORK/_SET_LAUNCH_PARAM_VALUE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_MAX_NUM_NETWORK_OBJECTS

- **Hash:** `0xC7BE335216B5EC7C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetMaxNumNetworkObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_MAX_NUM_NETWORK_OBJECTS

## Signature

```c
int GET_MAX_NUM_NETWORK_OBJECTS();
```

## Returns

`int`

## Description

Always returns 60

## Usage

### Lua

```lua
local retval = GetMaxNumNetworkObjects()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC7BE335216B5EC7C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxNumNetworkObjects();

// by hash
const retval = Citizen.invokeNative('0xC7BE335216B5EC7C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC7BE335216B5EC7C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_MAX_NUM_NETWORK_PEDS

- **Hash:** `0x0C1F7D49C39D2289`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetMaxNumNetworkPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_MAX_NUM_NETWORK_PEDS

## Signature

```c
int GET_MAX_NUM_NETWORK_PEDS();
```

## Returns

`int`

## Description

Always returns 110

## Usage

### Lua

```lua
local retval = GetMaxNumNetworkPeds()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C1F7D49C39D2289, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxNumNetworkPeds();

// by hash
const retval = Citizen.invokeNative('0x0C1F7D49C39D2289', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C1F7D49C39D2289);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_MAX_NUM_NETWORK_PICKUPS

- **Hash:** `0xA72835064DD63E4C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetMaxNumNetworkPickups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_MAX_NUM_NETWORK_PICKUPS

## Signature

```c
int GET_MAX_NUM_NETWORK_PICKUPS();
```

## Returns

`int`

## Description

Always returns 80

## Usage

### Lua

```lua
local retval = GetMaxNumNetworkPickups()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA72835064DD63E4C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxNumNetworkPickups();

// by hash
const retval = Citizen.invokeNative('0xA72835064DD63E4C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA72835064DD63E4C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_MAX_NUM_NETWORK_VEHICLES

- **Hash:** `0x0AFCE529F69B21FF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetMaxNumNetworkVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_MAX_NUM_NETWORK_VEHICLES

## Signature

```c
int GET_MAX_NUM_NETWORK_VEHICLES();
```

## Returns

`int`

## Description

Always returns 40

## Usage

### Lua

```lua
local retval = GetMaxNumNetworkVehicles()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0AFCE529F69B21FF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxNumNetworkVehicles();

// by hash
const retval = Citizen.invokeNative('0x0AFCE529F69B21FF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0AFCE529F69B21FF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NETWORK_TIME

- **Hash:** `0x7A5487FE9FAA6B48`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNetworkTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NETWORK_TIME

## Signature

```c
int GET_NETWORK_TIME();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNetworkTime()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A5487FE9FAA6B48, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNetworkTime();

// by hash
const retval = Citizen.invokeNative('0x7A5487FE9FAA6B48', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7A5487FE9FAA6B48);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NETWORK_TIME_ACCURATE

- **Hash:** `0x89023FBBF9200E9F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNetworkTimeAccurate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NETWORK_TIME_ACCURATE

## Signature

```c
int GET_NETWORK_TIME_ACCURATE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNetworkTimeAccurate()

-- always available, by hash
local retval = Citizen.InvokeNative(0x89023FBBF9200E9F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNetworkTimeAccurate();

// by hash
const retval = Citizen.invokeNative('0x89023FBBF9200E9F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x89023FBBF9200E9F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NUM_CREATED_MISSION_OBJECTS

- **Hash:** `0x12B6281B6C6706C0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumCreatedMissionObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NUM_CREATED_MISSION_OBJECTS

## Signature

```c
int GET_NUM_CREATED_MISSION_OBJECTS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumCreatedMissionObjects(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12B6281B6C6706C0, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumCreatedMissionObjects(p0);

// by hash
const retval = Citizen.invokeNative('0x12B6281B6C6706C0', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x12B6281B6C6706C0, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NUM_CREATED_MISSION_PEDS

- **Hash:** `0xCB215C4B56A7FAE7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumCreatedMissionPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NUM_CREATED_MISSION_PEDS

## Signature

```c
int GET_NUM_CREATED_MISSION_PEDS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumCreatedMissionPeds(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB215C4B56A7FAE7, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumCreatedMissionPeds(p0);

// by hash
const retval = Citizen.invokeNative('0xCB215C4B56A7FAE7', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB215C4B56A7FAE7, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_NUM_CREATED_MISSION_PICKUPS

- **Hash:** `0xD2BA051B94CA9BCC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumCreatedMissionPickups`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_NUM_CREATED_MISSION_PICKUPS

## Signature

```c
int _GET_NUM_CREATED_MISSION_PICKUPS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumCreatedMissionPickups(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2BA051B94CA9BCC, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumCreatedMissionPickups(p0);

// by hash
const retval = Citizen.invokeNative('0xD2BA051B94CA9BCC', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD2BA051B94CA9BCC, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NUM_CREATED_MISSION_VEHICLES

- **Hash:** `0x0CD9AB83489430EA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumCreatedMissionVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NUM_CREATED_MISSION_VEHICLES

## Signature

```c
int GET_NUM_CREATED_MISSION_VEHICLES(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumCreatedMissionVehicles(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CD9AB83489430EA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumCreatedMissionVehicles(p0);

// by hash
const retval = Citizen.invokeNative('0x0CD9AB83489430EA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0CD9AB83489430EA, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_NUM_PEER_NEGOTIATION_RESPONSES

- **Hash:** `0x4FE932E84FE932E8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumPeerNegotiationResponses`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_NUM_PEER_NEGOTIATION_RESPONSES

## Signature

```c
int _GET_NUM_PEER_NEGOTIATION_RESPONSES();
```

## Returns

`int`

## Description

Note: this native was added in build 1311.16

## Usage

### Lua

```lua
local retval = GetNumPeerNegotiationResponses()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4FE932E84FE932E8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumPeerNegotiationResponses();

// by hash
const retval = Citizen.invokeNative('0x4FE932E84FE932E8', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4FE932E84FE932E8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NUM_RESERVED_MISSION_OBJECTS

- **Hash:** `0xAA81B5F10BC43AC2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumReservedMissionObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NUM_RESERVED_MISSION_OBJECTS

## Signature

```c
int GET_NUM_RESERVED_MISSION_OBJECTS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

p0 appears to be for MP

## Usage

### Lua

```lua
local retval = GetNumReservedMissionObjects(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA81B5F10BC43AC2, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumReservedMissionObjects(p0);

// by hash
const retval = Citizen.invokeNative('0xAA81B5F10BC43AC2', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAA81B5F10BC43AC2, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NUM_RESERVED_MISSION_PEDS

- **Hash:** `0x1F13D5AE5CB17E17`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumReservedMissionPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NUM_RESERVED_MISSION_PEDS

## Signature

```c
int GET_NUM_RESERVED_MISSION_PEDS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

p0 appears to be for MP

## Usage

### Lua

```lua
local retval = GetNumReservedMissionPeds(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F13D5AE5CB17E17, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumReservedMissionPeds(p0);

// by hash
const retval = Citizen.invokeNative('0x1F13D5AE5CB17E17', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F13D5AE5CB17E17, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_NUM_RESERVED_MISSION_PICKUPS

- **Hash:** `0x62BE3ECC79FBD004`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumReservedMissionPickups`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_NUM_RESERVED_MISSION_PICKUPS

## Signature

```c
int _GET_NUM_RESERVED_MISSION_PICKUPS(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumReservedMissionPickups(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62BE3ECC79FBD004, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumReservedMissionPickups(p0);

// by hash
const retval = Citizen.invokeNative('0x62BE3ECC79FBD004', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x62BE3ECC79FBD004, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_NUM_RESERVED_MISSION_VEHICLES

- **Hash:** `0xCF3A965906452031`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetNumReservedMissionVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_NUM_RESERVED_MISSION_VEHICLES

## Signature

```c
int GET_NUM_RESERVED_MISSION_VEHICLES(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`int`

## Description

p0 appears to be for MP

## Usage

### Lua

```lua
local retval = GetNumReservedMissionVehicles(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF3A965906452031, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumReservedMissionVehicles(p0);

// by hash
const retval = Citizen.invokeNative('0xCF3A965906452031', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCF3A965906452031, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_PLAYER_WAYPOINT_IS_ACTIVE

- **Hash:** `0xDCC4B7F7112E8AB7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetPlayerWaypointIsActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_PLAYER_WAYPOINT_IS_ACTIVE

## Signature

```c
BOOL _GET_PLAYER_WAYPOINT_IS_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPlayerWaypointIsActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCC4B7F7112E8AB7, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerWaypointIsActive(player);

// by hash
const retval = Citizen.invokeNative('0xDCC4B7F7112E8AB7', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCC4B7F7112E8AB7, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_RESERVED_MISSION_ENTITIES_FOR_THREAD

- **Hash:** `0x99AAC89C510DEB0D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetReservedMissionEntitiesForThread`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1491
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_RESERVED_MISSION_ENTITIES_FOR_THREAD

## Signature

```c
void _GET_RESERVED_MISSION_ENTITIES_FOR_THREAD(int threadId, int* pedMax, int* vehicleMax, int* unkMax, int* pedMin, int* vehicleMin, int* unkMin);
```

## Parameters

- `threadId` (`int`)
- `pedMax` (`int*`)
- `vehicleMax` (`int*`)
- `unkMax` (`int*`)
- `pedMin` (`int*`)
- `vehicleMin` (`int*`)
- `unkMin` (`int*`)

## Returns

`void`

## Description

Only used in R* Script net_stable_manager

## Usage

### Lua

```lua
local pedMax, vehicleMax, unkMax, pedMin, vehicleMin, unkMin = GetReservedMissionEntitiesForThread(threadId)

-- always available, by hash
local pedMax, vehicleMax, unkMax, pedMin, vehicleMin, unkMin = Citizen.InvokeNative(0x99AAC89C510DEB0D, threadId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [pedMax, vehicleMax, unkMax, pedMin, vehicleMin, unkMin] = GetReservedMissionEntitiesForThread(threadId);

// by hash
const [pedMax, vehicleMax, unkMax, pedMin, vehicleMin, unkMin] = Citizen.invokeNative('0x99AAC89C510DEB0D', threadId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var pedMax = new OutputArgument();
var vehicleMax = new OutputArgument();
var unkMax = new OutputArgument();
var pedMin = new OutputArgument();
var vehicleMin = new OutputArgument();
var unkMin = new OutputArgument();
Function.Call((Hash)0x99AAC89C510DEB0D, threadId, pedMax, vehicleMax, unkMax, pedMin, vehicleMin, unkMin);
// pedMax.GetResult<int>()
// vehicleMax.GetResult<int>()
// unkMax.GetResult<int>()
// pedMin.GetResult<int>()
// vehicleMin.GetResult<int>()
// unkMin.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_RESERVED_MISSION_ENTITIES_IN_AREA

- **Hash:** `0x5E71E72A94985214`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetReservedMissionEntitiesInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_RESERVED_MISSION_ENTITIES_IN_AREA

## Signature

```c
void GET_RESERVED_MISSION_ENTITIES_IN_AREA(float x, float y, float z, BOOL p3, int* peds, int* vehicles, int* objects, int* pickups);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`BOOL`)
- `peds` (`int*`)
- `vehicles` (`int*`)
- `objects` (`int*`)
- `pickups` (`int*`)

## Returns

`void`

## Description

Used in Script Function NET_ACE_CLIENT_VERIFY_ENTITY_RESERVATIONS
Coords: Slot world position

Old name: _GET_RESERVATIONS_FOR_SLOT_WORLD_POSITION

## Usage

### Lua

```lua
local peds, vehicles, objects, pickups = GetReservedMissionEntitiesInArea(x, y, z, p3)

-- always available, by hash
local peds, vehicles, objects, pickups = Citizen.InvokeNative(0x5E71E72A94985214, x, y, z, p3, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [peds, vehicles, objects, pickups] = GetReservedMissionEntitiesInArea(x, y, z, p3);

// by hash
const [peds, vehicles, objects, pickups] = Citizen.invokeNative('0x5E71E72A94985214', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var peds = new OutputArgument();
var vehicles = new OutputArgument();
var objects = new OutputArgument();
var pickups = new OutputArgument();
Function.Call((Hash)0x5E71E72A94985214, x, y, z, p3, peds, vehicles, objects, pickups);
// peds.GetResult<int>()
// vehicles.GetResult<int>()
// objects.GetResult<int>()
// pickups.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_GET_SOCIAL_MATCHMAKING_ALLOWED

- **Hash:** `0xD0541EF28E9C4783`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetSocialMatchmakingAllowed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_GET_SOCIAL_MATCHMAKING_ALLOWED

## Signature

```c
BOOL _GET_SOCIAL_MATCHMAKING_ALLOWED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetSocialMatchmakingAllowed()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0541EF28E9C4783, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetSocialMatchmakingAllowed();

// by hash
const retval = Citizen.invokeNative('0xD0541EF28E9C4783', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD0541EF28E9C4783);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::_SET_SOCIAL_MATCHMAKING_ALLOWED](https://natives.borderlinerp.com/natives/NETWORK/_SET_SOCIAL_MATCHMAKING_ALLOWED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_STATUS_OF_TEXTURE_DOWNLOAD

- **Hash:** `0x8BD6C6DEA20E82C6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetStatusOfTextureDownload`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_STATUS_OF_TEXTURE_DOWNLOAD

## Signature

```c
int GET_STATUS_OF_TEXTURE_DOWNLOAD(int textureDownloadId);
```

## Parameters

- `textureDownloadId` (`int`)

## Returns

`int`

## Description

0 = succeeded
1 = pending
2 = failed

## Usage

### Lua

```lua
local retval = GetStatusOfTextureDownload(textureDownloadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8BD6C6DEA20E82C6, textureDownloadId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStatusOfTextureDownload(textureDownloadId);

// by hash
const retval = Citizen.invokeNative('0x8BD6C6DEA20E82C6', textureDownloadId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8BD6C6DEA20E82C6, textureDownloadId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_TIME_DIFFERENCE

- **Hash:** `0xA2C6FC031D46FFF0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetTimeDifference`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_TIME_DIFFERENCE

## Signature

```c
int GET_TIME_DIFFERENCE(int timeA, int timeB);
```

## Parameters

- `timeA` (`int`)
- `timeB` (`int`)

## Returns

`int`

## Description

Subtracts the second argument from the first.

## Usage

### Lua

```lua
local retval = GetTimeDifference(timeA, timeB)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2C6FC031D46FFF0, timeA, timeB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimeDifference(timeA, timeB);

// by hash
const retval = Citizen.invokeNative('0xA2C6FC031D46FFF0', timeA, timeB, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA2C6FC031D46FFF0, timeA, timeB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_TIME_OFFSET

- **Hash:** `0x017008CCDAD48503`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetTimeOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_TIME_OFFSET

## Signature

```c
int GET_TIME_OFFSET(int timeA, int timeB);
```

## Parameters

- `timeA` (`int`)
- `timeB` (`int`)

## Returns

`int`

## Description

Adds the first argument to the second.

## Usage

### Lua

```lua
local retval = GetTimeOffset(timeA, timeB)

-- always available, by hash
local retval = Citizen.InvokeNative(0x017008CCDAD48503, timeA, timeB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTimeOffset(timeA, timeB);

// by hash
const retval = Citizen.invokeNative('0x017008CCDAD48503', timeA, timeB, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x017008CCDAD48503, timeA, timeB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::GET_UNIQUE_INT_FOR_PLAYER

- **Hash:** `0x07F723401B9D921C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `GetUniqueIntForPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/GET_UNIQUE_INT_FOR_PLAYER

## Signature

```c
int GET_UNIQUE_INT_FOR_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetUniqueIntForPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x07F723401B9D921C, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetUniqueIntForPlayer(player);

// by hash
const retval = Citizen.invokeNative('0x07F723401B9D921C', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x07F723401B9D921C, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::HAS_NETWORK_TIME_STARTED

- **Hash:** `0x46718ACEEDEAFC84`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `HasNetworkTimeStarted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/HAS_NETWORK_TIME_STARTED

## Signature

```c
BOOL HAS_NETWORK_TIME_STARTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasNetworkTimeStarted()

-- always available, by hash
local retval = Citizen.InvokeNative(0x46718ACEEDEAFC84, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasNetworkTimeStarted();

// by hash
const retval = Citizen.invokeNative('0x46718ACEEDEAFC84', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x46718ACEEDEAFC84);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_DAMAGE_TRACKER_ACTIVE_ON_NETWORK_ID

- **Hash:** `0x6E192E33AD436366`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsDamageTrackerActiveOnNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_DAMAGE_TRACKER_ACTIVE_ON_NETWORK_ID

## Signature

```c
BOOL IS_DAMAGE_TRACKER_ACTIVE_ON_NETWORK_ID(int netID);
```

## Parameters

- `netID` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDamageTrackerActiveOnNetworkId(netID)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E192E33AD436366, netID, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDamageTrackerActiveOnNetworkId(netID);

// by hash
const retval = Citizen.invokeNative('0x6E192E33AD436366', netID, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6E192E33AD436366, netID);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_ENTITY_A_GHOST

- **Hash:** `0x21D04D7BC538C146`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsEntityAGhost`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_ENTITY_A_GHOST

## Signature

```c
BOOL IS_ENTITY_A_GHOST(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Old name: _IS_ENTITY_GHOSTED_TO_LOCAL_PLAYER

## Usage

### Lua

```lua
local retval = IsEntityAGhost(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x21D04D7BC538C146, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAGhost(entity);

// by hash
const retval = Citizen.invokeNative('0x21D04D7BC538C146', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x21D04D7BC538C146, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_NETWORK_ID_OWNED_BY_PARTICIPANT

- **Hash:** `0xA1607996431332DF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsNetworkIdOwnedByParticipant`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_NETWORK_ID_OWNED_BY_PARTICIPANT

## Signature

```c
BOOL IS_NETWORK_ID_OWNED_BY_PARTICIPANT(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsNetworkIdOwnedByParticipant(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA1607996431332DF, netId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsNetworkIdOwnedByParticipant(netId);

// by hash
const retval = Citizen.invokeNative('0xA1607996431332DF', netId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA1607996431332DF, netId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_OBJECT_REASSIGNMENT_IN_PROGRESS

- **Hash:** `0x8FE9EB11EC9CC23A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsObjectReassignmentInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_OBJECT_REASSIGNMENT_IN_PROGRESS

## Signature

```c
BOOL IS_OBJECT_REASSIGNMENT_IN_PROGRESS();
```

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.16

## Usage

### Lua

```lua
local retval = IsObjectReassignmentInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8FE9EB11EC9CC23A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsObjectReassignmentInProgress();

// by hash
const retval = Citizen.invokeNative('0x8FE9EB11EC9CC23A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8FE9EB11EC9CC23A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_SPHERE_VISIBLE_TO_ANOTHER_MACHINE

- **Hash:** `0xD82CF8E64C8729D8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsSphereVisibleToAnotherMachine`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_SPHERE_VISIBLE_TO_ANOTHER_MACHINE

## Signature

```c
BOOL IS_SPHERE_VISIBLE_TO_ANOTHER_MACHINE(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSphereVisibleToAnotherMachine(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD82CF8E64C8729D8, p0, p1, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSphereVisibleToAnotherMachine(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xD82CF8E64C8729D8', p0, p1, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD82CF8E64C8729D8, p0, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_SPHERE_VISIBLE_TO_PLAYER

- **Hash:** `0xDC3A310219E5DA62`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsSphereVisibleToPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_SPHERE_VISIBLE_TO_PLAYER

## Signature

```c
BOOL IS_SPHERE_VISIBLE_TO_PLAYER(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSphereVisibleToPlayer(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC3A310219E5DA62, p0, p1, p2, p3, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSphereVisibleToPlayer(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xDC3A310219E5DA62', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDC3A310219E5DA62, p0, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_TIME_LESS_THAN

- **Hash:** `0xCB2CF5148012C8D0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsTimeLessThan`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_TIME_LESS_THAN

## Signature

```c
BOOL IS_TIME_LESS_THAN(int timeA, int timeB);
```

## Parameters

- `timeA` (`int`)
- `timeB` (`int`)

## Returns

`BOOL`

## Description

Subtracts the second argument from the first, then returns whether the result is negative.

## Usage

### Lua

```lua
local retval = IsTimeLessThan(timeA, timeB)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB2CF5148012C8D0, timeA, timeB, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTimeLessThan(timeA, timeB);

// by hash
const retval = Citizen.invokeNative('0xCB2CF5148012C8D0', timeA, timeB, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCB2CF5148012C8D0, timeA, timeB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::IS_TIME_MORE_THAN

- **Hash:** `0xDE350F8651E4346C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `IsTimeMoreThan`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/IS_TIME_MORE_THAN

## Signature

```c
BOOL IS_TIME_MORE_THAN(int timeA, int timeB);
```

## Parameters

- `timeA` (`int`)
- `timeB` (`int`)

## Returns

`BOOL`

## Description

Subtracts the first argument from the second, then returns whether the result is negative.

## Usage

### Lua

```lua
local retval = IsTimeMoreThan(timeA, timeB)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE350F8651E4346C, timeA, timeB, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTimeMoreThan(timeA, timeB);

// by hash
const retval = Citizen.invokeNative('0xDE350F8651E4346C', timeA, timeB, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE350F8651E4346C, timeA, timeB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::KEEP_NETWORK_ID_IN_FAST_INSTANCE

- **Hash:** `0xE1BC73D6815BA361`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `KeepNetworkIdInFastInstance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/KEEP_NETWORK_ID_IN_FAST_INSTANCE

## Signature

```c
void KEEP_NETWORK_ID_IN_FAST_INSTANCE(int netId, BOOL p1, int p2);
```

## Parameters

- `netId` (`int`)
- `p1` (`BOOL`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
KeepNetworkIdInFastInstance(netId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE1BC73D6815BA361, netId, p1, p2)
```

### JavaScript

```js
KeepNetworkIdInFastInstance(netId, p1, p2);

// by hash
Citizen.invokeNative('0xE1BC73D6815BA361', netId, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE1BC73D6815BA361, netId, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_LOCAL_PLAYER_PEDSHOT_TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x6E2FD8CF7EB10E53`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `LocalPlayerPedshotTextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_LOCAL_PLAYER_PEDSHOT_TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int _LOCAL_PLAYER_PEDSHOT_TEXTURE_DOWNLOAD_REQUEST(int playerSlot, int personaPhotoLocalCacheType);
```

## Parameters

- `playerSlot` (`int`)
- `personaPhotoLocalCacheType` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = LocalPlayerPedshotTextureDownloadRequest(playerSlot, personaPhotoLocalCacheType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E2FD8CF7EB10E53, playerSlot, personaPhotoLocalCacheType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LocalPlayerPedshotTextureDownloadRequest(playerSlot, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x6E2FD8CF7EB10E53', playerSlot, personaPhotoLocalCacheType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6E2FD8CF7EB10E53, playerSlot, personaPhotoLocalCacheType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x9B5DB6CEAFAA10BB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `MugshotTextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int _MUGSHOT_TEXTURE_DOWNLOAD_REQUEST(Any* gamerHandle, int p1, const char* name, BOOL p3);
```

## Parameters

- `gamerHandle` (`Any*`)
- `p1` (`int`)
- `name` (`const char*`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Returns textureDownloadId

## Usage

### Lua

```lua
local retval, gamerHandle = MugshotTextureDownloadRequest(p1, name, p3)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x9B5DB6CEAFAA10BB, Citizen.PointerValueInt(), p1, name, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = MugshotTextureDownloadRequest(p1, name, p3);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x9B5DB6CEAFAA10BB', Citizen.pointerValueInt(), p1, name, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0x9B5DB6CEAFAA10BB, gamerHandle, p1, name, p3);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::UGC_TEXTURE_DOWNLOAD_REQUEST](https://natives.borderlinerp.com/natives/NETWORK/UGC_TEXTURE_DOWNLOAD_REQUEST.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NET_TO_ANIM_SCENE

- **Hash:** `0xD7F6781A0ABAF6FB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetToAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NET_TO_ANIM_SCENE

## Signature

```c
AnimScene _NET_TO_ANIM_SCENE(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`AnimScene`

## Usage

### Lua

```lua
local retval = NetToAnimScene(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7F6781A0ABAF6FB, netId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetToAnimScene(netId);

// by hash
const retval = Citizen.invokeNative('0xD7F6781A0ABAF6FB', netId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD7F6781A0ABAF6FB, netId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NET_TO_ENT

- **Hash:** `0xBFFEAB45A9A9094A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetToEnt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NET_TO_ENT

## Signature

```c
Entity NET_TO_ENT(int netHandle);
```

## Parameters

- `netHandle` (`int`)

## Returns

`Entity`

## Description

gets the entity id of a network id

## Usage

### Lua

```lua
local retval = NetToEnt(netHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBFFEAB45A9A9094A, netHandle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetToEnt(netHandle);

// by hash
const retval = Citizen.invokeNative('0xBFFEAB45A9A9094A', netHandle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBFFEAB45A9A9094A, netHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NET_TO_OBJ

- **Hash:** `0xD8515F5FEA14CB3F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetToObj`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NET_TO_OBJ

## Signature

```c
Object NET_TO_OBJ(int netHandle);
```

## Parameters

- `netHandle` (`int`)

## Returns

`Object`

## Description

gets the object id of a network id

## Usage

### Lua

```lua
local retval = NetToObj(netHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD8515F5FEA14CB3F, netHandle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetToObj(netHandle);

// by hash
const retval = Citizen.invokeNative('0xD8515F5FEA14CB3F', netHandle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD8515F5FEA14CB3F, netHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NET_TO_PED

- **Hash:** `0xBDCD95FC216A8B3E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NET_TO_PED

## Signature

```c
Ped NET_TO_PED(int netHandle);
```

## Parameters

- `netHandle` (`int`)

## Returns

`Ped`

## Description

gets the ped id of a network id

## Usage

### Lua

```lua
local retval = NetToPed(netHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBDCD95FC216A8B3E, netHandle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetToPed(netHandle);

// by hash
const retval = Citizen.invokeNative('0xBDCD95FC216A8B3E', netHandle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBDCD95FC216A8B3E, netHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NET_TO_PROPSET

- **Hash:** `0xD08066E00D26C448`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetToPropset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NET_TO_PROPSET

## Signature

```c
PropSet _NET_TO_PROPSET(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`PropSet`

## Usage

### Lua

```lua
local retval = NetToPropset(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD08066E00D26C448, netId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetToPropset(netId);

// by hash
const retval = Citizen.invokeNative('0xD08066E00D26C448', netId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD08066E00D26C448, netId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NET_TO_VEH

- **Hash:** `0x367B936610BA360C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetToVeh`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NET_TO_VEH

## Signature

```c
Vehicle NET_TO_VEH(int netHandle);
```

## Parameters

- `netHandle` (`int`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = NetToVeh(netHandle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x367B936610BA360C, netHandle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetToVeh(netHandle);

// by hash
const retval = Citizen.invokeNative('0x367B936610BA360C', netHandle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x367B936610BA360C, netHandle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ACCEPT_RS_INVITE

- **Hash:** `0xB2CEA5105AAC8DDE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAcceptRsInvite`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACCEPT_RS_INVITE

## Signature

```c
BOOL NETWORK_ACCEPT_RS_INVITE(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAcceptRsInvite(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB2CEA5105AAC8DDE, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAcceptRsInvite(p0);

// by hash
const retval = Citizen.invokeNative('0xB2CEA5105AAC8DDE', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB2CEA5105AAC8DDE, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ACCESS_TUNABLE_BOOL

- **Hash:** `0xAA6A47A573ABB75A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAccessTunableBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACCESS_TUNABLE_BOOL

## Signature

```c
BOOL NETWORK_ACCESS_TUNABLE_BOOL(Hash tunableContext, Hash tunableName);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAccessTunableBool(tunableContext, tunableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA6A47A573ABB75A, tunableContext, tunableName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAccessTunableBool(tunableContext, tunableName);

// by hash
const retval = Citizen.invokeNative('0xAA6A47A573ABB75A', tunableContext, tunableName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA6A47A573ABB75A, tunableContext, tunableName);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ACCESS_TUNABLE_INT

- **Hash:** `0x8BE1146DFD5D4468`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAccessTunableInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACCESS_TUNABLE_INT

## Signature

```c
BOOL NETWORK_ACCESS_TUNABLE_INT(Hash tunableContext, Hash tunableName, int* value);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)
- `value` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, value = NetworkAccessTunableInt(tunableContext, tunableName, value)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0x8BE1146DFD5D4468, tunableContext, tunableName, Citizen.PointerValueIntInitialized(value), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, value] = NetworkAccessTunableInt(tunableContext, tunableName, value);

// by hash
const [retval, value] = Citizen.invokeNative('0x8BE1146DFD5D4468', tunableContext, tunableName, Citizen.pointerValueIntInitialized(value), Citizen.returnResultAnyway());
```

### C#

```csharp
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8BE1146DFD5D4468, tunableContext, tunableName, value);
// value.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ACTION_PLATFORM_INVITE

- **Hash:** `0x3B82ACC3F4B6240C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkActionPlatformInvite`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACTION_PLATFORM_INVITE

## Signature

```c
BOOL NETWORK_ACTION_PLATFORM_INVITE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkActionPlatformInvite()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B82ACC3F4B6240C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkActionPlatformInvite();

// by hash
const retval = Citizen.invokeNative('0x3B82ACC3F4B6240C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3B82ACC3F4B6240C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ACTIVITY_RESET_TO_IDLE

- **Hash:** `0x3FE141FDB990E3D1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkActivityResetToIdle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACTIVITY_RESET_TO_IDLE

## Signature

```c
void NETWORK_ACTIVITY_RESET_TO_IDLE();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkActivityResetToIdle()

-- always available, by hash
Citizen.InvokeNative(0x3FE141FDB990E3D1)
```

### JavaScript

```js
NetworkActivityResetToIdle();

// by hash
Citizen.invokeNative('0x3FE141FDB990E3D1');
```

### C#

```csharp
Function.Call((Hash)0x3FE141FDB990E3D1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ACTIVITY_SET_CURRENT

- **Hash:** `0x9ADAC065D9F6706F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkActivitySetCurrent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ACTIVITY_SET_CURRENT

## Signature

```c
void NETWORK_ACTIVITY_SET_CURRENT(int netPlaylistActivity);
```

## Parameters

- `netPlaylistActivity` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkActivitySetCurrent(netPlaylistActivity)

-- always available, by hash
Citizen.InvokeNative(0x9ADAC065D9F6706F, netPlaylistActivity)
```

### JavaScript

```js
NetworkActivitySetCurrent(netPlaylistActivity);

// by hash
Citizen.invokeNative('0x9ADAC065D9F6706F', netPlaylistActivity);
```

### C#

```csharp
Function.Call((Hash)0x9ADAC065D9F6706F, netPlaylistActivity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ADD_FRIEND

- **Hash:** `0x8E02D73914064223`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAddFriend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ADD_FRIEND

## Signature

```c
BOOL NETWORK_ADD_FRIEND(Any* gamerHandle, const char* message);
```

## Parameters

- `gamerHandle` (`Any*`)
- `message` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkAddFriend(message)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x8E02D73914064223, Citizen.PointerValueInt(), message, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkAddFriend(message);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x8E02D73914064223', Citizen.pointerValueInt(), message, Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8E02D73914064223, gamerHandle, message);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_ADD_PLAYER_TO_RECENT_GAMERS_LIST

- **Hash:** `0x157D8F3DE12B307F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAddPlayerToRecentGamersList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_ADD_PLAYER_TO_RECENT_GAMERS_LIST

## Signature

```c
void _NETWORK_ADD_PLAYER_TO_RECENT_GAMERS_LIST(Player player, int p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAddPlayerToRecentGamersList(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x157D8F3DE12B307F, player, p1)
```

### JavaScript

```js
NetworkAddPlayerToRecentGamersList(player, p1);

// by hash
Citizen.invokeNative('0x157D8F3DE12B307F', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x157D8F3DE12B307F, player, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_ALERT

- **Hash:** `0x1BAA028F52EED310`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAlert`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_ALERT

## Signature

```c
void _NETWORK_ALERT(Hash ctx, Hash lh, int ec, int h);
```

## Parameters

- `ctx` (`Hash`)
- `lh` (`Hash`)
- `ec` (`int`)
- `h` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAlert(ctx, lh, ec, h)

-- always available, by hash
Citizen.InvokeNative(0x1BAA028F52EED310, ctx, lh, ec, h)
```

### JavaScript

```js
NetworkAlert(ctx, lh, ec, h);

// by hash
Citizen.invokeNative('0x1BAA028F52EED310', ctx, lh, ec, h);
```

### C#

```csharp
Function.Call((Hash)0x1BAA028F52EED310, ctx, lh, ec, h);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ALLOW_ALL_ENTITY_FADING_FOR_INSTANCES

- **Hash:** `0x4B05B97BA46F419D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAllowAllEntityFadingForInstances`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ALLOW_ALL_ENTITY_FADING_FOR_INSTANCES

## Signature

```c
void NETWORK_ALLOW_ALL_ENTITY_FADING_FOR_INSTANCES(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAllowAllEntityFadingForInstances(toggle)

-- always available, by hash
Citizen.InvokeNative(0x4B05B97BA46F419D, toggle)
```

### JavaScript

```js
NetworkAllowAllEntityFadingForInstances(toggle);

// by hash
Citizen.invokeNative('0x4B05B97BA46F419D', toggle);
```

### C#

```csharp
Function.Call((Hash)0x4B05B97BA46F419D, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ALLOW_ENTITY_FADING_FOR_INSTANCES

- **Hash:** `0xF3354D6CA46F419D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAllowEntityFadingForInstances`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ALLOW_ENTITY_FADING_FOR_INSTANCES

## Signature

```c
void NETWORK_ALLOW_ENTITY_FADING_FOR_INSTANCES(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAllowEntityFadingForInstances(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF3354D6CA46F419D, entity, toggle)
```

### JavaScript

```js
NetworkAllowEntityFadingForInstances(entity, toggle);

// by hash
Citizen.invokeNative('0xF3354D6CA46F419D', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF3354D6CA46F419D, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ALLOW_REMOTE_ATTACHMENT_MODIFICATION

- **Hash:** `0x267C78C60E806B9A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAllowRemoteAttachmentModification`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ALLOW_REMOTE_ATTACHMENT_MODIFICATION

## Signature

```c
void NETWORK_ALLOW_REMOTE_ATTACHMENT_MODIFICATION(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Old name: _NETWORK_ALLOW_LOCAL_ENTITY_ATTACHMENT

## Usage

### Lua

```lua
NetworkAllowRemoteAttachmentModification(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x267C78C60E806B9A, entity, toggle)
```

### JavaScript

```js
NetworkAllowRemoteAttachmentModification(entity, toggle);

// by hash
Citizen.invokeNative('0x267C78C60E806B9A', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x267C78C60E806B9A, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ARE_HANDLES_THE_SAME

- **Hash:** `0x57DBA049E110F217`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAreHandlesTheSame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ARE_HANDLES_THE_SAME

## Signature

```c
BOOL NETWORK_ARE_HANDLES_THE_SAME(Any* gamerHandle1, Any* gamerHandle2);
```

## Parameters

- `gamerHandle1` (`Any*`)
- `gamerHandle2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle1, gamerHandle2 = NetworkAreHandlesTheSame()

-- always available, by hash
local retval, gamerHandle1, gamerHandle2 = Citizen.InvokeNative(0x57DBA049E110F217, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle1, gamerHandle2] = NetworkAreHandlesTheSame();

// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x57DBA049E110F217', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle1 = new OutputArgument();
var gamerHandle2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x57DBA049E110F217, gamerHandle1, gamerHandle2);
// gamerHandle1.GetResult<int>()
// gamerHandle2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_ARE_ONLINE_NOTIFICATIONS_SHOWN_IN_STORY_MODE

- **Hash:** `0xF5C5929E07512F80`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAreOnlineNotificationsShownInStoryMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_ARE_ONLINE_NOTIFICATIONS_SHOWN_IN_STORY_MODE

## Signature

```c
BOOL _NETWORK_ARE_ONLINE_NOTIFICATIONS_SHOWN_IN_STORY_MODE();
```

## Returns

`BOOL`

## Description

Returns value of fwuiCachedSetting "general.onlineNotificationsInStoryMode"

## Usage

### Lua

```lua
local retval = NetworkAreOnlineNotificationsShownInStoryMode()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF5C5929E07512F80, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAreOnlineNotificationsShownInStoryMode();

// by hash
const retval = Citizen.invokeNative('0xF5C5929E07512F80', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF5C5929E07512F80);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY

- **Hash:** `0x11820D1AE80DEA39`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkArePlayersInSamePlatformParty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY

## Signature

```c
BOOL _NETWORK_ARE_PLAYERS_IN_SAME_PLATFORM_PARTY(Any* gamerHandle1, Any* gamerHandle2);
```

## Parameters

- `gamerHandle1` (`Any*`)
- `gamerHandle2` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle1, gamerHandle2 = NetworkArePlayersInSamePlatformParty()

-- always available, by hash
local retval, gamerHandle1, gamerHandle2 = Citizen.InvokeNative(0x11820D1AE80DEA39, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle1, gamerHandle2] = NetworkArePlayersInSamePlatformParty();

// by hash
const [retval, gamerHandle1, gamerHandle2] = Citizen.invokeNative('0x11820D1AE80DEA39', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle1 = new OutputArgument();
var gamerHandle2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11820D1AE80DEA39, gamerHandle1, gamerHandle2);
// gamerHandle1.GetResult<int>()
// gamerHandle2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_ARE_PLAYERS_IN_SAME_TUTORIAL_SESSION

- **Hash:** `0x9DE986FC9A87C474`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkArePlayersInSameTutorialSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_ARE_PLAYERS_IN_SAME_TUTORIAL_SESSION

## Signature

```c
BOOL NETWORK_ARE_PLAYERS_IN_SAME_TUTORIAL_SESSION(Player player, int index);
```

## Parameters

- `player` (`Player`)
- `index` (`int`)

## Returns

`BOOL`

## Description

Old name: _NETWORK_IS_PLAYER_EQUAL_TO_INDEX

## Usage

### Lua

```lua
local retval = NetworkArePlayersInSameTutorialSession(player, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9DE986FC9A87C474, player, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkArePlayersInSameTutorialSession(player, index);

// by hash
const retval = Citizen.invokeNative('0x9DE986FC9A87C474', player, index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9DE986FC9A87C474, player, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_AUTO_SESSION_CAN_SPLIT_SESSION

- **Hash:** `0xE404BFF0ABA23CDC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionCanSplitSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_AUTO_SESSION_CAN_SPLIT_SESSION

## Signature

```c
BOOL NETWORK_AUTO_SESSION_CAN_SPLIT_SESSION(int* p0);
```

## Parameters

- `p0` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = NetworkAutoSessionCanSplitSession(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xE404BFF0ABA23CDC, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = NetworkAutoSessionCanSplitSession(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0xE404BFF0ABA23CDC', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE404BFF0ABA23CDC, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_AUTO_SESSION_FINISH_INSTANCE

- **Hash:** `0xBB51299166B844F3`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionFinishInstance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_AUTO_SESSION_FINISH_INSTANCE

## Signature

```c
void NETWORK_AUTO_SESSION_FINISH_INSTANCE();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkAutoSessionFinishInstance()

-- always available, by hash
Citizen.InvokeNative(0xBB51299166B844F3)
```

### JavaScript

```js
NetworkAutoSessionFinishInstance();

// by hash
Citizen.invokeNative('0xBB51299166B844F3');
```

### C#

```csharp
Function.Call((Hash)0xBB51299166B844F3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_AUTO_SESSION_IS_ALLOWED_TO_MERGE

- **Hash:** `0xAADED99A6B268A27`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionIsAllowedToMerge`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_AUTO_SESSION_IS_ALLOWED_TO_MERGE

## Signature

```c
BOOL NETWORK_AUTO_SESSION_IS_ALLOWED_TO_MERGE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionIsAllowedToMerge()

-- always available, by hash
local retval = Citizen.InvokeNative(0xAADED99A6B268A27, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionIsAllowedToMerge();

// by hash
const retval = Citizen.invokeNative('0xAADED99A6B268A27', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAADED99A6B268A27);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_IS_AUTO_WARP_DISABLED

- **Hash:** `0xE258570E0C116A66`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionIsAutoWarpDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_IS_AUTO_WARP_DISABLED

## Signature

```c
BOOL _NETWORK_AUTO_SESSION_IS_AUTO_WARP_DISABLED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionIsAutoWarpDisabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE258570E0C116A66, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionIsAutoWarpDisabled();

// by hash
const retval = Citizen.invokeNative('0xE258570E0C116A66', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE258570E0C116A66);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_IS_INSTANCED_SESSION

- **Hash:** `0x277865A734918AE6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionIsInstancedSession`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_IS_INSTANCED_SESSION

## Signature

```c
BOOL _NETWORK_AUTO_SESSION_IS_INSTANCED_SESSION();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionIsInstancedSession()

-- always available, by hash
local retval = Citizen.InvokeNative(0x277865A734918AE6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionIsInstancedSession();

// by hash
const retval = Citizen.invokeNative('0x277865A734918AE6', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x277865A734918AE6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_AUTO_SESSION_IS_OBJECT_CREATION_PAUSED

- **Hash:** `0x0E2C3AEE6CE603B7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionIsObjectCreationPaused`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_AUTO_SESSION_IS_OBJECT_CREATION_PAUSED

## Signature

```c
BOOL NETWORK_AUTO_SESSION_IS_OBJECT_CREATION_PAUSED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionIsObjectCreationPaused()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E2C3AEE6CE603B7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionIsObjectCreationPaused();

// by hash
const retval = Citizen.invokeNative('0x0E2C3AEE6CE603B7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E2C3AEE6CE603B7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_IS_PROCESSING_SESSION_SPLIT

- **Hash:** `0xA021095C983F20D8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionIsProcessingSessionSplit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_IS_PROCESSING_SESSION_SPLIT

## Signature

```c
BOOL _NETWORK_AUTO_SESSION_IS_PROCESSING_SESSION_SPLIT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionIsProcessingSessionSplit()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA021095C983F20D8, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionIsProcessingSessionSplit();

// by hash
const retval = Citizen.invokeNative('0xA021095C983F20D8', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA021095C983F20D8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_SET_ALLOWED_TO_MERGE

- **Hash:** `0x63246A24F5747510`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionSetAllowedToMerge`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_SET_ALLOWED_TO_MERGE

## Signature

```c
void _NETWORK_AUTO_SESSION_SET_ALLOWED_TO_MERGE(BOOL toggle, Any* p1, int p2);
```

## Parameters

- `toggle` (`BOOL`)
- `p1` (`Any*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = NetworkAutoSessionSetAllowedToMerge(toggle, p2)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x63246A24F5747510, toggle, Citizen.PointerValueInt(), p2)
```

### JavaScript

```js
const p1 = NetworkAutoSessionSetAllowedToMerge(toggle, p2);

// by hash
const p1 = Citizen.invokeNative('0x63246A24F5747510', toggle, Citizen.pointerValueInt(), p2);
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x63246A24F5747510, toggle, p1, p2);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_SET_ALLOWED_TO_SPLIT

- **Hash:** `0x0A428058079EE65C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionSetAllowedToSplit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_SET_ALLOWED_TO_SPLIT

## Signature

```c
void _NETWORK_AUTO_SESSION_SET_ALLOWED_TO_SPLIT(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAutoSessionSetAllowedToSplit(toggle)

-- always available, by hash
Citizen.InvokeNative(0x0A428058079EE65C, toggle)
```

### JavaScript

```js
NetworkAutoSessionSetAllowedToSplit(toggle);

// by hash
Citizen.invokeNative('0x0A428058079EE65C', toggle);
```

### C#

```csharp
Function.Call((Hash)0x0A428058079EE65C, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_SET_AUTO_WARP_ENABLED

- **Hash:** `0x4440FEE3EFE78F54`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionSetAutoWarpEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_SET_AUTO_WARP_ENABLED

## Signature

```c
void _NETWORK_AUTO_SESSION_SET_AUTO_WARP_ENABLED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkAutoSessionSetAutoWarpEnabled(toggle)

-- always available, by hash
Citizen.InvokeNative(0x4440FEE3EFE78F54, toggle)
```

### JavaScript

```js
NetworkAutoSessionSetAutoWarpEnabled(toggle);

// by hash
Citizen.invokeNative('0x4440FEE3EFE78F54', toggle);
```

### C#

```csharp
Function.Call((Hash)0x4440FEE3EFE78F54, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_AUTO_SESSION_SPLIT_SESSION

- **Hash:** `0xC223D299C670413D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionSplitSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_AUTO_SESSION_SPLIT_SESSION

## Signature

```c
BOOL NETWORK_AUTO_SESSION_SPLIT_SESSION(int playersToTake, int maxInstancePlayers, int sessionFlags, int bucketId);
```

## Parameters

- `playersToTake` (`int`)
- `maxInstancePlayers` (`int`)
- `sessionFlags` (`int`)
- `bucketId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionSplitSession(playersToTake, maxInstancePlayers, sessionFlags, bucketId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC223D299C670413D, playersToTake, maxInstancePlayers, sessionFlags, bucketId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionSplitSession(playersToTake, maxInstancePlayers, sessionFlags, bucketId);

// by hash
const retval = Citizen.invokeNative('0xC223D299C670413D', playersToTake, maxInstancePlayers, sessionFlags, bucketId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC223D299C670413D, playersToTake, maxInstancePlayers, sessionFlags, bucketId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_AUTO_SESSION_SPLIT_SESSION_SUCCESSFUL

- **Hash:** `0x6D87BA8EF15226CD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAutoSessionSplitSessionSuccessful`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_AUTO_SESSION_SPLIT_SESSION_SUCCESSFUL

## Signature

```c
BOOL _NETWORK_AUTO_SESSION_SPLIT_SESSION_SUCCESSFUL();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAutoSessionSplitSessionSuccessful()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D87BA8EF15226CD, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAutoSessionSplitSessionSuccessful();

// by hash
const retval = Citizen.invokeNative('0x6D87BA8EF15226CD', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6D87BA8EF15226CD);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_AWARD_HAS_REACHED_MAXCLAIM

- **Hash:** `0xFBE782B3165AC8EC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkAwardHasReachedMaxclaim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_AWARD_HAS_REACHED_MAXCLAIM

## Signature

```c
BOOL NETWORK_AWARD_HAS_REACHED_MAXCLAIM(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkAwardHasReachedMaxclaim(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFBE782B3165AC8EC, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAwardHasReachedMaxclaim(p0);

// by hash
const retval = Citizen.invokeNative('0xFBE782B3165AC8EC', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFBE782B3165AC8EC, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CAN_ACCESS_MULTIPLAYER

- **Hash:** `0xAF50DA1A3F8B1BA4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanAccessMultiplayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CAN_ACCESS_MULTIPLAYER

## Signature

```c
BOOL NETWORK_CAN_ACCESS_MULTIPLAYER(int* loadingState);
```

## Parameters

- `loadingState` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, loadingState = NetworkCanAccessMultiplayer(loadingState)

-- always available, by hash
local retval, loadingState = Citizen.InvokeNative(0xAF50DA1A3F8B1BA4, Citizen.PointerValueIntInitialized(loadingState), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, loadingState] = NetworkCanAccessMultiplayer(loadingState);

// by hash
const [retval, loadingState] = Citizen.invokeNative('0xAF50DA1A3F8B1BA4', Citizen.pointerValueIntInitialized(loadingState), Citizen.returnResultAnyway());
```

### C#

```csharp
var loadingState = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAF50DA1A3F8B1BA4, loadingState);
// loadingState.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_CAN_ADD_FRIEND

- **Hash:** `0x99ABE9BF9DADA162`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanAddFriend`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_CAN_ADD_FRIEND

## Signature

```c
BOOL _NETWORK_CAN_ADD_FRIEND(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Description

On PC this returns true if gamerHandle is a valid handle.

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkCanAddFriend(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x99ABE9BF9DADA162, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkCanAddFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x99ABE9BF9DADA162', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x99ABE9BF9DADA162, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_CAN_RECEIVE_INVITE_FROM_HANDLE

- **Hash:** `0xF23D6475640D29EB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanReceiveInviteFromHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_CAN_RECEIVE_INVITE_FROM_HANDLE

## Signature

```c
BOOL _NETWORK_CAN_RECEIVE_INVITE_FROM_HANDLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkCanReceiveInviteFromHandle(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xF23D6475640D29EB, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkCanReceiveInviteFromHandle(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xF23D6475640D29EB', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF23D6475640D29EB, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CAN_REFRESH_FRIEND_PAGE

- **Hash:** `0x1AF5E28E64A76A9F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanRefreshFriendPage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CAN_REFRESH_FRIEND_PAGE

## Signature

```c
BOOL NETWORK_CAN_REFRESH_FRIEND_PAGE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkCanRefreshFriendPage()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1AF5E28E64A76A9F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkCanRefreshFriendPage();

// by hash
const retval = Citizen.invokeNative('0x1AF5E28E64A76A9F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1AF5E28E64A76A9F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CAN_SESSION_END

- **Hash:** `0x4EEBC3694E49C572`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanSessionEnd`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CAN_SESSION_END

## Signature

```c
BOOL NETWORK_CAN_SESSION_END();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkCanSessionEnd()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4EEBC3694E49C572, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkCanSessionEnd();

// by hash
const retval = Citizen.invokeNative('0x4EEBC3694E49C572', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4EEBC3694E49C572);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CAN_VIEW_GAMER_USER_CONTENT

- **Hash:** `0x246545C37C27A717`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCanViewGamerUserContent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CAN_VIEW_GAMER_USER_CONTENT

## Signature

```c
BOOL NETWORK_CAN_VIEW_GAMER_USER_CONTENT(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkCanViewGamerUserContent(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x246545C37C27A717, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkCanViewGamerUserContent(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x246545C37C27A717', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x246545C37C27A717, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CHECK_ACCESS_AND_ALERT_IF_FAIL

- **Hash:** `0x2A8112A974DE1EF6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCheckAccessAndAlertIfFail`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CHECK_ACCESS_AND_ALERT_IF_FAIL

## Signature

```c
BOOL NETWORK_CHECK_ACCESS_AND_ALERT_IF_FAIL();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkCheckAccessAndAlertIfFail()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A8112A974DE1EF6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkCheckAccessAndAlertIfFail();

// by hash
const retval = Citizen.invokeNative('0x2A8112A974DE1EF6', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2A8112A974DE1EF6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CHECK_COMMUNICATION_PRIVILEGES

- **Hash:** `0x83F28CE49FBBFFBA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCheckCommunicationPrivileges`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CHECK_COMMUNICATION_PRIVILEGES

## Signature

```c
BOOL NETWORK_CHECK_COMMUNICATION_PRIVILEGES(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkCheckCommunicationPrivileges(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x83F28CE49FBBFFBA, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkCheckCommunicationPrivileges(p0);

// by hash
const retval = Citizen.invokeNative('0x83F28CE49FBBFFBA', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x83F28CE49FBBFFBA, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CHECK_USER_CONTENT_PRIVILEGES

- **Hash:** `0x595F028698072DD9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkCheckUserContentPrivileges`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CHECK_USER_CONTENT_PRIVILEGES

## Signature

```c
BOOL NETWORK_CHECK_USER_CONTENT_PRIVILEGES(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkCheckUserContentPrivileges(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x595F028698072DD9, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkCheckUserContentPrivileges(p0);

// by hash
const retval = Citizen.invokeNative('0x595F028698072DD9', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x595F028698072DD9, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME

- **Hash:** `0x65F040D91001ED4B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClearClockOverrideOvertime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME

## Signature

```c
void _NETWORK_CLEAR_CLOCK_OVERRIDE_OVERTIME(int milliseconds);
```

## Parameters

- `milliseconds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkClearClockOverrideOvertime(milliseconds)

-- always available, by hash
Citizen.InvokeNative(0x65F040D91001ED4B, milliseconds)
```

### JavaScript

```js
NetworkClearClockOverrideOvertime(milliseconds);

// by hash
Citizen.invokeNative('0x65F040D91001ED4B', milliseconds);
```

### C#

```csharp
Function.Call((Hash)0x65F040D91001ED4B, milliseconds);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CLEAR_CLOCK_TIME_OVERRIDE

- **Hash:** `0xD972DF67326F966E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClearClockTimeOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CLEAR_CLOCK_TIME_OVERRIDE

## Signature

```c
void NETWORK_CLEAR_CLOCK_TIME_OVERRIDE();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkClearClockTimeOverride()

-- always available, by hash
Citizen.InvokeNative(0xD972DF67326F966E)
```

### JavaScript

```js
NetworkClearClockTimeOverride();

// by hash
Citizen.invokeNative('0xD972DF67326F966E');
```

### C#

```csharp
Function.Call((Hash)0xD972DF67326F966E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CLEAR_FOUND_GAMERS

- **Hash:** `0x6D14CCEE1B40381A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClearFoundGamers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CLEAR_FOUND_GAMERS

## Signature

```c
void NETWORK_CLEAR_FOUND_GAMERS();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkClearFoundGamers()

-- always available, by hash
Citizen.InvokeNative(0x6D14CCEE1B40381A)
```

### JavaScript

```js
NetworkClearFoundGamers();

// by hash
Citizen.invokeNative('0x6D14CCEE1B40381A');
```

### C#

```csharp
Function.Call((Hash)0x6D14CCEE1B40381A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CLEAR_GET_GAMER_STATUS

- **Hash:** `0x86E0660E4F5C956D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClearGetGamerStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CLEAR_GET_GAMER_STATUS

## Signature

```c
void NETWORK_CLEAR_GET_GAMER_STATUS();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkClearGetGamerStatus()

-- always available, by hash
Citizen.InvokeNative(0x86E0660E4F5C956D)
```

### JavaScript

```js
NetworkClearGetGamerStatus();

// by hash
Citizen.invokeNative('0x86E0660E4F5C956D');
```

### C#

```csharp
Function.Call((Hash)0x86E0660E4F5C956D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CLEAR_PLATFORM_INVITE

- **Hash:** `0xA4484173759749B1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClearPlatformInvite`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CLEAR_PLATFORM_INVITE

## Signature

```c
void NETWORK_CLEAR_PLATFORM_INVITE();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkClearPlatformInvite()

-- always available, by hash
Citizen.InvokeNative(0xA4484173759749B1)
```

### JavaScript

```js
NetworkClearPlatformInvite();

// by hash
Citizen.invokeNative('0xA4484173759749B1');
```

### C#

```csharp
Function.Call((Hash)0xA4484173759749B1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_CLOCK_TIME_OVERRIDE

- **Hash:** `0x669E223E64B1903C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClockTimeOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_CLOCK_TIME_OVERRIDE

## Signature

```c
void _NETWORK_CLOCK_TIME_OVERRIDE(int hour, int minute, int second, int transitionTime, BOOL pauseClock);
```

## Parameters

- `hour` (`int`)
- `minute` (`int`)
- `second` (`int`)
- `transitionTime` (`int`)
- `pauseClock` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkClockTimeOverride(hour, minute, second, transitionTime, pauseClock)

-- always available, by hash
Citizen.InvokeNative(0x669E223E64B1903C, hour, minute, second, transitionTime, pauseClock)
```

### JavaScript

```js
NetworkClockTimeOverride(hour, minute, second, transitionTime, pauseClock);

// by hash
Citizen.invokeNative('0x669E223E64B1903C', hour, minute, second, transitionTime, pauseClock);
```

### C#

```csharp
Function.Call((Hash)0x669E223E64B1903C, hour, minute, second, transitionTime, pauseClock);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_CLOCK_TIME_OVERRIDE_2

- **Hash:** `0xE28C13ECC36FF14E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkClockTimeOverride_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_CLOCK_TIME_OVERRIDE_2

## Signature

```c
void _NETWORK_CLOCK_TIME_OVERRIDE_2(int hour, int minute, int second, int transitionTime, BOOL pauseClock, BOOL clockwise);
```

## Parameters

- `hour` (`int`)
- `minute` (`int`)
- `second` (`int`)
- `transitionTime` (`int`)
- `pauseClock` (`BOOL`)
- `clockwise` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkClockTimeOverride_2(hour, minute, second, transitionTime, pauseClock, clockwise)

-- always available, by hash
Citizen.InvokeNative(0xE28C13ECC36FF14E, hour, minute, second, transitionTime, pauseClock, clockwise)
```

### JavaScript

```js
NetworkClockTimeOverride_2(hour, minute, second, transitionTime, pauseClock, clockwise);

// by hash
Citizen.invokeNative('0xE28C13ECC36FF14E', hour, minute, second, transitionTime, pauseClock, clockwise);
```

### C#

```csharp
Function.Call((Hash)0xE28C13ECC36FF14E, hour, minute, second, transitionTime, pauseClock, clockwise);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_CONCEAL_PLAYER

- **Hash:** `0xBBDF066252829606`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkConcealPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_CONCEAL_PLAYER

## Signature

```c
void NETWORK_CONCEAL_PLAYER(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkConcealPlayer(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBBDF066252829606, player, toggle)
```

### JavaScript

```js
NetworkConcealPlayer(player, toggle);

// by hash
Citizen.invokeNative('0xBBDF066252829606', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBBDF066252829606, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_DEBUG_REQUEST_ENTITY_POSITION

- **Hash:** `0xFA38B52F91B59075`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDebugRequestEntityPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_DEBUG_REQUEST_ENTITY_POSITION

## Signature

```c
void _NETWORK_DEBUG_REQUEST_ENTITY_POSITION(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`void`

## Description

Must be called from a background script, otherwise it will do nothing.

## Usage

### Lua

```lua
local p0 = NetworkDebugRequestEntityPosition(p0)

-- always available, by hash
local p0 = Citizen.InvokeNative(0xFA38B52F91B59075, Citizen.PointerValueIntInitialized(p0))
```

### JavaScript

```js
const p0 = NetworkDebugRequestEntityPosition(p0);

// by hash
const p0 = Citizen.invokeNative('0xFA38B52F91B59075', Citizen.pointerValueIntInitialized(p0));
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0xFA38B52F91B59075, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DID_FIND_GAMERS_SUCCEED

- **Hash:** `0xF9B83B77929D8863`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDidFindGamersSucceed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DID_FIND_GAMERS_SUCCEED

## Signature

```c
BOOL NETWORK_DID_FIND_GAMERS_SUCCEED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkDidFindGamersSucceed()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9B83B77929D8863, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDidFindGamersSucceed();

// by hash
const retval = Citizen.invokeNative('0xF9B83B77929D8863', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9B83B77929D8863);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DID_GET_GAMER_STATUS_SUCCEED

- **Hash:** `0x5AE17C6B0134B7F1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDidGetGamerStatusSucceed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DID_GET_GAMER_STATUS_SUCCEED

## Signature

```c
BOOL NETWORK_DID_GET_GAMER_STATUS_SUCCEED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkDidGetGamerStatusSucceed()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5AE17C6B0134B7F1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDidGetGamerStatusSucceed();

// by hash
const retval = Citizen.invokeNative('0x5AE17C6B0134B7F1', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5AE17C6B0134B7F1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_DID_RECENT_GAMER_NAMES_REQUEST_SUCCEED

- **Hash:** `0x12AEB56B489415C5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDidRecentGamerNamesRequestSucceed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_DID_RECENT_GAMER_NAMES_REQUEST_SUCCEED

## Signature

```c
BOOL _NETWORK_DID_RECENT_GAMER_NAMES_REQUEST_SUCCEED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkDidRecentGamerNamesRequestSucceed()

-- always available, by hash
local retval = Citizen.InvokeNative(0x12AEB56B489415C5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDidRecentGamerNamesRequestSucceed();

// by hash
const retval = Citizen.invokeNative('0x12AEB56B489415C5', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x12AEB56B489415C5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DISABLE_LEAVE_REMOTE_PED_BEHIND

- **Hash:** `0xC505036A35AFD01B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDisableLeaveRemotePedBehind`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DISABLE_LEAVE_REMOTE_PED_BEHIND

## Signature

```c
void NETWORK_DISABLE_LEAVE_REMOTE_PED_BEHIND(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkDisableLeaveRemotePedBehind(toggle)

-- always available, by hash
Citizen.InvokeNative(0xC505036A35AFD01B, toggle)
```

### JavaScript

```js
NetworkDisableLeaveRemotePedBehind(toggle);

// by hash
Citizen.invokeNative('0xC505036A35AFD01B', toggle);
```

### C#

```csharp
Function.Call((Hash)0xC505036A35AFD01B, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DISABLE_PROXIMITY_MIGRATION

- **Hash:** `0x407091CF6037118E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDisableProximityMigration`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DISABLE_PROXIMITY_MIGRATION

## Signature

```c
void NETWORK_DISABLE_PROXIMITY_MIGRATION(int netID);
```

## Parameters

- `netID` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkDisableProximityMigration(netID)

-- always available, by hash
Citizen.InvokeNative(0x407091CF6037118E, netID)
```

### JavaScript

```js
NetworkDisableProximityMigration(netID);

// by hash
Citizen.invokeNative('0x407091CF6037118E', netID);
```

### C#

```csharp
Function.Call((Hash)0x407091CF6037118E, netID);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DISABLE_REALTIME_MULTIPLAYER

- **Hash:** `0x236905C700FDB54D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDisableRealtimeMultiplayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DISABLE_REALTIME_MULTIPLAYER

## Signature

```c
void NETWORK_DISABLE_REALTIME_MULTIPLAYER();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkDisableRealtimeMultiplayer()

-- always available, by hash
Citizen.InvokeNative(0x236905C700FDB54D)
```

### JavaScript

```js
NetworkDisableRealtimeMultiplayer();

// by hash
Citizen.invokeNative('0x236905C700FDB54D');
```

### C#

```csharp
Function.Call((Hash)0x236905C700FDB54D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DISPLAYNAMES_FROM_HANDLES_START

- **Hash:** `0xD66C9E72B3CC4982`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDisplaynamesFromHandlesStart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DISPLAYNAMES_FROM_HANDLES_START

## Signature

```c
int NETWORK_DISPLAYNAMES_FROM_HANDLES_START(Any* p0, Any p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any`)

## Returns

`int`

## Description

Hardcoded to return -1.

## Usage

### Lua

```lua
local retval, p0 = NetworkDisplaynamesFromHandlesStart(p1)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xD66C9E72B3CC4982, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = NetworkDisplaynamesFromHandlesStart(p1);

// by hash
const [retval, p0] = Citizen.invokeNative('0xD66C9E72B3CC4982', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xD66C9E72B3CC4982, p0, p1);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DOES_NETWORK_ID_EXIST

- **Hash:** `0x38CE16C96BD11344`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDoesNetworkIdExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DOES_NETWORK_ID_EXIST

## Signature

```c
BOOL NETWORK_DOES_NETWORK_ID_EXIST(int netID);
```

## Parameters

- `netID` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkDoesNetworkIdExist(netID)

-- always available, by hash
local retval = Citizen.InvokeNative(0x38CE16C96BD11344, netID, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDoesNetworkIdExist(netID);

// by hash
const retval = Citizen.invokeNative('0x38CE16C96BD11344', netID, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x38CE16C96BD11344, netID);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DOES_TUNABLE_EXIST

- **Hash:** `0x85E5F8B9B898B20A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDoesTunableExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DOES_TUNABLE_EXIST

## Signature

```c
BOOL NETWORK_DOES_TUNABLE_EXIST(Hash tunableContext, Hash tunableName);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkDoesTunableExist(tunableContext, tunableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x85E5F8B9B898B20A, tunableContext, tunableName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkDoesTunableExist(tunableContext, tunableName);

// by hash
const retval = Citizen.invokeNative('0x85E5F8B9B898B20A', tunableContext, tunableName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x85E5F8B9B898B20A, tunableContext, tunableName);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_DUMP_NET_IF_CONFIG

- **Hash:** `0xAEDF1BC1C133D6E3`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkDumpNetIfConfig`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_DUMP_NET_IF_CONFIG

## Signature

```c
void NETWORK_DUMP_NET_IF_CONFIG();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
NetworkDumpNetIfConfig()

-- always available, by hash
Citizen.InvokeNative(0xAEDF1BC1C133D6E3)
```

### JavaScript

```js
NetworkDumpNetIfConfig();

// by hash
Citizen.invokeNative('0xAEDF1BC1C133D6E3');
```

### C#

```csharp
Function.Call((Hash)0xAEDF1BC1C133D6E3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_END_TUTORIAL_SESSION

- **Hash:** `0xD0AFAFF5A51D72F7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkEndTutorialSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_END_TUTORIAL_SESSION

## Signature

```c
void NETWORK_END_TUTORIAL_SESSION();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkEndTutorialSession()

-- always available, by hash
Citizen.InvokeNative(0xD0AFAFF5A51D72F7)
```

### JavaScript

```js
NetworkEndTutorialSession();

// by hash
Citizen.invokeNative('0xD0AFAFF5A51D72F7');
```

### C#

```csharp
Function.Call((Hash)0xD0AFAFF5A51D72F7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_ASSISTED_DAMAGE_OF_ENTITY

- **Hash:** `0x4CACA84440FA26F6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetAssistedDamageOfEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_ASSISTED_DAMAGE_OF_ENTITY

## Signature

```c
BOOL NETWORK_GET_ASSISTED_DAMAGE_OF_ENTITY(Player player, Entity entity, int* p2);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)
- `p2` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2 = NetworkGetAssistedDamageOfEntity(player, entity, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x4CACA84440FA26F6, player, entity, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = NetworkGetAssistedDamageOfEntity(player, entity, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x4CACA84440FA26F6', player, entity, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4CACA84440FA26F6, player, entity, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_AVERAGE_LATENCY

- **Hash:** `0xD414BE129BB81B32`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetAverageLatency`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_AVERAGE_LATENCY

## Signature

```c
float NETWORK_GET_AVERAGE_LATENCY(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

Old name: _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER

## Usage

### Lua

```lua
local retval = NetworkGetAverageLatency(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD414BE129BB81B32, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = NetworkGetAverageLatency(player);

// by hash
const retval = Citizen.invokeNative('0xD414BE129BB81B32', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD414BE129BB81B32, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_AVERAGE_PACKET_LOSS

- **Hash:** `0x350C23949E43686C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetAveragePacketLoss`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_AVERAGE_PACKET_LOSS

## Signature

```c
float NETWORK_GET_AVERAGE_PACKET_LOSS(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

Old name: _NETWORK_GET_AVERAGE_PACKET_LOSS_FOR_PLAYER

## Usage

### Lua

```lua
local retval = NetworkGetAveragePacketLoss(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x350C23949E43686C, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = NetworkGetAveragePacketLoss(player);

// by hash
const retval = Citizen.invokeNative('0x350C23949E43686C', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x350C23949E43686C, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_AVERAGE_PING

- **Hash:** `0x0E3A041ED6AC2B45`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetAveragePing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_AVERAGE_PING

## Signature

```c
float NETWORK_GET_AVERAGE_PING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

Same as NETWORK_GET_AVERAGE_LATENCY (0xD414BE129BB81B32)

Old name: _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER_2

## Usage

### Lua

```lua
local retval = NetworkGetAveragePing(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E3A041ED6AC2B45, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = NetworkGetAveragePing(player);

// by hash
const retval = Citizen.invokeNative('0x0E3A041ED6AC2B45', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0E3A041ED6AC2B45, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_CURRENT_FRIEND_PAGE_DATA

- **Hash:** `0xA3EEC0A5AFF3FC5B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetCurrentFriendPageData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_CURRENT_FRIEND_PAGE_DATA

## Signature

```c
BOOL _NETWORK_GET_CURRENT_FRIEND_PAGE_DATA(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = NetworkGetCurrentFriendPageData(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xA3EEC0A5AFF3FC5B, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = NetworkGetCurrentFriendPageData(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0xA3EEC0A5AFF3FC5B', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA3EEC0A5AFF3FC5B, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_DESTROYER_OF_NETWORK_ID

- **Hash:** `0x7A1ADEEF01740A24`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetDestroyerOfNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_DESTROYER_OF_NETWORK_ID

## Signature

```c
int NETWORK_GET_DESTROYER_OF_NETWORK_ID(int netId, Hash* weaponHash);
```

## Parameters

- `netId` (`int`)
- `weaponHash` (`Hash*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, weaponHash = NetworkGetDestroyerOfNetworkId(netId, weaponHash)

-- always available, by hash
local retval, weaponHash = Citizen.InvokeNative(0x7A1ADEEF01740A24, netId, Citizen.PointerValueIntInitialized(weaponHash), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, weaponHash] = NetworkGetDestroyerOfNetworkId(netId, weaponHash);

// by hash
const [retval, weaponHash] = Citizen.invokeNative('0x7A1ADEEF01740A24', netId, Citizen.pointerValueIntInitialized(weaponHash), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var weaponHash = new OutputArgument();
int retval = Function.Call<int>((Hash)0x7A1ADEEF01740A24, netId, weaponHash);
// weaponHash.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE

- **Hash:** `0x7FEE4F07C54B6B3C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetDisplayNameFromHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE

## Signature

```c
BOOL _NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(Any* gamerHandle, char* displayName);
```

## Parameters

- `gamerHandle` (`Any*`)
- `displayName` (`char*`)

## Returns

`BOOL`

## Description

Example:

char displayName[64];
if (_NETWORK_GET_DISPLAY_NAME_FROM_HANDLE(handle, displayName))
{
	// use displayName
}

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetDisplayNameFromHandle(displayName)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x7FEE4F07C54B6B3C, Citizen.PointerValueInt(), displayName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetDisplayNameFromHandle(displayName);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x7FEE4F07C54B6B3C', Citizen.pointerValueInt(), displayName, Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7FEE4F07C54B6B3C, gamerHandle, displayName);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_DISPLAYNAMES_FROM_HANDLES

- **Hash:** `0x58CC181719256197`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetDisplaynamesFromHandles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_DISPLAYNAMES_FROM_HANDLES

## Signature

```c
int NETWORK_GET_DISPLAYNAMES_FROM_HANDLES(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`int`

## Description

Hardcoded to return zero.

## Usage

### Lua

```lua
local retval = NetworkGetDisplaynamesFromHandles(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58CC181719256197, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetDisplaynamesFromHandles(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x58CC181719256197', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58CC181719256197, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_ENTITY_FROM_NETWORK_ID

- **Hash:** `0xCE4E5D9B0A4FF560`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetEntityFromNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_ENTITY_FROM_NETWORK_ID

## Signature

```c
Entity NETWORK_GET_ENTITY_FROM_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = NetworkGetEntityFromNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCE4E5D9B0A4FF560, netId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetEntityFromNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0xCE4E5D9B0A4FF560', netId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCE4E5D9B0A4FF560, netId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_ENTITY_IS_NETWORKED

- **Hash:** `0xC7827959479DCC78`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetEntityIsNetworked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_ENTITY_IS_NETWORKED

## Signature

```c
BOOL NETWORK_GET_ENTITY_IS_NETWORKED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkGetEntityIsNetworked(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC7827959479DCC78, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkGetEntityIsNetworked(entity);

// by hash
const retval = Citizen.invokeNative('0xC7827959479DCC78', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC7827959479DCC78, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_ENTITY_KILLER_OF_PLAYER

- **Hash:** `0x42B2DAA6B596F5F8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetEntityKillerOfPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_ENTITY_KILLER_OF_PLAYER

## Signature

```c
Entity NETWORK_GET_ENTITY_KILLER_OF_PLAYER(Player player, Hash* weaponHash);
```

## Parameters

- `player` (`Player`)
- `weaponHash` (`Hash*`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval, weaponHash = NetworkGetEntityKillerOfPlayer(player, weaponHash)

-- always available, by hash
local retval, weaponHash = Citizen.InvokeNative(0x42B2DAA6B596F5F8, player, Citizen.PointerValueIntInitialized(weaponHash), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, weaponHash] = NetworkGetEntityKillerOfPlayer(player, weaponHash);

// by hash
const [retval, weaponHash] = Citizen.invokeNative('0x42B2DAA6B596F5F8', player, Citizen.pointerValueIntInitialized(weaponHash), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var weaponHash = new OutputArgument();
int retval = Function.Call<int>((Hash)0x42B2DAA6B596F5F8, player, weaponHash);
// weaponHash.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_GAME_MODE

- **Hash:** `0x225640E09EFFDC3F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGameMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_GAME_MODE

## Signature

```c
int NETWORK_GET_GAME_MODE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetGameMode()

-- always available, by hash
local retval = Citizen.InvokeNative(0x225640E09EFFDC3F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGameMode();

// by hash
const retval = Citizen.invokeNative('0x225640E09EFFDC3F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x225640E09EFFDC3F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_GAMER_SESSION_FROM_HANDLE

- **Hash:** `0xFBDFE1C1356E12E8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGamerSessionFromHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMER_SESSION_FROM_HANDLE

## Signature

```c
BOOL _NETWORK_GET_GAMER_SESSION_FROM_HANDLE(Any* data, int count);
```

## Parameters

- `data` (`Any*`)
- `count` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, data = NetworkGetGamerSessionFromHandle(count)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0xFBDFE1C1356E12E8, Citizen.PointerValueInt(), count, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, data] = NetworkGetGamerSessionFromHandle(count);

// by hash
const [retval, data] = Citizen.invokeNative('0xFBDFE1C1356E12E8', Citizen.pointerValueInt(), count, Citizen.returnResultAnyway());
```

### C#

```csharp
var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFBDFE1C1356E12E8, data, count);
// data.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_GAMER_STATUS

- **Hash:** `0xDDAEB478E58F8DEA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGamerStatus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMER_STATUS

## Signature

```c
int _NETWORK_GET_GAMER_STATUS(Any* gamerHandle, int p1);
```

## Parameters

- `gamerHandle` (`Any*`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetGamerStatus(p1)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xDDAEB478E58F8DEA, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetGamerStatus(p1);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xDDAEB478E58F8DEA', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xDDAEB478E58F8DEA, gamerHandle, p1);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_GAMERTAG_FROM_FRIEND

- **Hash:** `0x5659D87BE674AB17`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGamertagFromFriend`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GAMERTAG_FROM_FRIEND

## Signature

```c
const char* _NETWORK_GET_GAMERTAG_FROM_FRIEND(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetGamertagFromFriend(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x5659D87BE674AB17, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetGamertagFromFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x5659D87BE674AB17', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
string retval = Function.Call<string>((Hash)0x5659D87BE674AB17, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_GAMERTAG_FROM_HANDLE

- **Hash:** `0x426141162EBE5CDB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGamertagFromHandle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_GAMERTAG_FROM_HANDLE

## Signature

```c
const char* NETWORK_GET_GAMERTAG_FROM_HANDLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`const char*`

## Description

Always returns a null string.

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetGamertagFromHandle(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x426141162EBE5CDB, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetGamertagFromHandle(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x426141162EBE5CDB', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
string retval = Function.Call<string>((Hash)0x426141162EBE5CDB, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_GLOBAL_CLOCK

- **Hash:** `0x11A7ADCD629E170F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGlobalClock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_GLOBAL_CLOCK

## Signature

```c
BOOL NETWORK_GET_GLOBAL_CLOCK(int* hour, int* minute, int* second);
```

## Parameters

- `hour` (`int*`)
- `minute` (`int*`)
- `second` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, hour, minute, second = NetworkGetGlobalClock()

-- always available, by hash
local retval, hour, minute, second = Citizen.InvokeNative(0x11A7ADCD629E170F, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, hour, minute, second] = NetworkGetGlobalClock();

// by hash
const [retval, hour, minute, second] = Citizen.invokeNative('0x11A7ADCD629E170F', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var hour = new OutputArgument();
var minute = new OutputArgument();
var second = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11A7ADCD629E170F, hour, minute, second);
// hour.GetResult<int>()
// minute.GetResult<int>()
// second.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_GLOBAL_ENTITY_FLAGS

- **Hash:** `0xDD7806FD0543BC3D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGlobalEntityFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_GLOBAL_ENTITY_FLAGS

## Signature

```c
int _NETWORK_GET_GLOBAL_ENTITY_FLAGS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetGlobalEntityFlags(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDD7806FD0543BC3D, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetGlobalEntityFlags(entity);

// by hash
const retval = Citizen.invokeNative('0xDD7806FD0543BC3D', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDD7806FD0543BC3D, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK

- **Hash:** `0x6D03BFBD643B2A02`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetGlobalMultiplayerClock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK

## Signature

```c
void NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK(int* hours, int* minutes, int* seconds);
```

## Parameters

- `hours` (`int*`)
- `minutes` (`int*`)
- `seconds` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local hours, minutes, seconds = NetworkGetGlobalMultiplayerClock()

-- always available, by hash
local hours, minutes, seconds = Citizen.InvokeNative(0x6D03BFBD643B2A02, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [hours, minutes, seconds] = NetworkGetGlobalMultiplayerClock();

// by hash
const [hours, minutes, seconds] = Citizen.invokeNative('0x6D03BFBD643B2A02', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var hours = new OutputArgument();
var minutes = new OutputArgument();
var seconds = new OutputArgument();
Function.Call((Hash)0x6D03BFBD643B2A02, hours, minutes, seconds);
// hours.GetResult<int>()
// minutes.GetResult<int>()
// seconds.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_HIGHEST_RELIABLE_RESEND_COUNT

- **Hash:** `0x52C1EADAF7B10302`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetHighestReliableResendCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_HIGHEST_RELIABLE_RESEND_COUNT

## Signature

```c
int NETWORK_GET_HIGHEST_RELIABLE_RESEND_COUNT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Old name: _NETWORK_GET_OLDEST_RESEND_COUNT_FOR_PLAYER

## Usage

### Lua

```lua
local retval = NetworkGetHighestReliableResendCount(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52C1EADAF7B10302, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetHighestReliableResendCount(player);

// by hash
const retval = Citizen.invokeNative('0x52C1EADAF7B10302', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x52C1EADAF7B10302, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_HOST_OF_SCRIPT

- **Hash:** `0x1D6A14F1F9A736FC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetHostOfScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_HOST_OF_SCRIPT

## Signature

```c
Player NETWORK_GET_HOST_OF_SCRIPT(const char* scriptName, int p1, int p2);
```

## Parameters

- `scriptName` (`const char*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = NetworkGetHostOfScript(scriptName, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1D6A14F1F9A736FC, scriptName, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetHostOfScript(scriptName, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x1D6A14F1F9A736FC', scriptName, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1D6A14F1F9A736FC, scriptName, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_HOST_OF_THIS_SCRIPT

- **Hash:** `0xC7B4D79B01FA7A5C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetHostOfThisScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_HOST_OF_THIS_SCRIPT

## Signature

```c
Player NETWORK_GET_HOST_OF_THIS_SCRIPT();
```

## Returns

`Player`

## Usage

### Lua

```lua
local retval = NetworkGetHostOfThisScript()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC7B4D79B01FA7A5C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetHostOfThisScript();

// by hash
const retval = Citizen.invokeNative('0xC7B4D79B01FA7A5C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC7B4D79B01FA7A5C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_HOST_OF_THREAD

- **Hash:** `0xB4A25351D79B444C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetHostOfThread`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_HOST_OF_THREAD

## Signature

```c
Player NETWORK_GET_HOST_OF_THREAD(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = NetworkGetHostOfThread(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4A25351D79B444C, threadId, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB4A25351D79B444C', threadId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB4A25351D79B444C, threadId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_INSTANCE_ID_OF_THIS_SCRIPT

- **Hash:** `0x638A3A81733086DB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetInstanceIdOfThisScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_INSTANCE_ID_OF_THIS_SCRIPT

## Signature

```c
int NETWORK_GET_INSTANCE_ID_OF_THIS_SCRIPT();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetInstanceIdOfThisScript()

-- always available, by hash
local retval = Citizen.InvokeNative(0x638A3A81733086DB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetInstanceIdOfThisScript();

// by hash
const retval = Citizen.invokeNative('0x638A3A81733086DB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x638A3A81733086DB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_INSTANCE_ID_OF_THREAD

- **Hash:** `0xFB9ECED5B68F3B78`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetInstanceIdOfThread`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_INSTANCE_ID_OF_THREAD

## Signature

```c
int _NETWORK_GET_INSTANCE_ID_OF_THREAD(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetInstanceIdOfThread(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB9ECED5B68F3B78, threadId, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFB9ECED5B68F3B78', threadId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFB9ECED5B68F3B78, threadId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_LOCAL_HANDLE

- **Hash:** `0xE86051786B66CD8E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetLocalHandle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_LOCAL_HANDLE

## Signature

```c
void NETWORK_GET_LOCAL_HANDLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = NetworkGetLocalHandle(gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0xE86051786B66CD8E, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = NetworkGetLocalHandle(gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0xE86051786B66CD8E', Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0xE86051786B66CD8E, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_MAX_NUM_PARTICIPANTS

- **Hash:** `0xA6C90FBC38E395EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetMaxNumParticipants`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_MAX_NUM_PARTICIPANTS

## Signature

```c
int NETWORK_GET_MAX_NUM_PARTICIPANTS();
```

## Returns

`int`

## Description

Seems to always return 0, but it's used in quite a few loops.

for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++)
    {
        if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0)
        {
            var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));

## Usage

### Lua

```lua
local retval = NetworkGetMaxNumParticipants()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6C90FBC38E395EE, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetMaxNumParticipants();

// by hash
const retval = Citizen.invokeNative('0xA6C90FBC38E395EE', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6C90FBC38E395EE);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NET_STATISTICS_INFO

- **Hash:** `0x6FD992C4A1C1B986`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNetStatisticsInfo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NET_STATISTICS_INFO

## Signature

```c
void NETWORK_GET_NET_STATISTICS_INFO();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
NetworkGetNetStatisticsInfo()

-- always available, by hash
Citizen.InvokeNative(0x6FD992C4A1C1B986)
```

### JavaScript

```js
NetworkGetNetStatisticsInfo();

// by hash
Citizen.invokeNative('0x6FD992C4A1C1B986');
```

### C#

```csharp
Function.Call((Hash)0x6FD992C4A1C1B986);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NETWORK_ID_FROM_ENTITY

- **Hash:** `0xA11700682F3AD45C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNetworkIdFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NETWORK_ID_FROM_ENTITY

## Signature

```c
int NETWORK_GET_NETWORK_ID_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNetworkIdFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA11700682F3AD45C, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNetworkIdFromEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xA11700682F3AD45C', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA11700682F3AD45C, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NETWORK_ID_FROM_ROPE_ID

- **Hash:** `0x42871327315EDAE8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNetworkIdFromRopeId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NETWORK_ID_FROM_ROPE_ID

## Signature

```c
int NETWORK_GET_NETWORK_ID_FROM_ROPE_ID(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNetworkIdFromRopeId(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42871327315EDAE8, ropeId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNetworkIdFromRopeId(ropeId);

// by hash
const retval = Citizen.invokeNative('0x42871327315EDAE8', ropeId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x42871327315EDAE8, ropeId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NP_UNAVAILABLE_REASON

- **Hash:** `0x74FB3E29E6D10FA9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNpUnavailableReason`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NP_UNAVAILABLE_REASON

## Signature

```c
int NETWORK_GET_NP_UNAVAILABLE_REASON();
```

## Returns

`int`

## Description

Hardcoded to return zero.

==== PS4 specific info ====

Returns some sort of unavailable reason:
-1 = REASON_INVALID
 0 = REASON_OTHER
 1 = REASON_SYSTEM_UPDATE
 2 = REASON_GAME_UPDATE
 3 = REASON_SIGNED_OUT
 4 = REASON_AGE
 5 = REASON_CONNECTION

=================================

## Usage

### Lua

```lua
local retval = NetworkGetNpUnavailableReason()

-- always available, by hash
local retval = Citizen.InvokeNative(0x74FB3E29E6D10FA9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNpUnavailableReason();

// by hash
const retval = Citizen.invokeNative('0x74FB3E29E6D10FA9', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x74FB3E29E6D10FA9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NUM_CONNECTED_PLAYERS

- **Hash:** `0xA4A79DD2D9600654`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNumConnectedPlayers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NUM_CONNECTED_PLAYERS

## Signature

```c
int NETWORK_GET_NUM_CONNECTED_PLAYERS();
```

## Returns

`int`

## Description

Returns the amount of players connected in the current session. Only works when connected to a session/server.

## Usage

### Lua

```lua
local retval = NetworkGetNumConnectedPlayers()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4A79DD2D9600654, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNumConnectedPlayers();

// by hash
const retval = Citizen.invokeNative('0xA4A79DD2D9600654', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA4A79DD2D9600654);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NUM_PARTICIPANTS

- **Hash:** `0x18D0456E86604654`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNumParticipants`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NUM_PARTICIPANTS

## Signature

```c
int NETWORK_GET_NUM_PARTICIPANTS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNumParticipants()

-- always available, by hash
local retval = Citizen.InvokeNative(0x18D0456E86604654, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNumParticipants();

// by hash
const retval = Citizen.invokeNative('0x18D0456E86604654', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x18D0456E86604654);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_NUM_RECENT_GAMERS

- **Hash:** `0x37A834AEC6A4F74A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNumRecentGamers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_NUM_RECENT_GAMERS

## Signature

```c
int _NETWORK_GET_NUM_RECENT_GAMERS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNumRecentGamers()

-- always available, by hash
local retval = Citizen.InvokeNative(0x37A834AEC6A4F74A, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNumRecentGamers();

// by hash
const retval = Citizen.invokeNative('0x37A834AEC6A4F74A', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37A834AEC6A4F74A);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NUM_SCRIPT_PARTICIPANTS

- **Hash:** `0x3658E8CD94FC121A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNumScriptParticipants`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NUM_SCRIPT_PARTICIPANTS

## Signature

```c
int NETWORK_GET_NUM_SCRIPT_PARTICIPANTS(const char* scriptName, int instanceId, Hash position);
```

## Parameters

- `scriptName` (`const char*`)
- `instanceId` (`int`)
- `position` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetNumScriptParticipants(scriptName, instanceId, position)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3658E8CD94FC121A, scriptName, instanceId, position, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNumScriptParticipants(scriptName, instanceId, position);

// by hash
const retval = Citizen.invokeNative('0x3658E8CD94FC121A', scriptName, instanceId, position, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3658E8CD94FC121A, scriptName, instanceId, position);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_NUM_UNACKED_RELIABLES

- **Hash:** `0xFF8FCF9FFC458A1C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetNumUnackedReliables`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_NUM_UNACKED_RELIABLES

## Signature

```c
int NETWORK_GET_NUM_UNACKED_RELIABLES(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Old name: _NETWORK_GET_NUM_UNACKED_FOR_PLAYER

## Usage

### Lua

```lua
local retval = NetworkGetNumUnackedReliables(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF8FCF9FFC458A1C, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetNumUnackedReliables(player);

// by hash
const retval = Citizen.invokeNative('0xFF8FCF9FFC458A1C', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFF8FCF9FFC458A1C, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_PARTICIPANT_INDEX

- **Hash:** `0x1B84DF6AF2A46938`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetParticipantIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_PARTICIPANT_INDEX

## Signature

```c
int NETWORK_GET_PARTICIPANT_INDEX(int index);
```

## Parameters

- `index` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetParticipantIndex(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B84DF6AF2A46938, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetParticipantIndex(index);

// by hash
const retval = Citizen.invokeNative('0x1B84DF6AF2A46938', index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1B84DF6AF2A46938, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_PLATFORM_INVITE_ID

- **Hash:** `0x9BCF28FB5D65A9BE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlatformInviteId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_PLATFORM_INVITE_ID

## Signature

```c
int _NETWORK_GET_PLATFORM_INVITE_ID();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetPlatformInviteId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9BCF28FB5D65A9BE, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetPlatformInviteId();

// by hash
const retval = Citizen.invokeNative('0x9BCF28FB5D65A9BE', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9BCF28FB5D65A9BE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_PLAYER_FAST_INSTANCE_ID

- **Hash:** `0xD9267375834C5EAB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlayerFastInstanceId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_PLAYER_FAST_INSTANCE_ID

## Signature

```c
int _NETWORK_GET_PLAYER_FAST_INSTANCE_ID(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetPlayerFastInstanceId(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9267375834C5EAB, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetPlayerFastInstanceId(player);

// by hash
const retval = Citizen.invokeNative('0xD9267375834C5EAB', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD9267375834C5EAB, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_PLAYER_FROM_GAMER_HANDLE

- **Hash:** `0xCE5F689CF5A0A49D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlayerFromGamerHandle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_PLAYER_FROM_GAMER_HANDLE

## Signature

```c
Player NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkGetPlayerFromGamerHandle(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCE5F689CF5A0A49D, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkGetPlayerFromGamerHandle(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCE5F689CF5A0A49D', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xCE5F689CF5A0A49D, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_PLAYER_INDEX

- **Hash:** `0x24FB80D107371267`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlayerIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_PLAYER_INDEX

## Signature

```c
int NETWORK_GET_PLAYER_INDEX(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetPlayerIndex(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x24FB80D107371267, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetPlayerIndex(player);

// by hash
const retval = Citizen.invokeNative('0x24FB80D107371267', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x24FB80D107371267, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_PLAYER_INDEX_FROM_PED

- **Hash:** `0x6C0E2E0125610278`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlayerIndexFromPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_PLAYER_INDEX_FROM_PED

## Signature

```c
Player NETWORK_GET_PLAYER_INDEX_FROM_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Player`

## Description

Returns the Player associated to a given Ped when in an online session.

## Usage

### Lua

```lua
local retval = NetworkGetPlayerIndexFromPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C0E2E0125610278, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6C0E2E0125610278', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C0E2E0125610278, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_PLAYER_OWNER_OF_NETWORK_ID

- **Hash:** `0xA6C0787443C9583E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPlayerOwnerOfNetworkId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_PLAYER_OWNER_OF_NETWORK_ID

## Signature

```c
Player _NETWORK_GET_PLAYER_OWNER_OF_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = NetworkGetPlayerOwnerOfNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6C0787443C9583E, netId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetPlayerOwnerOfNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0xA6C0787443C9583E', netId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6C0787443C9583E, netId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_PROMOTION_DLG_SEEN_COUNT

- **Hash:** `0x2FB53C631A49BE92`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetPromotionDlgSeenCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_PROMOTION_DLG_SEEN_COUNT

## Signature

```c
int NETWORK_GET_PROMOTION_DLG_SEEN_COUNT();
```

## Returns

`int`

## Description

Hardcoded to return zero.

## Usage

### Lua

```lua
local retval = NetworkGetPromotionDlgSeenCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FB53C631A49BE92, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetPromotionDlgSeenCount();

// by hash
const retval = Citizen.invokeNative('0x2FB53C631A49BE92', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2FB53C631A49BE92);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_RANDOM_INT_RANGED

- **Hash:** `0xE30CF56F1EFA5F43`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetRandomIntRanged`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_RANDOM_INT_RANGED

## Signature

```c
int NETWORK_GET_RANDOM_INT_RANGED(int rangeStart, int rangeEnd);
```

## Parameters

- `rangeStart` (`int`)
- `rangeEnd` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetRandomIntRanged(rangeStart, rangeEnd)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE30CF56F1EFA5F43, rangeStart, rangeEnd, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetRandomIntRanged(rangeStart, rangeEnd);

// by hash
const retval = Citizen.invokeNative('0xE30CF56F1EFA5F43', rangeStart, rangeEnd, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE30CF56F1EFA5F43, rangeStart, rangeEnd);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_RANK

- **Hash:** `0x32C90CDFAF40514C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetRank`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_RANK

## Signature

```c
int _NETWORK_GET_RANK();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetRank()

-- always available, by hash
local retval = Citizen.InvokeNative(0x32C90CDFAF40514C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetRank();

// by hash
const retval = Citizen.invokeNative('0x32C90CDFAF40514C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x32C90CDFAF40514C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_RECENT_GAMER_NAMES

- **Hash:** `0xFEFCC345CE357453`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetRecentGamerNames`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_RECENT_GAMER_NAMES

## Signature

```c
BOOL NETWORK_GET_RECENT_GAMER_NAMES(int p0, int p1, Any* outData, int dataSize);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `outData` (`Any*`)
- `dataSize` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = NetworkGetRecentGamerNames(p0, p1, dataSize)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0xFEFCC345CE357453, p0, p1, Citizen.PointerValueInt(), dataSize, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = NetworkGetRecentGamerNames(p0, p1, dataSize);

// by hash
const [retval, outData] = Citizen.invokeNative('0xFEFCC345CE357453', p0, p1, Citizen.pointerValueInt(), dataSize, Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFEFCC345CE357453, p0, p1, outData, dataSize);
// outData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_ROPE_ID_FROM_NETWORK_ID

- **Hash:** `0xEB1A4DD8352EC828`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetRopeIdFromNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_ROPE_ID_FROM_NETWORK_ID

## Signature

```c
int NETWORK_GET_ROPE_ID_FROM_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetRopeIdFromNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB1A4DD8352EC828, netId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetRopeIdFromNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0xEB1A4DD8352EC828', netId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEB1A4DD8352EC828, netId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_ROS_TITLE_NAME

- **Hash:** `0xAC6153A0722F524C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetRosTitleName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_ROS_TITLE_NAME

## Signature

```c
const char* _NETWORK_GET_ROS_TITLE_NAME();
```

## Returns

`const char*`

## Description

Returns CGameConfig->ConfigOnlineServices->RosTitleName (see gameconfig.xml)

## Usage

### Lua

```lua
local retval = NetworkGetRosTitleName()

-- always available, by hash
local retval = Citizen.InvokeNative(0xAC6153A0722F524C, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = NetworkGetRosTitleName();

// by hash
const retval = Citizen.invokeNative('0xAC6153A0722F524C', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xAC6153A0722F524C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_SCRIPT_STATUS

- **Hash:** `0x57D158647A6BFABF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetScriptStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_SCRIPT_STATUS

## Signature

```c
int NETWORK_GET_SCRIPT_STATUS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetScriptStatus()

-- always available, by hash
local retval = Citizen.InvokeNative(0x57D158647A6BFABF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetScriptStatus();

// by hash
const retval = Citizen.invokeNative('0x57D158647A6BFABF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57D158647A6BFABF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_SESSION_HOST

- **Hash:** `0x8DC9AA3B508B1A85`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetSessionHost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_SESSION_HOST

## Signature

```c
Player _NETWORK_GET_SESSION_HOST();
```

## Returns

`Player`

## Usage

### Lua

```lua
local retval = NetworkGetSessionHost()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DC9AA3B508B1A85, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetSessionHost();

// by hash
const retval = Citizen.invokeNative('0x8DC9AA3B508B1A85', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8DC9AA3B508B1A85);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_SIZE_OF_HOST_BROADCAST_DATA_STORAGE

- **Hash:** `0xBA24095EA96DFE17`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetSizeOfHostBroadcastDataStorage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_SIZE_OF_HOST_BROADCAST_DATA_STORAGE

## Signature

```c
int _NETWORK_GET_SIZE_OF_HOST_BROADCAST_DATA_STORAGE(int* p0);
```

## Parameters

- `p0` (`int*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0 = NetworkGetSizeOfHostBroadcastDataStorage(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0xBA24095EA96DFE17, Citizen.PointerValueIntInitialized(p0), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = NetworkGetSizeOfHostBroadcastDataStorage(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0xBA24095EA96DFE17', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xBA24095EA96DFE17, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_SIZE_OF_PLAYER_BROADCAST_DATA_STORAGE

- **Hash:** `0x690806BC83BC8CA2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetSizeOfPlayerBroadcastDataStorage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_SIZE_OF_PLAYER_BROADCAST_DATA_STORAGE

## Signature

```c
int _NETWORK_GET_SIZE_OF_PLAYER_BROADCAST_DATA_STORAGE(int* p0);
```

## Parameters

- `p0` (`int*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0 = NetworkGetSizeOfPlayerBroadcastDataStorage(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x690806BC83BC8CA2, Citizen.PointerValueIntInitialized(p0), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = NetworkGetSizeOfPlayerBroadcastDataStorage(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x690806BC83BC8CA2', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x690806BC83BC8CA2, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_THIS_SCRIPT_IS_NETWORK_SCRIPT

- **Hash:** `0x2910669969E9535E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetThisScriptIsNetworkScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_THIS_SCRIPT_IS_NETWORK_SCRIPT

## Signature

```c
BOOL NETWORK_GET_THIS_SCRIPT_IS_NETWORK_SCRIPT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkGetThisScriptIsNetworkScript()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2910669969E9535E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkGetThisScriptIsNetworkScript();

// by hash
const retval = Citizen.invokeNative('0x2910669969E9535E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2910669969E9535E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_TIMEOUT_TIME

- **Hash:** `0x5ED0356A0CE3A34F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetTimeoutTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_TIMEOUT_TIME

## Signature

```c
int NETWORK_GET_TIMEOUT_TIME();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetTimeoutTime()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5ED0356A0CE3A34F, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetTimeoutTime();

// by hash
const retval = Citizen.invokeNative('0x5ED0356A0CE3A34F', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5ED0356A0CE3A34F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_TOTAL_NUM_FRIENDS

- **Hash:** `0xDB7ABDD203FA3704`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetTotalNumFriends`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_TOTAL_NUM_FRIENDS

## Signature

```c
int NETWORK_GET_TOTAL_NUM_FRIENDS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetTotalNumFriends()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB7ABDD203FA3704, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetTotalNumFriends();

// by hash
const retval = Citizen.invokeNative('0xDB7ABDD203FA3704', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDB7ABDD203FA3704);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_TOTAL_NUM_PLAYERS

- **Hash:** `0xCF61D4B4702EE9EB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetTotalNumPlayers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_TOTAL_NUM_PLAYERS

## Signature

```c
int NETWORK_GET_TOTAL_NUM_PLAYERS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetTotalNumPlayers()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF61D4B4702EE9EB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetTotalNumPlayers();

// by hash
const retval = Citizen.invokeNative('0xCF61D4B4702EE9EB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCF61D4B4702EE9EB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_TUNABLE_CLOUD_CRC

- **Hash:** `0x10BD227A753B0D84`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetTunableCloudCrc`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_TUNABLE_CLOUD_CRC

## Signature

```c
int NETWORK_GET_TUNABLE_CLOUD_CRC();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetTunableCloudCrc()

-- always available, by hash
local retval = Citizen.InvokeNative(0x10BD227A753B0D84, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetTunableCloudCrc();

// by hash
const retval = Citizen.invokeNative('0x10BD227A753B0D84', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x10BD227A753B0D84);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_GET_UNRELIABLE_RESEND_COUNT

- **Hash:** `0x3765C3A3E8192E10`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetUnreliableResendCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_GET_UNRELIABLE_RESEND_COUNT

## Signature

```c
int NETWORK_GET_UNRELIABLE_RESEND_COUNT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Old name: _NETWORK_GET_UNRELIABLE_RESEND_COUNT_FOR_PLAYER

## Usage

### Lua

```lua
local retval = NetworkGetUnreliableResendCount(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3765C3A3E8192E10, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetUnreliableResendCount(player);

// by hash
const retval = Citizen.invokeNative('0x3765C3A3E8192E10', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3765C3A3E8192E10, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_GET_XP

- **Hash:** `0xDB438CC9BC6F4022`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkGetXp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_GET_XP

## Signature

```c
int _NETWORK_GET_XP();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkGetXp()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB438CC9BC6F4022, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkGetXp();

// by hash
const retval = Citizen.invokeNative('0xDB438CC9BC6F4022', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDB438CC9BC6F4022);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HANDLE_FROM_FRIEND

- **Hash:** `0xD45CB817D7E177D2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHandleFromFriend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HANDLE_FROM_FRIEND

## Signature

```c
void NETWORK_HANDLE_FROM_FRIEND(int friendIndex, Any* gamerHandle);
```

## Parameters

- `friendIndex` (`int`)
- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = NetworkHandleFromFriend(friendIndex, gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0xD45CB817D7E177D2, friendIndex, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = NetworkHandleFromFriend(friendIndex, gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0xD45CB817D7E177D2', friendIndex, Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0xD45CB817D7E177D2, friendIndex, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HANDLE_FROM_PLAYER

- **Hash:** `0x388EB2B86C73B6B3`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHandleFromPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HANDLE_FROM_PLAYER

## Signature

```c
void NETWORK_HANDLE_FROM_PLAYER(Player player, Any* gamerHandle);
```

## Parameters

- `player` (`Player`)
- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = NetworkHandleFromPlayer(player, gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0x388EB2B86C73B6B3, player, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = NetworkHandleFromPlayer(player, gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0x388EB2B86C73B6B3', player, Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x388EB2B86C73B6B3, player, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_HAS_COMPLETED_MP_INTRO_FLOW_ON_CURRENT_SLOT

- **Hash:** `0xDD73C9838CE7181D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasCompletedMpIntroFlowOnCurrentSlot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_HAS_COMPLETED_MP_INTRO_FLOW_ON_CURRENT_SLOT

## Signature

```c
BOOL _NETWORK_HAS_COMPLETED_MP_INTRO_FLOW_ON_CURRENT_SLOT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasCompletedMpIntroFlowOnCurrentSlot()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDD73C9838CE7181D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasCompletedMpIntroFlowOnCurrentSlot();

// by hash
const retval = Citizen.invokeNative('0xDD73C9838CE7181D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDD73C9838CE7181D);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_HAS_CONTROL_OF_ANIM_SCENE

- **Hash:** `0x26A5C12FACFF8724`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasControlOfAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_HAS_CONTROL_OF_ANIM_SCENE

## Signature

```c
BOOL _NETWORK_HAS_CONTROL_OF_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasControlOfAnimScene(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x26A5C12FACFF8724, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasControlOfAnimScene(animScene);

// by hash
const retval = Citizen.invokeNative('0x26A5C12FACFF8724', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x26A5C12FACFF8724, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY

- **Hash:** `0x01BF60A500E28887`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasControlOfEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_CONTROL_OF_ENTITY

## Signature

```c
BOOL NETWORK_HAS_CONTROL_OF_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasControlOfEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01BF60A500E28887, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasControlOfEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x01BF60A500E28887', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x01BF60A500E28887, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_CONTROL_OF_NETWORK_ID

- **Hash:** `0x4D36070FE0215186`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasControlOfNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_CONTROL_OF_NETWORK_ID

## Signature

```c
BOOL NETWORK_HAS_CONTROL_OF_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasControlOfNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4D36070FE0215186, netId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasControlOfNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0x4D36070FE0215186', netId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4D36070FE0215186, netId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_CONTROL_OF_PICKUP

- **Hash:** `0x5BC9495F0B3B6FA6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasControlOfPickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_CONTROL_OF_PICKUP

## Signature

```c
BOOL NETWORK_HAS_CONTROL_OF_PICKUP(Pickup pickup);
```

## Parameters

- `pickup` (`Pickup`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasControlOfPickup(pickup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5BC9495F0B3B6FA6, pickup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasControlOfPickup(pickup);

// by hash
const retval = Citizen.invokeNative('0x5BC9495F0B3B6FA6', pickup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5BC9495F0B3B6FA6, pickup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_CONTROL_OF_PICKUP_PLACEMENT

- **Hash:** `0x51EABCF2786515AB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasControlOfPickupPlacement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_CONTROL_OF_PICKUP_PLACEMENT

## Signature

```c
BOOL NETWORK_HAS_CONTROL_OF_PICKUP_PLACEMENT(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasControlOfPickupPlacement(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51EABCF2786515AB, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasControlOfPickupPlacement(p0);

// by hash
const retval = Citizen.invokeNative('0x51EABCF2786515AB', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x51EABCF2786515AB, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_HAS_CURRENT_GET_GAMER_STATUS_STARTED

- **Hash:** `0x25189F9908E9CD65`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasCurrentGetGamerStatusStarted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_HAS_CURRENT_GET_GAMER_STATUS_STARTED

## Signature

```c
BOOL _NETWORK_HAS_CURRENT_GET_GAMER_STATUS_STARTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasCurrentGetGamerStatusStarted()

-- always available, by hash
local retval = Citizen.InvokeNative(0x25189F9908E9CD65, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasCurrentGetGamerStatusStarted();

// by hash
const retval = Citizen.invokeNative('0x25189F9908E9CD65', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25189F9908E9CD65);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_ENTITY_BEEN_REGISTERED_WITH_THIS_THREAD

- **Hash:** `0xB07D3185E11657A5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasEntityBeenRegisteredWithThisThread`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_ENTITY_BEEN_REGISTERED_WITH_THIS_THREAD

## Signature

```c
BOOL NETWORK_HAS_ENTITY_BEEN_REGISTERED_WITH_THIS_THREAD(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasEntityBeenRegisteredWithThisThread(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB07D3185E11657A5, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasEntityBeenRegisteredWithThisThread(entity);

// by hash
const retval = Citizen.invokeNative('0xB07D3185E11657A5', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB07D3185E11657A5, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_PENDING_INVITE_FAILURE

- **Hash:** `0xD0498AD30E16B6BD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasPendingInviteFailure`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_PENDING_INVITE_FAILURE

## Signature

```c
BOOL NETWORK_HAS_PENDING_INVITE_FAILURE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasPendingInviteFailure()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0498AD30E16B6BD, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasPendingInviteFailure();

// by hash
const retval = Citizen.invokeNative('0xD0498AD30E16B6BD', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD0498AD30E16B6BD);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_RECEIVED_HOST_BROADCAST_DATA

- **Hash:** `0x5D10B3795F3FC886`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasReceivedHostBroadcastData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_RECEIVED_HOST_BROADCAST_DATA

## Signature

```c
BOOL NETWORK_HAS_RECEIVED_HOST_BROADCAST_DATA();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasReceivedHostBroadcastData()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D10B3795F3FC886, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasReceivedHostBroadcastData();

// by hash
const retval = Citizen.invokeNative('0x5D10B3795F3FC886', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5D10B3795F3FC886);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_ROS_PRIVILEGE

- **Hash:** `0xA699957E60D80214`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasRosPrivilege`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_ROS_PRIVILEGE

## Signature

```c
BOOL NETWORK_HAS_ROS_PRIVILEGE(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasRosPrivilege(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA699957E60D80214, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasRosPrivilege(index);

// by hash
const retval = Citizen.invokeNative('0xA699957E60D80214', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA699957E60D80214, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_SOCIAL_CLUB_ACCOUNT

- **Hash:** `0x67A5589628E0CFF6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasSocialClubAccount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_SOCIAL_CLUB_ACCOUNT

## Signature

```c
BOOL NETWORK_HAS_SOCIAL_CLUB_ACCOUNT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHasSocialClubAccount()

-- always available, by hash
local retval = Citizen.InvokeNative(0x67A5589628E0CFF6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasSocialClubAccount();

// by hash
const retval = Citizen.invokeNative('0x67A5589628E0CFF6', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x67A5589628E0CFF6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAS_VALID_ROS_CREDENTIALS

- **Hash:** `0x85443FF4C328F53B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHasValidRosCredentials`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAS_VALID_ROS_CREDENTIALS

## Signature

```c
BOOL NETWORK_HAS_VALID_ROS_CREDENTIALS();
```

## Returns

`BOOL`

## Description

Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.

## Usage

### Lua

```lua
local retval = NetworkHasValidRosCredentials()

-- always available, by hash
local retval = Citizen.InvokeNative(0x85443FF4C328F53B, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasValidRosCredentials();

// by hash
const retval = Citizen.invokeNative('0x85443FF4C328F53B', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x85443FF4C328F53B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HASH_FROM_PLAYER_HANDLE

- **Hash:** `0xBC1D768F2F5D6C05`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHashFromPlayerHandle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HASH_FROM_PLAYER_HANDLE

## Signature

```c
Hash NETWORK_HASH_FROM_PLAYER_HANDLE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = NetworkHashFromPlayerHandle(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC1D768F2F5D6C05, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkHashFromPlayerHandle(player);

// by hash
const retval = Citizen.invokeNative('0xBC1D768F2F5D6C05', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBC1D768F2F5D6C05, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAVE_ONLINE_PRIVILEGES

- **Hash:** `0x25CB5A9F37BFD063`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHaveOnlinePrivileges`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAVE_ONLINE_PRIVILEGES

## Signature

```c
BOOL NETWORK_HAVE_ONLINE_PRIVILEGES();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHaveOnlinePrivileges()

-- always available, by hash
local retval = Citizen.InvokeNative(0x25CB5A9F37BFD063, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHaveOnlinePrivileges();

// by hash
const retval = Citizen.invokeNative('0x25CB5A9F37BFD063', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25CB5A9F37BFD063);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_HAVE_ROS_BANNED_PRIV

- **Hash:** `0x8020A73847E0CA7D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkHaveRosBannedPriv`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_HAVE_ROS_BANNED_PRIV

## Signature

```c
BOOL NETWORK_HAVE_ROS_BANNED_PRIV();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkHaveRosBannedPriv()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8020A73847E0CA7D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHaveRosBannedPriv();

// by hash
const retval = Citizen.invokeNative('0x8020A73847E0CA7D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8020A73847E0CA7D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_AIM_CAM_ACTIVE

- **Hash:** `0x8E7CE19219669AEB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsAimCamActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_AIM_CAM_ACTIVE

## Signature

```c
BOOL NETWORK_IS_AIM_CAM_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsAimCamActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E7CE19219669AEB, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsAimCamActive(player);

// by hash
const retval = Citizen.invokeNative('0x8E7CE19219669AEB', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8E7CE19219669AEB, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_CLOCK_TIME_OVERRIDDEN

- **Hash:** `0xD7C95D322FF57522`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsClockTimeOverridden`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_CLOCK_TIME_OVERRIDDEN

## Signature

```c
BOOL NETWORK_IS_CLOCK_TIME_OVERRIDDEN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsClockTimeOverridden()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7C95D322FF57522, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsClockTimeOverridden();

// by hash
const retval = Citizen.invokeNative('0xD7C95D322FF57522', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD7C95D322FF57522);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_CLOUD_AVAILABLE

- **Hash:** `0x9A4CF4F48AD77302`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsCloudAvailable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_CLOUD_AVAILABLE

## Signature

```c
BOOL NETWORK_IS_CLOUD_AVAILABLE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsCloudAvailable()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A4CF4F48AD77302, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsCloudAvailable();

// by hash
const retval = Citizen.invokeNative('0x9A4CF4F48AD77302', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9A4CF4F48AD77302);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_CONNECTED_VIA_RELAY

- **Hash:** `0x16D3D49902F697BB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsConnectedViaRelay`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_CONNECTED_VIA_RELAY

## Signature

```c
BOOL NETWORK_IS_CONNECTED_VIA_RELAY(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Old name: _NETWORK_IS_CONNECTION_ENDPOINT_RELAY_SERVER

## Usage

### Lua

```lua
local retval = NetworkIsConnectedViaRelay(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x16D3D49902F697BB, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsConnectedViaRelay(player);

// by hash
const retval = Citizen.invokeNative('0x16D3D49902F697BB', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x16D3D49902F697BB, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_CUSTOM_UPSELL_ENABLED

- **Hash:** `0x78A9535AF83715C6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsCustomUpsellEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_CUSTOM_UPSELL_ENABLED

## Signature

```c
BOOL NETWORK_IS_CUSTOM_UPSELL_ENABLED();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = NetworkIsCustomUpsellEnabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0x78A9535AF83715C6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsCustomUpsellEnabled();

// by hash
const retval = Citizen.invokeNative('0x78A9535AF83715C6', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x78A9535AF83715C6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_FEATURE_SUPPORTED

- **Hash:** `0x9C725D149622BFDE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsFeatureSupported`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_FEATURE_SUPPORTED

## Signature

```c
BOOL NETWORK_IS_FEATURE_SUPPORTED(int featureId);
```

## Parameters

- `featureId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsFeatureSupported(featureId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9C725D149622BFDE, featureId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsFeatureSupported(featureId);

// by hash
const retval = Citizen.invokeNative('0x9C725D149622BFDE', featureId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9C725D149622BFDE, featureId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_FINDING_GAMERS

- **Hash:** `0xDDDF64C91BFCF0AA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsFindingGamers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_FINDING_GAMERS

## Signature

```c
BOOL NETWORK_IS_FINDING_GAMERS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsFindingGamers()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDDF64C91BFCF0AA, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsFindingGamers();

// by hash
const retval = Citizen.invokeNative('0xDDDF64C91BFCF0AA', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDDDF64C91BFCF0AA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_FRIEND

- **Hash:** `0x1A24A179F9B31654`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsFriend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_FRIEND

## Signature

```c
BOOL NETWORK_IS_FRIEND(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkIsFriend(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x1A24A179F9B31654, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkIsFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x1A24A179F9B31654', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1A24A179F9B31654, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_FRIEND_HANDLE_IN_SAME_TITLE

- **Hash:** `0x665161D250850A9F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsFriendHandleInSameTitle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_FRIEND_HANDLE_IN_SAME_TITLE

## Signature

```c
BOOL _NETWORK_IS_FRIEND_HANDLE_IN_SAME_TITLE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkIsFriendHandleInSameTitle(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x665161D250850A9F, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkIsFriendHandleInSameTitle(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x665161D250850A9F', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x665161D250850A9F, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_FRIEND_HANDLE_ONLINE

- **Hash:** `0xE348D1404BD80146`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsFriendHandleOnline`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_FRIEND_HANDLE_ONLINE

## Signature

```c
BOOL _NETWORK_IS_FRIEND_HANDLE_ONLINE(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkIsFriendHandleOnline(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xE348D1404BD80146, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkIsFriendHandleOnline(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xE348D1404BD80146', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE348D1404BD80146, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_GAME_IN_PROGRESS

- **Hash:** `0x10FAB35428CCC9D7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsGameInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_GAME_IN_PROGRESS

## Signature

```c
BOOL NETWORK_IS_GAME_IN_PROGRESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsGameInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0x10FAB35428CCC9D7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsGameInProgress();

// by hash
const retval = Citizen.invokeNative('0x10FAB35428CCC9D7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x10FAB35428CCC9D7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_GAMER_IN_MY_SESSION

- **Hash:** `0x0F10B05DDF8D16E9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsGamerInMySession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_GAMER_IN_MY_SESSION

## Signature

```c
BOOL NETWORK_IS_GAMER_IN_MY_SESSION(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkIsGamerInMySession(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x0F10B05DDF8D16E9, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkIsGamerInMySession(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x0F10B05DDF8D16E9', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0F10B05DDF8D16E9, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_HANDLE_VALID

- **Hash:** `0x6F79B93B0A8E4133`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsHandleValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_HANDLE_VALID

## Signature

```c
BOOL NETWORK_IS_HANDLE_VALID(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkIsHandleValid(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x6F79B93B0A8E4133, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkIsHandleValid(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x6F79B93B0A8E4133', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x6F79B93B0A8E4133, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_HOST

- **Hash:** `0x8DB296B814EDDA07`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsHost`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_HOST

## Signature

```c
BOOL NETWORK_IS_HOST();
```

## Returns

`BOOL`

## Description

If you are host, returns true else returns false.

## Usage

### Lua

```lua
local retval = NetworkIsHost()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DB296B814EDDA07, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsHost();

// by hash
const retval = Citizen.invokeNative('0x8DB296B814EDDA07', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8DB296B814EDDA07);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_HOST_OF_THIS_SCRIPT

- **Hash:** `0x83CD99A1E6061AB5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsHostOfThisScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_HOST_OF_THIS_SCRIPT

## Signature

```c
BOOL NETWORK_IS_HOST_OF_THIS_SCRIPT();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsHostOfThisScript()

-- always available, by hash
local retval = Citizen.InvokeNative(0x83CD99A1E6061AB5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsHostOfThisScript();

// by hash
const retval = Citizen.invokeNative('0x83CD99A1E6061AB5', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x83CD99A1E6061AB5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_IN_MP_CUTSCENE

- **Hash:** `0x6CC27C9FA2040220`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInMpCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_IN_MP_CUTSCENE

## Signature

```c
BOOL NETWORK_IS_IN_MP_CUTSCENE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsInMpCutscene()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CC27C9FA2040220, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInMpCutscene();

// by hash
const retval = Citizen.invokeNative('0x6CC27C9FA2040220', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6CC27C9FA2040220);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_IN_PLATFORM_PARTY

- **Hash:** `0x2FC5650B0271CB57`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInPlatformParty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_IN_PLATFORM_PARTY

## Signature

```c
BOOL NETWORK_IS_IN_PLATFORM_PARTY();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = NetworkIsInPlatformParty()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FC5650B0271CB57, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInPlatformParty();

// by hash
const retval = Citizen.invokeNative('0x2FC5650B0271CB57', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2FC5650B0271CB57);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_IN_PLATFORM_PARTY_CHAT

- **Hash:** `0xFD8B834A8BA05048`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInPlatformPartyChat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_IN_PLATFORM_PARTY_CHAT

## Signature

```c
BOOL NETWORK_IS_IN_PLATFORM_PARTY_CHAT();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = NetworkIsInPlatformPartyChat()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD8B834A8BA05048, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInPlatformPartyChat();

// by hash
const retval = Citizen.invokeNative('0xFD8B834A8BA05048', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFD8B834A8BA05048);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_IN_SESSION

- **Hash:** `0xCA97246103B63917`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_IN_SESSION

## Signature

```c
BOOL NETWORK_IS_IN_SESSION();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsInSession()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA97246103B63917, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInSession();

// by hash
const retval = Citizen.invokeNative('0xCA97246103B63917', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCA97246103B63917);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_IN_SESSION_LOBBY

- **Hash:** `0xC5196C42DE19F646`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInSessionLobby`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_IN_SESSION_LOBBY

## Signature

```c
BOOL _NETWORK_IS_IN_SESSION_LOBBY();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = NetworkIsInSessionLobby()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5196C42DE19F646, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInSessionLobby();

// by hash
const retval = Citizen.invokeNative('0xC5196C42DE19F646', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC5196C42DE19F646);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_IN_SPECTATOR_MODE

- **Hash:** `0x048746E388762E11`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInSpectatorMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_IN_SPECTATOR_MODE

## Signature

```c
BOOL NETWORK_IS_IN_SPECTATOR_MODE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsInSpectatorMode()

-- always available, by hash
local retval = Citizen.InvokeNative(0x048746E388762E11, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInSpectatorMode();

// by hash
const retval = Citizen.invokeNative('0x048746E388762E11', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x048746E388762E11);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_IN_TUTORIAL_SESSION

- **Hash:** `0xADA24309FE08DACF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsInTutorialSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_IN_TUTORIAL_SESSION

## Signature

```c
BOOL NETWORK_IS_IN_TUTORIAL_SESSION();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsInTutorialSession()

-- always available, by hash
local retval = Citizen.InvokeNative(0xADA24309FE08DACF, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsInTutorialSession();

// by hash
const retval = Citizen.invokeNative('0xADA24309FE08DACF', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xADA24309FE08DACF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE

- **Hash:** `0x6FF8FF40B6357D45`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsParticipantActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PARTICIPANT_ACTIVE

## Signature

```c
BOOL NETWORK_IS_PARTICIPANT_ACTIVE(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsParticipantActive(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6FF8FF40B6357D45, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsParticipantActive(p0);

// by hash
const retval = Citizen.invokeNative('0x6FF8FF40B6357D45', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6FF8FF40B6357D45, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PENDING_FRIEND

- **Hash:** `0x0BE73DA6984A6E33`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPendingFriend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PENDING_FRIEND

## Signature

```c
BOOL NETWORK_IS_PENDING_FRIEND(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkIsPendingFriend(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x0BE73DA6984A6E33, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkIsPendingFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x0BE73DA6984A6E33', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0BE73DA6984A6E33, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLATFORM_INVITE_PENDING

- **Hash:** `0xFC4165C9165C166F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlatformInvitePending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLATFORM_INVITE_PENDING

## Signature

```c
BOOL NETWORK_IS_PLATFORM_INVITE_PENDING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlatformInvitePending()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC4165C9165C166F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlatformInvitePending();

// by hash
const retval = Citizen.invokeNative('0xFC4165C9165C166F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFC4165C9165C166F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_A_PARTICIPANT

- **Hash:** `0x3CA58F6CB7CBD784`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerAParticipant`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_A_PARTICIPANT

## Signature

```c
BOOL NETWORK_IS_PLAYER_A_PARTICIPANT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlayerAParticipant(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CA58F6CB7CBD784, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerAParticipant(player);

// by hash
const retval = Citizen.invokeNative('0x3CA58F6CB7CBD784', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3CA58F6CB7CBD784, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_A_PARTICIPANT_ON_SCRIPT

- **Hash:** `0x1AD5B71586B94820`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerAParticipantOnScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_A_PARTICIPANT_ON_SCRIPT

## Signature

```c
BOOL NETWORK_IS_PLAYER_A_PARTICIPANT_ON_SCRIPT(Player p0, Any* p1, Any p2);
```

## Parameters

- `p0` (`Player`)
- `p1` (`Any*`)
- `p2` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = NetworkIsPlayerAParticipantOnScript(p0, p2)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x1AD5B71586B94820, p0, Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = NetworkIsPlayerAParticipantOnScript(p0, p2);

// by hash
const [retval, p1] = Citizen.invokeNative('0x1AD5B71586B94820', p0, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1AD5B71586B94820, p0, p1, p2);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_ACTIVE

- **Hash:** `0xB8DFD30D6973E135`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_ACTIVE

## Signature

```c
BOOL NETWORK_IS_PLAYER_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlayerActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB8DFD30D6973E135, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerActive(player);

// by hash
const retval = Citizen.invokeNative('0xB8DFD30D6973E135', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB8DFD30D6973E135, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_CONCEALED

- **Hash:** `0x919B3C98ED8292F9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerConcealed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_CONCEALED

## Signature

```c
BOOL NETWORK_IS_PLAYER_CONCEALED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlayerConcealed(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x919B3C98ED8292F9, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerConcealed(player);

// by hash
const retval = Citizen.invokeNative('0x919B3C98ED8292F9', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x919B3C98ED8292F9, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_CONNECTED

- **Hash:** `0x93DC1BE4E1ABE9D1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerConnected`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_CONNECTED

## Signature

```c
BOOL NETWORK_IS_PLAYER_CONNECTED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlayerConnected(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x93DC1BE4E1ABE9D1, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerConnected(player);

// by hash
const retval = Citizen.invokeNative('0x93DC1BE4E1ABE9D1', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x93DC1BE4E1ABE9D1, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_IN_MP_CUTSCENE

- **Hash:** `0x63F9EE203C3619F2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerInMpCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_IN_MP_CUTSCENE

## Signature

```c
BOOL NETWORK_IS_PLAYER_IN_MP_CUTSCENE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Note: scripts seem to indicate that this was renamed to NETWORK_IS_PLAYER_IN_MP_FAST_INSTANCE

## Usage

### Lua

```lua
local retval = NetworkIsPlayerInMpCutscene(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x63F9EE203C3619F2, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerInMpCutscene(player);

// by hash
const retval = Citizen.invokeNative('0x63F9EE203C3619F2', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x63F9EE203C3619F2, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_PLAYER_IN_SPECTATOR_MODE

- **Hash:** `0x5B709519997ECF0F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerInSpectatorMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_PLAYER_IN_SPECTATOR_MODE

## Signature

```c
BOOL _NETWORK_IS_PLAYER_IN_SPECTATOR_MODE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlayerInSpectatorMode(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B709519997ECF0F, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerInSpectatorMode(player);

// by hash
const retval = Citizen.invokeNative('0x5B709519997ECF0F', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5B709519997ECF0F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PLAYER_INDEX_VALID

- **Hash:** `0x255A5EF65EDA9167`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPlayerIndexValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PLAYER_INDEX_VALID

## Signature

```c
BOOL NETWORK_IS_PLAYER_INDEX_VALID(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns true if the passed value is less than 32.

## Usage

### Lua

```lua
local retval = NetworkIsPlayerIndexValid(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x255A5EF65EDA9167, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerIndexValid(player);

// by hash
const retval = Citizen.invokeNative('0x255A5EF65EDA9167', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x255A5EF65EDA9167, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_PREVIOUS_UPLOAD_PENDING

- **Hash:** `0xA21E3BAD0A42D199`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPreviousUploadPending`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_PREVIOUS_UPLOAD_PENDING

## Signature

```c
BOOL _NETWORK_IS_PREVIOUS_UPLOAD_PENDING();
```

## Returns

`BOOL`

## Description

_NETWORK_IS_T* - _NETWORK_RE*

## Usage

### Lua

```lua
local retval = NetworkIsPreviousUploadPending()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA21E3BAD0A42D199, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPreviousUploadPending();

// by hash
const retval = Citizen.invokeNative('0xA21E3BAD0A42D199', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA21E3BAD0A42D199);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_PROMOTION_ENABLED

- **Hash:** `0x8FF6059DA26E688A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsPromotionEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_PROMOTION_ENABLED

## Signature

```c
BOOL NETWORK_IS_PROMOTION_ENABLED();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = NetworkIsPromotionEnabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8FF6059DA26E688A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPromotionEnabled();

// by hash
const retval = Citizen.invokeNative('0x8FF6059DA26E688A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8FF6059DA26E688A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_RECENT_GAMER_NAMES_REQUEST_IN_PROGRESS

- **Hash:** `0x4664D213A0CCAF40`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsRecentGamerNamesRequestInProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_RECENT_GAMER_NAMES_REQUEST_IN_PROGRESS

## Signature

```c
BOOL _NETWORK_IS_RECENT_GAMER_NAMES_REQUEST_IN_PROGRESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsRecentGamerNamesRequestInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0x4664D213A0CCAF40, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsRecentGamerNamesRequestInProgress();

// by hash
const retval = Citizen.invokeNative('0x4664D213A0CCAF40', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4664D213A0CCAF40);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_RESETTING_POPULATION

- **Hash:** `0x1BB50CD340A996E6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsResettingPopulation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_RESETTING_POPULATION

## Signature

```c
BOOL NETWORK_IS_RESETTING_POPULATION();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsResettingPopulation()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1BB50CD340A996E6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsResettingPopulation();

// by hash
const retval = Citizen.invokeNative('0x1BB50CD340A996E6', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1BB50CD340A996E6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_SCRIPT_ACTIVE

- **Hash:** `0x9D40DF90FAD26098`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsScriptActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_SCRIPT_ACTIVE

## Signature

```c
BOOL NETWORK_IS_SCRIPT_ACTIVE(const char* scriptName, int p1, BOOL p2, int p3);
```

## Parameters

- `scriptName` (`const char*`)
- `p1` (`int`)
- `p2` (`BOOL`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsScriptActive(scriptName, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D40DF90FAD26098, scriptName, p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsScriptActive(scriptName, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D40DF90FAD26098', scriptName, p1, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D40DF90FAD26098, scriptName, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_SCRIPT_ACTIVE_BY_HASH

- **Hash:** `0x1B89BC43B6E69107`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsScriptActiveByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_SCRIPT_ACTIVE_BY_HASH

## Signature

```c
BOOL NETWORK_IS_SCRIPT_ACTIVE_BY_HASH(Hash scriptHash, int p1, BOOL p2, int p3);
```

## Parameters

- `scriptHash` (`Hash`)
- `p1` (`int`)
- `p2` (`BOOL`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsScriptActiveByHash(scriptHash, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B89BC43B6E69107, scriptHash, p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsScriptActiveByHash(scriptHash, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x1B89BC43B6E69107', scriptHash, p1, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1B89BC43B6E69107, scriptHash, p1, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_SESSION_ACTIVE

- **Hash:** `0xD83C2B94E7508980`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsSessionActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_SESSION_ACTIVE

## Signature

```c
BOOL NETWORK_IS_SESSION_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsSessionActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD83C2B94E7508980, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsSessionActive();

// by hash
const retval = Citizen.invokeNative('0xD83C2B94E7508980', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD83C2B94E7508980);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_SESSION_STARTED

- **Hash:** `0x9DE624D2FC4B603F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsSessionStarted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_SESSION_STARTED

## Signature

```c
BOOL NETWORK_IS_SESSION_STARTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsSessionStarted()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9DE624D2FC4B603F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsSessionStarted();

// by hash
const retval = Citizen.invokeNative('0x9DE624D2FC4B603F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9DE624D2FC4B603F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_SIGNED_ONLINE

- **Hash:** `0x1077788E268557C2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsSignedOnline`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_SIGNED_ONLINE

## Signature

```c
BOOL NETWORK_IS_SIGNED_ONLINE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsSignedOnline()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1077788E268557C2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsSignedOnline();

// by hash
const retval = Citizen.invokeNative('0x1077788E268557C2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1077788E268557C2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_THREAD_ACTIVE

- **Hash:** `0x31DAD2CD6D49546E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsThreadActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_THREAD_ACTIVE

## Signature

```c
BOOL _NETWORK_IS_THREAD_ACTIVE(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsThreadActive(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31DAD2CD6D49546E, threadId, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x31DAD2CD6D49546E', threadId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x31DAD2CD6D49546E, threadId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_IS_TRACKED_PLAYER_VISIBLE

- **Hash:** `0xE525878A35B9EEBD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsTrackedPlayerVisible`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_IS_TRACKED_PLAYER_VISIBLE

## Signature

```c
BOOL _NETWORK_IS_TRACKED_PLAYER_VISIBLE(Player player, Player trackedPlayer);
```

## Parameters

- `player` (`Player`)
- `trackedPlayer` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsTrackedPlayerVisible(player, trackedPlayer)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE525878A35B9EEBD, player, trackedPlayer, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsTrackedPlayerVisible(player, trackedPlayer);

// by hash
const retval = Citizen.invokeNative('0xE525878A35B9EEBD', player, trackedPlayer, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE525878A35B9EEBD, player, trackedPlayer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_TUNABLE_CLOUD_REQUEST_PENDING

- **Hash:** `0x0467C11ED88B7D28`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsTunableCloudRequestPending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_TUNABLE_CLOUD_REQUEST_PENDING

## Signature

```c
BOOL NETWORK_IS_TUNABLE_CLOUD_REQUEST_PENDING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsTunableCloudRequestPending()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0467C11ED88B7D28, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsTunableCloudRequestPending();

// by hash
const retval = Citizen.invokeNative('0x0467C11ED88B7D28', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0467C11ED88B7D28);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_IS_TUTORIAL_SESSION_CHANGE_PENDING

- **Hash:** `0x35F0B98A8387274D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkIsTutorialSessionChangePending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_IS_TUTORIAL_SESSION_CHANGE_PENDING

## Signature

```c
BOOL NETWORK_IS_TUTORIAL_SESSION_CHANGE_PENDING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsTutorialSessionChangePending()

-- always available, by hash
local retval = Citizen.InvokeNative(0x35F0B98A8387274D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsTutorialSessionChangePending();

// by hash
const retval = Citizen.invokeNative('0x35F0B98A8387274D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x35F0B98A8387274D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_PERSONA_PHOTO_WRITE_LOCAL

- **Hash:** `0x2A48D9567940598F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkPersonaPhotoWriteLocal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_PERSONA_PHOTO_WRITE_LOCAL

## Signature

```c
BOOL _NETWORK_PERSONA_PHOTO_WRITE_LOCAL(const char* texture, int playerSlot, int p2, int personaPhotoLocalCacheType);
```

## Parameters

- `texture` (`const char*`)
- `playerSlot` (`int`)
- `p2` (`int`)
- `personaPhotoLocalCacheType` (`int`)

## Returns

`BOOL`

## Description

Returns false if pedshot push failed

## Usage

### Lua

```lua
local retval = NetworkPersonaPhotoWriteLocal(texture, playerSlot, p2, personaPhotoLocalCacheType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A48D9567940598F, texture, playerSlot, p2, personaPhotoLocalCacheType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkPersonaPhotoWriteLocal(texture, playerSlot, p2, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x2A48D9567940598F', texture, playerSlot, p2, personaPhotoLocalCacheType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2A48D9567940598F, texture, playerSlot, p2, personaPhotoLocalCacheType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_PERSONA_PHOTO_WRITE_SC_PROFILE

- **Hash:** `0xB72999D3120599DF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkPersonaPhotoWriteScProfile`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_PERSONA_PHOTO_WRITE_SC_PROFILE

## Signature

```c
BOOL _NETWORK_PERSONA_PHOTO_WRITE_SC_PROFILE(const char* texture, int personaPhotoType, int formatIndex);
```

## Parameters

- `texture` (`const char*`)
- `personaPhotoType` (`int`)
- `formatIndex` (`int`)

## Returns

`BOOL`

## Description

Returns false if pedshot push failed

## Usage

### Lua

```lua
local retval = NetworkPersonaPhotoWriteScProfile(texture, personaPhotoType, formatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB72999D3120599DF, texture, personaPhotoType, formatIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkPersonaPhotoWriteScProfile(texture, personaPhotoType, formatIndex);

// by hash
const retval = Citizen.invokeNative('0xB72999D3120599DF', texture, personaPhotoType, formatIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB72999D3120599DF, texture, personaPhotoType, formatIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_PREVENT_SCRIPT_HOST_MIGRATION

- **Hash:** `0x2302C0264EA58D31`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkPreventScriptHostMigration`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_PREVENT_SCRIPT_HOST_MIGRATION

## Signature

```c
void NETWORK_PREVENT_SCRIPT_HOST_MIGRATION();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkPreventScriptHostMigration()

-- always available, by hash
Citizen.InvokeNative(0x2302C0264EA58D31)
```

### JavaScript

```js
NetworkPreventScriptHostMigration();

// by hash
Citizen.invokeNative('0x2302C0264EA58D31');
```

### C#

```csharp
Function.Call((Hash)0x2302C0264EA58D31);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REFRESH_CURRENT_FRIEND_PAGE

- **Hash:** `0x1F51F367B710A832`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRefreshCurrentFriendPage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REFRESH_CURRENT_FRIEND_PAGE

## Signature

```c
BOOL NETWORK_REFRESH_CURRENT_FRIEND_PAGE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkRefreshCurrentFriendPage()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F51F367B710A832, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRefreshCurrentFriendPage();

// by hash
const retval = Citizen.invokeNative('0x1F51F367B710A832', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F51F367B710A832);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REGISTER_ENTITY_AS_NETWORKED

- **Hash:** `0x06FAACD625D80CAA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRegisterEntityAsNetworked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REGISTER_ENTITY_AS_NETWORKED

## Signature

```c
void NETWORK_REGISTER_ENTITY_AS_NETWORKED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkRegisterEntityAsNetworked(entity)

-- always available, by hash
Citizen.InvokeNative(0x06FAACD625D80CAA, entity)
```

### JavaScript

```js
NetworkRegisterEntityAsNetworked(entity);

// by hash
Citizen.invokeNative('0x06FAACD625D80CAA', entity);
```

### C#

```csharp
Function.Call((Hash)0x06FAACD625D80CAA, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REGISTER_HOST_BROADCAST_VARIABLES

- **Hash:** `0x3E9B2F01C50DF595`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRegisterHostBroadcastVariables`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REGISTER_HOST_BROADCAST_VARIABLES

## Signature

```c
void NETWORK_REGISTER_HOST_BROADCAST_VARIABLES(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkRegisterHostBroadcastVariables(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3E9B2F01C50DF595, p0, p1, p2)
```

### JavaScript

```js
NetworkRegisterHostBroadcastVariables(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3E9B2F01C50DF595', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3E9B2F01C50DF595, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REGISTER_PLAYER_BROADCAST_VARIABLES

- **Hash:** `0x3364AA97340CA215`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRegisterPlayerBroadcastVariables`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REGISTER_PLAYER_BROADCAST_VARIABLES

## Signature

```c
void NETWORK_REGISTER_PLAYER_BROADCAST_VARIABLES(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkRegisterPlayerBroadcastVariables(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3364AA97340CA215, p0, p1, p2)
```

### JavaScript

```js
NetworkRegisterPlayerBroadcastVariables(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3364AA97340CA215', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3364AA97340CA215, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_REMOVE_FRIEND

- **Hash:** `0x55F618F68AB854D3`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRemoveFriend`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_REMOVE_FRIEND

## Signature

```c
BOOL _NETWORK_REMOVE_FRIEND(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkRemoveFriend(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x55F618F68AB854D3, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkRemoveFriend(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x55F618F68AB854D3', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x55F618F68AB854D3, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_CLOUD_TUNABLES

- **Hash:** `0x42FB3B532D526E6C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestCloudTunables`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_CLOUD_TUNABLES

## Signature

```c
void NETWORK_REQUEST_CLOUD_TUNABLES();
```

## Returns

`void`

## Description

Note: this native was added in build 1311.23, but was only used after build 1436.25

## Usage

### Lua

```lua
NetworkRequestCloudTunables()

-- always available, by hash
Citizen.InvokeNative(0x42FB3B532D526E6C)
```

### JavaScript

```js
NetworkRequestCloudTunables();

// by hash
Citizen.invokeNative('0x42FB3B532D526E6C');
```

### C#

```csharp
Function.Call((Hash)0x42FB3B532D526E6C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_REQUEST_CONTROL_OF_ANIM_SCENE

- **Hash:** `0xAAA92B631B13F614`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestControlOfAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_REQUEST_CONTROL_OF_ANIM_SCENE

## Signature

```c
BOOL _NETWORK_REQUEST_CONTROL_OF_ANIM_SCENE(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkRequestControlOfAnimScene(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAAA92B631B13F614, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestControlOfAnimScene(animScene);

// by hash
const retval = Citizen.invokeNative('0xAAA92B631B13F614', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAAA92B631B13F614, animScene);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_CONTROL_OF_ENTITY

- **Hash:** `0xB69317BF5E782347`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestControlOfEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_CONTROL_OF_ENTITY

## Signature

```c
BOOL NETWORK_REQUEST_CONTROL_OF_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkRequestControlOfEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB69317BF5E782347, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestControlOfEntity(entity);

// by hash
const retval = Citizen.invokeNative('0xB69317BF5E782347', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB69317BF5E782347, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_CONTROL_OF_NETWORK_ID

- **Hash:** `0xA670B3662FAFFBD0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestControlOfNetworkId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_CONTROL_OF_NETWORK_ID

## Signature

```c
BOOL NETWORK_REQUEST_CONTROL_OF_NETWORK_ID(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkRequestControlOfNetworkId(netId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA670B3662FAFFBD0, netId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestControlOfNetworkId(netId);

// by hash
const retval = Citizen.invokeNative('0xA670B3662FAFFBD0', netId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA670B3662FAFFBD0, netId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_CONTROL_OF_PICKUP_PLACEMENT

- **Hash:** `0x56ED2C48558DAB78`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestControlOfPickupPlacement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_CONTROL_OF_PICKUP_PLACEMENT

## Signature

```c
BOOL NETWORK_REQUEST_CONTROL_OF_PICKUP_PLACEMENT(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkRequestControlOfPickupPlacement(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x56ED2C48558DAB78, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestControlOfPickupPlacement(p0);

// by hash
const retval = Citizen.invokeNative('0x56ED2C48558DAB78', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x56ED2C48558DAB78, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_JOIN

- **Hash:** `0xE483BB6BE686F632`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestJoin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_JOIN

## Signature

```c
int NETWORK_REQUEST_JOIN(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkRequestJoin(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xE483BB6BE686F632, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkRequestJoin(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xE483BB6BE686F632', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE483BB6BE686F632, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_RECENT_GAMER_NAMES

- **Hash:** `0x6D206D383BB5F6B1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestRecentGamerNames`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_RECENT_GAMER_NAMES

## Signature

```c
BOOL NETWORK_REQUEST_RECENT_GAMER_NAMES(int p0, int playerCount);
```

## Parameters

- `p0` (`int`)
- `playerCount` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkRequestRecentGamerNames(p0, playerCount)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D206D383BB5F6B1, p0, playerCount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkRequestRecentGamerNames(p0, playerCount);

// by hash
const retval = Citizen.invokeNative('0x6D206D383BB5F6B1', p0, playerCount, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6D206D383BB5F6B1, p0, playerCount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_REQUEST_SESSION_SEAMLESS

- **Hash:** `0x04019AE4956D4393`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkRequestSessionSeamless`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_REQUEST_SESSION_SEAMLESS

## Signature

```c
BOOL NETWORK_REQUEST_SESSION_SEAMLESS(int flags, int seamlessType, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `seamlessType` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

flags:
enum eSessionRequestOptionFlags
{
	SESSION_REQUEST_OPTION_FLAG_INCLUDE_GANG_MEMBERS = (1 << 1),
	SESSION_REQUEST_OPTION_FLAG_LEADER_KEEPS_GANG = (1 << 7),
};

seamlessType:
enum eSeamlessType
{
	SEAMLESS_TYPE_NORMAL,
	SEAMLESS_TYPE_PVE,
	SEAMLESS_TYPE_DEV,
	SEAMLESS_TYPE_NO_SEAMLESS
};

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkRequestSessionSeamless(flags, seamlessType, sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x04019AE4956D4393, flags, seamlessType, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkRequestSessionSeamless(flags, seamlessType, sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x04019AE4956D4393', flags, seamlessType, Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x04019AE4956D4393, flags, seamlessType, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_RESET_POPULATION

- **Hash:** `0x101F538C25ABB39A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkResetPopulation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_RESET_POPULATION

## Signature

```c
BOOL NETWORK_RESET_POPULATION(BOOL p0, int p1);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkResetPopulation(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x101F538C25ABB39A, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkResetPopulation(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x101F538C25ABB39A', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x101F538C25ABB39A, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_RESURRECT_LOCAL_PLAYER

- **Hash:** `0xEA23C49EAA83ACFB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkResurrectLocalPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_RESURRECT_LOCAL_PLAYER

## Signature

```c
void NETWORK_RESURRECT_LOCAL_PLAYER(float x, float y, float z, float heading, int p4, BOOL p5, Any p6, BOOL p7);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p4` (`int`)
- `p5` (`BOOL`)
- `p6` (`Any`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkResurrectLocalPlayer(x, y, z, heading, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xEA23C49EAA83ACFB, x, y, z, heading, p4, p5, p6, p7)
```

### JavaScript

```js
NetworkResurrectLocalPlayer(x, y, z, heading, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xEA23C49EAA83ACFB', x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xEA23C49EAA83ACFB, x, y, z, heading, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_RESURRECT_LOCAL_PLAYER_2

- **Hash:** `0x4154B7D8C75E5DCF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkResurrectLocalPlayer_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_RESURRECT_LOCAL_PLAYER_2

## Signature

```c
void _NETWORK_RESURRECT_LOCAL_PLAYER_2(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = NetworkResurrectLocalPlayer_2(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x4154B7D8C75E5DCF, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = NetworkResurrectLocalPlayer_2(args);

// by hash
const args = Citizen.invokeNative('0x4154B7D8C75E5DCF', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x4154B7D8C75E5DCF, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SEED_RANDOM_NUMBER_GENERATOR

- **Hash:** `0xF1B84178F8674195`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSeedRandomNumberGenerator`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SEED_RANDOM_NUMBER_GENERATOR

## Signature

```c
void NETWORK_SEED_RANDOM_NUMBER_GENERATOR(int seed);
```

## Parameters

- `seed` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSeedRandomNumberGenerator(seed)

-- always available, by hash
Citizen.InvokeNative(0xF1B84178F8674195, seed)
```

### JavaScript

```js
NetworkSeedRandomNumberGenerator(seed);

// by hash
Citizen.invokeNative('0xF1B84178F8674195', seed);
```

### C#

```csharp
Function.Call((Hash)0xF1B84178F8674195, seed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SEND_SESSION_INVITE

- **Hash:** `0xE47001B7CB8B98AE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSendSessionInvite`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SEND_SESSION_INVITE

## Signature

```c
BOOL _NETWORK_SEND_SESSION_INVITE(Any* gamerHandle, const char* contentId, Any* data, int dataSize, int p4, int flags);
```

## Parameters

- `gamerHandle` (`Any*`)
- `contentId` (`const char*`)
- `data` (`Any*`)
- `dataSize` (`int`)
- `p4` (`int`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle, data = NetworkSendSessionInvite(contentId, dataSize, p4, flags)

-- always available, by hash
local retval, gamerHandle, data = Citizen.InvokeNative(0xE47001B7CB8B98AE, Citizen.PointerValueInt(), contentId, Citizen.PointerValueInt(), dataSize, p4, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle, data] = NetworkSendSessionInvite(contentId, dataSize, p4, flags);

// by hash
const [retval, gamerHandle, data] = Citizen.invokeNative('0xE47001B7CB8B98AE', Citizen.pointerValueInt(), contentId, Citizen.pointerValueInt(), dataSize, p4, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE47001B7CB8B98AE, gamerHandle, contentId, data, dataSize, p4, flags);
// gamerHandle.GetResult<int>()
// data.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_ADD_SESSION_FLAGS

- **Hash:** `0xE546BDA1B3E288EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionAddSessionFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_ADD_SESSION_FLAGS

## Signature

```c
BOOL _NETWORK_SESSION_ADD_SESSION_FLAGS(int flags);
```

## Parameters

- `flags` (`int`)

## Returns

`BOOL`

## Description

enum eSessionFlags
{
	SESSION_FLAG_NONE = 0,
	SF_INSTANCE = (1 << 0),
	SF_MATCH = (1 << 1),
	SF_PRIVATE = (1 << 2),
	SF_BLOCK_INVITES = (1 << 3),
	SF_BLOCK_JOIN_VIA_PRESENCE = (1 << 4),
	SF_BLOCK_NON_HOST_INVITES = (1 << 5),
	SF_BLOCK_IN_PROGRESS_MATCHMAKING_BACKFILL = (1 << 6),
	SF_BLOCK_IN_GAMEPLAY_MATCHMAKING_BACKFILL = (1 << 7),
	SF_BLOCK_INVITES_TEMPORARY = (1 << 8),
	SF_IN_GAMEPLAY = (1 << 9),
	SF_COMPETITIVE = (1 << 10),
	SF_MATCHMAKING_BACKFILL_IS_BLOCKED = (1 << 11)
};

## Usage

### Lua

```lua
local retval = NetworkSessionAddSessionFlags(flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE546BDA1B3E288EE, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionAddSessionFlags(flags);

// by hash
const retval = Citizen.invokeNative('0xE546BDA1B3E288EE', flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE546BDA1B3E288EE, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_ARE_SESSION_IDS_EQUAL

- **Hash:** `0x4DEC5000F7B508F0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionAreSessionIdsEqual`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_ARE_SESSION_IDS_EQUAL

## Signature

```c
BOOL _NETWORK_SESSION_ARE_SESSION_IDS_EQUAL(Any* sessionId1, Any* sessionId2);
```

## Parameters

- `sessionId1` (`Any*`)
- `sessionId2` (`Any*`)

## Returns

`BOOL`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local retval, sessionId1, sessionId2 = NetworkSessionAreSessionIdsEqual()

-- always available, by hash
local retval, sessionId1, sessionId2 = Citizen.InvokeNative(0x4DEC5000F7B508F0, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionId1, sessionId2] = NetworkSessionAreSessionIdsEqual();

// by hash
const [retval, sessionId1, sessionId2] = Citizen.invokeNative('0x4DEC5000F7B508F0', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionId1 = new OutputArgument();
var sessionId2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4DEC5000F7B508F0, sessionId1, sessionId2);
// sessionId1.GetResult<int>()
// sessionId2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_CANCEL_REQUEST

- **Hash:** `0xE72E5C1289BD1F40`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionCancelRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_CANCEL_REQUEST

## Signature

```c
BOOL _NETWORK_SESSION_CANCEL_REQUEST(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionCancelRequest(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0xE72E5C1289BD1F40, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionCancelRequest(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0xE72E5C1289BD1F40', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE72E5C1289BD1F40, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_GET_SESSION_FLAGS

- **Hash:** `0x51F33DBC1A41CBFD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionGetSessionFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_GET_SESSION_FLAGS

## Signature

```c
int NETWORK_SESSION_GET_SESSION_FLAGS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkSessionGetSessionFlags()

-- always available, by hash
local retval = Citizen.InvokeNative(0x51F33DBC1A41CBFD, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkSessionGetSessionFlags();

// by hash
const retval = Citizen.invokeNative('0x51F33DBC1A41CBFD', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x51F33DBC1A41CBFD);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_GET_SESSION_ID

- **Hash:** `0xE9B356C330C0A806`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionGetSessionId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_GET_SESSION_ID

## Signature

```c
void _NETWORK_SESSION_GET_SESSION_ID(Any* sessionId);
```

## Parameters

- `sessionId` (`Any*`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local sessionId = NetworkSessionGetSessionId(sessionId)

-- always available, by hash
local sessionId = Citizen.InvokeNative(0xE9B356C330C0A806, Citizen.PointerValueIntInitialized(sessionId))
```

### JavaScript

```js
const sessionId = NetworkSessionGetSessionId(sessionId);

// by hash
const sessionId = Citizen.invokeNative('0xE9B356C330C0A806', Citizen.pointerValueIntInitialized(sessionId));
```

### C#

```csharp
var sessionId = new OutputArgument();
Function.Call((Hash)0xE9B356C330C0A806, sessionId);
// sessionId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_GET_SESSION_REQUEST_RESULT

- **Hash:** `0x0DD051B1BF4B8BD6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionGetSessionRequestResult`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_GET_SESSION_REQUEST_RESULT

## Signature

```c
int _NETWORK_SESSION_GET_SESSION_REQUEST_RESULT(Any* sessionRequestId, int* p1);
```

## Parameters

- `sessionRequestId` (`Any*`)
- `p1` (`int*`)

## Returns

`int`

## Description

Returns result of session request:
0 - NOT_FOUND
1 - IN_PROGRESS
2 - TIMEOUT
3 - PLAYER_OFFLINE
4 - GANG_MEMBERS_CHANGED
5 - PLAYER_CANCELLED
6 - PLAYER_SET_TOO_LARGE
7 - MATCH_ACCEPTED
8 - OTHER

## Usage

### Lua

```lua
local retval, sessionRequestId, p1 = NetworkSessionGetSessionRequestResult()

-- always available, by hash
local retval, sessionRequestId, p1 = Citizen.InvokeNative(0x0DD051B1BF4B8BD6, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, sessionRequestId, p1] = NetworkSessionGetSessionRequestResult();

// by hash
const [retval, sessionRequestId, p1] = Citizen.invokeNative('0x0DD051B1BF4B8BD6', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x0DD051B1BF4B8BD6, sessionRequestId, p1);
// sessionRequestId.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_GET_SESSION_TYPE

- **Hash:** `0xF0C0C94B404206FA`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionGetSessionType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_GET_SESSION_TYPE

## Signature

```c
int NETWORK_SESSION_GET_SESSION_TYPE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkSessionGetSessionType()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF0C0C94B404206FA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkSessionGetSessionType();

// by hash
const retval = Citizen.invokeNative('0xF0C0C94B404206FA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF0C0C94B404206FA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_IS_ANY_REQUEST_IN_PROGRESS

- **Hash:** `0xBAFFDE5F953720D9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsAnyRequestInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_IS_ANY_REQUEST_IN_PROGRESS

## Signature

```c
BOOL NETWORK_SESSION_IS_ANY_REQUEST_IN_PROGRESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionIsAnyRequestInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBAFFDE5F953720D9, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionIsAnyRequestInProgress();

// by hash
const retval = Citizen.invokeNative('0xBAFFDE5F953720D9', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBAFFDE5F953720D9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_IS_NSRR_SUCCESS

- **Hash:** `0x0F44A5C78D114922`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsNsrrSuccess`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_IS_NSRR_SUCCESS

## Signature

```c
BOOL _NETWORK_SESSION_IS_NSRR_SUCCESS(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionIsNsrrSuccess(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x0F44A5C78D114922, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionIsNsrrSuccess(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x0F44A5C78D114922', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0F44A5C78D114922, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_IS_PRIVATE

- **Hash:** `0xCEF70AA5B3F89BA1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsPrivate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_IS_PRIVATE

## Signature

```c
BOOL NETWORK_SESSION_IS_PRIVATE();
```

## Returns

`BOOL`

## Description

Checks for session flag 'SF_PRIVATE'

## Usage

### Lua

```lua
local retval = NetworkSessionIsPrivate()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCEF70AA5B3F89BA1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionIsPrivate();

// by hash
const retval = Citizen.invokeNative('0xCEF70AA5B3F89BA1', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCEF70AA5B3F89BA1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_IS_REQUEST_IN_PROGRESS

- **Hash:** `0x8FB7C254CFCBF78E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsRequestInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_IS_REQUEST_IN_PROGRESS

## Signature

```c
BOOL NETWORK_SESSION_IS_REQUEST_IN_PROGRESS(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionIsRequestInProgress(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x8FB7C254CFCBF78E, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionIsRequestInProgress(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x8FB7C254CFCBF78E', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8FB7C254CFCBF78E, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_IS_REQUEST_IN_PROGRESS_BY_QUEUE_GROUP

- **Hash:** `0x9E762A595CF88E4A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsRequestInProgressByQueueGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_IS_REQUEST_IN_PROGRESS_BY_QUEUE_GROUP

## Signature

```c
BOOL _NETWORK_SESSION_IS_REQUEST_IN_PROGRESS_BY_QUEUE_GROUP(int queueGroup);
```

## Parameters

- `queueGroup` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionIsRequestInProgressByQueueGroup(queueGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E762A595CF88E4A, queueGroup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionIsRequestInProgressByQueueGroup(queueGroup);

// by hash
const retval = Citizen.invokeNative('0x9E762A595CF88E4A', queueGroup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E762A595CF88E4A, queueGroup);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_IS_REQUEST_PENDING_TRANSITION

- **Hash:** `0xCCF878D50F8AB10D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsRequestPendingTransition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_IS_REQUEST_PENDING_TRANSITION

## Signature

```c
BOOL NETWORK_SESSION_IS_REQUEST_PENDING_TRANSITION(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionIsRequestPendingTransition(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0xCCF878D50F8AB10D, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionIsRequestPendingTransition(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0xCCF878D50F8AB10D', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCCF878D50F8AB10D, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_IS_SESSION_REQUEST_ID_VALID

- **Hash:** `0x2F54B146D3EDCE4D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsSessionRequestIdValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_IS_SESSION_REQUEST_ID_VALID

## Signature

```c
BOOL NETWORK_SESSION_IS_SESSION_REQUEST_ID_VALID(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionIsSessionRequestIdValid(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x2F54B146D3EDCE4D, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionIsSessionRequestIdValid(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x2F54B146D3EDCE4D', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2F54B146D3EDCE4D, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_IS_TRANSITIONING

- **Hash:** `0xF2CBC969C4F090C7`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionIsTransitioning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_IS_TRANSITIONING

## Signature

```c
BOOL NETWORK_SESSION_IS_TRANSITIONING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionIsTransitioning()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF2CBC969C4F090C7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionIsTransitioning();

// by hash
const retval = Citizen.invokeNative('0xF2CBC969C4F090C7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF2CBC969C4F090C7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_LEAVE_SESSION

- **Hash:** `0x17C21B7319A05047`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionLeaveSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_LEAVE_SESSION

## Signature

```c
BOOL NETWORK_SESSION_LEAVE_SESSION();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionLeaveSession()

-- always available, by hash
local retval = Citizen.InvokeNative(0x17C21B7319A05047, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionLeaveSession();

// by hash
const retval = Citizen.invokeNative('0x17C21B7319A05047', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x17C21B7319A05047);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_LEFT_QUEUE_OR_REQUESTED_SESSION

- **Hash:** `0xECE6A0C1B59CD8BE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionLeftQueueOrRequestedSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_LEFT_QUEUE_OR_REQUESTED_SESSION

## Signature

```c
BOOL NETWORK_SESSION_LEFT_QUEUE_OR_REQUESTED_SESSION(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionLeftQueueOrRequestedSession(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0xECE6A0C1B59CD8BE, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionLeftQueueOrRequestedSession(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0xECE6A0C1B59CD8BE', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xECE6A0C1B59CD8BE, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_PLAYLIST_GET_UPCOMING_CONTENT

- **Hash:** `0x8F9DB6CD03B42B58`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionPlaylistGetUpcomingContent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_PLAYLIST_GET_UPCOMING_CONTENT

## Signature

```c
void _NETWORK_SESSION_PLAYLIST_GET_UPCOMING_CONTENT();
```

## Returns

`void`

## Description

Only used in R* Script net_rolling_playlist

## Usage

### Lua

```lua
NetworkSessionPlaylistGetUpcomingContent()

-- always available, by hash
Citizen.InvokeNative(0x8F9DB6CD03B42B58)
```

### JavaScript

```js
NetworkSessionPlaylistGetUpcomingContent();

// by hash
Citizen.invokeNative('0x8F9DB6CD03B42B58');
```

### C#

```csharp
Function.Call((Hash)0x8F9DB6CD03B42B58);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_PLAYLIST_GO_TO_NEXT_CONTENT

- **Hash:** `0xBDE605F925B07127`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionPlaylistGoToNextContent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_PLAYLIST_GO_TO_NEXT_CONTENT

## Signature

```c
void _NETWORK_SESSION_PLAYLIST_GO_TO_NEXT_CONTENT();
```

## Returns

`void`

## Description

Only used in R* Script net_rolling_playlist

## Usage

### Lua

```lua
NetworkSessionPlaylistGoToNextContent()

-- always available, by hash
Citizen.InvokeNative(0xBDE605F925B07127)
```

### JavaScript

```js
NetworkSessionPlaylistGoToNextContent();

// by hash
Citizen.invokeNative('0xBDE605F925B07127');
```

### C#

```csharp
Function.Call((Hash)0xBDE605F925B07127);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_REMOVE_PLAYER_FLAGS

- **Hash:** `0x3215BBE34D3418C5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRemovePlayerFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_REMOVE_PLAYER_FLAGS

## Signature

```c
BOOL _NETWORK_SESSION_REMOVE_PLAYER_FLAGS(int flags);
```

## Parameters

- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionRemovePlayerFlags(flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3215BBE34D3418C5, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionRemovePlayerFlags(flags);

// by hash
const retval = Citizen.invokeNative('0x3215BBE34D3418C5', flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3215BBE34D3418C5, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_REMOVE_SESSION_FLAGS

- **Hash:** `0x78335E12DB0BF961`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRemoveSessionFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_REMOVE_SESSION_FLAGS

## Signature

```c
BOOL NETWORK_SESSION_REMOVE_SESSION_FLAGS(int flags);
```

## Parameters

- `flags` (`int`)

## Returns

`BOOL`

## Description

See _NETWORK_SESSION_ADD_SESSION_FLAGS

## Usage

### Lua

```lua
local retval = NetworkSessionRemoveSessionFlags(flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x78335E12DB0BF961, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionRemoveSessionFlags(flags);

// by hash
const retval = Citizen.invokeNative('0x78335E12DB0BF961', flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x78335E12DB0BF961, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_REQUEST_SESSION_COMPETITIVE

- **Hash:** `0x309BBEBEA8A3986C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionCompetitive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_REQUEST_SESSION_COMPETITIVE

## Signature

```c
BOOL NETWORK_SESSION_REQUEST_SESSION_COMPETITIVE(int flags, int matchType, int userHash, int p3, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `matchType` (`int`)
- `userHash` (`int`)
- `p3` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

matchType:
enum eMatchType
{
	MATCHTYPE_DEPRECATED,
	MATCHTYPE_UGCPLAYLIST,
	MATCHTYPE_UGCMISSION,
	MATCHTYPE_MINIGAME,
	MATCHTYPE_SEAMLESS,
	MATCHTYPE_PRIVATE_DO_NOT_USE
};

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionRequestSessionCompetitive(flags, matchType, userHash, p3, sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x309BBEBEA8A3986C, flags, matchType, userHash, p3, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionRequestSessionCompetitive(flags, matchType, userHash, p3, sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x309BBEBEA8A3986C', flags, matchType, userHash, p3, Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x309BBEBEA8A3986C, flags, matchType, userHash, p3, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_REQUEST_SESSION_NOMINATED

- **Hash:** `0x4F4672457FF597D1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionNominated`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_REQUEST_SESSION_NOMINATED

## Signature

```c
BOOL _NETWORK_SESSION_REQUEST_SESSION_NOMINATED(int flags, int userHash, int p2, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `userHash` (`int`)
- `p2` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionRequestSessionNominated(flags, userHash, p2, sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x4F4672457FF597D1, flags, userHash, p2, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionRequestSessionNominated(flags, userHash, p2, sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x4F4672457FF597D1', flags, userHash, p2, Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4F4672457FF597D1, flags, userHash, p2, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_REQUEST_SESSION_ON_CALL

- **Hash:** `0x23D9C1F2E4098EDC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionOnCall`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_REQUEST_SESSION_ON_CALL

## Signature

```c
BOOL _NETWORK_SESSION_REQUEST_SESSION_ON_CALL(int flags, int category, Any* p2, int userHash, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `category` (`int`)
- `p2` (`Any*`)
- `userHash` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

category:
enum eOnCallType
{
	NETWORK_SESSION_REQUEST_ON_CALL_TYPE_STORY = 2,
	NETWORK_SESSION_REQUEST_ON_CALL_TYPE_MATCH = 3
};

## Usage

### Lua

```lua
local retval, p2, sessionRequestId = NetworkSessionRequestSessionOnCall(flags, category, userHash)

-- always available, by hash
local retval, p2, sessionRequestId = Citizen.InvokeNative(0x23D9C1F2E4098EDC, flags, category, Citizen.PointerValueInt(), userHash, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2, sessionRequestId] = NetworkSessionRequestSessionOnCall(flags, category, userHash);

// by hash
const [retval, p2, sessionRequestId] = Citizen.invokeNative('0x23D9C1F2E4098EDC', flags, category, Citizen.pointerValueInt(), userHash, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x23D9C1F2E4098EDC, flags, category, p2, userHash, sessionRequestId);
// p2.GetResult<int>()
// sessionRequestId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_REQUEST_SESSION_PRIVATE

- **Hash:** `0x39A8EF7AF29A192C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionPrivate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_REQUEST_SESSION_PRIVATE

## Signature

```c
BOOL NETWORK_SESSION_REQUEST_SESSION_PRIVATE(int flags, int numPlayers, int userHash, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `numPlayers` (`int`)
- `userHash` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

Session flag 'SF_PRIVATE' is set internally
p1 represents max amount of players in private session

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionRequestSessionPrivate(flags, numPlayers, userHash, sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x39A8EF7AF29A192C, flags, numPlayers, userHash, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionRequestSessionPrivate(flags, numPlayers, userHash, sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x39A8EF7AF29A192C', flags, numPlayers, userHash, Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x39A8EF7AF29A192C, flags, numPlayers, userHash, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SESSION_REQUEST_SESSION_SEAMLESS

- **Hash:** `0x2989E131FDE37E97`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionSeamless`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_REQUEST_SESSION_SEAMLESS

## Signature

```c
BOOL NETWORK_SESSION_REQUEST_SESSION_SEAMLESS(int flags, int seamlessType, int userHash, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `seamlessType` (`int`)
- `userHash` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

Equivalent to NETWORK_REQUEST_SESSION_SEAMLESS if userHash == 0.
Otherwise it is equivalent to NETWORK_SESSION_REQUEST_SESSION_COMPETITIVE(flags, MATCHTYPE_SEAMLESS, userHash, 0, sessionRequestId);

p1 is unused

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionRequestSessionSeamless(flags, seamlessType, userHash, sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x2989E131FDE37E97, flags, seamlessType, userHash, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionRequestSessionSeamless(flags, seamlessType, userHash, sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x2989E131FDE37E97', flags, seamlessType, userHash, Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2989E131FDE37E97, flags, seamlessType, userHash, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_SET_PLAYER_FLAGS

- **Hash:** `0x0AE241A4A9ADEEEC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionSetPlayerFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_SET_PLAYER_FLAGS

## Signature

```c
BOOL _NETWORK_SESSION_SET_PLAYER_FLAGS(int flags);
```

## Parameters

- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSessionSetPlayerFlags(flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0AE241A4A9ADEEEC, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSessionSetPlayerFlags(flags);

// by hash
const retval = Citizen.invokeNative('0x0AE241A4A9ADEEEC', flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0AE241A4A9ADEEEC, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SESSION_SHUTDOWN

- **Hash:** `0xFD4272A137703449`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionShutdown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_SHUTDOWN

## Signature

```c
void _NETWORK_SESSION_SHUTDOWN();
```

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Only used in R* Script startup_clip

*Source: VORPCORE RDR3natives*

Only used in R* Script startup_clip Seems to just kill the network connection, sets the players coords to 0, 0, 0 when doing GetEntityCoords

## Usage

### Lua

```lua
NetworkSessionShutdown()

-- always available, by hash
Citizen.InvokeNative(0xFD4272A137703449)
```

### JavaScript

```js
NetworkSessionShutdown();

// by hash
Citizen.invokeNative('0xFD4272A137703449');
```

### C#

```csharp
Function.Call((Hash)0xFD4272A137703449);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# NETWORK::_NETWORK_SESSION_TRANSITION_TO_SESSION

- **Hash:** `0xF20B18A330E6DB5C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionTransitionToSession`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_TRANSITION_TO_SESSION

## Signature

```c
BOOL _NETWORK_SESSION_TRANSITION_TO_SESSION(Any* sessionRequestId);
```

## Parameters

- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionTransitionToSession(sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0xF20B18A330E6DB5C, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionTransitionToSession(sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0xF20B18A330E6DB5C', Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF20B18A330E6DB5C, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_COMPLETED_MP_INTRO_FLOW_ON_CURRENT_SLOT

- **Hash:** `0x2C5BD9A43987AA27`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetCompletedMpIntroFlowOnCurrentSlot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_COMPLETED_MP_INTRO_FLOW_ON_CURRENT_SLOT

## Signature

```c
BOOL NETWORK_SET_COMPLETED_MP_INTRO_FLOW_ON_CURRENT_SLOT(BOOL completed);
```

## Parameters

- `completed` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSetCompletedMpIntroFlowOnCurrentSlot(completed)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C5BD9A43987AA27, completed, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSetCompletedMpIntroFlowOnCurrentSlot(completed);

// by hash
const retval = Citizen.invokeNative('0x2C5BD9A43987AA27', completed, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2C5BD9A43987AA27, completed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_ENTITY_ONLY_EXISTS_FOR_PARTICIPANTS

- **Hash:** `0xF1CA12B18AEF5298`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetEntityOnlyExistsForParticipants`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_ENTITY_ONLY_EXISTS_FOR_PARTICIPANTS

## Signature

```c
void NETWORK_SET_ENTITY_ONLY_EXISTS_FOR_PARTICIPANTS(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

if set to true other network players can't see it
if set to false other network player can see it
=========================================
^^ I attempted this by grabbing an object with GET_ENTITY_PLAYER_IS_FREE_AIMING_AT and setting this naive no matter the toggle he could still see it.

pc or last gen?

^^ last-gen

Old name: _NETWORK_SET_ENTITY_INVISIBLE_TO_NETWORK

## Usage

### Lua

```lua
NetworkSetEntityOnlyExistsForParticipants(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF1CA12B18AEF5298, entity, toggle)
```

### JavaScript

```js
NetworkSetEntityOnlyExistsForParticipants(entity, toggle);

// by hash
Citizen.invokeNative('0xF1CA12B18AEF5298', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF1CA12B18AEF5298, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_ENTITY_REMAINS_WHEN_UNNETWORKED

- **Hash:** `0xD785864798258032`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetEntityRemainsWhenUnnetworked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_ENTITY_REMAINS_WHEN_UNNETWORKED

## Signature

```c
void NETWORK_SET_ENTITY_REMAINS_WHEN_UNNETWORKED(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetEntityRemainsWhenUnnetworked(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xD785864798258032, entity, toggle)
```

### JavaScript

```js
NetworkSetEntityRemainsWhenUnnetworked(entity, toggle);

// by hash
Citizen.invokeNative('0xD785864798258032', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xD785864798258032, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_FRIENDLY_FIRE_OPTION

- **Hash:** `0xF808475FA571D823`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetFriendlyFireOption`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_FRIENDLY_FIRE_OPTION

## Signature

```c
void NETWORK_SET_FRIENDLY_FIRE_OPTION(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetFriendlyFireOption(toggle)

-- always available, by hash
Citizen.InvokeNative(0xF808475FA571D823, toggle)
```

### JavaScript

```js
NetworkSetFriendlyFireOption(toggle);

// by hash
Citizen.invokeNative('0xF808475FA571D823', toggle);
```

### C#

```csharp
Function.Call((Hash)0xF808475FA571D823, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_IN_MP_CUTSCENE

- **Hash:** `0x9CA5DE655269FEC4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetInMpCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_IN_MP_CUTSCENE

## Signature

```c
void NETWORK_SET_IN_MP_CUTSCENE(BOOL p0, BOOL p1, int p2, BOOL p3);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetInMpCutscene(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x9CA5DE655269FEC4, p0, p1, p2, p3)
```

### JavaScript

```js
NetworkSetInMpCutscene(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x9CA5DE655269FEC4', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x9CA5DE655269FEC4, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_IN_SPECTATOR_MODE

- **Hash:** `0x423DE3854BB50894`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetInSpectatorMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_IN_SPECTATOR_MODE

## Signature

```c
void NETWORK_SET_IN_SPECTATOR_MODE(BOOL toggle, Ped playerPed);
```

## Parameters

- `toggle` (`BOOL`)
- `playerPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetInSpectatorMode(toggle, playerPed)

-- always available, by hash
Citizen.InvokeNative(0x423DE3854BB50894, toggle, playerPed)
```

### JavaScript

```js
NetworkSetInSpectatorMode(toggle, playerPed);

// by hash
Citizen.invokeNative('0x423DE3854BB50894', toggle, playerPed);
```

### C#

```csharp
Function.Call((Hash)0x423DE3854BB50894, toggle, playerPed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SET_IN_STATIC_SPECTATOR_MODE

- **Hash:** `0xFBF1ECFB39A77B5F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetInStaticSpectatorMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SET_IN_STATIC_SPECTATOR_MODE

## Signature

```c
void _NETWORK_SET_IN_STATIC_SPECTATOR_MODE(BOOL toggle, float x, float y, float z);
```

## Parameters

- `toggle` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetInStaticSpectatorMode(toggle, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xFBF1ECFB39A77B5F, toggle, x, y, z)
```

### JavaScript

```js
NetworkSetInStaticSpectatorMode(toggle, x, y, z);

// by hash
Citizen.invokeNative('0xFBF1ECFB39A77B5F', toggle, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFBF1ECFB39A77B5F, toggle, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_LOCAL_PLAYER_INVINCIBLE_TIME

- **Hash:** `0x2D95C7E2D7E07307`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetLocalPlayerInvincibleTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_LOCAL_PLAYER_INVINCIBLE_TIME

## Signature

```c
void NETWORK_SET_LOCAL_PLAYER_INVINCIBLE_TIME(int time);
```

## Parameters

- `time` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetLocalPlayerInvincibleTime(time)

-- always available, by hash
Citizen.InvokeNative(0x2D95C7E2D7E07307, time)
```

### JavaScript

```js
NetworkSetLocalPlayerInvincibleTime(time);

// by hash
Citizen.invokeNative('0x2D95C7E2D7E07307', time);
```

### C#

```csharp
Function.Call((Hash)0x2D95C7E2D7E07307, time);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_LOCAL_PLAYER_PENDING_FAST_INSTANCE_ID

- **Hash:** `0x007FF852DCF49DA4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetLocalPlayerPendingFastInstanceId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_LOCAL_PLAYER_PENDING_FAST_INSTANCE_ID

## Signature

```c
void NETWORK_SET_LOCAL_PLAYER_PENDING_FAST_INSTANCE_ID(int instanceId);
```

## Parameters

- `instanceId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetLocalPlayerPendingFastInstanceId(instanceId)

-- always available, by hash
Citizen.InvokeNative(0x007FF852DCF49DA4, instanceId)
```

### JavaScript

```js
NetworkSetLocalPlayerPendingFastInstanceId(instanceId);

// by hash
Citizen.invokeNative('0x007FF852DCF49DA4', instanceId);
```

### C#

```csharp
Function.Call((Hash)0x007FF852DCF49DA4, instanceId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_LOCAL_PLAYER_SYNC_LOOK_AT

- **Hash:** `0x524FF0AEFF9C3973`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetLocalPlayerSyncLookAt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_LOCAL_PLAYER_SYNC_LOOK_AT

## Signature

```c
void NETWORK_SET_LOCAL_PLAYER_SYNC_LOOK_AT(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetLocalPlayerSyncLookAt(toggle)

-- always available, by hash
Citizen.InvokeNative(0x524FF0AEFF9C3973, toggle)
```

### JavaScript

```js
NetworkSetLocalPlayerSyncLookAt(toggle);

// by hash
Citizen.invokeNative('0x524FF0AEFF9C3973', toggle);
```

### C#

```csharp
Function.Call((Hash)0x524FF0AEFF9C3973, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_MISSION_FINISHED

- **Hash:** `0x3B3D11CD9FFCDFC9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetMissionFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_MISSION_FINISHED

## Signature

```c
void NETWORK_SET_MISSION_FINISHED();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetMissionFinished()

-- always available, by hash
Citizen.InvokeNative(0x3B3D11CD9FFCDFC9)
```

### JavaScript

```js
NetworkSetMissionFinished();

// by hash
Citizen.invokeNative('0x3B3D11CD9FFCDFC9');
```

### C#

```csharp
Function.Call((Hash)0x3B3D11CD9FFCDFC9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_MP_MISSION_FLAG_ON_CURRENT_SLOT

- **Hash:** `0x86FD10251A7118A4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetMpMissionFlagOnCurrentSlot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_MP_MISSION_FLAG_ON_CURRENT_SLOT

## Signature

```c
BOOL NETWORK_SET_MP_MISSION_FLAG_ON_CURRENT_SLOT(BOOL enabled, int flagIndex);
```

## Parameters

- `enabled` (`BOOL`)
- `flagIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSetMpMissionFlagOnCurrentSlot(enabled, flagIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x86FD10251A7118A4, enabled, flagIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSetMpMissionFlagOnCurrentSlot(enabled, flagIndex);

// by hash
const retval = Citizen.invokeNative('0x86FD10251A7118A4', enabled, flagIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x86FD10251A7118A4, enabled, flagIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_PLAYER_IS_PASSIVE

- **Hash:** `0x9C25E8EC4C535FBD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetPlayerIsPassive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_PLAYER_IS_PASSIVE

## Signature

```c
void NETWORK_SET_PLAYER_IS_PASSIVE(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Old name: _NETWORK_SET_PASSIVE_MODE_OPTION

## Usage

### Lua

```lua
NetworkSetPlayerIsPassive(toggle)

-- always available, by hash
Citizen.InvokeNative(0x9C25E8EC4C535FBD, toggle)
```

### JavaScript

```js
NetworkSetPlayerIsPassive(toggle);

// by hash
Citizen.invokeNative('0x9C25E8EC4C535FBD', toggle);
```

### C#

```csharp
Function.Call((Hash)0x9C25E8EC4C535FBD, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_RECENT_GAMERS_ENABLED

- **Hash:** `0x29FE035D35B8589C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetRecentGamersEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_RECENT_GAMERS_ENABLED

## Signature

```c
void NETWORK_SET_RECENT_GAMERS_ENABLED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetRecentGamersEnabled(toggle)

-- always available, by hash
Citizen.InvokeNative(0x29FE035D35B8589C, toggle)
```

### JavaScript

```js
NetworkSetRecentGamersEnabled(toggle);

// by hash
Citizen.invokeNative('0x29FE035D35B8589C', toggle);
```

### C#

```csharp
Function.Call((Hash)0x29FE035D35B8589C, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_RICH_PRESENCE

- **Hash:** `0x1DCCACDCFC569362`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetRichPresence`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_RICH_PRESENCE

## Signature

```c
void NETWORK_SET_RICH_PRESENCE(int p0, Any* p1, int p2, int p3);
```

## Parameters

- `p0` (`int`)
- `p1` (`Any*`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = NetworkSetRichPresence(p0, p2, p3)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x1DCCACDCFC569362, p0, Citizen.PointerValueInt(), p2, p3)
```

### JavaScript

```js
const p1 = NetworkSetRichPresence(p0, p2, p3);

// by hash
const p1 = Citizen.invokeNative('0x1DCCACDCFC569362', p0, Citizen.pointerValueInt(), p2, p3);
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x1DCCACDCFC569362, p0, p1, p2, p3);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_SCRIPT_READY_FOR_EVENTS

- **Hash:** `0x7AC752103856FB20`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetScriptReadyForEvents`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_SCRIPT_READY_FOR_EVENTS

## Signature

```c
void NETWORK_SET_SCRIPT_READY_FOR_EVENTS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetScriptReadyForEvents(toggle)

-- always available, by hash
Citizen.InvokeNative(0x7AC752103856FB20, toggle)
```

### JavaScript

```js
NetworkSetScriptReadyForEvents(toggle);

// by hash
Citizen.invokeNative('0x7AC752103856FB20', toggle);
```

### C#

```csharp
Function.Call((Hash)0x7AC752103856FB20, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT

- **Hash:** `0x1CA59E306ECB80A5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetThisScriptIsNetworkScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT

## Signature

```c
void NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT(int maxNumMissionParticipants, BOOL p1, int instanceId);
```

## Parameters

- `maxNumMissionParticipants` (`int`)
- `p1` (`BOOL`)
- `instanceId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetThisScriptIsNetworkScript(maxNumMissionParticipants, p1, instanceId)

-- always available, by hash
Citizen.InvokeNative(0x1CA59E306ECB80A5, maxNumMissionParticipants, p1, instanceId)
```

### JavaScript

```js
NetworkSetThisScriptIsNetworkScript(maxNumMissionParticipants, p1, instanceId);

// by hash
Citizen.invokeNative('0x1CA59E306ECB80A5', maxNumMissionParticipants, p1, instanceId);
```

### C#

```csharp
Function.Call((Hash)0x1CA59E306ECB80A5, maxNumMissionParticipants, p1, instanceId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SHOULD_SHOW_PROMOTION_DLG

- **Hash:** `0xDA4B1A479C414FB2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkShouldShowPromotionDlg`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SHOULD_SHOW_PROMOTION_DLG

## Signature

```c
BOOL NETWORK_SHOULD_SHOW_PROMOTION_DLG();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = NetworkShouldShowPromotionDlg()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA4B1A479C414FB2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkShouldShowPromotionDlg();

// by hash
const retval = Citizen.invokeNative('0xDA4B1A479C414FB2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDA4B1A479C414FB2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SHOW_ACCOUNT_UPGRADE_UI

- **Hash:** `0x83FE8D7229593017`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkShowAccountUpgradeUi`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SHOW_ACCOUNT_UPGRADE_UI

## Signature

```c
void NETWORK_SHOW_ACCOUNT_UPGRADE_UI();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkShowAccountUpgradeUi()

-- always available, by hash
Citizen.InvokeNative(0x83FE8D7229593017)
```

### JavaScript

```js
NetworkShowAccountUpgradeUi();

// by hash
Citizen.invokeNative('0x83FE8D7229593017');
```

### C#

```csharp
Function.Call((Hash)0x83FE8D7229593017);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SHOW_CHAT_RESTRICTION_MSC

- **Hash:** `0x6BFF5F84102DF80A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkShowChatRestrictionMsc`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SHOW_CHAT_RESTRICTION_MSC

## Signature

```c
void NETWORK_SHOW_CHAT_RESTRICTION_MSC(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
NetworkShowChatRestrictionMsc(player)

-- always available, by hash
Citizen.InvokeNative(0x6BFF5F84102DF80A, player)
```

### JavaScript

```js
NetworkShowChatRestrictionMsc(player);

// by hash
Citizen.invokeNative('0x6BFF5F84102DF80A', player);
```

### C#

```csharp
Function.Call((Hash)0x6BFF5F84102DF80A, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SHOW_PROFILE_UI

- **Hash:** `0x859ED1CEA343FCA8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkShowProfileUi`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SHOW_PROFILE_UI

## Signature

```c
void NETWORK_SHOW_PROFILE_UI(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = NetworkShowProfileUi(gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0x859ED1CEA343FCA8, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = NetworkShowProfileUi(gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0x859ED1CEA343FCA8', Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x859ED1CEA343FCA8, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SHOW_PSN_UGC_RESTRICTION

- **Hash:** `0x5C497525F803486B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkShowPsnUgcRestriction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SHOW_PSN_UGC_RESTRICTION

## Signature

```c
void NETWORK_SHOW_PSN_UGC_RESTRICTION();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
NetworkShowPsnUgcRestriction()

-- always available, by hash
Citizen.InvokeNative(0x5C497525F803486B)
```

### JavaScript

```js
NetworkShowPsnUgcRestriction();

// by hash
Citizen.invokeNative('0x5C497525F803486B');
```

### C#

```csharp
Function.Call((Hash)0x5C497525F803486B);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_ADD_EXCLUSION_VOLUME

- **Hash:** `0xEEB7818B1D307212`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigAddExclusionVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_ADD_EXCLUSION_VOLUME

## Signature

```c
void _NETWORK_SPAWN_CONFIG_ADD_EXCLUSION_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigAddExclusionVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0xEEB7818B1D307212, volume)
```

### JavaScript

```js
NetworkSpawnConfigAddExclusionVolume(volume);

// by hash
Citizen.invokeNative('0xEEB7818B1D307212', volume);
```

### C#

```csharp
Function.Call((Hash)0xEEB7818B1D307212, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_ADD_PROPERTY_PREFERENCE

- **Hash:** `0xEB6027FD1B4600D5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigAddPropertyPreference`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_ADD_PROPERTY_PREFERENCE

## Signature

```c
void _NETWORK_SPAWN_CONFIG_ADD_PROPERTY_PREFERENCE(int configProperty, BOOL include, float weight);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigAddPropertyPreference(configProperty, include, weight)

-- always available, by hash
Citizen.InvokeNative(0xEB6027FD1B4600D5, configProperty, include, weight)
```

### JavaScript

```js
NetworkSpawnConfigAddPropertyPreference(configProperty, include, weight);

// by hash
Citizen.invokeNative('0xEB6027FD1B4600D5', configProperty, include, weight + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEB6027FD1B4600D5, configProperty, include, weight);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_ADD_PROPERTY_SCRIPTED

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

## Signature

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

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigAddPropertyScripted(configProperty, include)

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

### JavaScript

```js
NetworkSpawnConfigAddPropertyScripted(configProperty, include);

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

### C#

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

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_ADD_SPAWN_POINT

- **Hash:** `0xFD1AC0B3858F224C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigAddSpawnPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_ADD_SPAWN_POINT

## Signature

```c
void _NETWORK_SPAWN_CONFIG_ADD_SPAWN_POINT(float x, float y, float z, float heading);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigAddSpawnPoint(x, y, z, heading)

-- always available, by hash
Citizen.InvokeNative(0xFD1AC0B3858F224C, x, y, z, heading)
```

### JavaScript

```js
NetworkSpawnConfigAddSpawnPoint(x, y, z, heading);

// by hash
Citizen.invokeNative('0xFD1AC0B3858F224C', x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFD1AC0B3858F224C, x, y, z, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_REMOVE_EXCLUSION_VOLUME

- **Hash:** `0xA35E7BF20FA269E0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigRemoveExclusionVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_REMOVE_EXCLUSION_VOLUME

## Signature

```c
void _NETWORK_SPAWN_CONFIG_REMOVE_EXCLUSION_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigRemoveExclusionVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0xA35E7BF20FA269E0, volume)
```

### JavaScript

```js
NetworkSpawnConfigRemoveExclusionVolume(volume);

// by hash
Citizen.invokeNative('0xA35E7BF20FA269E0', volume);
```

### C#

```csharp
Function.Call((Hash)0xA35E7BF20FA269E0, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_SEARCH_IN_PROGRESS

- **Hash:** `0x89EC2FC89ECB1005`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSearchInProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_SEARCH_IN_PROGRESS

## Signature

```c
BOOL _NETWORK_SPAWN_CONFIG_SEARCH_IN_PROGRESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkSpawnConfigSearchInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0x89EC2FC89ECB1005, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkSpawnConfigSearchInProgress();

// by hash
const retval = Citizen.invokeNative('0x89EC2FC89ECB1005', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x89EC2FC89ECB1005);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_SET_CANCEL_SEARCH

- **Hash:** `0x765E60A1DCB8B1CE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSetCancelSearch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_SET_CANCEL_SEARCH

## Signature

```c
void _NETWORK_SPAWN_CONFIG_SET_CANCEL_SEARCH();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigSetCancelSearch()

-- always available, by hash
Citizen.InvokeNative(0x765E60A1DCB8B1CE)
```

### JavaScript

```js
NetworkSpawnConfigSetCancelSearch();

// by hash
Citizen.invokeNative('0x765E60A1DCB8B1CE');
```

### C#

```csharp
Function.Call((Hash)0x765E60A1DCB8B1CE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SPAWN_CONFIG_SET_FLAGS

- **Hash:** `0xF94A0D5B254375DF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSetFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SPAWN_CONFIG_SET_FLAGS

## Signature

```c
void NETWORK_SPAWN_CONFIG_SET_FLAGS(int flags);
```

## Parameters

- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigSetFlags(flags)

-- always available, by hash
Citizen.InvokeNative(0xF94A0D5B254375DF, flags)
```

### JavaScript

```js
NetworkSpawnConfigSetFlags(flags);

// by hash
Citizen.invokeNative('0xF94A0D5B254375DF', flags);
```

### C#

```csharp
Function.Call((Hash)0xF94A0D5B254375DF, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SPAWN_CONFIG_SET_GROUND_TO_ROOT_OFFSET

- **Hash:** `0x59577799F6AE2F34`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSetGroundToRootOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SPAWN_CONFIG_SET_GROUND_TO_ROOT_OFFSET

## Signature

```c
void NETWORK_SPAWN_CONFIG_SET_GROUND_TO_ROOT_OFFSET(float offset);
```

## Parameters

- `offset` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigSetGroundToRootOffset(offset)

-- always available, by hash
Citizen.InvokeNative(0x59577799F6AE2F34, offset)
```

### JavaScript

```js
NetworkSpawnConfigSetGroundToRootOffset(offset);

// by hash
Citizen.invokeNative('0x59577799F6AE2F34', offset + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x59577799F6AE2F34, offset);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_NETWORK_SPAWN_CONFIG_SET_LEVEL_WATER_DEPTH

- **Hash:** `0xBDCC671B911040F9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSetLevelWaterDepth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SPAWN_CONFIG_SET_LEVEL_WATER_DEPTH

## Signature

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

## Parameters

- `waterDepthLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigSetLevelWaterDepth(waterDepthLevel)

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

### JavaScript

```js
NetworkSpawnConfigSetLevelWaterDepth(waterDepthLevel);

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

### C#

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

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_SPAWN_CONFIG_SET_TUNING_FLOAT

- **Hash:** `0x0608326F7B98C08D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSpawnConfigSetTuningFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SPAWN_CONFIG_SET_TUNING_FLOAT

## Signature

```c
void NETWORK_SPAWN_CONFIG_SET_TUNING_FLOAT(Hash p0, float p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSpawnConfigSetTuningFloat(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0608326F7B98C08D, p0, p1)
```

### JavaScript

```js
NetworkSpawnConfigSetTuningFloat(p0, p1);

// by hash
Citizen.invokeNative('0x0608326F7B98C08D', p0, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0608326F7B98C08D, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_START_SOLO_TUTORIAL_SESSION

- **Hash:** `0x17E0198B3882C2CB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkStartSoloTutorialSession`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_START_SOLO_TUTORIAL_SESSION

## Signature

```c
void NETWORK_START_SOLO_TUTORIAL_SESSION();
```

## Returns

`void`

## Usage

### Lua

```lua
NetworkStartSoloTutorialSession()

-- always available, by hash
Citizen.InvokeNative(0x17E0198B3882C2CB)
```

### JavaScript

```js
NetworkStartSoloTutorialSession();

// by hash
Citizen.invokeNative('0x17E0198B3882C2CB');
```

### C#

```csharp
Function.Call((Hash)0x17E0198B3882C2CB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_START_USER_CONTENT_PERMISSIONS_CHECK

- **Hash:** `0xDEB2B99A1AF1A2A6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkStartUserContentPermissionsCheck`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_START_USER_CONTENT_PERMISSIONS_CHECK

## Signature

```c
int NETWORK_START_USER_CONTENT_PERMISSIONS_CHECK(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`int`

## Description

Always returns -1. Seems to be XB1 specific.

## Usage

### Lua

```lua
local retval, gamerHandle = NetworkStartUserContentPermissionsCheck(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xDEB2B99A1AF1A2A6, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = NetworkStartUserContentPermissionsCheck(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xDEB2B99A1AF1A2A6', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xDEB2B99A1AF1A2A6, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_TRIGGER_DAMAGE_EVENT_FOR_ZERO_DAMAGE

- **Hash:** `0x0C8BC052AE87D744`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTriggerDamageEventForZeroDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_TRIGGER_DAMAGE_EVENT_FOR_ZERO_DAMAGE

## Signature

```c
void NETWORK_TRIGGER_DAMAGE_EVENT_FOR_ZERO_DAMAGE(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Old name: _NETWORK_SET_VEHICLE_WHEELS_DESTRUCTIBLE

## Usage

### Lua

```lua
NetworkTriggerDamageEventForZeroDamage(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x0C8BC052AE87D744, entity, p1)
```

### JavaScript

```js
NetworkTriggerDamageEventForZeroDamage(entity, p1);

// by hash
Citizen.invokeNative('0x0C8BC052AE87D744', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x0C8BC052AE87D744, entity, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH

- **Hash:** `0xB2AD5D29A99D4B26`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTryAccessTunableBoolHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH

## Signature

```c
BOOL NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH(Hash tunableContext, Hash tunableName, BOOL defaultValue);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)
- `defaultValue` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkTryAccessTunableBoolHash(tunableContext, tunableName, defaultValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB2AD5D29A99D4B26, tunableContext, tunableName, defaultValue, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkTryAccessTunableBoolHash(tunableContext, tunableName, defaultValue);

// by hash
const retval = Citizen.invokeNative('0xB2AD5D29A99D4B26', tunableContext, tunableName, defaultValue, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB2AD5D29A99D4B26, tunableContext, tunableName, defaultValue);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_TRY_ACCESS_TUNABLE_FLOAT_HASH

- **Hash:** `0xA18393089C05E49C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTryAccessTunableFloatHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_TRY_ACCESS_TUNABLE_FLOAT_HASH

## Signature

```c
float NETWORK_TRY_ACCESS_TUNABLE_FLOAT_HASH(Hash tunableContext, Hash tunableName, float defaultValue);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)
- `defaultValue` (`float`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = NetworkTryAccessTunableFloatHash(tunableContext, tunableName, defaultValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA18393089C05E49C, tunableContext, tunableName, defaultValue, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = NetworkTryAccessTunableFloatHash(tunableContext, tunableName, defaultValue);

// by hash
const retval = Citizen.invokeNative('0xA18393089C05E49C', tunableContext, tunableName, defaultValue + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA18393089C05E49C, tunableContext, tunableName, defaultValue);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_TRY_ACCESS_TUNABLE_INT_HASH

- **Hash:** `0xA25E006B36719774`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkTryAccessTunableIntHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_TRY_ACCESS_TUNABLE_INT_HASH

## Signature

```c
int NETWORK_TRY_ACCESS_TUNABLE_INT_HASH(Hash tunableContext, Hash tunableName, int defaultValue);
```

## Parameters

- `tunableContext` (`Hash`)
- `tunableName` (`Hash`)
- `defaultValue` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = NetworkTryAccessTunableIntHash(tunableContext, tunableName, defaultValue)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA25E006B36719774, tunableContext, tunableName, defaultValue, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkTryAccessTunableIntHash(tunableContext, tunableName, defaultValue);

// by hash
const retval = Citizen.invokeNative('0xA25E006B36719774', tunableContext, tunableName, defaultValue, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA25E006B36719774, tunableContext, tunableName, defaultValue);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::NETWORK_UNREGISTER_NETWORKED_ENTITY

- **Hash:** `0xE31A04513237DC89`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkUnregisterNetworkedEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_UNREGISTER_NETWORKED_ENTITY

## Signature

```c
void NETWORK_UNREGISTER_NETWORKED_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkUnregisterNetworkedEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0xE31A04513237DC89, entity)
```

### JavaScript

```js
NetworkUnregisterNetworkedEntity(entity);

// by hash
Citizen.invokeNative('0xE31A04513237DC89', entity);
```

### C#

```csharp
Function.Call((Hash)0xE31A04513237DC89, entity);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# NETWORK::OBJ_TO_NET

- **Hash:** `0x99BFDC94A603E541`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ObjToNet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/OBJ_TO_NET

## Signature

```c
int OBJ_TO_NET(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`int`

## Description

Returns the network ID of the given object.

## Usage

### Lua

```lua
local retval = ObjToNet(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x99BFDC94A603E541, object, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ObjToNet(object);

// by hash
const retval = Citizen.invokeNative('0x99BFDC94A603E541', object, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x99BFDC94A603E541, object);
```

## See also

- [NETWORK::VEH_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/VEH_TO_NET.md) — Returns the network ID of the given vehicle.
- [NETWORK::PED_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/PED_TO_NET.md) — Returns the network ID of the given ped.
- [NETWORK::_PROPSET_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/_PROPSET_TO_NET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::PARTICIPANT_ID

- **Hash:** `0x90986E8876CE0A83`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ParticipantId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/PARTICIPANT_ID

## Signature

```c
Player PARTICIPANT_ID();
```

## Returns

`Player`

## Description

Return the local Participant ID

## Usage

### Lua

```lua
local retval = ParticipantId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x90986E8876CE0A83, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParticipantId();

// by hash
const retval = Citizen.invokeNative('0x90986E8876CE0A83', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x90986E8876CE0A83);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::PARTICIPANT_ID_TO_INT

- **Hash:** `0x57A3BDDAD8E5AA0A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ParticipantIdToInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/PARTICIPANT_ID_TO_INT

## Signature

```c
int PARTICIPANT_ID_TO_INT();
```

## Returns

`int`

## Description

Return the local Participant ID.

This native is exactly the same as 'PARTICIPANT_ID' native.

## Usage

### Lua

```lua
local retval = ParticipantIdToInt()

-- always available, by hash
local retval = Citizen.InvokeNative(0x57A3BDDAD8E5AA0A, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParticipantIdToInt();

// by hash
const retval = Citizen.invokeNative('0x57A3BDDAD8E5AA0A', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57A3BDDAD8E5AA0A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::PED_TO_NET

- **Hash:** `0x0EDEC3C276198689`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PedToNet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/PED_TO_NET

## Signature

```c
int PED_TO_NET(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

Returns the network ID of the given ped.

## Usage

### Lua

```lua
local retval = PedToNet(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EDEC3C276198689, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0EDEC3C276198689', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0EDEC3C276198689, ped);
```

## See also

- [NETWORK::VEH_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/VEH_TO_NET.md) — Returns the network ID of the given vehicle.
- [NETWORK::OBJ_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/OBJ_TO_NET.md) — Returns the network ID of the given object.
- [NETWORK::_PROPSET_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/_PROPSET_TO_NET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_PEDMUGSHOT_GET_STATUS

- **Hash:** `0xCBAC13F065C47596`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PedmugshotGetStatus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_PEDMUGSHOT_GET_STATUS

## Signature

```c
int _PEDMUGSHOT_GET_STATUS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = PedmugshotGetStatus()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCBAC13F065C47596, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PedmugshotGetStatus();

// by hash
const retval = Citizen.invokeNative('0xCBAC13F065C47596', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCBAC13F065C47596);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_PEDMUGSHOT_REQUEST_SEND

- **Hash:** `0xFBC30B70B3CDB87E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PedmugshotRequestSend`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_PEDMUGSHOT_REQUEST_SEND

## Signature

```c
Any _PEDMUGSHOT_REQUEST_SEND();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = PedmugshotRequestSend()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFBC30B70B3CDB87E, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PedmugshotRequestSend();

// by hash
const retval = Citizen.invokeNative('0xFBC30B70B3CDB87E', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFBC30B70B3CDB87E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_PEDMUGSHOT_TAKE

- **Hash:** `0xCD954F330693F5F2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PedmugshotTake`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_PEDMUGSHOT_TAKE

## Signature

```c
BOOL _PEDMUGSHOT_TAKE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedmugshotTake()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD954F330693F5F2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PedmugshotTake();

// by hash
const retval = Citizen.invokeNative('0xCD954F330693F5F2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCD954F330693F5F2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::PREVENT_MIGRATION_OF_ENTITIES_IN_FAST_INSTANCE_FOR_LOCAL_PLAYER

- **Hash:** `0x89D803CD48622150`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PreventMigrationOfEntitiesInFastInstanceForLocalPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/PREVENT_MIGRATION_OF_ENTITIES_IN_FAST_INSTANCE_FOR_LOCAL_PLAYER

## Signature

```c
void PREVENT_MIGRATION_OF_ENTITIES_IN_FAST_INSTANCE_FOR_LOCAL_PLAYER(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PreventMigrationOfEntitiesInFastInstanceForLocalPlayer(toggle)

-- always available, by hash
Citizen.InvokeNative(0x89D803CD48622150, toggle)
```

### JavaScript

```js
PreventMigrationOfEntitiesInFastInstanceForLocalPlayer(toggle);

// by hash
Citizen.invokeNative('0x89D803CD48622150', toggle);
```

### C#

```csharp
Function.Call((Hash)0x89D803CD48622150, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::PREVENT_NETWORK_ID_MIGRATION

- **Hash:** `0x7182EDDA1EE7DB5A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PreventNetworkIdMigration`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/PREVENT_NETWORK_ID_MIGRATION

## Signature

```c
void PREVENT_NETWORK_ID_MIGRATION(int netId);
```

## Parameters

- `netId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
PreventNetworkIdMigration(netId)

-- always available, by hash
Citizen.InvokeNative(0x7182EDDA1EE7DB5A, netId)
```

### JavaScript

```js
PreventNetworkIdMigration(netId);

// by hash
Citizen.invokeNative('0x7182EDDA1EE7DB5A', netId);
```

### C#

```csharp
Function.Call((Hash)0x7182EDDA1EE7DB5A, netId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_PROPSET_TO_NET

- **Hash:** `0x74F99EF7EF503398`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `PropsetToNet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_PROPSET_TO_NET

## Signature

```c
int _PROPSET_TO_NET(PropSet propSet);
```

## Parameters

- `propSet` (`PropSet`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = PropsetToNet(propSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x74F99EF7EF503398, propSet, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PropsetToNet(propSet);

// by hash
const retval = Citizen.invokeNative('0x74F99EF7EF503398', propSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x74F99EF7EF503398, propSet);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::VEH_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/VEH_TO_NET.md) — Returns the network ID of the given vehicle.
- [NETWORK::PED_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/PED_TO_NET.md) — Returns the network ID of the given ped.
- [NETWORK::OBJ_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/OBJ_TO_NET.md) — Returns the network ID of the given object.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_REPORT_PLAYER

- **Hash:** `0xA197C35F73AC0F12`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReportPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_REPORT_PLAYER

## Signature

```c
void _REPORT_PLAYER(Player player, int reportType, const char* description, const char* horseName);
```

## Parameters

- `player` (`Player`)
- `reportType` (`int`)
- `description` (`const char*`)
- `horseName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ReportPlayer(player, reportType, description, horseName)

-- always available, by hash
Citizen.InvokeNative(0xA197C35F73AC0F12, player, reportType, description, horseName)
```

### JavaScript

```js
ReportPlayer(player, reportType, description, horseName);

// by hash
Citizen.invokeNative('0xA197C35F73AC0F12', player, reportType, description, horseName);
```

### C#

```csharp
Function.Call((Hash)0xA197C35F73AC0F12, player, reportType, description, horseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_REQUEST_PEDSHOT_TEXTURE_LOCAL_BACKUP_DOWNLOAD

- **Hash:** `0x356F9FB0698C1FEB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `RequestPedshotTextureLocalBackupDownload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_REQUEST_PEDSHOT_TEXTURE_LOCAL_BACKUP_DOWNLOAD

## Signature

```c
const char* _REQUEST_PEDSHOT_TEXTURE_LOCAL_BACKUP_DOWNLOAD(int player, int personaPhotoLocalCacheType);
```

## Parameters

- `player` (`int`)
- `personaPhotoLocalCacheType` (`int`)

## Returns

`const char*`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval = RequestPedshotTextureLocalBackupDownload(player, personaPhotoLocalCacheType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x356F9FB0698C1FEB, player, personaPhotoLocalCacheType, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = RequestPedshotTextureLocalBackupDownload(player, personaPhotoLocalCacheType);

// by hash
const retval = Citizen.invokeNative('0x356F9FB0698C1FEB', player, personaPhotoLocalCacheType, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x356F9FB0698C1FEB, player, personaPhotoLocalCacheType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_REQUEST_PEDSHOT_TEXTURE_LOCAL_DOWNLOAD

- **Hash:** `0xCAF4CA2F87779F8F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `RequestPedshotTextureLocalDownload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_REQUEST_PEDSHOT_TEXTURE_LOCAL_DOWNLOAD

## Signature

```c
const char* _REQUEST_PEDSHOT_TEXTURE_LOCAL_DOWNLOAD(Any* gamerHandle, int p1);
```

## Parameters

- `gamerHandle` (`Any*`)
- `p1` (`int`)

## Returns

`const char*`

## Description

Only used in R* SP Script map_app_event_handler

## Usage

### Lua

```lua
local retval, gamerHandle = RequestPedshotTextureLocalDownload(p1)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xCAF4CA2F87779F8F, Citizen.PointerValueInt(), p1, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, gamerHandle] = RequestPedshotTextureLocalDownload(p1);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xCAF4CA2F87779F8F', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
string retval = Function.Call<string>((Hash)0xCAF4CA2F87779F8F, gamerHandle, p1);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_REQUEST_PEDSHOT_TEXTURE_MULTIPLAYER_DOWNLOAD

- **Hash:** `0xB5C4B18B12A2AF23`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `RequestPedshotTextureMultiplayerDownload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_REQUEST_PEDSHOT_TEXTURE_MULTIPLAYER_DOWNLOAD

## Signature

```c
const char* _REQUEST_PEDSHOT_TEXTURE_MULTIPLAYER_DOWNLOAD(Any* gamerHandle, int p1);
```

## Parameters

- `gamerHandle` (`Any*`)
- `p1` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval, gamerHandle = RequestPedshotTextureMultiplayerDownload(p1)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xB5C4B18B12A2AF23, Citizen.PointerValueInt(), p1, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, gamerHandle] = RequestPedshotTextureMultiplayerDownload(p1);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xB5C4B18B12A2AF23', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
string retval = Function.Call<string>((Hash)0xB5C4B18B12A2AF23, gamerHandle, p1);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::RESERVE_NETWORK_CLIENT_MISSION_OBJECTS

- **Hash:** `0xE7DDA8BD3BCF751C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReserveNetworkClientMissionObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/RESERVE_NETWORK_CLIENT_MISSION_OBJECTS

## Signature

```c
void RESERVE_NETWORK_CLIENT_MISSION_OBJECTS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveNetworkClientMissionObjects(amount)

-- always available, by hash
Citizen.InvokeNative(0xE7DDA8BD3BCF751C, amount)
```

### JavaScript

```js
ReserveNetworkClientMissionObjects(amount);

// by hash
Citizen.invokeNative('0xE7DDA8BD3BCF751C', amount);
```

### C#

```csharp
Function.Call((Hash)0xE7DDA8BD3BCF751C, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::RESERVE_NETWORK_CLIENT_MISSION_PEDS

- **Hash:** `0x807E119F80231732`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReserveNetworkClientMissionPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/RESERVE_NETWORK_CLIENT_MISSION_PEDS

## Signature

```c
void RESERVE_NETWORK_CLIENT_MISSION_PEDS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveNetworkClientMissionPeds(amount)

-- always available, by hash
Citizen.InvokeNative(0x807E119F80231732, amount)
```

### JavaScript

```js
ReserveNetworkClientMissionPeds(amount);

// by hash
Citizen.invokeNative('0x807E119F80231732', amount);
```

### C#

```csharp
Function.Call((Hash)0x807E119F80231732, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::RESERVE_NETWORK_MISSION_OBJECTS

- **Hash:** `0x4E5C93BD0C32FBF8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReserveNetworkMissionObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/RESERVE_NETWORK_MISSION_OBJECTS

## Signature

```c
void RESERVE_NETWORK_MISSION_OBJECTS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveNetworkMissionObjects(amount)

-- always available, by hash
Citizen.InvokeNative(0x4E5C93BD0C32FBF8, amount)
```

### JavaScript

```js
ReserveNetworkMissionObjects(amount);

// by hash
Citizen.invokeNative('0x4E5C93BD0C32FBF8', amount);
```

### C#

```csharp
Function.Call((Hash)0x4E5C93BD0C32FBF8, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::RESERVE_NETWORK_MISSION_PEDS

- **Hash:** `0xB60FEBA45333D36F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReserveNetworkMissionPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/RESERVE_NETWORK_MISSION_PEDS

## Signature

```c
void RESERVE_NETWORK_MISSION_PEDS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveNetworkMissionPeds(amount)

-- always available, by hash
Citizen.InvokeNative(0xB60FEBA45333D36F, amount)
```

### JavaScript

```js
ReserveNetworkMissionPeds(amount);

// by hash
Citizen.invokeNative('0xB60FEBA45333D36F', amount);
```

### C#

```csharp
Function.Call((Hash)0xB60FEBA45333D36F, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::RESERVE_NETWORK_MISSION_PICKUPS

- **Hash:** `0x4D40E7D749BC6E6D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReserveNetworkMissionPickups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/RESERVE_NETWORK_MISSION_PICKUPS

## Signature

```c
void RESERVE_NETWORK_MISSION_PICKUPS(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveNetworkMissionPickups(amount)

-- always available, by hash
Citizen.InvokeNative(0x4D40E7D749BC6E6D, amount)
```

### JavaScript

```js
ReserveNetworkMissionPickups(amount);

// by hash
Citizen.invokeNative('0x4D40E7D749BC6E6D', amount);
```

### C#

```csharp
Function.Call((Hash)0x4D40E7D749BC6E6D, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::RESERVE_NETWORK_MISSION_VEHICLES

- **Hash:** `0x76B02E21ED27A469`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `ReserveNetworkMissionVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/RESERVE_NETWORK_MISSION_VEHICLES

## Signature

```c
void RESERVE_NETWORK_MISSION_VEHICLES(int amount);
```

## Parameters

- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveNetworkMissionVehicles(amount)

-- always available, by hash
Citizen.InvokeNative(0x76B02E21ED27A469, amount)
```

### JavaScript

```js
ReserveNetworkMissionVehicles(amount);

// by hash
Citizen.invokeNative('0x76B02E21ED27A469', amount);
```

### C#

```csharp
Function.Call((Hash)0x76B02E21ED27A469, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_DOOR_NETWORKED

- **Hash:** `0x51D99497ABF3F451`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetDoorNetworked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_DOOR_NETWORKED

## Signature

```c
void _SET_DOOR_NETWORKED(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetDoorNetworked(doorHash)

-- always available, by hash
Citizen.InvokeNative(0x51D99497ABF3F451, doorHash)
```

### JavaScript

```js
SetDoorNetworked(doorHash);

// by hash
Citizen.invokeNative('0x51D99497ABF3F451', doorHash);
```

### C#

```csharp
Function.Call((Hash)0x51D99497ABF3F451, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_DOOR_UNNETWORKED

- **Hash:** `0xC1E1A3D5ED7617B8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetDoorUnnetworked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_DOOR_UNNETWORKED

## Signature

```c
void _SET_DOOR_UNNETWORKED(Any p0, BOOL toggle);
```

## Parameters

- `p0` (`Any`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDoorUnnetworked(p0, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC1E1A3D5ED7617B8, p0, toggle)
```

### JavaScript

```js
SetDoorUnnetworked(p0, toggle);

// by hash
Citizen.invokeNative('0xC1E1A3D5ED7617B8', p0, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC1E1A3D5ED7617B8, p0, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_ENTITY_GHOSTED_TO_LOCAL_PLAYER

- **Hash:** `0xEE5AE9956743BA20`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetEntityGhostedToLocalPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_ENTITY_GHOSTED_TO_LOCAL_PLAYER

## Signature

```c
void _SET_ENTITY_GHOSTED_TO_LOCAL_PLAYER(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityGhostedToLocalPlayer(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEE5AE9956743BA20, entity, toggle)
```

### JavaScript

```js
SetEntityGhostedToLocalPlayer(entity, toggle);

// by hash
Citizen.invokeNative('0xEE5AE9956743BA20', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEE5AE9956743BA20, entity, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_ENTITY_VISIBLE_IN_CUTSCENE

- **Hash:** `0xE0031D3C8F36AB82`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetEntityVisibleInCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_ENTITY_VISIBLE_IN_CUTSCENE

## Signature

```c
void SET_ENTITY_VISIBLE_IN_CUTSCENE(Entity entity, BOOL p1, BOOL p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityVisibleInCutscene(entity, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xE0031D3C8F36AB82, entity, p1, p2, p3)
```

### JavaScript

```js
SetEntityVisibleInCutscene(entity, p1, p2, p3);

// by hash
Citizen.invokeNative('0xE0031D3C8F36AB82', entity, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xE0031D3C8F36AB82, entity, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_LAUNCH_PARAM_STRING

- **Hash:** `0xDFFC15AA63D04AAB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetLaunchParamString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_LAUNCH_PARAM_STRING

## Signature

```c
void _SET_LAUNCH_PARAM_STRING(const char* params);
```

## Parameters

- `params` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetLaunchParamString(params)

-- always available, by hash
Citizen.InvokeNative(0xDFFC15AA63D04AAB, params)
```

### JavaScript

```js
SetLaunchParamString(params);

// by hash
Citizen.invokeNative('0xDFFC15AA63D04AAB', params);
```

### C#

```csharp
Function.Call((Hash)0xDFFC15AA63D04AAB, params);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::_GET_LAUNCH_PARAM_STRING](https://natives.borderlinerp.com/natives/NETWORK/_GET_LAUNCH_PARAM_STRING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_LAUNCH_PARAM_VALUE

- **Hash:** `0x668AF6E4933AC13F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetLaunchParamValue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_LAUNCH_PARAM_VALUE

## Signature

```c
void _SET_LAUNCH_PARAM_VALUE(const char* paramName, const char* value);
```

## Parameters

- `paramName` (`const char*`)
- `value` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetLaunchParamValue(paramName, value)

-- always available, by hash
Citizen.InvokeNative(0x668AF6E4933AC13F, paramName, value)
```

### JavaScript

```js
SetLaunchParamValue(paramName, value);

// by hash
Citizen.invokeNative('0x668AF6E4933AC13F', paramName, value);
```

### C#

```csharp
Function.Call((Hash)0x668AF6E4933AC13F, paramName, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::GET_LAUNCH_PARAM_VALUE](https://natives.borderlinerp.com/natives/NETWORK/GET_LAUNCH_PARAM_VALUE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_LOCAL_PLAYER_AS_GHOST

- **Hash:** `0x5FFE9B4144F9712F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetLocalPlayerAsGhost`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_LOCAL_PLAYER_AS_GHOST

## Signature

```c
void SET_LOCAL_PLAYER_AS_GHOST(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Old name: _SET_LOCAL_PLAYER_AS_GHOST

## Usage

### Lua

```lua
SetLocalPlayerAsGhost(toggle)

-- always available, by hash
Citizen.InvokeNative(0x5FFE9B4144F9712F, toggle)
```

### JavaScript

```js
SetLocalPlayerAsGhost(toggle);

// by hash
Citizen.invokeNative('0x5FFE9B4144F9712F', toggle);
```

### C#

```csharp
Function.Call((Hash)0x5FFE9B4144F9712F, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_LOCAL_PLAYER_DAMAGE_MULTIPLIER_FOR_PLAYER

- **Hash:** `0xD041A32992A55F84`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetLocalPlayerDamageMultiplierForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_LOCAL_PLAYER_DAMAGE_MULTIPLIER_FOR_PLAYER

## Signature

```c
void _SET_LOCAL_PLAYER_DAMAGE_MULTIPLIER_FOR_PLAYER(Player player, float damageMultiplier);
```

## Parameters

- `player` (`Player`)
- `damageMultiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetLocalPlayerDamageMultiplierForPlayer(player, damageMultiplier)

-- always available, by hash
Citizen.InvokeNative(0xD041A32992A55F84, player, damageMultiplier)
```

### JavaScript

```js
SetLocalPlayerDamageMultiplierForPlayer(player, damageMultiplier);

// by hash
Citizen.invokeNative('0xD041A32992A55F84', player, damageMultiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD041A32992A55F84, player, damageMultiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_LOCAL_PLAYER_INVISIBLE_LOCALLY

- **Hash:** `0xE5F773C1A1D9D168`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetLocalPlayerInvisibleLocally`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_LOCAL_PLAYER_INVISIBLE_LOCALLY

## Signature

```c
void SET_LOCAL_PLAYER_INVISIBLE_LOCALLY(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetLocalPlayerInvisibleLocally(p0)

-- always available, by hash
Citizen.InvokeNative(0xE5F773C1A1D9D168, p0)
```

### JavaScript

```js
SetLocalPlayerInvisibleLocally(p0);

// by hash
Citizen.invokeNative('0xE5F773C1A1D9D168', p0);
```

### C#

```csharp
Function.Call((Hash)0xE5F773C1A1D9D168, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_LOCAL_PLAYER_VISIBLE_IN_CUTSCENE

- **Hash:** `0xD1065D68947E7B6E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetLocalPlayerVisibleInCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_LOCAL_PLAYER_VISIBLE_IN_CUTSCENE

## Signature

```c
void SET_LOCAL_PLAYER_VISIBLE_IN_CUTSCENE(BOOL local, BOOL remote, int instanceId);
```

## Parameters

- `local` (`BOOL`)
- `remote` (`BOOL`)
- `instanceId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetLocalPlayerVisibleInCutscene(local, remote, instanceId)

-- always available, by hash
Citizen.InvokeNative(0xD1065D68947E7B6E, local, remote, instanceId)
```

### JavaScript

```js
SetLocalPlayerVisibleInCutscene(local, remote, instanceId);

// by hash
Citizen.invokeNative('0xD1065D68947E7B6E', local, remote, instanceId);
```

### C#

```csharp
Function.Call((Hash)0xD1065D68947E7B6E, local, remote, instanceId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER

- **Hash:** `0xA8A024587329F36A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetNetworkIdAlwaysExistsForPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER

## Signature

```c
void SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER(int netId, Player player, BOOL toggle);
```

## Parameters

- `netId` (`int`)
- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNetworkIdAlwaysExistsForPlayer(netId, player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA8A024587329F36A, netId, player, toggle)
```

### JavaScript

```js
SetNetworkIdAlwaysExistsForPlayer(netId, player, toggle);

// by hash
Citizen.invokeNative('0xA8A024587329F36A', netId, player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA8A024587329F36A, netId, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES

- **Hash:** `0xE05E81A888FA63C8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetNetworkIdExistsOnAllMachines`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES

## Signature

```c
void SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES(int netId, BOOL toggle);
```

## Parameters

- `netId` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNetworkIdExistsOnAllMachines(netId, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE05E81A888FA63C8, netId, toggle)
```

### JavaScript

```js
SetNetworkIdExistsOnAllMachines(netId, toggle);

// by hash
Citizen.invokeNative('0xE05E81A888FA63C8', netId, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE05E81A888FA63C8, netId, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_NETWORK_ID_STOP_CLONING

- **Hash:** `0x9ED3108D6847760A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetNetworkIdStopCloning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_NETWORK_ID_STOP_CLONING

## Signature

```c
void SET_NETWORK_ID_STOP_CLONING(int networkId, BOOL bStopCloning);
```

## Parameters

- `networkId` (`int`)
- `bStopCloning` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNetworkIdStopCloning(networkId, bStopCloning)

-- always available, by hash
Citizen.InvokeNative(0x9ED3108D6847760A, networkId, bStopCloning)
```

### JavaScript

```js
SetNetworkIdStopCloning(networkId, bStopCloning);

// by hash
Citizen.invokeNative('0x9ED3108D6847760A', networkId, bStopCloning);
```

### C#

```csharp
Function.Call((Hash)0x9ED3108D6847760A, networkId, bStopCloning);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_NETWORK_ID_VISIBLE_IN_CUTSCENE

- **Hash:** `0xA6928482543022B4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetNetworkIdVisibleInCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_NETWORK_ID_VISIBLE_IN_CUTSCENE

## Signature

```c
void SET_NETWORK_ID_VISIBLE_IN_CUTSCENE(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetNetworkIdVisibleInCutscene(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xA6928482543022B4, p0, p1, p2, p3)
```

### JavaScript

```js
SetNetworkIdVisibleInCutscene(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xA6928482543022B4', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xA6928482543022B4, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_NETWORK_RESPOT_TIMER

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

## Signature

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

## Parameters

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

## Returns

`void`

## Usage

### Lua

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

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

### JavaScript

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

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

### C#

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

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_PLAYER_INVISIBLE_LOCALLY

- **Hash:** `0x12B37D54667DB0B8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetPlayerInvisibleLocally`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_PLAYER_INVISIBLE_LOCALLY

## Signature

```c
void SET_PLAYER_INVISIBLE_LOCALLY(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerInvisibleLocally(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x12B37D54667DB0B8, player, toggle)
```

### JavaScript

```js
SetPlayerInvisibleLocally(player, toggle);

// by hash
Citizen.invokeNative('0x12B37D54667DB0B8', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x12B37D54667DB0B8, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_PLAYER_VISIBILITY_TO_LOCAL_PLAYER_DISABLED

- **Hash:** `0xDCA6ABDB9288FBE4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetPlayerVisibilityToLocalPlayerDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_PLAYER_VISIBILITY_TO_LOCAL_PLAYER_DISABLED

## Signature

```c
void _SET_PLAYER_VISIBILITY_TO_LOCAL_PLAYER_DISABLED(Player player, BOOL disabled);
```

## Parameters

- `player` (`Player`)
- `disabled` (`BOOL`)

## Returns

`void`

## Description

_SET_PLAYER_V* - _SET_S*

## Usage

### Lua

```lua
SetPlayerVisibilityToLocalPlayerDisabled(player, disabled)

-- always available, by hash
Citizen.InvokeNative(0xDCA6ABDB9288FBE4, player, disabled)
```

### JavaScript

```js
SetPlayerVisibilityToLocalPlayerDisabled(player, disabled);

// by hash
Citizen.invokeNative('0xDCA6ABDB9288FBE4', player, disabled);
```

### C#

```csharp
Function.Call((Hash)0xDCA6ABDB9288FBE4, player, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::SET_PLAYER_VISIBLE_LOCALLY

- **Hash:** `0xFAA10F1FAFB11AF2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetPlayerVisibleLocally`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/SET_PLAYER_VISIBLE_LOCALLY

## Signature

```c
void SET_PLAYER_VISIBLE_LOCALLY(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerVisibleLocally(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xFAA10F1FAFB11AF2, player, toggle)
```

### JavaScript

```js
SetPlayerVisibleLocally(player, toggle);

// by hash
Citizen.invokeNative('0xFAA10F1FAFB11AF2', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xFAA10F1FAFB11AF2, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_SET_SOCIAL_MATCHMAKING_ALLOWED

- **Hash:** `0x777D0571A466B520`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetSocialMatchmakingAllowed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_SOCIAL_MATCHMAKING_ALLOWED

## Signature

```c
void _SET_SOCIAL_MATCHMAKING_ALLOWED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetSocialMatchmakingAllowed(toggle)

-- always available, by hash
Citizen.InvokeNative(0x777D0571A466B520, toggle)
```

### JavaScript

```js
SetSocialMatchmakingAllowed(toggle);

// by hash
Citizen.invokeNative('0x777D0571A466B520', toggle);
```

### C#

```csharp
Function.Call((Hash)0x777D0571A466B520, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [NETWORK::_GET_SOCIAL_MATCHMAKING_ALLOWED](https://natives.borderlinerp.com/natives/NETWORK/_GET_SOCIAL_MATCHMAKING_ALLOWED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::TEXTURE_DOWNLOAD_GET_NAME

- **Hash:** `0x3448505B6E35262D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `TextureDownloadGetName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/TEXTURE_DOWNLOAD_GET_NAME

## Signature

```c
const char* TEXTURE_DOWNLOAD_GET_NAME(int textureDownloadId);
```

## Parameters

- `textureDownloadId` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = TextureDownloadGetName(textureDownloadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3448505B6E35262D, textureDownloadId, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = TextureDownloadGetName(textureDownloadId);

// by hash
const retval = Citizen.invokeNative('0x3448505B6E35262D', textureDownloadId, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x3448505B6E35262D, textureDownloadId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::TEXTURE_DOWNLOAD_RELEASE

- **Hash:** `0x487EB90B98E9FB19`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `TextureDownloadRelease`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/TEXTURE_DOWNLOAD_RELEASE

## Signature

```c
void TEXTURE_DOWNLOAD_RELEASE(int textureDownloadId);
```

## Parameters

- `textureDownloadId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TextureDownloadRelease(textureDownloadId)

-- always available, by hash
Citizen.InvokeNative(0x487EB90B98E9FB19, textureDownloadId)
```

### JavaScript

```js
TextureDownloadRelease(textureDownloadId);

// by hash
Citizen.invokeNative('0x487EB90B98E9FB19', textureDownloadId);
```

### C#

```csharp
Function.Call((Hash)0x487EB90B98E9FB19, textureDownloadId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_TEXTURE_DOWNLOAD_RELEASE_BY_NAME

- **Hash:** `0x7A17B7981560FFA5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `TextureDownloadReleaseByName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_TEXTURE_DOWNLOAD_RELEASE_BY_NAME

## Signature

```c
void _TEXTURE_DOWNLOAD_RELEASE_BY_NAME(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
TextureDownloadReleaseByName(name)

-- always available, by hash
Citizen.InvokeNative(0x7A17B7981560FFA5, name)
```

### JavaScript

```js
TextureDownloadReleaseByName(name);

// by hash
Citizen.invokeNative('0x7A17B7981560FFA5', name);
```

### C#

```csharp
Function.Call((Hash)0x7A17B7981560FFA5, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x16160DA74A8E74A2`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `TextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int TEXTURE_DOWNLOAD_REQUEST(Any* gamerHandle, const char* filePath, const char* name, BOOL p3);
```

## Parameters

- `gamerHandle` (`Any*`)
- `filePath` (`const char*`)
- `name` (`const char*`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Returns textureDownloadId

## Usage

### Lua

```lua
local retval, gamerHandle = TextureDownloadRequest(filePath, name, p3)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x16160DA74A8E74A2, Citizen.PointerValueInt(), filePath, name, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = TextureDownloadRequest(filePath, name, p3);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x16160DA74A8E74A2', Citizen.pointerValueInt(), filePath, name, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0x16160DA74A8E74A2, gamerHandle, filePath, name, p3);
// gamerHandle.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_TEXTURE_DOWNLOAD_TEXTURE_NAME_IS_VALID

- **Hash:** `0xE2C3CEC3C0903A00`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `TextureDownloadTextureNameIsValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_TEXTURE_DOWNLOAD_TEXTURE_NAME_IS_VALID

## Signature

```c
BOOL _TEXTURE_DOWNLOAD_TEXTURE_NAME_IS_VALID(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TextureDownloadTextureNameIsValid(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE2C3CEC3C0903A00, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TextureDownloadTextureNameIsValid(name);

// by hash
const retval = Citizen.invokeNative('0xE2C3CEC3C0903A00', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE2C3CEC3C0903A00, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_CLEAR_QUERY_RESULTS

- **Hash:** `0xE931354FEA710038`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcClearQueryResults`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_CLEAR_QUERY_RESULTS

## Signature

```c
void UGC_CLEAR_QUERY_RESULTS(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UgcClearQueryResults(ugcRequestId)

-- always available, by hash
Citizen.InvokeNative(0xE931354FEA710038, ugcRequestId)
```

### JavaScript

```js
UgcClearQueryResults(ugcRequestId);

// by hash
Citizen.invokeNative('0xE931354FEA710038', ugcRequestId);
```

### C#

```csharp
Function.Call((Hash)0xE931354FEA710038, ugcRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_DID_DESCRIPTION_REQUEST_SUCCEED

- **Hash:** `0x162C23CA83ED0A62`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcDidDescriptionRequestSucceed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_DID_DESCRIPTION_REQUEST_SUCCEED

## Signature

```c
BOOL UGC_DID_DESCRIPTION_REQUEST_SUCCEED(Hash description);
```

## Parameters

- `description` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcDidDescriptionRequestSucceed(description)

-- always available, by hash
local retval = Citizen.InvokeNative(0x162C23CA83ED0A62, description, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcDidDescriptionRequestSucceed(description);

// by hash
const retval = Citizen.invokeNative('0x162C23CA83ED0A62', description, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x162C23CA83ED0A62, description);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_DID_REQUEST_SUCCEED

- **Hash:** `0x0B6009A90B8495F1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcDidRequestSucceed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_DID_REQUEST_SUCCEED

## Signature

```c
BOOL UGC_DID_REQUEST_SUCCEED(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcDidRequestSucceed(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0B6009A90B8495F1, ugcRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcDidRequestSucceed(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0x0B6009A90B8495F1', ugcRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0B6009A90B8495F1, ugcRequestId);
```

## See also

- [NETWORK::CLOUD_DID_REQUEST_SUCCEED](https://natives.borderlinerp.com/natives/NETWORK/CLOUD_DID_REQUEST_SUCCEED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_GET_CACHED_DESCRIPTION

- **Hash:** `0x40F7E66472DF3E5C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcGetCachedDescription`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_GET_CACHED_DESCRIPTION

## Signature

```c
const char* UGC_GET_CACHED_DESCRIPTION(Hash description, int length);
```

## Parameters

- `description` (`Hash`)
- `length` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UgcGetCachedDescription(description, length)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40F7E66472DF3E5C, description, length, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcGetCachedDescription(description, length);

// by hash
const retval = Citizen.invokeNative('0x40F7E66472DF3E5C', description, length, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x40F7E66472DF3E5C, description, length);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_HAS_DESCRIPTION_REQUEST_FINISHED

- **Hash:** `0xEBFA8D50ADDC54C4`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcHasDescriptionRequestFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_HAS_DESCRIPTION_REQUEST_FINISHED

## Signature

```c
BOOL UGC_HAS_DESCRIPTION_REQUEST_FINISHED(Hash description);
```

## Parameters

- `description` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcHasDescriptionRequestFinished(description)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEBFA8D50ADDC54C4, description, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcHasDescriptionRequestFinished(description);

// by hash
const retval = Citizen.invokeNative('0xEBFA8D50ADDC54C4', description, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEBFA8D50ADDC54C4, description);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_HAS_PRIVILEGE

- **Hash:** `0x6506BFA755FB209C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcHasPrivilege`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_HAS_PRIVILEGE

## Signature

```c
BOOL _UGC_HAS_PRIVILEGE();
```

## Returns

`BOOL`

## Description

Checks if the user has ROS privilege 14.

## Usage

### Lua

```lua
local retval = UgcHasPrivilege()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6506BFA755FB209C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcHasPrivilege();

// by hash
const retval = Citizen.invokeNative('0x6506BFA755FB209C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6506BFA755FB209C);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_HAS_REQUEST_FINISHED

- **Hash:** `0xA9EB4D606076615D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcHasRequestFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_HAS_REQUEST_FINISHED

## Signature

```c
BOOL UGC_HAS_REQUEST_FINISHED(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcHasRequestFinished(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA9EB4D606076615D, ugcRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcHasRequestFinished(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0xA9EB4D606076615D', ugcRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA9EB4D606076615D, ugcRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_IS_BOOK_MARKED

- **Hash:** `0xE42D1042F09865FE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcIsBookMarked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_IS_BOOK_MARKED

## Signature

```c
BOOL _UGC_IS_BOOK_MARKED(const char* contentId);
```

## Parameters

- `contentId` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcIsBookMarked(contentId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE42D1042F09865FE, contentId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcIsBookMarked(contentId);

// by hash
const retval = Citizen.invokeNative('0xE42D1042F09865FE', contentId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE42D1042F09865FE, contentId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_IS_DESCRIPTION_REQUEST_IN_PROGRESS

- **Hash:** `0x2D5DC831176D0114`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcIsDescriptionRequestInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_IS_DESCRIPTION_REQUEST_IN_PROGRESS

## Signature

```c
BOOL UGC_IS_DESCRIPTION_REQUEST_IN_PROGRESS(Hash description);
```

## Parameters

- `description` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcIsDescriptionRequestInProgress(description)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D5DC831176D0114, description, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcIsDescriptionRequestInProgress(description);

// by hash
const retval = Citizen.invokeNative('0x2D5DC831176D0114', description, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2D5DC831176D0114, description);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_IS_LANGUAGE_SUPPORTED

- **Hash:** `0xF53E48461B71EECB`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcIsLanguageSupported`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_IS_LANGUAGE_SUPPORTED

## Signature

```c
BOOL UGC_IS_LANGUAGE_SUPPORTED(int languageId);
```

## Parameters

- `languageId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcIsLanguageSupported(languageId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF53E48461B71EECB, languageId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcIsLanguageSupported(languageId);

// by hash
const retval = Citizen.invokeNative('0xF53E48461B71EECB', languageId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF53E48461B71EECB, languageId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_IS_REQUEST_PENDING

- **Hash:** `0xF4AC4FA844FD559A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcIsRequestPending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_IS_REQUEST_PENDING

## Signature

```c
BOOL UGC_IS_REQUEST_PENDING(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcIsRequestPending(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF4AC4FA844FD559A, ugcRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcIsRequestPending(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0xF4AC4FA844FD559A', ugcRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF4AC4FA844FD559A, ugcRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_BY_CATEGORY

- **Hash:** `0x8C109958C9BB559D`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryByCategory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_BY_CATEGORY

## Signature

```c
int _UGC_QUERY_BY_CATEGORY(int categoryType, int p1, int maxGet, const char* contentTypeName, int p4, BOOL p5);
```

## Parameters

- `categoryType` (`int`)
- `p1` (`int`)
- `maxGet` (`int`)
- `contentTypeName` (`const char*`)
- `p4` (`int`)
- `p5` (`BOOL`)

## Returns

`int`

## Description

Returns ugcRequestId

## Usage

### Lua

```lua
local retval = UgcQueryByCategory(categoryType, p1, maxGet, contentTypeName, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8C109958C9BB559D, categoryType, p1, maxGet, contentTypeName, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryByCategory(categoryType, p1, maxGet, contentTypeName, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x8C109958C9BB559D', categoryType, p1, maxGet, contentTypeName, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8C109958C9BB559D, categoryType, p1, maxGet, contentTypeName, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_BY_CONTENT_ID

- **Hash:** `0x69D22E183580113F`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryByContentId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_BY_CONTENT_ID

## Signature

```c
int _UGC_QUERY_BY_CONTENT_ID(const char* contentId, BOOL latestVersion, const char* contentTypeName);
```

## Parameters

- `contentId` (`const char*`)
- `latestVersion` (`BOOL`)
- `contentTypeName` (`const char*`)

## Returns

`int`

## Description

Returns ugcRequestId

## Usage

### Lua

```lua
local retval = UgcQueryByContentId(contentId, latestVersion, contentTypeName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x69D22E183580113F, contentId, latestVersion, contentTypeName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryByContentId(contentId, latestVersion, contentTypeName);

// by hash
const retval = Citizen.invokeNative('0x69D22E183580113F', contentId, latestVersion, contentTypeName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x69D22E183580113F, contentId, latestVersion, contentTypeName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_BY_CONTENT_TYPE

- **Hash:** `0xF40EF49B3099E98E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryByContentType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_BY_CONTENT_TYPE

## Signature

```c
int _UGC_QUERY_BY_CONTENT_TYPE(int p0, int maxGet, const char* contentTypeName, int p3, int p4, int p5);
```

## Parameters

- `p0` (`int`)
- `maxGet` (`int`)
- `contentTypeName` (`const char*`)
- `p3` (`int`)
- `p4` (`int`)
- `p5` (`int`)

## Returns

`int`

## Description

Returns ugcRequestId

## Usage

### Lua

```lua
local retval = UgcQueryByContentType(p0, maxGet, contentTypeName, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF40EF49B3099E98E, p0, maxGet, contentTypeName, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryByContentType(p0, maxGet, contentTypeName, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xF40EF49B3099E98E', p0, maxGet, contentTypeName, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF40EF49B3099E98E, p0, maxGet, contentTypeName, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_BOOK_MARKED

- **Hash:** `0x98539FC453AEA639`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetBookMarked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_BOOK_MARKED

## Signature

```c
BOOL _UGC_QUERY_GET_BOOK_MARKED(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcQueryGetBookMarked(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98539FC453AEA639, p0, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcQueryGetBookMarked(p0, index);

// by hash
const retval = Citizen.invokeNative('0x98539FC453AEA639', p0, index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x98539FC453AEA639, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_QUERY_GET_CONTENT_HAS_PLAYER_RECORD

- **Hash:** `0xF794765390A6DCA5`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetContentHasPlayerRecord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_QUERY_GET_CONTENT_HAS_PLAYER_RECORD

## Signature

```c
BOOL UGC_QUERY_GET_CONTENT_HAS_PLAYER_RECORD(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcQueryGetContentHasPlayerRecord(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF794765390A6DCA5, p0, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcQueryGetContentHasPlayerRecord(p0, index);

// by hash
const retval = Citizen.invokeNative('0xF794765390A6DCA5', p0, index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF794765390A6DCA5, p0, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_QUERY_GET_CONTENT_NUM

- **Hash:** `0x76160E0396142765`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetContentNum`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_QUERY_GET_CONTENT_NUM

## Signature

```c
int UGC_QUERY_GET_CONTENT_NUM(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcQueryGetContentNum(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76160E0396142765, ugcRequestId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryGetContentNum(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0x76160E0396142765', ugcRequestId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x76160E0396142765, ugcRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_CREATOR_HANDLE

- **Hash:** `0xADB56322EEDFBDC9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetCreatorHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_CREATOR_HANDLE

## Signature

```c
Any _UGC_QUERY_GET_CREATOR_HANDLE(Any p0, int index, Any* gamerHandle);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `gamerHandle` (`Any*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, gamerHandle = UgcQueryGetCreatorHandle(p0, index, gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xADB56322EEDFBDC9, p0, index, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = UgcQueryGetCreatorHandle(p0, index, gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xADB56322EEDFBDC9', p0, index, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xADB56322EEDFBDC9, p0, index, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_CREATOR_PHOTO

- **Hash:** `0x409FE0CA6A4D1D49`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetCreatorPhoto`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_CREATOR_PHOTO

## Signature

```c
const char* _UGC_QUERY_GET_CREATOR_PHOTO(Any p0, int p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)
- `p2` (`Any`)

## Returns

`const char*`

## Description

Returns string for GET_STATUS_OF_LOAD_MISSION_CREATOR_PHOTO

## Usage

### Lua

```lua
local retval = UgcQueryGetCreatorPhoto(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x409FE0CA6A4D1D49, p0, p1, p2, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcQueryGetCreatorPhoto(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x409FE0CA6A4D1D49', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x409FE0CA6A4D1D49, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_DATE

- **Hash:** `0xE0CB4AB15CB32710`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetDate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_DATE

## Signature

```c
void _UGC_QUERY_GET_DATE(Any p0, int index, Any* p2);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p2 = UgcQueryGetDate(p0, index, p2)

-- always available, by hash
local p2 = Citizen.InvokeNative(0xE0CB4AB15CB32710, p0, index, Citizen.PointerValueIntInitialized(p2))
```

### JavaScript

```js
const p2 = UgcQueryGetDate(p0, index, p2);

// by hash
const p2 = Citizen.invokeNative('0xE0CB4AB15CB32710', p0, index, Citizen.pointerValueIntInitialized(p2));
```

### C#

```csharp
var p2 = new OutputArgument();
Function.Call((Hash)0xE0CB4AB15CB32710, p0, index, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_LANGUAGE

- **Hash:** `0x97764E8AC6487A9A`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetLanguage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_LANGUAGE

## Signature

```c
int _UGC_QUERY_GET_LANGUAGE(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcQueryGetLanguage(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x97764E8AC6487A9A, p0, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryGetLanguage(p0, index);

// by hash
const retval = Citizen.invokeNative('0x97764E8AC6487A9A', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x97764E8AC6487A9A, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_MISSION_DESC_HASH

- **Hash:** `0xA6BF569956C60A60`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetMissionDescHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_MISSION_DESC_HASH

## Signature

```c
Hash _UGC_QUERY_GET_MISSION_DESC_HASH(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = UgcQueryGetMissionDescHash(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6BF569956C60A60, p0, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryGetMissionDescHash(p0, index);

// by hash
const retval = Citizen.invokeNative('0xA6BF569956C60A60', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6BF569956C60A60, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_NAME

- **Hash:** `0x2D053EA815702DD1`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_NAME

## Signature

```c
const char* _UGC_QUERY_GET_NAME(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UgcQueryGetName(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D053EA815702DD1, p0, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcQueryGetName(p0, index);

// by hash
const retval = Citizen.invokeNative('0x2D053EA815702DD1', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x2D053EA815702DD1, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_OWNER_ID

- **Hash:** `0xF9F0B3028431967B`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetOwnerId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_OWNER_ID

## Signature

```c
const char* _UGC_QUERY_GET_OWNER_ID(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UgcQueryGetOwnerId(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9F0B3028431967B, p0, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcQueryGetOwnerId(p0, index);

// by hash
const retval = Citizen.invokeNative('0xF9F0B3028431967B', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xF9F0B3028431967B, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_PLAYLIST_NAME

- **Hash:** `0xCAF50048C8D0FBA0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetPlaylistName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_PLAYLIST_NAME

## Signature

```c
const char* _UGC_QUERY_GET_PLAYLIST_NAME(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UgcQueryGetPlaylistName(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCAF50048C8D0FBA0, p0, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcQueryGetPlaylistName(p0, index);

// by hash
const retval = Citizen.invokeNative('0xCAF50048C8D0FBA0', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xCAF50048C8D0FBA0, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_POSIX_PUBLISHED_DATE

- **Hash:** `0x104080CA9E519B00`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetPosixPublishedDate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_POSIX_PUBLISHED_DATE

## Signature

```c
int _UGC_QUERY_GET_POSIX_PUBLISHED_DATE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcQueryGetPosixPublishedDate(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x104080CA9E519B00, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryGetPosixPublishedDate(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x104080CA9E519B00', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x104080CA9E519B00, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_POSIX_UPDATED_DATE

- **Hash:** `0x21A99A72B00D8002`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetPosixUpdatedDate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_POSIX_UPDATED_DATE

## Signature

```c
int _UGC_QUERY_GET_POSIX_UPDATED_DATE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcQueryGetPosixUpdatedDate(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x21A99A72B00D8002, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryGetPosixUpdatedDate(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x21A99A72B00D8002', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x21A99A72B00D8002, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_PUBLISHED

- **Hash:** `0x9993F1E11944A3DD`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetPublished`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_PUBLISHED

## Signature

```c
BOOL _UGC_QUERY_GET_PUBLISHED(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcQueryGetPublished(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9993F1E11944A3DD, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcQueryGetPublished(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x9993F1E11944A3DD', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9993F1E11944A3DD, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_RATING

- **Hash:** `0x24CD8FAEA1368379`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetRating`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_RATING

## Signature

```c
float _UGC_QUERY_GET_RATING(Any p0, int index, int p2);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = UgcQueryGetRating(p0, index, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x24CD8FAEA1368379, p0, index, p2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = UgcQueryGetRating(p0, index, p2);

// by hash
const retval = Citizen.invokeNative('0x24CD8FAEA1368379', p0, index, p2, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x24CD8FAEA1368379, p0, index, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_ROOT_CONTENT_ID

- **Hash:** `0x566CEB0542EF5ECF`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetRootContentId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_ROOT_CONTENT_ID

## Signature

```c
const char* _UGC_QUERY_GET_ROOT_CONTENT_ID(Any p0, int index);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UgcQueryGetRootContentId(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x566CEB0542EF5ECF, p0, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcQueryGetRootContentId(p0, index);

// by hash
const retval = Citizen.invokeNative('0x566CEB0542EF5ECF', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x566CEB0542EF5ECF, p0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::_UGC_QUERY_GET_VERSION

- **Hash:** `0x63E9DCBC8B0931ED`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetVersion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_VERSION

## Signature

```c
int _UGC_QUERY_GET_VERSION(Any p0, int index, int p2);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `p2` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcQueryGetVersion(p0, index, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x63E9DCBC8B0931ED, p0, index, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcQueryGetVersion(p0, index, p2);

// by hash
const retval = Citizen.invokeNative('0x63E9DCBC8B0931ED', p0, index, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x63E9DCBC8B0931ED, p0, index, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_QUERY_WAS_FORCE_CANCELLED

- **Hash:** `0xF8F0705E77A0E705`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryWasForceCancelled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_QUERY_WAS_FORCE_CANCELLED

## Signature

```c
BOOL UGC_QUERY_WAS_FORCE_CANCELLED(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcQueryWasForceCancelled(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8F0705E77A0E705, ugcRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcQueryWasForceCancelled(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0xF8F0705E77A0E705', ugcRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF8F0705E77A0E705, ugcRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_RELEASE_ALL_CACHED_DESCRIPTIONS

- **Hash:** `0x68103E2247887242`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcReleaseAllCachedDescriptions`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_RELEASE_ALL_CACHED_DESCRIPTIONS

## Signature

```c
void UGC_RELEASE_ALL_CACHED_DESCRIPTIONS();
```

## Returns

`void`

## Usage

### Lua

```lua
UgcReleaseAllCachedDescriptions()

-- always available, by hash
Citizen.InvokeNative(0x68103E2247887242)
```

### JavaScript

```js
UgcReleaseAllCachedDescriptions();

// by hash
Citizen.invokeNative('0x68103E2247887242');
```

### C#

```csharp
Function.Call((Hash)0x68103E2247887242);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_RELEASE_CACHED_DESCRIPTION

- **Hash:** `0x5A34CD9C3C5BEC44`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcReleaseCachedDescription`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_RELEASE_CACHED_DESCRIPTION

## Signature

```c
BOOL UGC_RELEASE_CACHED_DESCRIPTION(Hash description);
```

## Parameters

- `description` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UgcReleaseCachedDescription(description)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A34CD9C3C5BEC44, description, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UgcReleaseCachedDescription(description);

// by hash
const retval = Citizen.invokeNative('0x5A34CD9C3C5BEC44', description, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A34CD9C3C5BEC44, description);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_REQUEST_CACHED_DESCRIPTION

- **Hash:** `0x5E0165278F6339EE`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcRequestCachedDescription`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_REQUEST_CACHED_DESCRIPTION

## Signature

```c
int UGC_REQUEST_CACHED_DESCRIPTION(Hash description);
```

## Parameters

- `description` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcRequestCachedDescription(description)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E0165278F6339EE, description, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcRequestCachedDescription(description);

// by hash
const retval = Citizen.invokeNative('0x5E0165278F6339EE', description, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5E0165278F6339EE, description);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_REQUEST_CONTENT_DATA_FROM_PARAMS

- **Hash:** `0x7FD2990AF016795E`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcRequestContentDataFromParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_REQUEST_CONTENT_DATA_FROM_PARAMS

## Signature

```c
int UGC_REQUEST_CONTENT_DATA_FROM_PARAMS(const char* contentTypeName, const char* contentId, int fileId, int fileVersion, int languageId);
```

## Parameters

- `contentTypeName` (`const char*`)
- `contentId` (`const char*`)
- `fileId` (`int`)
- `fileVersion` (`int`)
- `languageId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UgcRequestContentDataFromParams(contentTypeName, contentId, fileId, fileVersion, languageId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7FD2990AF016795E, contentTypeName, contentId, fileId, fileVersion, languageId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UgcRequestContentDataFromParams(contentTypeName, contentId, fileId, fileVersion, languageId);

// by hash
const retval = Citizen.invokeNative('0x7FD2990AF016795E', contentTypeName, contentId, fileId, fileVersion, languageId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7FD2990AF016795E, contentTypeName, contentId, fileId, fileVersion, languageId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_SET_QUERY_DATA_FROM_OFFLINE

- **Hash:** `0xF98DDE0A8ED09323`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcSetQueryDataFromOffline`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_SET_QUERY_DATA_FROM_OFFLINE

## Signature

```c
void UGC_SET_QUERY_DATA_FROM_OFFLINE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UgcSetQueryDataFromOffline(p0)

-- always available, by hash
Citizen.InvokeNative(0xF98DDE0A8ED09323, p0)
```

### JavaScript

```js
UgcSetQueryDataFromOffline(p0);

// by hash
Citizen.invokeNative('0xF98DDE0A8ED09323', p0);
```

### C#

```csharp
Function.Call((Hash)0xF98DDE0A8ED09323, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::UGC_TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x308F96458B7087CC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcTextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int UGC_TEXTURE_DOWNLOAD_REQUEST(Any* p0, Any p1, Any p2, Any p3, Any* p4, BOOL p5);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any*`)
- `p5` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p4 = UgcTextureDownloadRequest(p1, p2, p3, p5)

-- always available, by hash
local retval, p0, p4 = Citizen.InvokeNative(0x308F96458B7087CC, Citizen.PointerValueInt(), p1, p2, p3, Citizen.PointerValueInt(), p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p4] = UgcTextureDownloadRequest(p1, p2, p3, p5);

// by hash
const [retval, p0, p4] = Citizen.invokeNative('0x308F96458B7087CC', Citizen.pointerValueInt(), p1, p2, p3, Citizen.pointerValueInt(), p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p4 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x308F96458B7087CC, p0, p1, p2, p3, p4, p5);
// p0.GetResult<int>()
// p4.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [NETWORK::_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST](https://natives.borderlinerp.com/natives/NETWORK/_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST.md) — Returns textureDownloadId

*Sources: alloc8or RDR3 NativeDB.*

---

# NETWORK::VEH_TO_NET

- **Hash:** `0xB4C94523F023419C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `VehToNet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/VEH_TO_NET

## Signature

```c
int VEH_TO_NET(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Description

Returns the network ID of the given vehicle.

## Usage

### Lua

```lua
local retval = VehToNet(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4C94523F023419C, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = VehToNet(vehicle);

// by hash
const retval = Citizen.invokeNative('0xB4C94523F023419C', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB4C94523F023419C, vehicle);
```

## See also

- [NETWORK::PED_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/PED_TO_NET.md) — Returns the network ID of the given ped.
- [NETWORK::OBJ_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/OBJ_TO_NET.md) — Returns the network ID of the given object.
- [NETWORK::_PROPSET_TO_NET](https://natives.borderlinerp.com/natives/NETWORK/_PROPSET_TO_NET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x08C5825A2932EA7B

- **Hash:** `0x08C5825A2932EA7B`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x08c5825a2932ea7b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x08C5825A2932EA7B

## Signature

```c
Any _0x08C5825A2932EA7B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x08c5825a2932ea7b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x08C5825A2932EA7B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x08c5825a2932ea7b(p0);

// by hash
const retval = Citizen.invokeNative('0x08C5825A2932EA7B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x08C5825A2932EA7B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x08c5825a2932ea7b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x0C0A373D181BF900

- **Hash:** `0x0C0A373D181BF900`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x0c0a373d181bf900`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x0C0A373D181BF900

## Signature

```c
void _0x0C0A373D181BF900(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

something to do with doors lockdown when navmesh is swapping?UPDATE_WORLD_STATE  seems to be for unlocking something

## Usage

### Lua

```lua
N_0x0c0a373d181bf900(p0)

-- always available, by hash
Citizen.InvokeNative(0x0C0A373D181BF900, p0)
```

### JavaScript

```js
N_0x0c0a373d181bf900(p0);

// by hash
Citizen.invokeNative('0x0C0A373D181BF900', p0);
```

### C#

```csharp
Function.Call((Hash)0x0C0A373D181BF900, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0c0a373d181bf900` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_0x1F5E07E14A86FAFC

- **Hash:** `0x1F5E07E14A86FAFC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x1f5e07e14a86fafc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x1F5E07E14A86FAFC

## Signature

```c
void _0x1F5E07E14A86FAFC(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

_SET_A(MBIENT_PICKUP_?)*

## Usage

### Lua

```lua
N_0x1f5e07e14a86fafc(p0)

-- always available, by hash
Citizen.InvokeNative(0x1F5E07E14A86FAFC, p0)
```

### JavaScript

```js
N_0x1f5e07e14a86fafc(p0);

// by hash
Citizen.invokeNative('0x1F5E07E14A86FAFC', p0);
```

### C#

```csharp
Function.Call((Hash)0x1F5E07E14A86FAFC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f5e07e14a86fafc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x22031584496CFB70

- **Hash:** `0x22031584496CFB70`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x22031584496cfb70`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x22031584496CFB70

## Signature

```c
void _0x22031584496CFB70(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x22031584496cfb70(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x22031584496CFB70, p0, p1)
```

### JavaScript

```js
N_0x22031584496cfb70(p0, p1);

// by hash
Citizen.invokeNative('0x22031584496CFB70', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x22031584496CFB70, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x22031584496cfb70` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x235C863DA77BD88D

- **Hash:** `0x235C863DA77BD88D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x235c863da77bd88d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x235C863DA77BD88D

## Signature

```c
Any _0x235C863DA77BD88D(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x235c863da77bd88d(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x235C863DA77BD88D, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x235c863da77bd88d(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x235C863DA77BD88D', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x235C863DA77BD88D, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x235c863da77bd88d` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x250EBB11E81A10BE

- **Hash:** `0x250EBB11E81A10BE`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x250ebb11e81a10be`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x250EBB11E81A10BE

## Signature

```c
Any _0x250EBB11E81A10BE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x250ebb11e81a10be(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x250EBB11E81A10BE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x250ebb11e81a10be(p0);

// by hash
const retval = Citizen.invokeNative('0x250EBB11E81A10BE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x250EBB11E81A10BE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x250ebb11e81a10be` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x2BF1953C0C21AC88

- **Hash:** `0x2BF1953C0C21AC88`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x2bf1953c0c21ac88`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x2BF1953C0C21AC88

## Signature

```c
Any _0x2BF1953C0C21AC88(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2bf1953c0c21ac88(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2BF1953C0C21AC88, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2bf1953c0c21ac88(p0);

// by hash
const retval = Citizen.invokeNative('0x2BF1953C0C21AC88', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2BF1953C0C21AC88, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2bf1953c0c21ac88` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x3A77DAE8B4FD7586

- **Hash:** `0x3A77DAE8B4FD7586`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x3a77dae8b4fd7586`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x3A77DAE8B4FD7586

## Signature

```c
void _0x3A77DAE8B4FD7586(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3a77dae8b4fd7586(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3A77DAE8B4FD7586, p0, p1)
```

### JavaScript

```js
N_0x3a77dae8b4fd7586(p0, p1);

// by hash
Citizen.invokeNative('0x3A77DAE8B4FD7586', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3A77DAE8B4FD7586, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3a77dae8b4fd7586` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x3DF1A0A58498E209

- **Hash:** `0x3DF1A0A58498E209`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x3df1a0a58498e209`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x3DF1A0A58498E209

## Signature

```c
void _0x3DF1A0A58498E209(Object object, BOOL p1);
```

## Parameters

- `object` (`Object`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_FORCE* - _SET_LOCAL*

## Usage

### Lua

```lua
N_0x3df1a0a58498e209(object, p1)

-- always available, by hash
Citizen.InvokeNative(0x3DF1A0A58498E209, object, p1)
```

### JavaScript

```js
N_0x3df1a0a58498e209(object, p1);

// by hash
Citizen.invokeNative('0x3DF1A0A58498E209', object, p1);
```

### C#

```csharp
Function.Call((Hash)0x3DF1A0A58498E209, object, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3df1a0a58498e209` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x3E2616E7EA539480

- **Hash:** `0x3E2616E7EA539480`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x3e2616e7ea539480`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x3E2616E7EA539480

## Signature

```c
Any _0x3E2616E7EA539480(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3e2616e7ea539480(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E2616E7EA539480, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3e2616e7ea539480(p0);

// by hash
const retval = Citizen.invokeNative('0x3E2616E7EA539480', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3E2616E7EA539480, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3e2616e7ea539480` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x46CBCF0E98A4E156

- **Hash:** `0x46CBCF0E98A4E156`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x46cbcf0e98a4e156`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x46CBCF0E98A4E156

## Signature

```c
void _0x46CBCF0E98A4E156(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x46cbcf0e98a4e156(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x46CBCF0E98A4E156, p0, p1)
```

### JavaScript

```js
N_0x46cbcf0e98a4e156(p0, p1);

// by hash
Citizen.invokeNative('0x46CBCF0E98A4E156', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x46CBCF0E98A4E156, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x46cbcf0e98a4e156` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x491439AEF410A2FC

- **Hash:** `0x491439AEF410A2FC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x491439aef410a2fc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x491439AEF410A2FC

## Signature

```c
void _0x491439AEF410A2FC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x491439aef410a2fc(p0)

-- always available, by hash
Citizen.InvokeNative(0x491439AEF410A2FC, p0)
```

### JavaScript

```js
N_0x491439aef410a2fc(p0);

// by hash
Citizen.invokeNative('0x491439AEF410A2FC', p0);
```

### C#

```csharp
Function.Call((Hash)0x491439AEF410A2FC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x491439aef410a2fc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x4AE07EBA3462C5D5

- **Hash:** `0x4AE07EBA3462C5D5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x4ae07eba3462c5d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x4AE07EBA3462C5D5

## Signature

```c
void _0x4AE07EBA3462C5D5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4ae07eba3462c5d5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x4AE07EBA3462C5D5, p0, p1)
```

### JavaScript

```js
N_0x4ae07eba3462c5d5(p0, p1);

// by hash
Citizen.invokeNative('0x4AE07EBA3462C5D5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x4AE07EBA3462C5D5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4ae07eba3462c5d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x57C242543B7B8FB9

- **Hash:** `0x57C242543B7B8FB9`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x57c242543b7b8fb9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x57C242543B7B8FB9

## Signature

```c
void _0x57C242543B7B8FB9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x57c242543b7b8fb9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x57C242543B7B8FB9, p0, p1)
```

### JavaScript

```js
N_0x57c242543b7b8fb9(p0, p1);

// by hash
Citizen.invokeNative('0x57C242543B7B8FB9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x57C242543B7B8FB9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x57c242543b7b8fb9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x614D0B4533F842D3

- **Hash:** `0x614D0B4533F842D3`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x614d0b4533f842d3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x614D0B4533F842D3

## Signature

```c
Any _0x614D0B4533F842D3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x614d0b4533f842d3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x614D0B4533F842D3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x614d0b4533f842d3(p0);

// by hash
const retval = Citizen.invokeNative('0x614D0B4533F842D3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x614D0B4533F842D3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x614d0b4533f842d3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x6579860A5558524A

- **Hash:** `0x6579860A5558524A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x6579860a5558524a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x6579860A5558524A

## Signature

```c
void _0x6579860A5558524A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6579860a5558524a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6579860A5558524A, p0, p1)
```

### JavaScript

```js
N_0x6579860a5558524a(p0, p1);

// by hash
Citizen.invokeNative('0x6579860A5558524A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6579860A5558524A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6579860a5558524a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x7D4411D6736CD295

- **Hash:** `0x7D4411D6736CD295`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x7d4411d6736cd295`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x7D4411D6736CD295

## Signature

```c
Any _0x7D4411D6736CD295(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7d4411d6736cd295(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7D4411D6736CD295, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7d4411d6736cd295(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x7D4411D6736CD295', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7D4411D6736CD295, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7d4411d6736cd295` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0x7F458B543006C8FE

- **Hash:** `0x7F458B543006C8FE`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x7f458b543006c8fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x7F458B543006C8FE

## Signature

```c
void _0x7F458B543006C8FE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

something to do with doors lockdown when navmesh is swapping? UPDATE_WORLD_STATE, seems to be for locking something

## Usage

### Lua

```lua
N_0x7f458b543006c8fe(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x7F458B543006C8FE, p0, p1)
```

### JavaScript

```js
N_0x7f458b543006c8fe(p0, p1);

// by hash
Citizen.invokeNative('0x7F458B543006C8FE', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x7F458B543006C8FE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7f458b543006c8fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_0x9A74A9CADFA8A598

- **Hash:** `0x9A74A9CADFA8A598`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0x9a74a9cadfa8a598`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0x9A74A9CADFA8A598

## Signature

```c
void _0x9A74A9CADFA8A598(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9a74a9cadfa8a598(p0)

-- always available, by hash
Citizen.InvokeNative(0x9A74A9CADFA8A598, p0)
```

### JavaScript

```js
N_0x9a74a9cadfa8a598(p0);

// by hash
Citizen.invokeNative('0x9A74A9CADFA8A598', p0);
```

### C#

```csharp
Function.Call((Hash)0x9A74A9CADFA8A598, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9a74a9cadfa8a598` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xACD4F9831DFAD7F5

- **Hash:** `0xACD4F9831DFAD7F5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xacd4f9831dfad7f5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xACD4F9831DFAD7F5

## Signature

```c
Any _0xACD4F9831DFAD7F5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xacd4f9831dfad7f5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xACD4F9831DFAD7F5, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xacd4f9831dfad7f5(p0);

// by hash
const retval = Citizen.invokeNative('0xACD4F9831DFAD7F5', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xACD4F9831DFAD7F5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xacd4f9831dfad7f5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xCBFBD38F2E0A263B

- **Hash:** `0xCBFBD38F2E0A263B`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xcbfbd38f2e0a263b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xCBFBD38F2E0A263B

## Signature

```c
void _0xCBFBD38F2E0A263B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcbfbd38f2e0a263b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCBFBD38F2E0A263B, p0, p1)
```

### JavaScript

```js
N_0xcbfbd38f2e0a263b(p0, p1);

// by hash
Citizen.invokeNative('0xCBFBD38F2E0A263B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCBFBD38F2E0A263B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcbfbd38f2e0a263b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xCEAB54F4632C6EF6

- **Hash:** `0xCEAB54F4632C6EF6`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xceab54f4632c6ef6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xCEAB54F4632C6EF6

## Signature

```c
void _0xCEAB54F4632C6EF6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xceab54f4632c6ef6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCEAB54F4632C6EF6, p0, p1)
```

### JavaScript

```js
N_0xceab54f4632c6ef6(p0, p1);

// by hash
Citizen.invokeNative('0xCEAB54F4632C6EF6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCEAB54F4632C6EF6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xceab54f4632c6ef6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xD91E55B6C005EB09

- **Hash:** `0xD91E55B6C005EB09`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xd91e55b6c005eb09`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xD91E55B6C005EB09

## Signature

```c
Any _0xD91E55B6C005EB09(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd91e55b6c005eb09(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD91E55B6C005EB09, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd91e55b6c005eb09(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xD91E55B6C005EB09', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD91E55B6C005EB09, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd91e55b6c005eb09` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xDE116ECFFDD4B997

- **Hash:** `0xDE116ECFFDD4B997`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xde116ecffdd4b997`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xDE116ECFFDD4B997

## Signature

```c
void _0xDE116ECFFDD4B997(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xde116ecffdd4b997(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDE116ECFFDD4B997, p0, p1)
```

### JavaScript

```js
N_0xde116ecffdd4b997(p0, p1);

// by hash
Citizen.invokeNative('0xDE116ECFFDD4B997', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDE116ECFFDD4B997, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xde116ecffdd4b997` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xDFA1237F5228263F

- **Hash:** `0xDFA1237F5228263F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xdfa1237f5228263f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xDFA1237F5228263F

## Signature

```c
void _0xDFA1237F5228263F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdfa1237f5228263f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDFA1237F5228263F, p0, p1)
```

### JavaScript

```js
N_0xdfa1237f5228263f(p0, p1);

// by hash
Citizen.invokeNative('0xDFA1237F5228263F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDFA1237F5228263F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdfa1237f5228263f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xF65EDE5D02A7A760

- **Hash:** `0xF65EDE5D02A7A760`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xf65ede5d02a7a760`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xF65EDE5D02A7A760

## Signature

```c
void _0xF65EDE5D02A7A760(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf65ede5d02a7a760(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF65EDE5D02A7A760, p0, p1)
```

### JavaScript

```js
N_0xf65ede5d02a7a760(p0, p1);

// by hash
Citizen.invokeNative('0xF65EDE5D02A7A760', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF65EDE5D02A7A760, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf65ede5d02a7a760` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xF6E88489B4E6EBE5

- **Hash:** `0xF6E88489B4E6EBE5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xf6e88489b4e6ebe5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xF6E88489B4E6EBE5

## Signature

```c
void _0xF6E88489B4E6EBE5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf6e88489b4e6ebe5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF6E88489B4E6EBE5, p0, p1)
```

### JavaScript

```js
N_0xf6e88489b4e6ebe5(p0, p1);

// by hash
Citizen.invokeNative('0xF6E88489B4E6EBE5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF6E88489B4E6EBE5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf6e88489b4e6ebe5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_0xFA99E8E575F2FEF8

- **Hash:** `0xFA99E8E575F2FEF8`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `N_0xfa99e8e575f2fef8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/0xFA99E8E575F2FEF8

## Signature

```c
Any _0xFA99E8E575F2FEF8(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xfa99e8e575f2fef8(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA99E8E575F2FEF8, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfa99e8e575f2fef8(p0);

// by hash
const retval = Citizen.invokeNative('0xFA99E8E575F2FEF8', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFA99E8E575F2FEF8, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa99e8e575f2fef8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_ADD_DOOR_TO_SYSTEM_NEW

- **Hash:** `0xD99229FE93B46286`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `AddDoorToSystemNew`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_ADD_DOOR_TO_SYSTEM_NEW

## Signature

```c
void _ADD_DOOR_TO_SYSTEM_NEW(Hash doorHash, BOOL p1, BOOL p2, BOOL p3, int threadId, int p5, BOOL p6);
```

## Parameters

- `doorHash` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `threadId` (`int`)
- `p5` (`int`)
- `p6` (`BOOL`)

## Returns

`void`

## Description

Registers a door, hashes: https://github.com/femga/rdr3_discoveries/tree/master/doorHashes

## Usage

### Lua

```lua
AddDoorToSystemNew(doorHash, p1, p2, p3, threadId, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xD99229FE93B46286, doorHash, p1, p2, p3, threadId, p5, p6)
```

### JavaScript

```js
AddDoorToSystemNew(doorHash, p1, p2, p3, threadId, p5, p6);

// by hash
Citizen.invokeNative('0xD99229FE93B46286', doorHash, p1, p2, p3, threadId, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xD99229FE93B46286, doorHash, p1, p2, p3, threadId, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# OBJECT::ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS

- **Hash:** `0xE2B3B852B537C398`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `AllowDamageEventsForNonNetworkedObjects`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS

## Signature

```c
void ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AllowDamageEventsForNonNetworkedObjects(enabled)

-- always available, by hash
Citizen.InvokeNative(0xE2B3B852B537C398, enabled)
```

### JavaScript

```js
AllowDamageEventsForNonNetworkedObjects(enabled);

// by hash
Citizen.invokeNative('0xE2B3B852B537C398', enabled);
```

### C#

```csharp
Function.Call((Hash)0xE2B3B852B537C398, enabled);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::ATTACH_PORTABLE_PICKUP_TO_PED

- **Hash:** `0x8DC39368BDD57755`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `AttachPortablePickupToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/ATTACH_PORTABLE_PICKUP_TO_PED

## Signature

```c
void ATTACH_PORTABLE_PICKUP_TO_PED(Object pickupObject, Ped ped);
```

## Parameters

- `pickupObject` (`Object`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
AttachPortablePickupToPed(pickupObject, ped)

-- always available, by hash
Citizen.InvokeNative(0x8DC39368BDD57755, pickupObject, ped)
```

### JavaScript

```js
AttachPortablePickupToPed(pickupObject, ped);

// by hash
Citizen.invokeNative('0x8DC39368BDD57755', pickupObject, ped);
```

### C#

```csharp
Function.Call((Hash)0x8DC39368BDD57755, pickupObject, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::BLOCK_PICKUP_FROM_PLAYER_COLLECTION

- **Hash:** `0xB8F5062070BB6DBD`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `BlockPickupFromPlayerCollection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/BLOCK_PICKUP_FROM_PLAYER_COLLECTION

## Signature

```c
void BLOCK_PICKUP_FROM_PLAYER_COLLECTION(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
BlockPickupFromPlayerCollection(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB8F5062070BB6DBD, p0, p1)
```

### JavaScript

```js
BlockPickupFromPlayerCollection(p0, p1);

// by hash
Citizen.invokeNative('0xB8F5062070BB6DBD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB8F5062070BB6DBD, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::BREAK_ALL_OBJECT_FRAGMENT_BONES

- **Hash:** `0x8462BE2341A55B6F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `BreakAllObjectFragmentBones`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/BREAK_ALL_OBJECT_FRAGMENT_BONES

## Signature

```c
void BREAK_ALL_OBJECT_FRAGMENT_BONES(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
BreakAllObjectFragmentBones(object)

-- always available, by hash
Citizen.InvokeNative(0x8462BE2341A55B6F, object)
```

### JavaScript

```js
BreakAllObjectFragmentBones(object);

// by hash
Citizen.invokeNative('0x8462BE2341A55B6F', object);
```

### C#

```csharp
Function.Call((Hash)0x8462BE2341A55B6F, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::BREAK_OBJECT_FRAGMENT_CHILD

- **Hash:** `0xE7E4C198B0185900`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `BreakObjectFragmentChild`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/BREAK_OBJECT_FRAGMENT_CHILD

## Signature

```c
void BREAK_OBJECT_FRAGMENT_CHILD(Object object, Any p1, BOOL p2);
```

## Parameters

- `object` (`Object`)
- `p1` (`Any`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BreakObjectFragmentChild(object, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE7E4C198B0185900, object, p1, p2)
```

### JavaScript

```js
BreakObjectFragmentChild(object, p1, p2);

// by hash
Citizen.invokeNative('0xE7E4C198B0185900', object, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE7E4C198B0185900, object, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_CHECK_DOOR_ACTION_FLAG

- **Hash:** `0x0943113E02322164`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CheckDoorActionFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_CHECK_DOOR_ACTION_FLAG

## Signature

```c
BOOL _CHECK_DOOR_ACTION_FLAG(Object doorObject, int flag);
```

## Parameters

- `doorObject` (`Object`)
- `flag` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks whether a specific door-related action/state flag is active for the given door object.

Observed flags:
- 32: true while the door is being kicked
- 23: true if the door was previously opened by kicking
- 8: true when attempting to open the door while it is locked

*Source: VORPCORE RDR3natives*

Checks whether a specific door-related action/state flag is active for the given door object.
Observed behavior:
- flag 32: returns true when the door is being kicked (kick action event)
- flag 23: returns true if the door has been previously opened by kicking (post-kick state)
- flag 8:  returns true when attempting to open the door while it is locked

## Usage

### Lua

```lua
local retval = CheckDoorActionFlag(doorObject, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0943113E02322164, doorObject, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CheckDoorActionFlag(doorObject, flag);

// by hash
const retval = Citizen.invokeNative('0x0943113E02322164', doorObject, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0943113E02322164, doorObject, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::CONVERT_OLD_PICKUP_TYPE_TO_NEW

- **Hash:** `0x5EAAD83F8CFB4575`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `ConvertOldPickupTypeToNew`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CONVERT_OLD_PICKUP_TYPE_TO_NEW

## Signature

```c
Hash CONVERT_OLD_PICKUP_TYPE_TO_NEW(Hash pickupHash);
```

## Parameters

- `pickupHash` (`Hash`)

## Returns

`Hash`

## Description

Old name: _GET_PICKUP_HASH

## Usage

### Lua

```lua
local retval = ConvertOldPickupTypeToNew(pickupHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EAAD83F8CFB4575, pickupHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ConvertOldPickupTypeToNew(pickupHash);

// by hash
const retval = Citizen.invokeNative('0x5EAAD83F8CFB4575', pickupHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5EAAD83F8CFB4575, pickupHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_AMBIENT_PICKUP

- **Hash:** `0x673966A0C0FD7171`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreateAmbientPickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_AMBIENT_PICKUP

## Signature

```c
Object CREATE_AMBIENT_PICKUP(Hash pickupHash, float x, float y, float z, int flags, int amount, Hash customModel, BOOL createAsScriptObject, BOOL scriptHostObject, int customAmmoType, float p10);
```

## Parameters

- `pickupHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)
- `amount` (`int`)
- `customModel` (`Hash`)
- `createAsScriptObject` (`BOOL`)
- `scriptHostObject` (`BOOL`)
- `customAmmoType` (`int`)
- `p10` (`float`)

## Returns

`Object`

## Description

flags: see CREATE_PICKUP

## Usage

### Lua

```lua
local retval = CreateAmbientPickup(pickupHash, x, y, z, flags, amount, customModel, createAsScriptObject, scriptHostObject, customAmmoType, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0x673966A0C0FD7171, pickupHash, x, y, z, flags, amount, customModel, createAsScriptObject, scriptHostObject, customAmmoType, p10, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateAmbientPickup(pickupHash, x, y, z, flags, amount, customModel, createAsScriptObject, scriptHostObject, customAmmoType, p10);

// by hash
const retval = Citizen.invokeNative('0x673966A0C0FD7171', pickupHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, amount, customModel, createAsScriptObject, scriptHostObject, customAmmoType, p10 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x673966A0C0FD7171, pickupHash, x, y, z, flags, amount, customModel, createAsScriptObject, scriptHostObject, customAmmoType, p10);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [Placement Flags](https://natives.borderlinerp.com/enums/Placement-Flags.md) — 24 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_OBJECT

- **Hash:** `0x509D5878EB39E842`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreateObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_OBJECT

## Signature

```c
Object CREATE_OBJECT(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL bScriptHostObj, BOOL dynamic, BOOL p7, BOOL p8);
```

## Parameters

- `modelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `isNetwork` (`BOOL`)
- `bScriptHostObj` (`BOOL`)
- `dynamic` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = CreateObject(modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x509D5878EB39E842, modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateObject(modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x509D5878EB39E842', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, isNetwork, bScriptHostObj, dynamic, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x509D5878EB39E842, modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_OBJECT_NO_OFFSET

- **Hash:** `0x9A294B2138ABB884`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreateObjectNoOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_OBJECT_NO_OFFSET

## Signature

```c
Object CREATE_OBJECT_NO_OFFSET(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL bScriptHostObj, BOOL dynamic, BOOL p7);
```

## Parameters

- `modelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `isNetwork` (`BOOL`)
- `bScriptHostObj` (`BOOL`)
- `dynamic` (`BOOL`)
- `p7` (`BOOL`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = CreateObjectNoOffset(modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A294B2138ABB884, modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateObjectNoOffset(modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7);

// by hash
const retval = Citizen.invokeNative('0x9A294B2138ABB884', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, isNetwork, bScriptHostObj, dynamic, p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9A294B2138ABB884, modelHash, x, y, z, isNetwork, bScriptHostObj, dynamic, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_OBJECT_SKELETON

- **Hash:** `0xB6CBD40F8EA69E8A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreateObjectSkeleton`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_OBJECT_SKELETON

## Signature

```c
BOOL CREATE_OBJECT_SKELETON(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CreateObjectSkeleton(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6CBD40F8EA69E8A, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CreateObjectSkeleton(object);

// by hash
const retval = Citizen.invokeNative('0xB6CBD40F8EA69E8A', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB6CBD40F8EA69E8A, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_PICKUP

- **Hash:** `0xFBA08C503DD5FA58`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreatePickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_PICKUP

## Signature

```c
Pickup CREATE_PICKUP(Hash pickupHash, float x, float y, float z, int flags, int p5, BOOL p6, Hash modelHash, int p8, float p9, Any p10);
```

## Parameters

- `pickupHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)
- `p5` (`int`)
- `p6` (`BOOL`)
- `modelHash` (`Hash`)
- `p8` (`int`)
- `p9` (`float`)
- `p10` (`Any`)

## Returns

`Pickup`

## Description

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Placement%20Flags
https://github.com/femga/rdr3_discoveries/blob/master/objects/pickup_list.lua

## Usage

### Lua

```lua
local retval = CreatePickup(pickupHash, x, y, z, flags, p5, p6, modelHash, p8, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFBA08C503DD5FA58, pickupHash, x, y, z, flags, p5, p6, modelHash, p8, p9, p10, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePickup(pickupHash, x, y, z, flags, p5, p6, modelHash, p8, p9, p10);

// by hash
const retval = Citizen.invokeNative('0xFBA08C503DD5FA58', pickupHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, p5, p6, modelHash, p8, p9 + 0.0000001, p10, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFBA08C503DD5FA58, pickupHash, x, y, z, flags, p5, p6, modelHash, p8, p9, p10);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [Placement Flags](https://natives.borderlinerp.com/enums/Placement-Flags.md) — 24 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_PICKUP_ROTATE

- **Hash:** `0x891804727E0A98B7`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreatePickupRotate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_PICKUP_ROTATE

## Signature

```c
Pickup CREATE_PICKUP_ROTATE(Hash pickupHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, int flags, int p8, int p9, BOOL p10, Hash modelHash, int p12, float p13, Any p14);
```

## Parameters

- `pickupHash` (`Hash`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `flags` (`int`)
- `p8` (`int`)
- `p9` (`int`)
- `p10` (`BOOL`)
- `modelHash` (`Hash`)
- `p12` (`int`)
- `p13` (`float`)
- `p14` (`Any`)

## Returns

`Pickup`

## Description

flags: see CREATE_PICKUP

## Usage

### Lua

```lua
local retval = CreatePickupRotate(pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flags, p8, p9, p10, modelHash, p12, p13, p14)

-- always available, by hash
local retval = Citizen.InvokeNative(0x891804727E0A98B7, pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flags, p8, p9, p10, modelHash, p12, p13, p14, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePickupRotate(pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flags, p8, p9, p10, modelHash, p12, p13, p14);

// by hash
const retval = Citizen.invokeNative('0x891804727E0A98B7', pickupHash, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, flags, p8, p9, p10, modelHash, p12, p13 + 0.0000001, p14, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x891804727E0A98B7, pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flags, p8, p9, p10, modelHash, p12, p13, p14);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values
- [Placement Flags](https://natives.borderlinerp.com/enums/Placement-Flags.md) — 24 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::CREATE_PORTABLE_PICKUP

- **Hash:** `0x2EAF1FDB2FB55698`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CreatePortablePickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/CREATE_PORTABLE_PICKUP

## Signature

```c
Object CREATE_PORTABLE_PICKUP(Hash pickupHash, float x, float y, float z, BOOL placeOnGround, Hash modelHash);
```

## Parameters

- `pickupHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `placeOnGround` (`BOOL`)
- `modelHash` (`Hash`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = CreatePortablePickup(pickupHash, x, y, z, placeOnGround, modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2EAF1FDB2FB55698, pickupHash, x, y, z, placeOnGround, modelHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePortablePickup(pickupHash, x, y, z, placeOnGround, modelHash);

// by hash
const retval = Citizen.invokeNative('0x2EAF1FDB2FB55698', pickupHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, placeOnGround, modelHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2EAF1FDB2FB55698, pickupHash, x, y, z, placeOnGround, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DAMAGE_BONE_ON_PROP

- **Hash:** `0xE4EFB315BCD2A838`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DamageBoneOnProp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DAMAGE_BONE_ON_PROP

## Signature

```c
void _DAMAGE_BONE_ON_PROP(Object object, int bone);
```

## Parameters

- `object` (`Object`)
- `bone` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DamageBoneOnProp(object, bone)

-- always available, by hash
Citizen.InvokeNative(0xE4EFB315BCD2A838, object, bone)
```

### JavaScript

```js
DamageBoneOnProp(object, bone);

// by hash
Citizen.invokeNative('0xE4EFB315BCD2A838', object, bone);
```

### C#

```csharp
Function.Call((Hash)0xE4EFB315BCD2A838, object, bone);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DAMAGE_OBJECT_FRAGMENT_BY_INDEX

- **Hash:** `0xAAACF33CBF9B990A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DamageObjectFragmentByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DAMAGE_OBJECT_FRAGMENT_BY_INDEX

## Signature

```c
void _DAMAGE_OBJECT_FRAGMENT_BY_INDEX(Object object, int index);
```

## Parameters

- `object` (`Object`)
- `index` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Damages or breaks a specific predefined fragment/section of an object.
The index selects one of the object's internal fracture sections. Different index values cause different fragments to detach or break.
Pair with _GET_OBJECT_FRAGMENT_COUNT to determine the valid index range.

*Source: VORPCORE RDR3natives*

Damages or breaks a specific predefined fragment/section of an object using the provided fragment index.
Unlike generic damage systems, this native appears to directly target one of the object's internal fracture sections. The index parameter determines which part of the object is damaged or broken.
Different index values cause different fragments of the object to detach or break.

## Usage

### Lua

```lua
DamageObjectFragmentByIndex(object, index)

-- always available, by hash
Citizen.InvokeNative(0xAAACF33CBF9B990A, object, index)
```

### JavaScript

```js
DamageObjectFragmentByIndex(object, index);

// by hash
Citizen.invokeNative('0xAAACF33CBF9B990A', object, index);
```

### C#

```csharp
Function.Call((Hash)0xAAACF33CBF9B990A, object, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::DELETE_OBJECT

- **Hash:** `0x931914268722C263`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DeleteObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DELETE_OBJECT

## Signature

```c
void DELETE_OBJECT(Object* object);
```

## Parameters

- `object` (`Object*`)

## Returns

`void`

## Description

Deletes the specified object, then sets the handle pointed to by the pointer to NULL.

## Usage

### Lua

```lua
local object = DeleteObject(object)

-- always available, by hash
local object = Citizen.InvokeNative(0x931914268722C263, Citizen.PointerValueIntInitialized(object))
```

### JavaScript

```js
const object = DeleteObject(object);

// by hash
const object = Citizen.invokeNative('0x931914268722C263', Citizen.pointerValueIntInitialized(object));
```

### C#

```csharp
var object = new OutputArgument();
Function.Call((Hash)0x931914268722C263, object);
// object.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DETACH_PORTABLE_PICKUP_FROM_PED

- **Hash:** `0xCF463D1E9A0AECB1`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DetachPortablePickupFromPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DETACH_PORTABLE_PICKUP_FROM_PED

## Signature

```c
void DETACH_PORTABLE_PICKUP_FROM_PED(Object pickupObject);
```

## Parameters

- `pickupObject` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
DetachPortablePickupFromPed(pickupObject)

-- always available, by hash
Citizen.InvokeNative(0xCF463D1E9A0AECB1, pickupObject)
```

### JavaScript

```js
DetachPortablePickupFromPed(pickupObject);

// by hash
Citizen.invokeNative('0xCF463D1E9A0AECB1', pickupObject);
```

### C#

```csharp
Function.Call((Hash)0xCF463D1E9A0AECB1, pickupObject);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS

- **Hash:** `0xBFA48E2FF417213F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoesObjectOfTypeExistAtCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS

## Signature

```c
BOOL DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS(float x, float y, float z, float radius, Hash hash, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `hash` (`Hash`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesObjectOfTypeExistAtCoords(x, y, z, radius, hash, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBFA48E2FF417213F, x, y, z, radius, hash, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesObjectOfTypeExistAtCoords(x, y, z, radius, hash, p5);

// by hash
const retval = Citizen.invokeNative('0xBFA48E2FF417213F', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, hash, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBFA48E2FF417213F, x, y, z, radius, hash, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOES_PICKUP_EXIST

- **Hash:** `0xAFC1CA75AD4074D1`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoesPickupExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOES_PICKUP_EXIST

## Signature

```c
BOOL DOES_PICKUP_EXIST(Pickup pickup);
```

## Parameters

- `pickup` (`Pickup`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPickupExist(pickup)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAFC1CA75AD4074D1, pickup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPickupExist(pickup);

// by hash
const retval = Citizen.invokeNative('0xAFC1CA75AD4074D1', pickup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAFC1CA75AD4074D1, pickup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOES_PICKUP_OBJECT_EXIST

- **Hash:** `0xD9EFB6DBF7DAAEA3`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoesPickupObjectExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOES_PICKUP_OBJECT_EXIST

## Signature

```c
BOOL DOES_PICKUP_OBJECT_EXIST(Object pickupObject);
```

## Parameters

- `pickupObject` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPickupObjectExist(pickupObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9EFB6DBF7DAAEA3, pickupObject, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPickupObjectExist(pickupObject);

// by hash
const retval = Citizen.invokeNative('0xD9EFB6DBF7DAAEA3', pickupObject, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD9EFB6DBF7DAAEA3, pickupObject);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOES_PICKUP_OF_TYPE_EXIST_IN_AREA

- **Hash:** `0xF9C36251F6E48E33`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoesPickupOfTypeExistInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOES_PICKUP_OF_TYPE_EXIST_IN_AREA

## Signature

```c
BOOL DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(Hash pickupHash, float x, float y, float z, float radius);
```

## Parameters

- `pickupHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPickupOfTypeExistInArea(pickupHash, x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9C36251F6E48E33, pickupHash, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPickupOfTypeExistInArea(pickupHash, x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0xF9C36251F6E48E33', pickupHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9C36251F6E48E33, pickupHash, x, y, z, radius);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOES_RAYFIRE_MAP_OBJECT_EXIST

- **Hash:** `0x52AF537A0C5B8AAD`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoesRayfireMapObjectExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOES_RAYFIRE_MAP_OBJECT_EXIST

## Signature

```c
BOOL DOES_RAYFIRE_MAP_OBJECT_EXIST(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesRayfireMapObjectExist(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52AF537A0C5B8AAD, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesRayfireMapObjectExist(object);

// by hash
const retval = Citizen.invokeNative('0x52AF537A0C5B8AAD', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x52AF537A0C5B8AAD, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_CHANGE_SCRIPT_OWNER

- **Hash:** `0x985767F5FA45BC44`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemChangeScriptOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_CHANGE_SCRIPT_OWNER

## Signature

```c
void _DOOR_SYSTEM_CHANGE_SCRIPT_OWNER(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DoorSystemChangeScriptOwner(doorHash)

-- always available, by hash
Citizen.InvokeNative(0x985767F5FA45BC44, doorHash)
```

### JavaScript

```js
DoorSystemChangeScriptOwner(doorHash);

// by hash
Citizen.invokeNative('0x985767F5FA45BC44', doorHash);
```

### C#

```csharp
Function.Call((Hash)0x985767F5FA45BC44, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_CHECK_ACTION_FLAG

- **Hash:** `0x6E2AA80BB0C03728`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemCheckActionFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_CHECK_ACTION_FLAG

## Signature

```c
BOOL _DOOR_SYSTEM_CHECK_ACTION_FLAG(Hash doorHash, int flag);
```

## Parameters

- `doorHash` (`Hash`)
- `flag` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks whether a specific door action/state flag is active for the given door hash.
Door-system-hash equivalent of _CHECK_DOOR_ACTION_FLAG.

Observed flags:
- 32: true while the door is being kicked
- 23: true after the door has been opened by kicking
- 8: true when trying to open a locked door

*Source: VORPCORE RDR3natives*

Checks whether a specific door action/state flag is active for the given door hash.
- flag 32: returns true while the door is being kicked
- flag 23: returns true after the door has been opened by kicking
- flag 8:  returns true when trying to open a locked door

## Usage

### Lua

```lua
local retval = DoorSystemCheckActionFlag(doorHash, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E2AA80BB0C03728, doorHash, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoorSystemCheckActionFlag(doorHash, flag);

// by hash
const retval = Citizen.invokeNative('0x6E2AA80BB0C03728', doorHash, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6E2AA80BB0C03728, doorHash, flag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER

- **Hash:** `0x5230BF34EB0EC645`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemClearForcedOpenPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER

## Signature

```c
void _DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears the stored player ID for a door that was force-opened via physical interaction such as kicking or shoulder bashing.
Resets the value returned by _DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER.

*Source: VORPCORE RDR3natives*

Clears the stored player ID for a door that was force-opened via physical interaction
(e.g. kick or shoulder bash).
This resets the value returned by:_DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER

## Usage

### Lua

```lua
DoorSystemClearForcedOpenPlayer(doorHash)

-- always available, by hash
Citizen.InvokeNative(0x5230BF34EB0EC645, doorHash)
```

### JavaScript

```js
DoorSystemClearForcedOpenPlayer(doorHash);

// by hash
Citizen.invokeNative('0x5230BF34EB0EC645', doorHash);
```

### C#

```csharp
Function.Call((Hash)0x5230BF34EB0EC645, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_DOOR_SYSTEM_FORCE_SHUT

- **Hash:** `0x276AAF0F1C7F2494`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemForceShut`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_FORCE_SHUT

## Signature

```c
void _DOOR_SYSTEM_FORCE_SHUT(Hash doorHash, BOOL p1);
```

## Parameters

- `doorHash` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DoorSystemForceShut(doorHash, p1)

-- always available, by hash
Citizen.InvokeNative(0x276AAF0F1C7F2494, doorHash, p1)
```

### JavaScript

```js
DoorSystemForceShut(doorHash, p1);

// by hash
Citizen.invokeNative('0x276AAF0F1C7F2494', doorHash, p1);
```

### C#

```csharp
Function.Call((Hash)0x276AAF0F1C7F2494, doorHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_GET_AUTOMATIC_RATE

- **Hash:** `0x8433E1954BE323FC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemGetAutomaticRate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_GET_AUTOMATIC_RATE

## Signature

```c
float _DOOR_SYSTEM_GET_AUTOMATIC_RATE(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = DoorSystemGetAutomaticRate(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8433E1954BE323FC, doorHash, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = DoorSystemGetAutomaticRate(doorHash);

// by hash
const retval = Citizen.invokeNative('0x8433E1954BE323FC', doorHash, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8433E1954BE323FC, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOOR_SYSTEM_GET_DOOR_STATE

- **Hash:** `0x160AA1B32F6139B8`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemGetDoorState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOOR_SYSTEM_GET_DOOR_STATE

## Signature

```c
int DOOR_SYSTEM_GET_DOOR_STATE(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = DoorSystemGetDoorState(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x160AA1B32F6139B8, doorHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DoorSystemGetDoorState(doorHash);

// by hash
const retval = Citizen.invokeNative('0x160AA1B32F6139B8', doorHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x160AA1B32F6139B8, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [DoorScriptState](https://natives.borderlinerp.com/enums/DoorScriptState.md) — 5 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER

- **Hash:** `0xEBA314768FB35D58`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemGetForcedOpenPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER

## Signature

```c
Player _DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`Player`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the player who forced the specified door open using a physical interaction such as kicking or shoulder bashing.
Returns 255 if no valid player is associated or the door was not force-opened.
Only works for player-driven forced interactions on door-system registered doors; normal door opening and NPC interactions do not populate this value.

*Source: VORPCORE RDR3natives*

Returns the player who forced the specified door open using physical interaction
(e.g. kicking or shoulder bashing).
If a player breaks or forces the door open, this native returns the Player ID directly.

## Usage

### Lua

```lua
local retval = DoorSystemGetForcedOpenPlayer(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEBA314768FB35D58, doorHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DoorSystemGetForcedOpenPlayer(doorHash);

// by hash
const retval = Citizen.invokeNative('0xEBA314768FB35D58', doorHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEBA314768FB35D58, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::DOOR_SYSTEM_GET_OPEN_RATIO

- **Hash:** `0x65499865FCA6E5EC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemGetOpenRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOOR_SYSTEM_GET_OPEN_RATIO

## Signature

```c
float DOOR_SYSTEM_GET_OPEN_RATIO(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = DoorSystemGetOpenRatio(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x65499865FCA6E5EC, doorHash, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = DoorSystemGetOpenRatio(doorHash);

// by hash
const retval = Citizen.invokeNative('0x65499865FCA6E5EC', doorHash, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x65499865FCA6E5EC, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_SET_ABLE_TO_CHANGE_OPEN_RATIO_WHILE_LOCKED

- **Hash:** `0x1F1FABFE9B2A1254`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetAbleToChangeOpenRatioWhileLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_SET_ABLE_TO_CHANGE_OPEN_RATIO_WHILE_LOCKED

## Signature

```c
void _DOOR_SYSTEM_SET_ABLE_TO_CHANGE_OPEN_RATIO_WHILE_LOCKED(Hash doorHash, BOOL p1);
```

## Parameters

- `doorHash` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DoorSystemSetAbleToChangeOpenRatioWhileLocked(doorHash, p1)

-- always available, by hash
Citizen.InvokeNative(0x1F1FABFE9B2A1254, doorHash, p1)
```

### JavaScript

```js
DoorSystemSetAbleToChangeOpenRatioWhileLocked(doorHash, p1);

// by hash
Citizen.invokeNative('0x1F1FABFE9B2A1254', doorHash, p1);
```

### C#

```csharp
Function.Call((Hash)0x1F1FABFE9B2A1254, doorHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE

- **Hash:** `0x9BA001CB45CBF627`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetAutomaticDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE

## Signature

```c
void DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE(Hash doorHash, float distance);
```

## Parameters

- `doorHash` (`Hash`)
- `distance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
DoorSystemSetAutomaticDistance(doorHash, distance)

-- always available, by hash
Citizen.InvokeNative(0x9BA001CB45CBF627, doorHash, distance)
```

### JavaScript

```js
DoorSystemSetAutomaticDistance(doorHash, distance);

// by hash
Citizen.invokeNative('0x9BA001CB45CBF627', doorHash, distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9BA001CB45CBF627, doorHash, distance);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOOR_SYSTEM_SET_AUTOMATIC_RATE

- **Hash:** `0x03C27E13B42A0E82`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetAutomaticRate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOOR_SYSTEM_SET_AUTOMATIC_RATE

## Signature

```c
void DOOR_SYSTEM_SET_AUTOMATIC_RATE(Hash doorHash, float rate);
```

## Parameters

- `doorHash` (`Hash`)
- `rate` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
DoorSystemSetAutomaticRate(doorHash, rate)

-- always available, by hash
Citizen.InvokeNative(0x03C27E13B42A0E82, doorHash, rate)
```

### JavaScript

```js
DoorSystemSetAutomaticRate(doorHash, rate);

// by hash
Citizen.invokeNative('0x03C27E13B42A0E82', doorHash, rate + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x03C27E13B42A0E82, doorHash, rate);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_SET_AUTOMATIC_STATE

- **Hash:** `0x1BC47A9DEDC8DF5D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetAutomaticState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_SET_AUTOMATIC_STATE

## Signature

```c
void _DOOR_SYSTEM_SET_AUTOMATIC_STATE(Hash doorHash, BOOL disable);
```

## Parameters

- `doorHash` (`Hash`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

_ALLOW_* - _ATTACH_*

## Usage

### Lua

```lua
DoorSystemSetAutomaticState(doorHash, disable)

-- always available, by hash
Citizen.InvokeNative(0x1BC47A9DEDC8DF5D, doorHash, disable)
```

### JavaScript

```js
DoorSystemSetAutomaticState(doorHash, disable);

// by hash
Citizen.invokeNative('0x1BC47A9DEDC8DF5D', doorHash, disable);
```

### C#

```csharp
Function.Call((Hash)0x1BC47A9DEDC8DF5D, doorHash, disable);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOOR_SYSTEM_SET_DOOR_STATE

- **Hash:** `0x6BAB9442830C7F53`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetDoorState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOOR_SYSTEM_SET_DOOR_STATE

## Signature

```c
void DOOR_SYSTEM_SET_DOOR_STATE(Hash doorHash, int state);
```

## Parameters

- `doorHash` (`Hash`)
- `state` (`int`)

## Returns

`void`

## Description

Door lock states:
enum eDoorState
{
	DOORSTATE_INVALID = -1,
	DOORSTATE_UNLOCKED,
	DOORSTATE_LOCKED_UNBREAKABLE,
	DOORSTATE_LOCKED_BREAKABLE,
	DOORSTATE_HOLD_OPEN_POSITIVE,
	DOORSTATE_HOLD_OPEN_NEGATIVE
};

## Usage

### Lua

```lua
DoorSystemSetDoorState(doorHash, state)

-- always available, by hash
Citizen.InvokeNative(0x6BAB9442830C7F53, doorHash, state)
```

### JavaScript

```js
DoorSystemSetDoorState(doorHash, state);

// by hash
Citizen.invokeNative('0x6BAB9442830C7F53', doorHash, state);
```

### C#

```csharp
Function.Call((Hash)0x6BAB9442830C7F53, doorHash, state);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [DoorScriptState](https://natives.borderlinerp.com/enums/DoorScriptState.md) — 5 values

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::DOOR_SYSTEM_SET_OPEN_RATIO

- **Hash:** `0xB6E6FBA95C7324AC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetOpenRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/DOOR_SYSTEM_SET_OPEN_RATIO

## Signature

```c
void DOOR_SYSTEM_SET_OPEN_RATIO(Hash doorHash, float ajar, BOOL forceUpdate);
```

## Parameters

- `doorHash` (`Hash`)
- `ajar` (`float`)
- `forceUpdate` (`BOOL`)

## Returns

`void`

## Description

Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.

## Usage

### Lua

```lua
DoorSystemSetOpenRatio(doorHash, ajar, forceUpdate)

-- always available, by hash
Citizen.InvokeNative(0xB6E6FBA95C7324AC, doorHash, ajar, forceUpdate)
```

### JavaScript

```js
DoorSystemSetOpenRatio(doorHash, ajar, forceUpdate);

// by hash
Citizen.invokeNative('0xB6E6FBA95C7324AC', doorHash, ajar + 0.0000001, forceUpdate);
```

### C#

```csharp
Function.Call((Hash)0xB6E6FBA95C7324AC, doorHash, ajar, forceUpdate);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_DOOR_SYSTEM_SWING_OPEN

- **Hash:** `0xB3B1546D23DF8DE1`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSwingOpen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_SWING_OPEN

## Signature

```c
void _DOOR_SYSTEM_SWING_OPEN(Hash doorHash, float dirX, float dirY, float dirZ, BOOL reverseDirection);
```

## Parameters

- `doorHash` (`Hash`)
- `dirX` (`float`)
- `dirY` (`float`)
- `dirZ` (`float`)
- `reverseDirection` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies an impulse to a door, causing it to swing open with animation.

Notes:
- Requires DOOR_SYSTEM_SET_DOOR_STATE(doorHash, 0) beforehand.
- If the door is locked, the impulse is ignored.
- dirX/dirY/dirZ are normalized internally and do not appear to control force or speed.
- reverseDirection inverts the opening direction, useful for double doors swinging apart.

*Source: VORPCORE RDR3natives*

swing door open between 2 points
Requires DOOR_SYSTEM_SET_DOOR_STATE(hash, 0) beforehand
- If door is locked (state=1), the impulse is ignored

## Usage

### Lua

```lua
DoorSystemSwingOpen(doorHash, dirX, dirY, dirZ, reverseDirection)

-- always available, by hash
Citizen.InvokeNative(0xB3B1546D23DF8DE1, doorHash, dirX, dirY, dirZ, reverseDirection)
```

### JavaScript

```js
DoorSystemSwingOpen(doorHash, dirX, dirY, dirZ, reverseDirection);

// by hash
Citizen.invokeNative('0xB3B1546D23DF8DE1', doorHash, dirX + 0.0000001, dirY + 0.0000001, dirZ + 0.0000001, reverseDirection);
```

### C#

```csharp
Function.Call((Hash)0xB3B1546D23DF8DE1, doorHash, dirX, dirY, dirZ, reverseDirection);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::FIX_OBJECT_FRAGMENT

- **Hash:** `0xF9C1681347C8BD15`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `FixObjectFragment`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/FIX_OBJECT_FRAGMENT

## Signature

```c
void FIX_OBJECT_FRAGMENT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
FixObjectFragment(object)

-- always available, by hash
Citizen.InvokeNative(0xF9C1681347C8BD15, object)
```

### JavaScript

```js
FixObjectFragment(object);

// by hash
Citizen.invokeNative('0xF9C1681347C8BD15', object);
```

### C#

```csharp
Function.Call((Hash)0xF9C1681347C8BD15, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::FORCE_PICKUP_REGENERATE

- **Hash:** `0x758A5C1B3B1E1990`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `ForcePickupRegenerate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/FORCE_PICKUP_REGENERATE

## Signature

```c
void FORCE_PICKUP_REGENERATE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
ForcePickupRegenerate(p0)

-- always available, by hash
Citizen.InvokeNative(0x758A5C1B3B1E1990, p0)
```

### JavaScript

```js
ForcePickupRegenerate(p0);

// by hash
Citizen.invokeNative('0x758A5C1B3B1E1990', p0);
```

### C#

```csharp
Function.Call((Hash)0x758A5C1B3B1E1990, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_GET_AMMO_TYPE_FROM_PICKUP_TYPE

- **Hash:** `0x44B09A23D728045A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetAmmoTypeFromPickupType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_AMMO_TYPE_FROM_PICKUP_TYPE

## Signature

```c
Hash _GET_AMMO_TYPE_FROM_PICKUP_TYPE(Hash pickupHash);
```

## Parameters

- `pickupHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetAmmoTypeFromPickupType(pickupHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44B09A23D728045A, pickupHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAmmoTypeFromPickupType(pickupHash);

// by hash
const retval = Citizen.invokeNative('0x44B09A23D728045A', pickupHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x44B09A23D728045A, pickupHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_CLOSEST_OBJECT_OF_TYPE

- **Hash:** `0xE143FA2249364369`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetClosestObjectOfType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_CLOSEST_OBJECT_OF_TYPE

## Signature

```c
Object GET_CLOSEST_OBJECT_OF_TYPE(float x, float y, float z, float radius, Hash modelHash, BOOL missionScriptObject, BOOL scriptHostObject, BOOL networkObject);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `modelHash` (`Hash`)
- `missionScriptObject` (`BOOL`)
- `scriptHostObject` (`BOOL`)
- `networkObject` (`BOOL`)

## Returns

`Object`

## Description

*Source: alloc8or RDR3 NativeDB*

missionScriptObject - if true won't return mission script objects
scriptHostObject - if true won't return script host objects
networkObject - if true won't return networked objects

*Source: VORPCORE RDR3natives*

Returns the closest object of a specified type within a given radius from a specified position

## Usage

### Lua

```lua
local retval = GetClosestObjectOfType(x, y, z, radius, modelHash, missionScriptObject, scriptHostObject, networkObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE143FA2249364369, x, y, z, radius, modelHash, missionScriptObject, scriptHostObject, networkObject, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClosestObjectOfType(x, y, z, radius, modelHash, missionScriptObject, scriptHostObject, networkObject);

// by hash
const retval = Citizen.invokeNative('0xE143FA2249364369', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, modelHash, missionScriptObject, scriptHostObject, networkObject, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE143FA2249364369, x, y, z, radius, modelHash, missionScriptObject, scriptHostObject, networkObject);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_GET_DOOR_KNOCKING_WHEN_LOCKED

- **Hash:** `0x4D8611DFE1126478`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetDoorKnockingWhenLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_DOOR_KNOCKING_WHEN_LOCKED

## Signature

```c
BOOL _GET_DOOR_KNOCKING_WHEN_LOCKED(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the specified door has the locked-door knocking interaction enabled.
Getter counterpart of _SET_DOOR_KNOCKING_WHEN_LOCKED.

*Source: VORPCORE RDR3natives*

Checks whether the specified door has the "knocking when locked" interaction enabled

## Usage

### Lua

```lua
local retval = GetDoorKnockingWhenLocked(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4D8611DFE1126478, doorHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetDoorKnockingWhenLocked(doorHash);

// by hash
const retval = Citizen.invokeNative('0x4D8611DFE1126478', doorHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4D8611DFE1126478, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [OBJECT::_SET_DOOR_KNOCKING_WHEN_LOCKED](https://natives.borderlinerp.com/natives/OBJECT/_SET_DOOR_KNOCKING_WHEN_LOCKED.md) — Changes the interaction behavior for a locked door.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_GET_LIGHT_INTENSITY_FROM_OBJECT

- **Hash:** `0xFA3B61EC249B4674`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetLightIntensityFromObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_LIGHT_INTENSITY_FROM_OBJECT

## Signature

```c
float _GET_LIGHT_INTENSITY_FROM_OBJECT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetLightIntensityFromObject(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA3B61EC249B4674, object, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetLightIntensityFromObject(object);

// by hash
const retval = Citizen.invokeNative('0xFA3B61EC249B4674', object, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFA3B61EC249B4674, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_GET_OBJECT_FRAGMENT_COUNT

- **Hash:** `0x58DE624FA7FB0E7F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetObjectFragmentCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_OBJECT_FRAGMENT_COUNT

## Signature

```c
int _GET_OBJECT_FRAGMENT_COUNT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of breakable fragments/indexed sections defined for the specified object.
Objects without fracture data typically return 0. The returned count corresponds to the valid index range used by _DAMAGE_OBJECT_FRAGMENT_BY_INDEX.

*Source: VORPCORE RDR3natives*

Returns the number of breakable fragments (indexed sections) defined for the specified object.
These fragments can be triggered individually using natives that target object fracture indices. eg: a box of bottles can have multiple fragments that can be broken individually.

## Usage

### Lua

```lua
local retval = GetObjectFragmentCount(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58DE624FA7FB0E7F, object, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetObjectFragmentCount(object);

// by hash
const retval = Citizen.invokeNative('0x58DE624FA7FB0E7F', object, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58DE624FA7FB0E7F, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::GET_OBJECT_FRAGMENT_DAMAGE_HEALTH

- **Hash:** `0xB6FBFD079B8D0596`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetObjectFragmentDamageHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_OBJECT_FRAGMENT_DAMAGE_HEALTH

## Signature

```c
float GET_OBJECT_FRAGMENT_DAMAGE_HEALTH(Any p0, BOOL p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetObjectFragmentDamageHealth(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6FBFD079B8D0596, p0, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetObjectFragmentDamageHealth(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB6FBFD079B8D0596', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xB6FBFD079B8D0596, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_GET_OBJECT_LIGHT_INTENSITY

- **Hash:** `0x3397CD4E0353DFBA`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetObjectLightIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_OBJECT_LIGHT_INTENSITY

## Signature

```c
float _GET_OBJECT_LIGHT_INTENSITY(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`float`

## Description

Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT

## Usage

### Lua

```lua
local retval = GetObjectLightIntensity(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3397CD4E0353DFBA, object, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetObjectLightIntensity(object);

// by hash
const retval = Citizen.invokeNative('0x3397CD4E0353DFBA', object, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3397CD4E0353DFBA, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS

- **Hash:** `0x163E252DE035A133`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetOffsetFromCoordAndHeadingInWorldCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS

## Signature

```c
Vector3 GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS(float xPos, float yPos, float zPos, float heading, float xOffset, float yOffset, float zOffset);
```

## Parameters

- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `heading` (`float`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)

## Returns

`Vector3`

## Description

Old name: _GET_OBJECT_OFFSET_FROM_COORDS

## Usage

### Lua

```lua
local retval = GetOffsetFromCoordAndHeadingInWorldCoords(xPos, yPos, zPos, heading, xOffset, yOffset, zOffset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x163E252DE035A133, xPos, yPos, zPos, heading, xOffset, yOffset, zOffset, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetOffsetFromCoordAndHeadingInWorldCoords(xPos, yPos, zPos, heading, xOffset, yOffset, zOffset);

// by hash
const retval = Citizen.invokeNative('0x163E252DE035A133', xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, heading + 0.0000001, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x163E252DE035A133, xPos, yPos, zPos, heading, xOffset, yOffset, zOffset);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_PICKUP_COORDS

- **Hash:** `0x225B8B35C88029B3`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetPickupCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_PICKUP_COORDS

## Signature

```c
Vector3 GET_PICKUP_COORDS(Pickup pickup);
```

## Parameters

- `pickup` (`Pickup`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetPickupCoords(pickup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x225B8B35C88029B3, pickup, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPickupCoords(pickup);

// by hash
const retval = Citizen.invokeNative('0x225B8B35C88029B3', pickup, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x225B8B35C88029B3, pickup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_PICKUP_OBJECT

- **Hash:** `0x5099BC55630B25AE`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetPickupObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_PICKUP_OBJECT

## Signature

```c
Object GET_PICKUP_OBJECT(Pickup pickup);
```

## Parameters

- `pickup` (`Pickup`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = GetPickupObject(pickup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5099BC55630B25AE, pickup, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPickupObject(pickup);

// by hash
const retval = Citizen.invokeNative('0x5099BC55630B25AE', pickup, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5099BC55630B25AE, pickup);
```

## See also

- [OBJECT::_HIDE_PICKUP_OBJECT](https://natives.borderlinerp.com/natives/OBJECT/_HIDE_PICKUP_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_RAYFIRE_MAP_OBJECT

- **Hash:** `0xB48FCED898292E52`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetRayfireMapObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_RAYFIRE_MAP_OBJECT

## Signature

```c
Object GET_RAYFIRE_MAP_OBJECT(float x, float y, float z, float radius, const char* name);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `name` (`const char*`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = GetRayfireMapObject(x, y, z, radius, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB48FCED898292E52, x, y, z, radius, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRayfireMapObject(x, y, z, radius, name);

// by hash
const retval = Citizen.invokeNative('0xB48FCED898292E52', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB48FCED898292E52, x, y, z, radius, name);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE

- **Hash:** `0x260EE4FDBDF4DB01`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetRayfireMapObjectAnimPhase`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE

## Signature

```c
float GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetRayfireMapObjectAnimPhase(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x260EE4FDBDF4DB01, object, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetRayfireMapObjectAnimPhase(object);

// by hash
const retval = Citizen.invokeNative('0x260EE4FDBDF4DB01', object, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x260EE4FDBDF4DB01, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_SAFE_PICKUP_COORDS

- **Hash:** `0x6E16BC2503FF1FF0`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetSafePickupCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_SAFE_PICKUP_COORDS

## Signature

```c
Vector3 GET_SAFE_PICKUP_COORDS(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetSafePickupCoords(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E16BC2503FF1FF0, p0, p1, p2, p3, p4, p5, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetSafePickupCoords(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x6E16BC2503FF1FF0', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x6E16BC2503FF1FF0, p0, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_STATE_OF_RAYFIRE_MAP_OBJECT

- **Hash:** `0x899BA936634A322E`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetStateOfRayfireMapObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_STATE_OF_RAYFIRE_MAP_OBJECT

## Signature

```c
int GET_STATE_OF_RAYFIRE_MAP_OBJECT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetStateOfRayfireMapObject(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x899BA936634A322E, object, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStateOfRayfireMapObject(object);

// by hash
const retval = Citizen.invokeNative('0x899BA936634A322E', object, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x899BA936634A322E, object);
```

## See also

- [OBJECT::SET_STATE_OF_RAYFIRE_MAP_OBJECT](https://natives.borderlinerp.com/natives/OBJECT/SET_STATE_OF_RAYFIRE_MAP_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::GET_WEAPON_TYPE_FROM_PICKUP_TYPE

- **Hash:** `0x08F96CA6C551AD51`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetWeaponTypeFromPickupType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_WEAPON_TYPE_FROM_PICKUP_TYPE

## Signature

```c
Hash GET_WEAPON_TYPE_FROM_PICKUP_TYPE(Hash pickupHash);
```

## Parameters

- `pickupHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeaponTypeFromPickupType(pickupHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x08F96CA6C551AD51, pickupHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponTypeFromPickupType(pickupHash);

// by hash
const retval = Citizen.invokeNative('0x08F96CA6C551AD51', pickupHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x08F96CA6C551AD51, pickupHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN

- **Hash:** `0x761B0E69AC4D007E`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `HasClosestObjectOfTypeBeenBroken`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN

## Signature

```c
BOOL HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN(float p0, float p1, float p2, float p3, Hash modelHash, Any p5);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `modelHash` (`Hash`)
- `p5` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasClosestObjectOfTypeBeenBroken(p0, p1, p2, p3, modelHash, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x761B0E69AC4D007E, p0, p1, p2, p3, modelHash, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasClosestObjectOfTypeBeenBroken(p0, p1, p2, p3, modelHash, p5);

// by hash
const retval = Citizen.invokeNative('0x761B0E69AC4D007E', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, modelHash, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x761B0E69AC4D007E, p0, p1, p2, p3, modelHash, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::HAS_OBJECT_BEEN_BROKEN

- **Hash:** `0x8ABFB70C49CC43E2`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `HasObjectBeenBroken`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/HAS_OBJECT_BEEN_BROKEN

## Signature

```c
BOOL HAS_OBJECT_BEEN_BROKEN(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasObjectBeenBroken(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8ABFB70C49CC43E2, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasObjectBeenBroken(p0);

// by hash
const retval = Citizen.invokeNative('0x8ABFB70C49CC43E2', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8ABFB70C49CC43E2, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::HAS_PICKUP_BEEN_COLLECTED

- **Hash:** `0x80EC48E6679313F9`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `HasPickupBeenCollected`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/HAS_PICKUP_BEEN_COLLECTED

## Signature

```c
BOOL HAS_PICKUP_BEEN_COLLECTED(Pickup pickup);
```

## Parameters

- `pickup` (`Pickup`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPickupBeenCollected(pickup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x80EC48E6679313F9, pickup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPickupBeenCollected(pickup);

// by hash
const retval = Citizen.invokeNative('0x80EC48E6679313F9', pickup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x80EC48E6679313F9, pickup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_HIDE_PICKUP_OBJECT

- **Hash:** `0x2777150CC7D9365E`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `HidePickupObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_HIDE_PICKUP_OBJECT

## Signature

```c
void _HIDE_PICKUP_OBJECT(Object pickupObject, BOOL toggle);
```

## Parameters

- `pickupObject` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
HidePickupObject(pickupObject, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2777150CC7D9365E, pickupObject, toggle)
```

### JavaScript

```js
HidePickupObject(pickupObject, toggle);

// by hash
Citizen.invokeNative('0x2777150CC7D9365E', pickupObject, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2777150CC7D9365E, pickupObject, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [OBJECT::GET_PICKUP_OBJECT](https://natives.borderlinerp.com/natives/OBJECT/GET_PICKUP_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::IS_DOOR_CLOSED

- **Hash:** `0xC531EE8A1145A149`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsDoorClosed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/IS_DOOR_CLOSED

## Signature

```c
BOOL IS_DOOR_CLOSED(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDoorClosed(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC531EE8A1145A149, doorHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDoorClosed(doorHash);

// by hash
const retval = Citizen.invokeNative('0xC531EE8A1145A149', doorHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC531EE8A1145A149, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_IS_DOOR_REGISTERED_WITH_NETWORK

- **Hash:** `0xB5DED7B65C604FDF`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsDoorRegisteredWithNetwork`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_IS_DOOR_REGISTERED_WITH_NETWORK

## Signature

```c
BOOL _IS_DOOR_REGISTERED_WITH_NETWORK(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDoorRegisteredWithNetwork(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB5DED7B65C604FDF, doorHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDoorRegisteredWithNetwork(doorHash);

// by hash
const retval = Citizen.invokeNative('0xB5DED7B65C604FDF', doorHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB5DED7B65C604FDF, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_IS_DOOR_REGISTERED_WITH_OWNER

- **Hash:** `0x4F89DAD4156BA145`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsDoorRegisteredWithOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_IS_DOOR_REGISTERED_WITH_OWNER

## Signature

```c
BOOL _IS_DOOR_REGISTERED_WITH_OWNER(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`BOOL`

## Description

Returns true if door is alredy registered with owner

## Usage

### Lua

```lua
local retval = IsDoorRegisteredWithOwner(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4F89DAD4156BA145, doorHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDoorRegisteredWithOwner(doorHash);

// by hash
const retval = Citizen.invokeNative('0x4F89DAD4156BA145', doorHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4F89DAD4156BA145, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM

- **Hash:** `0xC153C43EA202C8C1`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsDoorRegisteredWithSystem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/IS_DOOR_REGISTERED_WITH_SYSTEM

## Signature

```c
BOOL IS_DOOR_REGISTERED_WITH_SYSTEM(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDoorRegisteredWithSystem(doorHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC153C43EA202C8C1, doorHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDoorRegisteredWithSystem(doorHash);

// by hash
const retval = Citizen.invokeNative('0xC153C43EA202C8C1', doorHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC153C43EA202C8C1, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_IS_MODEL_A_PORTABLE_PICKUP

- **Hash:** `0x20135AF9C10D2A3D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsModelAPortablePickup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_IS_MODEL_A_PORTABLE_PICKUP

## Signature

```c
Any _IS_MODEL_A_PORTABLE_PICKUP(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

returns true if the model hash is a portable pickup its used before creating a portable pick up for example

## Usage

### Lua

```lua
local retval = IsModelAPortablePickup(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x20135AF9C10D2A3D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = IsModelAPortablePickup(p0);

// by hash
const retval = Citizen.invokeNative('0x20135AF9C10D2A3D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x20135AF9C10D2A3D, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::IS_OBJECT_A_PORTABLE_PICKUP

- **Hash:** `0x0378C08504160D0D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsObjectAPortablePickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/IS_OBJECT_A_PORTABLE_PICKUP

## Signature

```c
BOOL IS_OBJECT_A_PORTABLE_PICKUP(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsObjectAPortablePickup(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0378C08504160D0D, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsObjectAPortablePickup(object);

// by hash
const retval = Citizen.invokeNative('0x0378C08504160D0D', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0378C08504160D0D, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::IS_OBJECT_VISIBLE

- **Hash:** `0x8B32ACE6326A7546`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsObjectVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/IS_OBJECT_VISIBLE

## Signature

```c
BOOL IS_OBJECT_VISIBLE(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsObjectVisible(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8B32ACE6326A7546, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsObjectVisible(object);

// by hash
const retval = Citizen.invokeNative('0x8B32ACE6326A7546', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8B32ACE6326A7546, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_IS_PICKUP_PICKABLE_FOR_TEAM

- **Hash:** `0x9F52AD67D1A91BAD`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsPickupPickableForTeam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_IS_PICKUP_PICKABLE_FOR_TEAM

## Signature

```c
BOOL _IS_PICKUP_PICKABLE_FOR_TEAM(Object object, int teamId);
```

## Parameters

- `object` (`Object`)
- `teamId` (`int`)

## Returns

`BOOL`

## Description

Returns whether the pickup object is pickable for the specified team.
Observed with portable pickups: after SET_TEAM_PICKUP_OBJECT disables pickup for team 1, this returns false for team 1 while remaining true for another team.

## Usage

### Lua

```lua
local retval = IsPickupPickableForTeam(object, teamId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9F52AD67D1A91BAD, object, teamId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPickupPickableForTeam(object, teamId);

// by hash
const retval = Citizen.invokeNative('0x9F52AD67D1A91BAD', object, teamId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9F52AD67D1A91BAD, object, teamId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_IS_PICKUP_TYPE_VALID

- **Hash:** `0x007BD043587F7C82`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsPickupTypeValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_IS_PICKUP_TYPE_VALID

## Signature

```c
BOOL _IS_PICKUP_TYPE_VALID(Hash pickupHash);
```

## Parameters

- `pickupHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPickupTypeValid(pickupHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x007BD043587F7C82, pickupHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPickupTypeValid(pickupHash);

// by hash
const retval = Citizen.invokeNative('0x007BD043587F7C82', pickupHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x007BD043587F7C82, pickupHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::IS_POINT_IN_ANGLED_AREA

- **Hash:** `0x2A70BAE8883E4C81`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `IsPointInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/IS_POINT_IN_ANGLED_AREA

## Signature

```c
BOOL IS_POINT_IN_ANGLED_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, BOOL p10, BOOL p11);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`BOOL`)
- `p11` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPointInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A70BAE8883E4C81, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPointInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);

// by hash
const retval = Citizen.invokeNative('0x2A70BAE8883E4C81', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10, p11, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2A70BAE8883E4C81, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_MAKE_ITEM_CARRIABLE

- **Hash:** `0x1461DF6DB886BE3F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `MakeItemCarriable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_MAKE_ITEM_CARRIABLE

## Signature

```c
void _MAKE_ITEM_CARRIABLE(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Description

_PRE* or _Q* or _RE*

## Usage

### Lua

```lua
MakeItemCarriable(object)

-- always available, by hash
Citizen.InvokeNative(0x1461DF6DB886BE3F, object)
```

### JavaScript

```js
MakeItemCarriable(object);

// by hash
Citizen.invokeNative('0x1461DF6DB886BE3F', object);
```

### C#

```csharp
Function.Call((Hash)0x1461DF6DB886BE3F, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE

- **Hash:** `0xADBE4809F19F927A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `OnlyCleanUpObjectWhenOutOfRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE

## Signature

```c
void ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Description

Old name: _MARK_OBJECT_FOR_DELETION

## Usage

### Lua

```lua
OnlyCleanUpObjectWhenOutOfRange(object)

-- always available, by hash
Citizen.InvokeNative(0xADBE4809F19F927A, object)
```

### JavaScript

```js
OnlyCleanUpObjectWhenOutOfRange(object);

// by hash
Citizen.invokeNative('0xADBE4809F19F927A', object);
```

### C#

```csharp
Function.Call((Hash)0xADBE4809F19F927A, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::PLACE_OBJECT_ON_GROUND_PROPERLY

- **Hash:** `0x58A850EAEE20FAA3`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `PlaceObjectOnGroundProperly`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/PLACE_OBJECT_ON_GROUND_PROPERLY

## Signature

```c
BOOL PLACE_OBJECT_ON_GROUND_PROPERLY(Object object, BOOL p1);
```

## Parameters

- `object` (`Object`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PlaceObjectOnGroundProperly(object, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58A850EAEE20FAA3, object, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PlaceObjectOnGroundProperly(object, p1);

// by hash
const retval = Citizen.invokeNative('0x58A850EAEE20FAA3', object, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x58A850EAEE20FAA3, object, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::PREVENT_COLLECTION_OF_PORTABLE_PICKUP

- **Hash:** `0x92AEFB5F6E294023`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `PreventCollectionOfPortablePickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/PREVENT_COLLECTION_OF_PORTABLE_PICKUP

## Signature

```c
void PREVENT_COLLECTION_OF_PORTABLE_PICKUP(Object object, BOOL p1, BOOL p2);
```

## Parameters

- `object` (`Object`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PreventCollectionOfPortablePickup(object, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x92AEFB5F6E294023, object, p1, p2)
```

### JavaScript

```js
PreventCollectionOfPortablePickup(object, p1, p2);

// by hash
Citizen.invokeNative('0x92AEFB5F6E294023', object, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x92AEFB5F6E294023, object, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::REMOVE_ALL_PICKUPS_OF_TYPE

- **Hash:** `0x27F9D613092159CF`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `RemoveAllPickupsOfType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/REMOVE_ALL_PICKUPS_OF_TYPE

## Signature

```c
void REMOVE_ALL_PICKUPS_OF_TYPE(Hash pickupHash);
```

## Parameters

- `pickupHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAllPickupsOfType(pickupHash)

-- always available, by hash
Citizen.InvokeNative(0x27F9D613092159CF, pickupHash)
```

### JavaScript

```js
RemoveAllPickupsOfType(pickupHash);

// by hash
Citizen.invokeNative('0x27F9D613092159CF', pickupHash);
```

### C#

```csharp
Function.Call((Hash)0x27F9D613092159CF, pickupHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::REMOVE_DOOR_FROM_SYSTEM

- **Hash:** `0x464D8E1427156FE4`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `RemoveDoorFromSystem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/REMOVE_DOOR_FROM_SYSTEM

## Signature

```c
void REMOVE_DOOR_FROM_SYSTEM(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveDoorFromSystem(doorHash)

-- always available, by hash
Citizen.InvokeNative(0x464D8E1427156FE4, doorHash)
```

### JavaScript

```js
RemoveDoorFromSystem(doorHash);

// by hash
Citizen.invokeNative('0x464D8E1427156FE4', doorHash);
```

### C#

```csharp
Function.Call((Hash)0x464D8E1427156FE4, doorHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::REMOVE_PICKUP

- **Hash:** `0x3288D8ACAECD2AB2`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `RemovePickup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/REMOVE_PICKUP

## Signature

```c
void REMOVE_PICKUP(Pickup pickup);
```

## Parameters

- `pickup` (`Pickup`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePickup(pickup)

-- always available, by hash
Citizen.InvokeNative(0x3288D8ACAECD2AB2, pickup)
```

### JavaScript

```js
RemovePickup(pickup);

// by hash
Citizen.invokeNative('0x3288D8ACAECD2AB2', pickup);
```

### C#

```csharp
Function.Call((Hash)0x3288D8ACAECD2AB2, pickup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_RESET_OBJECT_VELOCITY

- **Hash:** `0xF40AB58D83C35027`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `ResetObjectVelocity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_RESET_OBJECT_VELOCITY

## Signature

```c
void _RESET_OBJECT_VELOCITY(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
ResetObjectVelocity(object)

-- always available, by hash
Citizen.InvokeNative(0xF40AB58D83C35027, object)
```

### JavaScript

```js
ResetObjectVelocity(object);

// by hash
Citizen.invokeNative('0xF40AB58D83C35027', object);
```

### C#

```csharp
Function.Call((Hash)0xF40AB58D83C35027, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN

- **Hash:** `0x406137F8EF90EAF5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetActivateObjectPhysicsAsSoonAsItIsUnfrozen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN

## Signature

```c
void SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetActivateObjectPhysicsAsSoonAsItIsUnfrozen(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x406137F8EF90EAF5, object, toggle)
```

### JavaScript

```js
SetActivateObjectPhysicsAsSoonAsItIsUnfrozen(object, toggle);

// by hash
Citizen.invokeNative('0x406137F8EF90EAF5', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x406137F8EF90EAF5, object, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_AMBIENT_PICKUP_LIFETIME

- **Hash:** `0xAC9AE68F0A463752`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetAmbientPickupLifetime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_AMBIENT_PICKUP_LIFETIME

## Signature

```c
void _SET_AMBIENT_PICKUP_LIFETIME(int lifetime);
```

## Parameters

- `lifetime` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientPickupLifetime(lifetime)

-- always available, by hash
Citizen.InvokeNative(0xAC9AE68F0A463752, lifetime)
```

### JavaScript

```js
SetAmbientPickupLifetime(lifetime);

// by hash
Citizen.invokeNative('0xAC9AE68F0A463752', lifetime);
```

### C#

```csharp
Function.Call((Hash)0xAC9AE68F0A463752, lifetime);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_AUTO_JUMPABLE_BY_HORSE

- **Hash:** `0x98D2D9C053A1F449`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetAutoJumpableByHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_AUTO_JUMPABLE_BY_HORSE

## Signature

```c
void _SET_AUTO_JUMPABLE_BY_HORSE(Object object, BOOL p1);
```

## Parameters

- `object` (`Object`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Sets object as auto-jumpable by horse.

## Usage

### Lua

```lua
SetAutoJumpableByHorse(object, p1)

-- always available, by hash
Citizen.InvokeNative(0x98D2D9C053A1F449, object, p1)
```

### JavaScript

```js
SetAutoJumpableByHorse(object, p1);

// by hash
Citizen.invokeNative('0x98D2D9C053A1F449', object, p1);
```

### C#

```csharp
Function.Call((Hash)0x98D2D9C053A1F449, object, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_CUSTOM_TEXTURES_ON_OBJECT

- **Hash:** `0xE124889AE0521FCF`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetCustomTexturesOnObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_CUSTOM_TEXTURES_ON_OBJECT

## Signature

```c
void SET_CUSTOM_TEXTURES_ON_OBJECT(Object object, Hash txdHash, Any p2, Any p3);
```

## Parameters

- `object` (`Object`)
- `txdHash` (`Hash`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetCustomTexturesOnObject(object, txdHash, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xE124889AE0521FCF, object, txdHash, p2, p3)
```

### JavaScript

```js
SetCustomTexturesOnObject(object, txdHash, p2, p3);

// by hash
Citizen.invokeNative('0xE124889AE0521FCF', object, txdHash, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xE124889AE0521FCF, object, txdHash, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_DOOR_KICK_PROMPT_ENABLED

- **Hash:** `0xC07B91B996C1DE89`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetDoorKickPromptEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_DOOR_ENABLE_KICK_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_DOOR_KICK_PROMPT_ENABLED

## Signature

```c
void _SET_DOOR_KICK_PROMPT_ENABLED(Hash doorHash, BOOL toggle);
```

## Parameters

- `doorHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables the Kick interaction prompt for a specific door.
When enabled, a locked door can show a kick prompt so the player can force it open.
If the door is already unlocked, the kick prompt typically will not appear regardless of this setting.

*Source: VORPCORE RDR3natives*

Enables the kick prompt for a door

## Usage

### Lua

```lua
SetDoorKickPromptEnabled(doorHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC07B91B996C1DE89, doorHash, toggle)
```

### JavaScript

```js
SetDoorKickPromptEnabled(doorHash, toggle);

// by hash
Citizen.invokeNative('0xC07B91B996C1DE89', doorHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC07B91B996C1DE89, doorHash, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_SET_DOOR_KNOCKING_WHEN_LOCKED

- **Hash:** `0xA93F925F1942E434`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetDoorKnockingWhenLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_DOOR_KNOCKING_WHEN_LOCKED

## Signature

```c
void _SET_DOOR_KNOCKING_WHEN_LOCKED(Hash doorHash, BOOL toggle);
```

## Parameters

- `doorHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Changes the interaction behavior for a locked door.
When enabled, interacting with a locked door makes the character knock/tap instead of trying the handle.
This does not unlock or open the door and only changes the locked-door interaction behavior/animation.

*Source: VORPCORE RDR3natives*

Changes the interaction behavior for a locked door.
Normally, when interacting with a locked door, the character tries the handle. When this native is enabled, that behavior is replaced with a knocking/tapping interaction for the specified door.
With toggle enabled:
- pressing the interact button on a locked door makes the character knock/tap on the door instead of trying the handle
- this does not unlock the door
- if the door is in a breakable/force-open state, it may still be opened by physically forcing it (e.g. sprinting into it), but normal interaction still uses the knocking behavior

## Usage

### Lua

```lua
SetDoorKnockingWhenLocked(doorHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA93F925F1942E434, doorHash, toggle)
```

### JavaScript

```js
SetDoorKnockingWhenLocked(doorHash, toggle);

// by hash
Citizen.invokeNative('0xA93F925F1942E434', doorHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA93F925F1942E434, doorHash, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [OBJECT::_GET_DOOR_KNOCKING_WHEN_LOCKED](https://natives.borderlinerp.com/natives/OBJECT/_GET_DOOR_KNOCKING_WHEN_LOCKED.md) — Returns whether the specified door has the locked-door knocking interaction enabled.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::SET_FORCE_OBJECT_THIS_FRAME

- **Hash:** `0xF538081986E49E9D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetForceObjectThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_FORCE_OBJECT_THIS_FRAME

## Signature

```c
void SET_FORCE_OBJECT_THIS_FRAME(float x, float y, float z, float p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceObjectThisFrame(x, y, z, p3)

-- always available, by hash
Citizen.InvokeNative(0xF538081986E49E9D, x, y, z, p3)
```

### JavaScript

```js
SetForceObjectThisFrame(x, y, z, p3);

// by hash
Citizen.invokeNative('0xF538081986E49E9D', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF538081986E49E9D, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_LIGHT_INTENSITY_FOR_OBJECT

- **Hash:** `0xF49574E2332A8F06`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetLightIntensityForObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_LIGHT_INTENSITY_FOR_OBJECT

## Signature

```c
void _SET_LIGHT_INTENSITY_FOR_OBJECT(Object object, float lightIntensity);
```

## Parameters

- `object` (`Object`)
- `lightIntensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetLightIntensityForObject(object, lightIntensity)

-- always available, by hash
Citizen.InvokeNative(0xF49574E2332A8F06, object, lightIntensity)
```

### JavaScript

```js
SetLightIntensityForObject(object, lightIntensity);

// by hash
Citizen.invokeNative('0xF49574E2332A8F06', object, lightIntensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF49574E2332A8F06, object, lightIntensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_LIGHT_SCATTERING_DISABLED_FOR_OBJECT

- **Hash:** `0x04D1D4E411CE52D0`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetLightScatteringDisabledForObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_LIGHT_SCATTERING_DISABLED_FOR_OBJECT

## Signature

```c
void _SET_LIGHT_SCATTERING_DISABLED_FOR_OBJECT(Object object, BOOL disable);
```

## Parameters

- `object` (`Object`)
- `disable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetLightScatteringDisabledForObject(object, disable)

-- always available, by hash
Citizen.InvokeNative(0x04D1D4E411CE52D0, object, disable)
```

### JavaScript

```js
SetLightScatteringDisabledForObject(object, disable);

// by hash
Citizen.invokeNative('0x04D1D4E411CE52D0', object, disable);
```

### C#

```csharp
Function.Call((Hash)0x04D1D4E411CE52D0, object, disable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_LIGHT_TRANSLUCENCY_FOR_OBJECT

- **Hash:** `0x63E39F09310F481F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetLightTranslucencyForObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_LIGHT_TRANSLUCENCY_FOR_OBJECT

## Signature

```c
void _SET_LIGHT_TRANSLUCENCY_FOR_OBJECT(Object object, float value);
```

## Parameters

- `object` (`Object`)
- `value` (`float`)

## Returns

`void`

## Description

Params: value = 0.0 - 586.67 (?)

## Usage

### Lua

```lua
SetLightTranslucencyForObject(object, value)

-- always available, by hash
Citizen.InvokeNative(0x63E39F09310F481F, object, value)
```

### JavaScript

```js
SetLightTranslucencyForObject(object, value);

// by hash
Citizen.invokeNative('0x63E39F09310F481F', object, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x63E39F09310F481F, object, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS

- **Hash:** `0x78857FC65CADB909`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetLocalPlayerCanCollectPortablePickups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS

## Signature

```c
void SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetLocalPlayerCanCollectPortablePickups(toggle)

-- always available, by hash
Citizen.InvokeNative(0x78857FC65CADB909, toggle)
```

### JavaScript

```js
SetLocalPlayerCanCollectPortablePickups(toggle);

// by hash
Citizen.invokeNative('0x78857FC65CADB909', toggle);
```

### C#

```csharp
Function.Call((Hash)0x78857FC65CADB909, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL

- **Hash:** `0x88EAEC617CD26926`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetLocalPlayerPermittedToCollectPickupsWithModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL

## Signature

```c
void SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL(Hash modelHash, BOOL toggle);
```

## Parameters

- `modelHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Maximum amount of pickup models that can be disallowed is 10.

Old name: _SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL

## Usage

### Lua

```lua
SetLocalPlayerPermittedToCollectPickupsWithModel(modelHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0x88EAEC617CD26926, modelHash, toggle)
```

### JavaScript

```js
SetLocalPlayerPermittedToCollectPickupsWithModel(modelHash, toggle);

// by hash
Citizen.invokeNative('0x88EAEC617CD26926', modelHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0x88EAEC617CD26926, modelHash, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER

- **Hash:** `0x0BF3B3BD47D79C08`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetMaxNumPortablePickupsCarriedByPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER

## Signature

```c
void SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER(Hash modelHash, int p1);
```

## Parameters

- `modelHash` (`Hash`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMaxNumPortablePickupsCarriedByPlayer(modelHash, p1)

-- always available, by hash
Citizen.InvokeNative(0x0BF3B3BD47D79C08, modelHash, p1)
```

### JavaScript

```js
SetMaxNumPortablePickupsCarriedByPlayer(modelHash, p1);

// by hash
Citizen.invokeNative('0x0BF3B3BD47D79C08', modelHash, p1);
```

### C#

```csharp
Function.Call((Hash)0x0BF3B3BD47D79C08, modelHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_NETWORK_PICKUP_USABLE_FOR_PLAYER

- **Hash:** `0x94F3D956BFAEAE18`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetNetworkPickupUsableForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_NETWORK_PICKUP_USABLE_FOR_PLAYER

## Signature

```c
void _SET_NETWORK_PICKUP_USABLE_FOR_PLAYER(Player player, Hash pickupHash, BOOL isUsable);
```

## Parameters

- `player` (`Player`)
- `pickupHash` (`Hash`)
- `isUsable` (`BOOL`)

## Returns

`void`

## Description

Params: p2 controls whether to make pickups usable/collectable or not in networked games

## Usage

### Lua

```lua
SetNetworkPickupUsableForPlayer(player, pickupHash, isUsable)

-- always available, by hash
Citizen.InvokeNative(0x94F3D956BFAEAE18, player, pickupHash, isUsable)
```

### JavaScript

```js
SetNetworkPickupUsableForPlayer(player, pickupHash, isUsable);

// by hash
Citizen.invokeNative('0x94F3D956BFAEAE18', player, pickupHash, isUsable);
```

### C#

```csharp
Function.Call((Hash)0x94F3D956BFAEAE18, player, pickupHash, isUsable);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_NOT_JUMPABLE_BY_HORSE

- **Hash:** `0xE1C708BA4885796B`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetNotJumpableByHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_NOT_JUMPABLE_BY_HORSE

## Signature

```c
void _SET_NOT_JUMPABLE_BY_HORSE(Object object, BOOL p1);
```

## Parameters

- `object` (`Object`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Sets object as not jumpable by horse.

## Usage

### Lua

```lua
SetNotJumpableByHorse(object, p1)

-- always available, by hash
Citizen.InvokeNative(0xE1C708BA4885796B, object, p1)
```

### JavaScript

```js
SetNotJumpableByHorse(object, p1);

// by hash
Citizen.invokeNative('0xE1C708BA4885796B', object, p1);
```

### C#

```csharp
Function.Call((Hash)0xE1C708BA4885796B, object, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY

- **Hash:** `0x4D89D607CB3DD1D2`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectAllowLowLodBuoyancy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY

## Signature

```c
void SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectAllowLowLodBuoyancy(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x4D89D607CB3DD1D2, object, toggle)
```

### JavaScript

```js
SetObjectAllowLowLodBuoyancy(object, toggle);

// by hash
Citizen.invokeNative('0x4D89D607CB3DD1D2', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x4D89D607CB3DD1D2, object, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_BREAK_SCALE

- **Hash:** `0xFFB99FFD17F65889`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectBreakScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_BREAK_SCALE

## Signature

```c
void _SET_OBJECT_BREAK_SCALE(Object object, float scale);
```

## Parameters

- `object` (`Object`)
- `scale` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectBreakScale(object, scale)

-- always available, by hash
Citizen.InvokeNative(0xFFB99FFD17F65889, object, scale)
```

### JavaScript

```js
SetObjectBreakScale(object, scale);

// by hash
Citizen.invokeNative('0xFFB99FFD17F65889', object, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFFB99FFD17F65889, object, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_BURN_INTENSITY

- **Hash:** `0xC8E21C1677DC5E6F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectBurnIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_BURN_INTENSITY

## Signature

```c
void _SET_OBJECT_BURN_INTENSITY(Object object, float intensity);
```

## Parameters

- `object` (`Object`)
- `intensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectBurnIntensity(object, intensity)

-- always available, by hash
Citizen.InvokeNative(0xC8E21C1677DC5E6F, object, intensity)
```

### JavaScript

```js
SetObjectBurnIntensity(object, intensity);

// by hash
Citizen.invokeNative('0xC8E21C1677DC5E6F', object, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC8E21C1677DC5E6F, object, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_BURN_LEVEL

- **Hash:** `0x2797C633DCDBBAC5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectBurnLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_BURN_LEVEL

## Signature

```c
void _SET_OBJECT_BURN_LEVEL(Object object, float burnLevel, BOOL affectAsh);
```

## Parameters

- `object` (`Object`)
- `burnLevel` (`float`)
- `affectAsh` (`BOOL`)

## Returns

`void`

## Description

Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn

## Usage

### Lua

```lua
SetObjectBurnLevel(object, burnLevel, affectAsh)

-- always available, by hash
Citizen.InvokeNative(0x2797C633DCDBBAC5, object, burnLevel, affectAsh)
```

### JavaScript

```js
SetObjectBurnLevel(object, burnLevel, affectAsh);

// by hash
Citizen.invokeNative('0x2797C633DCDBBAC5', object, burnLevel + 0.0000001, affectAsh);
```

### C#

```csharp
Function.Call((Hash)0x2797C633DCDBBAC5, object, burnLevel, affectAsh);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_BURN_OPACITY

- **Hash:** `0x7D7285EFEAB5AF15`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectBurnOpacity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_BURN_OPACITY

## Signature

```c
void _SET_OBJECT_BURN_OPACITY(Object object, float opacity);
```

## Parameters

- `object` (`Object`)
- `opacity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectBurnOpacity(object, opacity)

-- always available, by hash
Citizen.InvokeNative(0x7D7285EFEAB5AF15, object, opacity)
```

### JavaScript

```js
SetObjectBurnOpacity(object, opacity);

// by hash
Citizen.invokeNative('0x7D7285EFEAB5AF15', object, opacity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7D7285EFEAB5AF15, object, opacity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_BURN_SPEED

- **Hash:** `0x646564A3B7DF68F8`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectBurnSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_BURN_SPEED

## Signature

```c
void _SET_OBJECT_BURN_SPEED(Object object, float speed, float p2);
```

## Parameters

- `object` (`Object`)
- `speed` (`float`)
- `p2` (`float`)

## Returns

`void`

## Description

p2 is usually the same as speed parameter

## Usage

### Lua

```lua
SetObjectBurnSpeed(object, speed, p2)

-- always available, by hash
Citizen.InvokeNative(0x646564A3B7DF68F8, object, speed, p2)
```

### JavaScript

```js
SetObjectBurnSpeed(object, speed, p2);

// by hash
Citizen.invokeNative('0x646564A3B7DF68F8', object, speed + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x646564A3B7DF68F8, object, speed, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_INTERACTION_PRESET

- **Hash:** `0xCAAF2BCCFEF37F77`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectInteractionPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_INTERACTION_PRESET

## Signature

```c
void _SET_OBJECT_INTERACTION_PRESET(Object object, int presetFlags);
```

## Parameters

- `object` (`Object`)
- `presetFlags` (`int`)

## Returns

`void`

## Description

Writes an interaction state/flags byte and sets an expiry.
Lower 3 bits = timeout preset: 0=none, 1=5s, 2=30s, 3=60s, 4=120s (5=custom, unused here).
Bits 3-5 = category (0-7). Bit 6 (0x40) = extra behavior flag.
Examples: https://pastebin.com/mwAi5iQY

## Usage

### Lua

```lua
SetObjectInteractionPreset(object, presetFlags)

-- always available, by hash
Citizen.InvokeNative(0xCAAF2BCCFEF37F77, object, presetFlags)
```

### JavaScript

```js
SetObjectInteractionPreset(object, presetFlags);

// by hash
Citizen.invokeNative('0xCAAF2BCCFEF37F77', object, presetFlags);
```

### C#

```csharp
Function.Call((Hash)0xCAAF2BCCFEF37F77, object, presetFlags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_KICKABLE

- **Hash:** `0xB7017DA4D498269F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectKickable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_KICKABLE

## Signature

```c
void _SET_OBJECT_KICKABLE(Object object, BOOL kickable);
```

## Parameters

- `object` (`Object`)
- `kickable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectKickable(object, kickable)

-- always available, by hash
Citizen.InvokeNative(0xB7017DA4D498269F, object, kickable)
```

### JavaScript

```js
SetObjectKickable(object, kickable);

// by hash
Citizen.invokeNative('0xB7017DA4D498269F', object, kickable);
```

### C#

```csharp
Function.Call((Hash)0xB7017DA4D498269F, object, kickable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_LANTERN_LIGHT_DISABLED

- **Hash:** `0x7FCD49388BC9B775`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectLanternLightDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_OBJECT_LANTERN_DISABLE_LIGHT`
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_LANTERN_LIGHT_DISABLED

## Signature

```c
void _SET_OBJECT_LANTERN_LIGHT_DISABLED(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables light emission for a dropped lantern object.
Primarily used on lantern weapon entities after they have been dropped.
Has no effect while the lantern is equipped/held by a ped.
The toggle behaves as a disable-light flag: true turns the lantern light off, false leaves it on.

*Source: VORPCORE RDR3natives*

Primarily used on lantern weapon entities after they have been dropped.
This native does NOT affect lanterns while they are being held by a ped

## Usage

### Lua

```lua
SetObjectLanternLightDisabled(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7FCD49388BC9B775, object, toggle)
```

### JavaScript

```js
SetObjectLanternLightDisabled(object, toggle);

// by hash
Citizen.invokeNative('0x7FCD49388BC9B775', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7FCD49388BC9B775, object, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_SET_OBJECT_MARKABLE_IN_DEADEYE

- **Hash:** `0xE157A8A336C7F04A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectMarkableInDeadeye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_OBJECT_CAN_BE_TAGGED`
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_MARKABLE_IN_DEADEYE

## Signature

```c
void _SET_OBJECT_MARKABLE_IN_DEADEYE(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets whether the specified object can be marked while Dead Eye is active.

When enabled, the object becomes a valid Dead Eye mark target.
When disabled, Dead Eye can still be activated normally, but this object will not accept mark placement.

More specific than general targetability such as SET_OBJECT_TARGETTABLE.

*Source: VORPCORE RDR3natives*

Sets if the object can be tagged while using Dead Eye

## Usage

### Lua

```lua
SetObjectMarkableInDeadeye(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE157A8A336C7F04A, object, toggle)
```

### JavaScript

```js
SetObjectMarkableInDeadeye(object, toggle);

// by hash
Citizen.invokeNative('0xE157A8A336C7F04A', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE157A8A336C7F04A, object, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::SET_OBJECT_PHYSICS_PARAMS

- **Hash:** `0xF6DF6E90DE7DF90F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectPhysicsParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_OBJECT_PHYSICS_PARAMS

## Signature

```c
void SET_OBJECT_PHYSICS_PARAMS(Object object, float weight, float p2, float p3, float p4, float p5, float gravity, float p7, float p8, float p9, float p10, float buoyancy);
```

## Parameters

- `object` (`Object`)
- `weight` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `gravity` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`float`)
- `buoyancy` (`float`)

## Returns

`void`

## Description

Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity.

Other parameters seem to be unknown.

p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive?
p3: seems similar to p2
p4: makes obj fall slower the higher the value
p5: similar to p4

## Usage

### Lua

```lua
SetObjectPhysicsParams(object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy)

-- always available, by hash
Citizen.InvokeNative(0xF6DF6E90DE7DF90F, object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy)
```

### JavaScript

```js
SetObjectPhysicsParams(object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy);

// by hash
Citizen.invokeNative('0xF6DF6E90DE7DF90F', object, weight + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, gravity + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10 + 0.0000001, buoyancy + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF6DF6E90DE7DF90F, object, weight, p2, p3, p4, p5, gravity, p7, p8, p9, p10, buoyancy);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_PROMPT_NAME

- **Hash:** `0xAEE6C800E124CFE1`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectPromptName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_PROMPT_NAME

## Signature

```c
void _SET_OBJECT_PROMPT_NAME(Object object, const char* name);
```

## Parameters

- `object` (`Object`)
- `name` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

_SET_FORCE* - _SET_LOCAL*

*Source: VORPCORE RDR3natives*

Not official native name

## Usage

### Lua

```lua
SetObjectPromptName(object, name)

-- always available, by hash
Citizen.InvokeNative(0xAEE6C800E124CFE1, object, name)
```

### JavaScript

```js
SetObjectPromptName(object, name);

// by hash
Citizen.invokeNative('0xAEE6C800E124CFE1', object, name);
```

### C#

```csharp
Function.Call((Hash)0xAEE6C800E124CFE1, object, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::_SET_OBJECT_PROMPT_NAME_FROM_GXT_ENTRY

- **Hash:** `0xD503D6F0986D58BC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectPromptNameFromGxtEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_PROMPT_NAME_FROM_GXT_ENTRY

## Signature

```c
void _SET_OBJECT_PROMPT_NAME_FROM_GXT_ENTRY(Object object, Hash name);
```

## Parameters

- `object` (`Object`)
- `name` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

_SET_FORCE* - _SET_LOCAL*

*Source: VORPCORE RDR3natives*

Not official native name

## Usage

### Lua

```lua
SetObjectPromptNameFromGxtEntry(object, name)

-- always available, by hash
Citizen.InvokeNative(0xD503D6F0986D58BC, object, name)
```

### JavaScript

```js
SetObjectPromptNameFromGxtEntry(object, name);

// by hash
Citizen.invokeNative('0xD503D6F0986D58BC', object, name);
```

### C#

```csharp
Function.Call((Hash)0xD503D6F0986D58BC, object, name);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS

- **Hash:** `0xEB6F1A9B5510A5D2`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectTakesDamageFromCollidingWithBuildings`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS

## Signature

```c
void SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS(Object object, BOOL enabled);
```

## Parameters

- `object` (`Object`)
- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectTakesDamageFromCollidingWithBuildings(object, enabled)

-- always available, by hash
Citizen.InvokeNative(0xEB6F1A9B5510A5D2, object, enabled)
```

### JavaScript

```js
SetObjectTakesDamageFromCollidingWithBuildings(object, enabled);

// by hash
Citizen.invokeNative('0xEB6F1A9B5510A5D2', object, enabled);
```

### C#

```csharp
Function.Call((Hash)0xEB6F1A9B5510A5D2, object, enabled);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_OBJECT_TARGETTABLE

- **Hash:** `0x8A7391690F5AFD81`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectTargettable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_OBJECT_TARGETTABLE

## Signature

```c
void SET_OBJECT_TARGETTABLE(Object object, BOOL targettable);
```

## Parameters

- `object` (`Object`)
- `targettable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectTargettable(object, targettable)

-- always available, by hash
Citizen.InvokeNative(0x8A7391690F5AFD81, object, targettable)
```

### JavaScript

```js
SetObjectTargettable(object, targettable);

// by hash
Citizen.invokeNative('0x8A7391690F5AFD81', object, targettable);
```

### C#

```csharp
Function.Call((Hash)0x8A7391690F5AFD81, object, targettable);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_TARGETTABLE_2

- **Hash:** `0x581EDBE56E8D62C9`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectTargettable_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_TARGETTABLE_2

## Signature

```c
void _SET_OBJECT_TARGETTABLE_2(Object object, BOOL targettable);
```

## Parameters

- `object` (`Object`)
- `targettable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectTargettable_2(object, targettable)

-- always available, by hash
Citizen.InvokeNative(0x581EDBE56E8D62C9, object, targettable)
```

### JavaScript

```js
SetObjectTargettable_2(object, targettable);

// by hash
Citizen.invokeNative('0x581EDBE56E8D62C9', object, targettable);
```

### C#

```csharp
Function.Call((Hash)0x581EDBE56E8D62C9, object, targettable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_OBJECT_TARGETTABLE_FOCUS

- **Hash:** `0xA22712E8471AA08E`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectTargettableFocus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_TARGETTABLE_FOCUS

## Signature

```c
void _SET_OBJECT_TARGETTABLE_FOCUS(Object object, BOOL toggle, BOOL weaponLock);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)
- `weaponLock` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

When p1 and p2 are true you can focus on the object (similar to when you focus a ped)

*Source: VORPCORE RDR3natives*

focus on objects like focus on peds, p1 is to enable/disable p2 is to enable/disable focus when you have a weapon out

## Usage

### Lua

```lua
SetObjectTargettableFocus(object, toggle, weaponLock)

-- always available, by hash
Citizen.InvokeNative(0xA22712E8471AA08E, object, toggle, weaponLock)
```

### JavaScript

```js
SetObjectTargettableFocus(object, toggle, weaponLock);

// by hash
Citizen.invokeNative('0xA22712E8471AA08E', object, toggle, weaponLock);
```

### C#

```csharp
Function.Call((Hash)0xA22712E8471AA08E, object, toggle, weaponLock);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# OBJECT::SET_OBJECT_TINT_INDEX

- **Hash:** `0x971DA0055324D033`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectTintIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_OBJECT_TINT_INDEX

## Signature

```c
void SET_OBJECT_TINT_INDEX(Object object, int textureVariation);
```

## Parameters

- `object` (`Object`)
- `textureVariation` (`int`)

## Returns

`void`

## Description

Alt name: _SET_OBJECT_TINT

Old name: _SET_OBJECT_TEXTURE_VARIATION

## Usage

### Lua

```lua
SetObjectTintIndex(object, textureVariation)

-- always available, by hash
Citizen.InvokeNative(0x971DA0055324D033, object, textureVariation)
```

### JavaScript

```js
SetObjectTintIndex(object, textureVariation);

// by hash
Citizen.invokeNative('0x971DA0055324D033', object, textureVariation);
```

### C#

```csharp
Function.Call((Hash)0x971DA0055324D033, object, textureVariation);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::_SET_PICKUP_COLLECTABLE_ON_MOUNT

- **Hash:** `0x00EE08603EADEE92`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupCollectableOnMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_PICKUP_COLLECTABLE_ON_MOUNT

## Signature

```c
void _SET_PICKUP_COLLECTABLE_ON_MOUNT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupCollectableOnMount(object)

-- always available, by hash
Citizen.InvokeNative(0x00EE08603EADEE92, object)
```

### JavaScript

```js
SetPickupCollectableOnMount(object);

// by hash
Citizen.invokeNative('0x00EE08603EADEE92', object);
```

### C#

```csharp
Function.Call((Hash)0x00EE08603EADEE92, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_DO_NOT_AUTO_PLACE_ON_GROUND

- **Hash:** `0x634C19521485AB25`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupDoNotAutoPlaceOnGround`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_DO_NOT_AUTO_PLACE_ON_GROUND

## Signature

```c
void SET_PICKUP_DO_NOT_AUTO_PLACE_ON_GROUND(Object pickupObject);
```

## Parameters

- `pickupObject` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupDoNotAutoPlaceOnGround(pickupObject)

-- always available, by hash
Citizen.InvokeNative(0x634C19521485AB25, pickupObject)
```

### JavaScript

```js
SetPickupDoNotAutoPlaceOnGround(pickupObject);

// by hash
Citizen.invokeNative('0x634C19521485AB25', pickupObject);
```

### C#

```csharp
Function.Call((Hash)0x634C19521485AB25, pickupObject);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_GENERATION_RANGE_MULTIPLIER

- **Hash:** `0x318516E02DE3ECE2`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupGenerationRangeMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_GENERATION_RANGE_MULTIPLIER

## Signature

```c
void SET_PICKUP_GENERATION_RANGE_MULTIPLIER(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupGenerationRangeMultiplier(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x318516E02DE3ECE2, multiplier)
```

### JavaScript

```js
SetPickupGenerationRangeMultiplier(multiplier);

// by hash
Citizen.invokeNative('0x318516E02DE3ECE2', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x318516E02DE3ECE2, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE

- **Hash:** `0x81218CE01B672219`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupHiddenWhenUncollectable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE

## Signature

```c
void SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupHiddenWhenUncollectable(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x81218CE01B672219, p0, p1)
```

### JavaScript

```js
SetPickupHiddenWhenUncollectable(p0, p1);

// by hash
Citizen.invokeNative('0x81218CE01B672219', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x81218CE01B672219, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_NOT_LOOTABLE

- **Hash:** `0x92E87F60F21A0C3A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupNotLootable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_NOT_LOOTABLE

## Signature

```c
void SET_PICKUP_NOT_LOOTABLE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupNotLootable(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x92E87F60F21A0C3A, p0, p1)
```

### JavaScript

```js
SetPickupNotLootable(p0, p1);

// by hash
Citizen.invokeNative('0x92E87F60F21A0C3A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x92E87F60F21A0C3A, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_PARTICLE_FX_HIGHLIGHT

- **Hash:** `0x1607C7D9B3021DF5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupParticleFxHighlight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_PARTICLE_FX_HIGHLIGHT

## Signature

```c
void SET_PICKUP_PARTICLE_FX_HIGHLIGHT(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupParticleFxHighlight(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1607C7D9B3021DF5, p0, p1)
```

### JavaScript

```js
SetPickupParticleFxHighlight(p0, p1);

// by hash
Citizen.invokeNative('0x1607C7D9B3021DF5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1607C7D9B3021DF5, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_PARTICLE_FX_SPAWN

- **Hash:** `0xEB9740A38FD6D634`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupParticleFxSpawn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_PARTICLE_FX_SPAWN

## Signature

```c
void SET_PICKUP_PARTICLE_FX_SPAWN(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupParticleFxSpawn(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xEB9740A38FD6D634, p0, p1)
```

### JavaScript

```js
SetPickupParticleFxSpawn(p0, p1);

// by hash
Citizen.invokeNative('0xEB9740A38FD6D634', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xEB9740A38FD6D634, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_REGENERATION_TIME

- **Hash:** `0x78015C9B4B3ECC9D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupRegenerationTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_REGENERATION_TIME

## Signature

```c
void SET_PICKUP_REGENERATION_TIME(Pickup pickup, int duration);
```

## Parameters

- `pickup` (`Pickup`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupRegenerationTime(pickup, duration)

-- always available, by hash
Citizen.InvokeNative(0x78015C9B4B3ECC9D, pickup, duration)
```

### JavaScript

```js
SetPickupRegenerationTime(pickup, duration);

// by hash
Citizen.invokeNative('0x78015C9B4B3ECC9D', pickup, duration);
```

### C#

```csharp
Function.Call((Hash)0x78015C9B4B3ECC9D, pickup, duration);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_PICKUP_UNCOLLECTABLE

- **Hash:** `0x4A8CB328CD6F1C9B`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetPickupUncollectable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_PICKUP_UNCOLLECTABLE

## Signature

```c
void SET_PICKUP_UNCOLLECTABLE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPickupUncollectable(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x4A8CB328CD6F1C9B, p0, p1)
```

### JavaScript

```js
SetPickupUncollectable(p0, p1);

// by hash
Citizen.invokeNative('0x4A8CB328CD6F1C9B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x4A8CB328CD6F1C9B, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_STATE_OF_RAYFIRE_MAP_OBJECT

- **Hash:** `0x5C29F698D404C5E1`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetStateOfRayfireMapObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_STATE_OF_RAYFIRE_MAP_OBJECT

## Signature

```c
void SET_STATE_OF_RAYFIRE_MAP_OBJECT(Object object, int state);
```

## Parameters

- `object` (`Object`)
- `state` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetStateOfRayfireMapObject(object, state)

-- always available, by hash
Citizen.InvokeNative(0x5C29F698D404C5E1, object, state)
```

### JavaScript

```js
SetStateOfRayfireMapObject(object, state);

// by hash
Citizen.invokeNative('0x5C29F698D404C5E1', object, state);
```

### C#

```csharp
Function.Call((Hash)0x5C29F698D404C5E1, object, state);
```

## See also

- [OBJECT::GET_STATE_OF_RAYFIRE_MAP_OBJECT](https://natives.borderlinerp.com/natives/OBJECT/GET_STATE_OF_RAYFIRE_MAP_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SET_TEAM_PICKUP_OBJECT

- **Hash:** `0x53E0DF1A2A3CF0CA`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetTeamPickupObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_TEAM_PICKUP_OBJECT

## Signature

```c
void SET_TEAM_PICKUP_OBJECT(Object object, Any p1, BOOL p2);
```

## Parameters

- `object` (`Object`)
- `p1` (`Any`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetTeamPickupObject(object, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x53E0DF1A2A3CF0CA, object, p1, p2)
```

### JavaScript

```js
SetTeamPickupObject(object, p1, p2);

// by hash
Citizen.invokeNative('0x53E0DF1A2A3CF0CA', object, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x53E0DF1A2A3CF0CA, object, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SLIDE_OBJECT

- **Hash:** `0x2FDFF4107B8C1147`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SlideObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SLIDE_OBJECT

## Signature

```c
BOOL SLIDE_OBJECT(Object object, float toX, float toY, float toZ, float speedX, float speedY, float speedZ, BOOL collision);
```

## Parameters

- `object` (`Object`)
- `toX` (`float`)
- `toY` (`float`)
- `toZ` (`float`)
- `speedX` (`float`)
- `speedY` (`float`)
- `speedZ` (`float`)
- `collision` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SlideObject(object, toX, toY, toZ, speedX, speedY, speedZ, collision)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FDFF4107B8C1147, object, toX, toY, toZ, speedX, speedY, speedZ, collision, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SlideObject(object, toX, toY, toZ, speedX, speedY, speedZ, collision);

// by hash
const retval = Citizen.invokeNative('0x2FDFF4107B8C1147', object, toX + 0.0000001, toY + 0.0000001, toZ + 0.0000001, speedX + 0.0000001, speedY + 0.0000001, speedZ + 0.0000001, collision, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2FDFF4107B8C1147, object, toX, toY, toZ, speedX, speedY, speedZ, collision);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::SUPPRESS_PICKUP_REWARD_TYPE

- **Hash:** `0xF92099527DB8E2A7`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SuppressPickupRewardType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SUPPRESS_PICKUP_REWARD_TYPE

## Signature

```c
void SUPPRESS_PICKUP_REWARD_TYPE(int rewardType, BOOL suppress);
```

## Parameters

- `rewardType` (`int`)
- `suppress` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SuppressPickupRewardType(rewardType, suppress)

-- always available, by hash
Citizen.InvokeNative(0xF92099527DB8E2A7, rewardType, suppress)
```

### JavaScript

```js
SuppressPickupRewardType(rewardType, suppress);

// by hash
Citizen.invokeNative('0xF92099527DB8E2A7', rewardType, suppress);
```

### C#

```csharp
Function.Call((Hash)0xF92099527DB8E2A7, rewardType, suppress);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# OBJECT::TRACK_OBJECT_VISIBILITY

- **Hash:** `0xB252BC036B525623`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `TrackObjectVisibility`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/TRACK_OBJECT_VISIBILITY

## Signature

```c
void TRACK_OBJECT_VISIBILITY(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
TrackObjectVisibility(object)

-- always available, by hash
Citizen.InvokeNative(0xB252BC036B525623, object)
```

### JavaScript

```js
TrackObjectVisibility(object);

// by hash
Citizen.invokeNative('0xB252BC036B525623', object);
```

### C#

```csharp
Function.Call((Hash)0xB252BC036B525623, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_0x1252C029FC8EBB4D

- **Hash:** `0x1252C029FC8EBB4D`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `N_0x1252c029fc8ebb4d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/0x1252C029FC8EBB4D

## Signature

```c
BOOL _0x1252C029FC8EBB4D();
```

## Returns

`BOOL`

## Description

_IS_R* - _IS_S*

## Usage

### Lua

```lua
local retval = N_0x1252c029fc8ebb4d()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1252C029FC8EBB4D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1252c029fc8ebb4d();

// by hash
const retval = Citizen.invokeNative('0x1252C029FC8EBB4D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1252C029FC8EBB4D);
```

- This native has no known name, so the runtime exposes it only as `N_0x1252c029fc8ebb4d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_0x43F35DDB2905D945

- **Hash:** `0x43F35DDB2905D945`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `N_0x43f35ddb2905d945`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/0x43F35DDB2905D945

## Signature

```c
Any _0x43F35DDB2905D945(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x43f35ddb2905d945(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43F35DDB2905D945, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x43f35ddb2905d945(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x43F35DDB2905D945', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x43F35DDB2905D945, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x43f35ddb2905d945` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_0x52C68E92D6E23ADD

- **Hash:** `0x52C68E92D6E23ADD`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `N_0x52c68e92d6e23add`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PAD/0x52C68E92D6E23ADD

## Signature

```c
void _0x52C68E92D6E23ADD(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x52c68e92d6e23add(p0)

-- always available, by hash
Citizen.InvokeNative(0x52C68E92D6E23ADD, p0)
```

### JavaScript

```js
N_0x52c68e92d6e23add(p0);

// by hash
Citizen.invokeNative('0x52C68E92D6E23ADD', p0);
```

### C#

```csharp
Function.Call((Hash)0x52C68E92D6E23ADD, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x52c68e92d6e23add` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_0x5F217BC1190503D8

- **Hash:** `0x5F217BC1190503D8`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `N_0x5f217bc1190503d8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/0x5F217BC1190503D8

## Signature

```c
void _0x5F217BC1190503D8(const char* rumbleCurve, float p1);
```

## Parameters

- `rumbleCurve` (`const char*`)
- `p1` (`float`)

## Returns

`void`

## Description

rumbleCurve: common_0/data/rumblecurves.meta

## Usage

### Lua

```lua
N_0x5f217bc1190503d8(rumbleCurve, p1)

-- always available, by hash
Citizen.InvokeNative(0x5F217BC1190503D8, rumbleCurve, p1)
```

### JavaScript

```js
N_0x5f217bc1190503d8(rumbleCurve, p1);

// by hash
Citizen.invokeNative('0x5F217BC1190503D8', rumbleCurve, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5F217BC1190503D8, rumbleCurve, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x5f217bc1190503d8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_0x709BA8C08C5C008D

- **Hash:** `0x709BA8C08C5C008D`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `N_0x709ba8c08c5c008d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/0x709BA8C08C5C008D

## Signature

```c
void _0x709BA8C08C5C008D();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x709ba8c08c5c008d()

-- always available, by hash
Citizen.InvokeNative(0x709BA8C08C5C008D)
```

### JavaScript

```js
N_0x709ba8c08c5c008d();

// by hash
Citizen.invokeNative('0x709BA8C08C5C008D');
```

### C#

```csharp
Function.Call((Hash)0x709BA8C08C5C008D);
```

- This native has no known name, so the runtime exposes it only as `N_0x709ba8c08c5c008d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_0xBD629C1C4F501C80

- **Hash:** `0xBD629C1C4F501C80`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `N_0xbd629c1c4f501c80`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/0xBD629C1C4F501C80

## Signature

```c
Any _0xBD629C1C4F501C80(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xbd629c1c4f501c80(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD629C1C4F501C80, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbd629c1c4f501c80(p0);

// by hash
const retval = Citizen.invokeNative('0xBD629C1C4F501C80', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBD629C1C4F501C80, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbd629c1c4f501c80` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::CLEAR_CONTROL_LIGHT_EFFECT

- **Hash:** `0xCB0360EFEFB2580D`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `ClearControlLightEffect`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/CLEAR_CONTROL_LIGHT_EFFECT

## Signature

```c
void CLEAR_CONTROL_LIGHT_EFFECT(int control);
```

## Parameters

- `control` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ClearControlLightEffect(control)

-- always available, by hash
Citizen.InvokeNative(0xCB0360EFEFB2580D, control)
```

### JavaScript

```js
ClearControlLightEffect(control);

// by hash
Citizen.invokeNative('0xCB0360EFEFB2580D', control);
```

### C#

```csharp
Function.Call((Hash)0xCB0360EFEFB2580D, control);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::CLEAR_CONTROL_SHAKE_SUPPRESSED_ID

- **Hash:** `0xA0CEFCEA390AAB9B`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `ClearControlShakeSuppressedId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/CLEAR_CONTROL_SHAKE_SUPPRESSED_ID

## Signature

```c
void CLEAR_CONTROL_SHAKE_SUPPRESSED_ID(int control);
```

## Parameters

- `control` (`int`)

## Returns

`void`

## Description

Old name: _CLEAR_SUPPRESSED_PAD_RUMBLE

## Usage

### Lua

```lua
ClearControlShakeSuppressedId(control)

-- always available, by hash
Citizen.InvokeNative(0xA0CEFCEA390AAB9B, control)
```

### JavaScript

```js
ClearControlShakeSuppressedId(control);

// by hash
Citizen.invokeNative('0xA0CEFCEA390AAB9B', control);
```

### C#

```csharp
Function.Call((Hash)0xA0CEFCEA390AAB9B, control);
```

## See also

- [PAD::SET_CONTROL_SHAKE_SUPPRESSED_ID](https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_SHAKE_SUPPRESSED_ID.md) — Old name: SET_PAD_SHAKE_SUPPRESSED_ID

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::DISABLE_ALL_CONTROL_ACTIONS

- **Hash:** `0x5F4B6931816E599B`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `DisableAllControlActions`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/DISABLE_ALL_CONTROL_ACTIONS

## Signature

```c
void DISABLE_ALL_CONTROL_ACTIONS(int control);
```

## Parameters

- `control` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DisableAllControlActions(control)

-- always available, by hash
Citizen.InvokeNative(0x5F4B6931816E599B, control)
```

### JavaScript

```js
DisableAllControlActions(control);

// by hash
Citizen.invokeNative('0x5F4B6931816E599B', control);
```

### C#

```csharp
Function.Call((Hash)0x5F4B6931816E599B, control);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::DISABLE_CONTROL_ACTION

- **Hash:** `0xFE99B66D079CF6BC`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `DisableControlAction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/DISABLE_CONTROL_ACTION

## Signature

```c
void DISABLE_CONTROL_ACTION(int control, Hash action, BOOL disableRelatedActions);
```

## Parameters

- `control` (`int`) — Control group, usually 0.
- `action` (`Hash`) — Input hash, e.g. 0xCEFD9220 for INPUT_ENTER.
- `disableRelatedActions` (`BOOL`)

## Returns

`void`

## Verified notes

Any resource that disables a control in a per-frame loop disables it for the player everywhere, and the effect survives stopping the other resources you suspect. Check hashes before disabling them.

`0xCEFD9220` is **`INPUT_ENTER`** (E) — mounting a horse, getting on a wagon and many contextual interactions. It is easy to mislabel; a library that disabled it every frame left mounting broken for every player on the server.

To find who is blocking an input, print `IS_CONTROL_ENABLED` from a debug command:

```lua
RegisterCommand('inputcheck', function()
    print('INPUT_ENTER enabled:', IsControlEnabled(0, 0xCEFD9220))
end)
```

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
DisableControlAction(control, action, disableRelatedActions)

-- always available, by hash
Citizen.InvokeNative(0xFE99B66D079CF6BC, control, action, disableRelatedActions)
```

### JavaScript

```js
DisableControlAction(control, action, disableRelatedActions);

// by hash
Citizen.invokeNative('0xFE99B66D079CF6BC', control, action, disableRelatedActions);
```

### C#

```csharp
Function.Call((Hash)0xFE99B66D079CF6BC, control, action, disableRelatedActions);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [PAD::ENABLE_CONTROL_ACTION](https://natives.borderlinerp.com/natives/PAD/ENABLE_CONTROL_ACTION.md)
- [PAD::IS_CONTROL_ENABLED](https://natives.borderlinerp.com/natives/PAD/IS_CONTROL_ENABLED.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# PAD::ENABLE_CONTROL_ACTION

- **Hash:** `0x351220255D64C155`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `EnableControlAction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/ENABLE_CONTROL_ACTION

## Signature

```c
void ENABLE_CONTROL_ACTION(int control, Hash action, BOOL enableRelatedActions);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)
- `enableRelatedActions` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
EnableControlAction(control, action, enableRelatedActions)

-- always available, by hash
Citizen.InvokeNative(0x351220255D64C155, control, action, enableRelatedActions)
```

### JavaScript

```js
EnableControlAction(control, action, enableRelatedActions);

// by hash
Citizen.invokeNative('0x351220255D64C155', control, action, enableRelatedActions);
```

### C#

```csharp
Function.Call((Hash)0x351220255D64C155, control, action, enableRelatedActions);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [PAD::DISABLE_CONTROL_ACTION](https://natives.borderlinerp.com/natives/PAD/DISABLE_CONTROL_ACTION.md) — Disables a control for the current frame; call it every frame to keep it disabled.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::GET_CONTROL_HOW_LONG_AGO

- **Hash:** `0xD7D22F5592AED8BA`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetControlHowLongAgo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/GET_CONTROL_HOW_LONG_AGO

## Signature

```c
int GET_CONTROL_HOW_LONG_AGO(int control);
```

## Parameters

- `control` (`int`)

## Returns

`int`

## Description

Returns time in ms since last input.

## Usage

### Lua

```lua
local retval = GetControlHowLongAgo(control)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7D22F5592AED8BA, control, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetControlHowLongAgo(control);

// by hash
const retval = Citizen.invokeNative('0xD7D22F5592AED8BA', control, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD7D22F5592AED8BA, control);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::GET_CONTROL_NORMAL

- **Hash:** `0xEC3C9B8D5327B563`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetControlNormal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/GET_CONTROL_NORMAL

## Signature

```c
float GET_CONTROL_NORMAL(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetControlNormal(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC3C9B8D5327B563, control, action, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetControlNormal(control, action);

// by hash
const retval = Citizen.invokeNative('0xEC3C9B8D5327B563', control, action, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xEC3C9B8D5327B563, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::GET_CONTROL_UNBOUND_NORMAL

- **Hash:** `0x5B84D09CEC5209C5`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetControlUnboundNormal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/GET_CONTROL_UNBOUND_NORMAL

## Signature

```c
float GET_CONTROL_UNBOUND_NORMAL(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetControlUnboundNormal(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B84D09CEC5209C5, control, action, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetControlUnboundNormal(control, action);

// by hash
const retval = Citizen.invokeNative('0x5B84D09CEC5209C5', control, action, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x5B84D09CEC5209C5, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::GET_CONTROL_VALUE

- **Hash:** `0xD95E79E8686D2C27`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetControlValue`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/GET_CONTROL_VALUE

## Signature

```c
int GET_CONTROL_VALUE(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetControlValue(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD95E79E8686D2C27, control, action, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetControlValue(control, action);

// by hash
const retval = Citizen.invokeNative('0xD95E79E8686D2C27', control, action, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD95E79E8686D2C27, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_GET_CURRENT_CONTROL_CONTEXT

- **Hash:** `0xDDCEB0F26C89C00F`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetCurrentControlContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/_GET_CURRENT_CONTROL_CONTEXT

## Signature

```c
Hash _GET_CURRENT_CONTROL_CONTEXT(int control);
```

## Parameters

- `control` (`int`)

## Returns

`Hash`

## Description

Gets the current control context. See: _SET_CONTROL_CONTEXT

## Usage

### Lua

```lua
local retval = GetCurrentControlContext(control)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDCEB0F26C89C00F, control, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentControlContext(control);

// by hash
const retval = Citizen.invokeNative('0xDDCEB0F26C89C00F', control, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDDCEB0F26C89C00F, control);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_GET_DISABLED_CONTROL_HOW_LONG_AGO

- **Hash:** `0x771DFCB24D19C2F6`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetDisabledControlHowLongAgo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/_GET_DISABLED_CONTROL_HOW_LONG_AGO

## Signature

```c
int _GET_DISABLED_CONTROL_HOW_LONG_AGO(int control);
```

## Parameters

- `control` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetDisabledControlHowLongAgo(control)

-- always available, by hash
local retval = Citizen.InvokeNative(0x771DFCB24D19C2F6, control, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDisabledControlHowLongAgo(control);

// by hash
const retval = Citizen.invokeNative('0x771DFCB24D19C2F6', control, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x771DFCB24D19C2F6, control);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::GET_DISABLED_CONTROL_NORMAL

- **Hash:** `0x11E65974A982637C`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetDisabledControlNormal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/GET_DISABLED_CONTROL_NORMAL

## Signature

```c
float GET_DISABLED_CONTROL_NORMAL(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetDisabledControlNormal(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11E65974A982637C, control, action, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetDisabledControlNormal(control, action);

// by hash
const retval = Citizen.invokeNative('0x11E65974A982637C', control, action, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x11E65974A982637C, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::GET_DISABLED_CONTROL_UNBOUND_NORMAL

- **Hash:** `0x4F8A26A890FD62FB`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `GetDisabledControlUnboundNormal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/GET_DISABLED_CONTROL_UNBOUND_NORMAL

## Signature

```c
float GET_DISABLED_CONTROL_UNBOUND_NORMAL(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetDisabledControlUnboundNormal(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4F8A26A890FD62FB, control, action, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetDisabledControlUnboundNormal(control, action);

// by hash
const retval = Citizen.invokeNative('0x4F8A26A890FD62FB', control, action, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4F8A26A890FD62FB, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::HAVE_CONTROLS_CHANGED

- **Hash:** `0x6CD79468A1E595C6`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `HaveControlsChanged`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/HAVE_CONTROLS_CHANGED

## Signature

```c
BOOL HAVE_CONTROLS_CHANGED(int control);
```

## Parameters

- `control` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HaveControlsChanged(control)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CD79468A1E595C6, control, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HaveControlsChanged(control);

// by hash
const retval = Citizen.invokeNative('0x6CD79468A1E595C6', control, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6CD79468A1E595C6, control);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_IS_CONTROL_ACTION_VALID

- **Hash:** `0xBC0884BC590951C7`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsControlActionValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/_IS_CONTROL_ACTION_VALID

## Signature

```c
BOOL _IS_CONTROL_ACTION_VALID(Hash action, int control);
```

## Parameters

- `action` (`Hash`)
- `control` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsControlActionValid(action, control)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC0884BC590951C7, action, control, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsControlActionValid(action, control);

// by hash
const retval = Citizen.invokeNative('0xBC0884BC590951C7', action, control, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBC0884BC590951C7, action, control);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_CONTROL_ENABLED

- **Hash:** `0x1CEA6BFDF248E5D9`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsControlEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_CONTROL_ENABLED

## Signature

```c
BOOL IS_CONTROL_ENABLED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsControlEnabled(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1CEA6BFDF248E5D9, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsControlEnabled(control, action);

// by hash
const retval = Citizen.invokeNative('0x1CEA6BFDF248E5D9', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1CEA6BFDF248E5D9, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_CONTROL_JUST_PRESSED

- **Hash:** `0x580417101DDB492F`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsControlJustPressed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_CONTROL_JUST_PRESSED

## Signature

```c
BOOL IS_CONTROL_JUST_PRESSED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsControlJustPressed(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x580417101DDB492F, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsControlJustPressed(control, action);

// by hash
const retval = Citizen.invokeNative('0x580417101DDB492F', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x580417101DDB492F, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_CONTROL_JUST_RELEASED

- **Hash:** `0x50F940259D3841E6`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsControlJustReleased`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_CONTROL_JUST_RELEASED

## Signature

```c
BOOL IS_CONTROL_JUST_RELEASED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsControlJustReleased(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x50F940259D3841E6, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsControlJustReleased(control, action);

// by hash
const retval = Citizen.invokeNative('0x50F940259D3841E6', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x50F940259D3841E6, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_CONTROL_PRESSED

- **Hash:** `0xF3A21BCD95725A4A`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsControlPressed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_CONTROL_PRESSED

## Signature

```c
BOOL IS_CONTROL_PRESSED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsControlPressed(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF3A21BCD95725A4A, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsControlPressed(control, action);

// by hash
const retval = Citizen.invokeNative('0xF3A21BCD95725A4A', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF3A21BCD95725A4A, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_CONTROL_RELEASED

- **Hash:** `0x648EE3E7F38877DD`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsControlReleased`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_CONTROL_RELEASED

## Signature

```c
BOOL IS_CONTROL_RELEASED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsControlReleased(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x648EE3E7F38877DD, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsControlReleased(control, action);

// by hash
const retval = Citizen.invokeNative('0x648EE3E7F38877DD', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x648EE3E7F38877DD, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_DISABLED_CONTROL_JUST_PRESSED

- **Hash:** `0x91AEF906BCA88877`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsDisabledControlJustPressed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_DISABLED_CONTROL_JUST_PRESSED

## Signature

```c
BOOL IS_DISABLED_CONTROL_JUST_PRESSED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDisabledControlJustPressed(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x91AEF906BCA88877, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledControlJustPressed(control, action);

// by hash
const retval = Citizen.invokeNative('0x91AEF906BCA88877', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x91AEF906BCA88877, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_DISABLED_CONTROL_JUST_RELEASED

- **Hash:** `0x305C8DCD79DA8B0F`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsDisabledControlJustReleased`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_DISABLED_CONTROL_JUST_RELEASED

## Signature

```c
BOOL IS_DISABLED_CONTROL_JUST_RELEASED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDisabledControlJustReleased(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0x305C8DCD79DA8B0F, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledControlJustReleased(control, action);

// by hash
const retval = Citizen.invokeNative('0x305C8DCD79DA8B0F', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x305C8DCD79DA8B0F, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_DISABLED_CONTROL_PRESSED

- **Hash:** `0xE2587F8CBBD87B1D`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsDisabledControlPressed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_DISABLED_CONTROL_PRESSED

## Signature

```c
BOOL IS_DISABLED_CONTROL_PRESSED(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDisabledControlPressed(control, action)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE2587F8CBBD87B1D, control, action, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisabledControlPressed(control, action);

// by hash
const retval = Citizen.invokeNative('0xE2587F8CBBD87B1D', control, action, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE2587F8CBBD87B1D, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_LOOK_INVERTED

- **Hash:** `0x77B612531280010D`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsLookInverted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_LOOK_INVERTED

## Signature

```c
BOOL IS_LOOK_INVERTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsLookInverted()

-- always available, by hash
local retval = Citizen.InvokeNative(0x77B612531280010D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsLookInverted();

// by hash
const retval = Citizen.invokeNative('0x77B612531280010D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x77B612531280010D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::IS_USING_KEYBOARD_AND_MOUSE

- **Hash:** `0xA571D46727E2B718`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `IsUsingKeyboardAndMouse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/IS_USING_KEYBOARD_AND_MOUSE

## Signature

```c
BOOL IS_USING_KEYBOARD_AND_MOUSE(int control);
```

## Parameters

- `control` (`int`)

## Returns

`BOOL`

## Description

padIndex is not used

Old name: _IS_USING_KEYBOARD

## Usage

### Lua

```lua
local retval = IsUsingKeyboardAndMouse(control)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA571D46727E2B718, control, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsUsingKeyboardAndMouse(control);

// by hash
const retval = Citizen.invokeNative('0xA571D46727E2B718', control, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA571D46727E2B718, control);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::_SET_CONTROL_CONTEXT

- **Hash:** `0x2804658EB7D8A50B`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/_SET_CONTROL_CONTEXT

## Signature

```c
void _SET_CONTROL_CONTEXT(int control, Hash context);
```

## Parameters

- `control` (`int`)
- `context` (`Hash`)

## Returns

`void`

## Description

Sets the current control context. Must be called every frame.

context: https://alloc8or.re/rdr3/doc/misc/input_contexts.txt
For more information, see common:/data/control/settings.meta
https://github.com/femga/rdr3_discoveries/tree/master/Controls

## Usage

### Lua

```lua
SetControlContext(control, context)

-- always available, by hash
Citizen.InvokeNative(0x2804658EB7D8A50B, control, context)
```

### JavaScript

```js
SetControlContext(control, context);

// by hash
Citizen.invokeNative('0x2804658EB7D8A50B', control, context);
```

### C#

```csharp
Function.Call((Hash)0x2804658EB7D8A50B, control, context);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_CONTROL_LIGHT_EFFECT_COLOR

- **Hash:** `0x8290252FFF36ACB5`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlLightEffectColor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_LIGHT_EFFECT_COLOR

## Signature

```c
void SET_CONTROL_LIGHT_EFFECT_COLOR(int control, int red, int green, int blue);
```

## Parameters

- `control` (`int`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything

Old name: _SET_CONTROL_GROUP_COLOR

## Usage

### Lua

```lua
SetControlLightEffectColor(control, red, green, blue)

-- always available, by hash
Citizen.InvokeNative(0x8290252FFF36ACB5, control, red, green, blue)
```

### JavaScript

```js
SetControlLightEffectColor(control, red, green, blue);

// by hash
Citizen.invokeNative('0x8290252FFF36ACB5', control, red, green, blue);
```

### C#

```csharp
Function.Call((Hash)0x8290252FFF36ACB5, control, red, green, blue);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_CONTROL_LIGHT_EFFECT_FLASHING_COLOR

- **Hash:** `0xA45884DB10EC7EE3`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlLightEffectFlashingColor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_LIGHT_EFFECT_FLASHING_COLOR

## Signature

```c
void SET_CONTROL_LIGHT_EFFECT_FLASHING_COLOR(int control, int red, int green, int blue);
```

## Parameters

- `control` (`int`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetControlLightEffectFlashingColor(control, red, green, blue)

-- always available, by hash
Citizen.InvokeNative(0xA45884DB10EC7EE3, control, red, green, blue)
```

### JavaScript

```js
SetControlLightEffectFlashingColor(control, red, green, blue);

// by hash
Citizen.invokeNative('0xA45884DB10EC7EE3', control, red, green, blue);
```

### C#

```csharp
Function.Call((Hash)0xA45884DB10EC7EE3, control, red, green, blue);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_CONTROL_SHAKE

- **Hash:** `0x48B3886C1358D0D5`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlShake`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_SHAKE

## Signature

```c
void SET_CONTROL_SHAKE(int control, int duration, int frequency);
```

## Parameters

- `control` (`int`)
- `duration` (`int`)
- `frequency` (`int`)

## Returns

`void`

## Description

Old name: SET_PAD_SHAKE

## Usage

### Lua

```lua
SetControlShake(control, duration, frequency)

-- always available, by hash
Citizen.InvokeNative(0x48B3886C1358D0D5, control, duration, frequency)
```

### JavaScript

```js
SetControlShake(control, duration, frequency);

// by hash
Citizen.invokeNative('0x48B3886C1358D0D5', control, duration, frequency);
```

### C#

```csharp
Function.Call((Hash)0x48B3886C1358D0D5, control, duration, frequency);
```

## See also

- [PAD::STOP_CONTROL_SHAKE](https://natives.borderlinerp.com/natives/PAD/STOP_CONTROL_SHAKE.md) — Old name: STOP_PAD_SHAKE

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_CONTROL_SHAKE_SUPPRESSED_ID

- **Hash:** `0xF239400E16C23E08`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlShakeSuppressedId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_SHAKE_SUPPRESSED_ID

## Signature

```c
void SET_CONTROL_SHAKE_SUPPRESSED_ID(int control, int uniqueId);
```

## Parameters

- `control` (`int`)
- `uniqueId` (`int`)

## Returns

`void`

## Description

Old name: SET_PAD_SHAKE_SUPPRESSED_ID

## Usage

### Lua

```lua
SetControlShakeSuppressedId(control, uniqueId)

-- always available, by hash
Citizen.InvokeNative(0xF239400E16C23E08, control, uniqueId)
```

### JavaScript

```js
SetControlShakeSuppressedId(control, uniqueId);

// by hash
Citizen.invokeNative('0xF239400E16C23E08', control, uniqueId);
```

### C#

```csharp
Function.Call((Hash)0xF239400E16C23E08, control, uniqueId);
```

## See also

- [PAD::CLEAR_CONTROL_SHAKE_SUPPRESSED_ID](https://natives.borderlinerp.com/natives/PAD/CLEAR_CONTROL_SHAKE_SUPPRESSED_ID.md) — Old name: _CLEAR_SUPPRESSED_PAD_RUMBLE

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_CONTROL_TRIGGER_SHAKE

- **Hash:** `0x14D29BB12D47F68C`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlTriggerShake`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_TRIGGER_SHAKE

## Signature

```c
void SET_CONTROL_TRIGGER_SHAKE(int control, int leftDuration, int leftFrequency, int rightDuration, int rightFrequency);
```

## Parameters

- `control` (`int`)
- `leftDuration` (`int`)
- `leftFrequency` (`int`)
- `rightDuration` (`int`)
- `rightFrequency` (`int`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetControlTriggerShake(control, leftDuration, leftFrequency, rightDuration, rightFrequency)

-- always available, by hash
Citizen.InvokeNative(0x14D29BB12D47F68C, control, leftDuration, leftFrequency, rightDuration, rightFrequency)
```

### JavaScript

```js
SetControlTriggerShake(control, leftDuration, leftFrequency, rightDuration, rightFrequency);

// by hash
Citizen.invokeNative('0x14D29BB12D47F68C', control, leftDuration, leftFrequency, rightDuration, rightFrequency);
```

### C#

```csharp
Function.Call((Hash)0x14D29BB12D47F68C, control, leftDuration, leftFrequency, rightDuration, rightFrequency);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_CONTROL_VALUE_NEXT_FRAME

- **Hash:** `0xE8A25867FBA3B05E`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetControlValueNextFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_VALUE_NEXT_FRAME

## Signature

```c
BOOL SET_CONTROL_VALUE_NEXT_FRAME(int control, Hash action, float value);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)
- `value` (`float`)

## Returns

`BOOL`

## Description

This is for simulating player input.
value is a float value from 0 - 1

control: see IS_CONTROL_ENABLED

Old name: _SET_CONTROL_NORMAL

## Usage

### Lua

```lua
local retval = SetControlValueNextFrame(control, action, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE8A25867FBA3B05E, control, action, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetControlValueNextFrame(control, action, value);

// by hash
const retval = Citizen.invokeNative('0xE8A25867FBA3B05E', control, action, value + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE8A25867FBA3B05E, control, action, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::SET_INPUT_EXCLUSIVE

- **Hash:** `0xEDE476E5EE29EDB1`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `SetInputExclusive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/SET_INPUT_EXCLUSIVE

## Signature

```c
void SET_INPUT_EXCLUSIVE(int control, Hash action);
```

## Parameters

- `control` (`int`)
- `action` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetInputExclusive(control, action)

-- always available, by hash
Citizen.InvokeNative(0xEDE476E5EE29EDB1, control, action)
```

### JavaScript

```js
SetInputExclusive(control, action);

// by hash
Citizen.invokeNative('0xEDE476E5EE29EDB1', control, action);
```

### C#

```csharp
Function.Call((Hash)0xEDE476E5EE29EDB1, control, action);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PAD::STOP_CONTROL_SHAKE

- **Hash:** `0x38C16A305E8CDC8D`
- **Namespace:** PAD
- **Runtime name (Lua/JS):** `StopControlShake`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PAD/STOP_CONTROL_SHAKE

## Signature

```c
void STOP_CONTROL_SHAKE(int control);
```

## Parameters

- `control` (`int`)

## Returns

`void`

## Description

Old name: STOP_PAD_SHAKE

## Usage

### Lua

```lua
StopControlShake(control)

-- always available, by hash
Citizen.InvokeNative(0x38C16A305E8CDC8D, control)
```

### JavaScript

```js
StopControlShake(control);

// by hash
Citizen.invokeNative('0x38C16A305E8CDC8D', control);
```

### C#

```csharp
Function.Call((Hash)0x38C16A305E8CDC8D, control);
```

## See also

- [PAD::SET_CONTROL_SHAKE](https://natives.borderlinerp.com/natives/PAD/SET_CONTROL_SHAKE.md) — Old name: SET_PAD_SHAKE

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x264E9A5CD78C338F

- **Hash:** `0x264E9A5CD78C338F`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x264e9a5cd78c338f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x264E9A5CD78C338F

## Signature

```c
void _0x264E9A5CD78C338F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x264e9a5cd78c338f(p0)

-- always available, by hash
Citizen.InvokeNative(0x264E9A5CD78C338F, p0)
```

### JavaScript

```js
N_0x264e9a5cd78c338f(p0);

// by hash
Citizen.invokeNative('0x264E9A5CD78C338F', p0);
```

### C#

```csharp
Function.Call((Hash)0x264E9A5CD78C338F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x264e9a5cd78c338f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x34C9AF25649172D0

- **Hash:** `0x34C9AF25649172D0`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x34c9af25649172d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x34C9AF25649172D0

## Signature

```c
void _0x34C9AF25649172D0(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x34c9af25649172d0(p0)

-- always available, by hash
Citizen.InvokeNative(0x34C9AF25649172D0, p0)
```

### JavaScript

```js
N_0x34c9af25649172d0(p0);

// by hash
Citizen.invokeNative('0x34C9AF25649172D0', p0);
```

### C#

```csharp
Function.Call((Hash)0x34C9AF25649172D0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x34c9af25649172d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x4358BCF14C91761C

- **Hash:** `0x4358BCF14C91761C`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x4358bcf14c91761c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x4358BCF14C91761C

## Signature

```c
void _0x4358BCF14C91761C(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4358bcf14c91761c(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x4358BCF14C91761C, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
N_0x4358bcf14c91761c(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x4358BCF14C91761C', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x4358BCF14C91761C, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- This native has no known name, so the runtime exposes it only as `N_0x4358bcf14c91761c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x4BDEBEA5702B97A9

- **Hash:** `0x4BDEBEA5702B97A9`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x4bdebea5702b97a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x4BDEBEA5702B97A9

## Signature

```c
void _0x4BDEBEA5702B97A9(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4bdebea5702b97a9(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x4BDEBEA5702B97A9, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0x4bdebea5702b97a9(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x4BDEBEA5702B97A9', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x4BDEBEA5702B97A9, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x4bdebea5702b97a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x54F4D7B6670FBB5A

- **Hash:** `0x54F4D7B6670FBB5A`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x54f4d7b6670fbb5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x54F4D7B6670FBB5A

## Signature

```c
Any _0x54F4D7B6670FBB5A(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x54f4d7b6670fbb5a(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x54F4D7B6670FBB5A, p0, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x54f4d7b6670fbb5a(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x54F4D7B6670FBB5A', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x54F4D7B6670FBB5A, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x54f4d7b6670fbb5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x5A3B54ADDF5472A3

- **Hash:** `0x5A3B54ADDF5472A3`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x5a3b54addf5472a3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x5A3B54ADDF5472A3

## Signature

```c
int _0x5A3B54ADDF5472A3(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x5a3b54addf5472a3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A3B54ADDF5472A3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5a3b54addf5472a3(p0);

// by hash
const retval = Citizen.invokeNative('0x5A3B54ADDF5472A3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5A3B54ADDF5472A3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5a3b54addf5472a3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x5A4E1A41E3A02AD0

- **Hash:** `0x5A4E1A41E3A02AD0`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x5a4e1a41e3a02ad0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x5A4E1A41E3A02AD0

## Signature

```c
void _0x5A4E1A41E3A02AD0(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5a4e1a41e3a02ad0(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x5A4E1A41E3A02AD0, p0, p1, p2)
```

### JavaScript

```js
N_0x5a4e1a41e3a02ad0(p0, p1, p2);

// by hash
Citizen.invokeNative('0x5A4E1A41E3A02AD0', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x5A4E1A41E3A02AD0, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5a4e1a41e3a02ad0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x665B21666351CB37

- **Hash:** `0x665B21666351CB37`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x665b21666351cb37`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x665B21666351CB37

## Signature

```c
Any _0x665B21666351CB37(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x665b21666351cb37(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x665B21666351CB37, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x665b21666351cb37(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x665B21666351CB37', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x665B21666351CB37, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x665b21666351cb37` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x6C3F12ECEB6D2E2A

- **Hash:** `0x6C3F12ECEB6D2E2A`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x6c3f12eceb6d2e2a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x6C3F12ECEB6D2E2A

## Signature

```c
void _0x6C3F12ECEB6D2E2A(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, Any p6, Any p7);
```

## Parameters

- `xMin` (`float`)
- `yMin` (`float`)
- `zMin` (`float`)
- `xMax` (`float`)
- `yMax` (`float`)
- `zMax` (`float`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6c3f12eceb6d2e2a(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x6C3F12ECEB6D2E2A, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7)
```

### JavaScript

```js
N_0x6c3f12eceb6d2e2a(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7);

// by hash
Citizen.invokeNative('0x6C3F12ECEB6D2E2A', xMin + 0.0000001, yMin + 0.0000001, zMin + 0.0000001, xMax + 0.0000001, yMax + 0.0000001, zMax + 0.0000001, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x6C3F12ECEB6D2E2A, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x6c3f12eceb6d2e2a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x6DAD6630AE4A74CB

- **Hash:** `0x6DAD6630AE4A74CB`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x6dad6630ae4a74cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x6DAD6630AE4A74CB

## Signature

```c
void _0x6DAD6630AE4A74CB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6dad6630ae4a74cb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6DAD6630AE4A74CB, p0, p1)
```

### JavaScript

```js
N_0x6dad6630ae4a74cb(p0, p1);

// by hash
Citizen.invokeNative('0x6DAD6630AE4A74CB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6DAD6630AE4A74CB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6dad6630ae4a74cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0x869A7015BD4606E9

- **Hash:** `0x869A7015BD4606E9`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0x869a7015bd4606e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0x869A7015BD4606E9

## Signature

```c
void _0x869A7015BD4606E9(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x869a7015bd4606e9(p0)

-- always available, by hash
Citizen.InvokeNative(0x869A7015BD4606E9, p0)
```

### JavaScript

```js
N_0x869a7015bd4606e9(p0);

// by hash
Citizen.invokeNative('0x869A7015BD4606E9', p0);
```

### C#

```csharp
Function.Call((Hash)0x869A7015BD4606E9, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x869a7015bd4606e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xA33914B00CA55756

- **Hash:** `0xA33914B00CA55756`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xa33914b00ca55756`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xA33914B00CA55756

## Signature

```c
Any* _0xA33914B00CA55756(const char* p0, int p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`int`)

## Returns

`Any*`

## Usage

### Lua

```lua
local retval = N_0xa33914b00ca55756(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA33914B00CA55756, p0, p1, Citizen.ResultAsLong())
```

### JavaScript

```js
const retval = N_0xa33914b00ca55756(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA33914B00CA55756', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsLong());
```

### C#

```csharp
long retval = Function.Call<long>((Hash)0xA33914B00CA55756, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa33914b00ca55756` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xAFE2AE66F6251C66

- **Hash:** `0xAFE2AE66F6251C66`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xafe2ae66f6251c66`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xAFE2AE66F6251C66

## Signature

```c
void _0xAFE2AE66F6251C66(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, int p6, Any p7);
```

## Parameters

- `xMin` (`float`)
- `yMin` (`float`)
- `zMin` (`float`)
- `xMax` (`float`)
- `yMax` (`float`)
- `zMax` (`float`)
- `p6` (`int`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xafe2ae66f6251c66(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xAFE2AE66F6251C66, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7)
```

### JavaScript

```js
N_0xafe2ae66f6251c66(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7);

// by hash
Citizen.invokeNative('0xAFE2AE66F6251C66', xMin + 0.0000001, yMin + 0.0000001, zMin + 0.0000001, xMax + 0.0000001, yMax + 0.0000001, zMax + 0.0000001, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xAFE2AE66F6251C66, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xafe2ae66f6251c66` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xB03944057FD735BA

- **Hash:** `0xB03944057FD735BA`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xb03944057fd735ba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xB03944057FD735BA

## Signature

```c
void _0xB03944057FD735BA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb03944057fd735ba(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xB03944057FD735BA, p0, p1, p2)
```

### JavaScript

```js
N_0xb03944057fd735ba(p0, p1, p2);

// by hash
Citizen.invokeNative('0xB03944057FD735BA', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xB03944057FD735BA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xb03944057fd735ba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xCA27A86CAA4E98ED

- **Hash:** `0xCA27A86CAA4E98ED`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xca27a86caa4e98ed`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xCA27A86CAA4E98ED

## Signature

```c
Any _0xCA27A86CAA4E98ED(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xca27a86caa4e98ed(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA27A86CAA4E98ED, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xca27a86caa4e98ed(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xCA27A86CAA4E98ED', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCA27A86CAA4E98ED, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xca27a86caa4e98ed` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xCF213A5FC3ABFC08

- **Hash:** `0xCF213A5FC3ABFC08`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xcf213a5fc3abfc08`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xCF213A5FC3ABFC08

## Signature

```c
void _0xCF213A5FC3ABFC08(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcf213a5fc3abfc08(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCF213A5FC3ABFC08, p0, p1, p2)
```

### JavaScript

```js
N_0xcf213a5fc3abfc08(p0, p1, p2);

// by hash
Citizen.invokeNative('0xCF213A5FC3ABFC08', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCF213A5FC3ABFC08, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcf213a5fc3abfc08` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xE5EF9DE716FF737E

- **Hash:** `0xE5EF9DE716FF737E`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xe5ef9de716ff737e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xE5EF9DE716FF737E

## Signature

```c
void _0xE5EF9DE716FF737E(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe5ef9de716ff737e(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE5EF9DE716FF737E, p0, p1, p2)
```

### JavaScript

```js
N_0xe5ef9de716ff737e(p0, p1, p2);

// by hash
Citizen.invokeNative('0xE5EF9DE716FF737E', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE5EF9DE716FF737E, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe5ef9de716ff737e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xEFC535C9FAF563B3

- **Hash:** `0xEFC535C9FAF563B3`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xefc535c9faf563b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xEFC535C9FAF563B3

## Signature

```c
Any _0xEFC535C9FAF563B3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xefc535c9faf563b3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEFC535C9FAF563B3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xefc535c9faf563b3(p0);

// by hash
const retval = Citizen.invokeNative('0xEFC535C9FAF563B3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEFC535C9FAF563B3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xefc535c9faf563b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_0xF2A2177AC848B3A8

- **Hash:** `0xF2A2177AC848B3A8`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `N_0xf2a2177ac848b3a8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/0xF2A2177AC848B3A8

## Signature

```c
void _0xF2A2177AC848B3A8(Volume volume, int p1, int p2);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Description

GPS disabled zone: p1 = 0
Clearing GPS disabled zone: p1 = 1

## Usage

### Lua

```lua
N_0xf2a2177ac848b3a8(volume, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF2A2177AC848B3A8, volume, p1, p2)
```

### JavaScript

```js
N_0xf2a2177ac848b3a8(volume, p1, p2);

// by hash
Citizen.invokeNative('0xF2A2177AC848B3A8', volume, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF2A2177AC848B3A8, volume, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xf2a2177ac848b3a8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::ADD_NAVMESH_BLOCKING_OBJECT

- **Hash:** `0xFCD5C8E06E502F5A`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `AddNavmeshBlockingObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/ADD_NAVMESH_BLOCKING_OBJECT

## Signature

```c
Object ADD_NAVMESH_BLOCKING_OBJECT(float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7, Any p8);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`BOOL`)
- `p8` (`Any`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = AddNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCD5C8E06E502F5A, p0, p1, p2, p3, p4, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xFCD5C8E06E502F5A', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFCD5C8E06E502F5A, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PATH::REMOVE_NAVMESH_BLOCKING_OBJECT](https://natives.borderlinerp.com/natives/PATH/REMOVE_NAVMESH_BLOCKING_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_ADD_NAVMESH_BLOCKING_VOLUME

- **Hash:** `0x19C7567D2F2287D6`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `AddNavmeshBlockingVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_ADD_NAVMESH_BLOCKING_VOLUME

## Signature

```c
BOOL _ADD_NAVMESH_BLOCKING_VOLUME(Volume volume, int flags);
```

## Parameters

- `volume` (`Volume`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AddNavmeshBlockingVolume(volume, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x19C7567D2F2287D6, volume, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AddNavmeshBlockingVolume(volume, flags);

// by hash
const retval = Citizen.invokeNative('0x19C7567D2F2287D6', volume, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x19C7567D2F2287D6, volume, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PATH::_REMOVE_NAVMESH_BLOCKING_VOLUME](https://natives.borderlinerp.com/natives/PATH/_REMOVE_NAVMESH_BLOCKING_VOLUME.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::ADD_NAVMESH_REQUIRED_REGION

- **Hash:** `0x387EAD7EE42F6685`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `AddNavmeshRequiredRegion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/ADD_NAVMESH_REQUIRED_REGION

## Signature

```c
void ADD_NAVMESH_REQUIRED_REGION(float x, float y, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddNavmeshRequiredRegion(x, y, radius)

-- always available, by hash
Citizen.InvokeNative(0x387EAD7EE42F6685, x, y, radius)
```

### JavaScript

```js
AddNavmeshRequiredRegion(x, y, radius);

// by hash
Citizen.invokeNative('0x387EAD7EE42F6685', x + 0.0000001, y + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x387EAD7EE42F6685, x, y, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::ARE_NODES_LOADED_FOR_AREA

- **Hash:** `0xF7B79A50B905A30D`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `AreNodesLoadedForArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/ARE_NODES_LOADED_FOR_AREA

## Signature

```c
BOOL ARE_NODES_LOADED_FOR_AREA(float x1, float y1, float x2, float y2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `x2` (`float`)
- `y2` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreNodesLoadedForArea(x1, y1, x2, y2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF7B79A50B905A30D, x1, y1, x2, y2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreNodesLoadedForArea(x1, y1, x2, y2);

// by hash
const retval = Citizen.invokeNative('0xF7B79A50B905A30D', x1 + 0.0000001, y1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF7B79A50B905A30D, x1, y1, x2, y2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::DOES_NAVMESH_BLOCKING_OBJECT_EXIST

- **Hash:** `0x0EAEB0DB4B132399`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `DoesNavmeshBlockingObjectExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/DOES_NAVMESH_BLOCKING_OBJECT_EXIST

## Signature

```c
BOOL DOES_NAVMESH_BLOCKING_OBJECT_EXIST(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesNavmeshBlockingObjectExist(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EAEB0DB4B132399, object, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesNavmeshBlockingObjectExist(object);

// by hash
const retval = Citizen.invokeNative('0x0EAEB0DB4B132399', object, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EAEB0DB4B132399, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_DOES_NAVMESH_BLOCKING_VOLUME_EXIST

- **Hash:** `0xDE0EA444735C1368`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `DoesNavmeshBlockingVolumeExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_DOES_NAVMESH_BLOCKING_VOLUME_EXIST

## Signature

```c
BOOL _DOES_NAVMESH_BLOCKING_VOLUME_EXIST(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesNavmeshBlockingVolumeExist(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE0EA444735C1368, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesNavmeshBlockingVolumeExist(volume);

// by hash
const retval = Citizen.invokeNative('0xDE0EA444735C1368', volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE0EA444735C1368, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_APPROX_FLOOR_FOR_POINT

- **Hash:** `0x336511A34F2E5185`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetApproxFloorForPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_APPROX_FLOOR_FOR_POINT

## Signature

```c
float GET_APPROX_FLOOR_FOR_POINT(float x, float y);
```

## Parameters

- `x` (`float`)
- `y` (`float`)

## Returns

`float`

## Description

Returns CGameWorldHeightMap's minimum Z value at specified point (grid node).

## Usage

### Lua

```lua
local retval = GetApproxFloorForPoint(x, y)

-- always available, by hash
local retval = Citizen.InvokeNative(0x336511A34F2E5185, x, y, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetApproxFloorForPoint(x, y);

// by hash
const retval = Citizen.invokeNative('0x336511A34F2E5185', x + 0.0000001, y + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x336511A34F2E5185, x, y);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_CLOSEST_ROAD

- **Hash:** `0x132F52BBA570FE92`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetClosestRoad`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_CLOSEST_ROAD

## Signature

```c
BOOL GET_CLOSEST_ROAD(float x, float y, float z, float p3, int p4, Vector3* p5, Vector3* p6, Any* p7, Any* p8, float* p9, BOOL p10);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)
- `p4` (`int`)
- `p5` (`Vector3*`)
- `p6` (`Vector3*`)
- `p7` (`Any*`)
- `p8` (`Any*`)
- `p9` (`float*`)
- `p10` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p5, p6, p7, p8, p9 = GetClosestRoad(x, y, z, p3, p4, p10)

-- always available, by hash
local retval, p5, p6, p7, p8, p9 = Citizen.InvokeNative(0x132F52BBA570FE92, x, y, z, p3, p4, Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueFloat(), p10, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p5, p6, p7, p8, p9] = GetClosestRoad(x, y, z, p3, p4, p10);

// by hash
const [retval, p5, p6, p7, p8, p9] = Citizen.invokeNative('0x132F52BBA570FE92', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, p4, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueFloat(), p10, Citizen.returnResultAnyway());
```

### C#

```csharp
var p5 = new OutputArgument();
var p6 = new OutputArgument();
var p7 = new OutputArgument();
var p8 = new OutputArgument();
var p9 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x132F52BBA570FE92, x, y, z, p3, p4, p5, p6, p7, p8, p9, p10);
// p5.GetResult<Vector3>()
// p6.GetResult<Vector3>()
// p7.GetResult<int>()
// p8.GetResult<int>()
// p9.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_CLOSEST_VEHICLE_NODE

- **Hash:** `0x240A18690AE96513`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetClosestVehicleNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_CLOSEST_VEHICLE_NODE

## Signature

```c
BOOL GET_CLOSEST_VEHICLE_NODE(float x, float y, float z, Vector3* outPosition, int nodeType, float p5, float p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `outPosition` (`Vector3*`)
- `nodeType` (`int`)
- `p5` (`float`)
- `p6` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition = GetClosestVehicleNode(x, y, z, nodeType, p5, p6)

-- always available, by hash
local retval, outPosition = Citizen.InvokeNative(0x240A18690AE96513, x, y, z, Citizen.PointerValueVector(), nodeType, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition] = GetClosestVehicleNode(x, y, z, nodeType, p5, p6);

// by hash
const [retval, outPosition] = Citizen.invokeNative('0x240A18690AE96513', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueVector(), nodeType, p5 + 0.0000001, p6 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x240A18690AE96513, x, y, z, outPosition, nodeType, p5, p6);
// outPosition.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING

- **Hash:** `0x23CFFD4CCB243354`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetClosestVehicleNodeWithHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_CLOSEST_VEHICLE_NODE_WITH_HEADING

## Signature

```c
BOOL GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, float p7);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `outPosition` (`Vector3*`)
- `outHeading` (`float*`)
- `nodeType` (`int`)
- `p6` (`float`)
- `p7` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition, outHeading = GetClosestVehicleNodeWithHeading(x, y, z, nodeType, p6, p7)

-- always available, by hash
local retval, outPosition, outHeading = Citizen.InvokeNative(0x23CFFD4CCB243354, x, y, z, Citizen.PointerValueVector(), Citizen.PointerValueFloat(), nodeType, p6, p7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition, outHeading] = GetClosestVehicleNodeWithHeading(x, y, z, nodeType, p6, p7);

// by hash
const [retval, outPosition, outHeading] = Citizen.invokeNative('0x23CFFD4CCB243354', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueVector(), Citizen.pointerValueFloat(), nodeType, p6 + 0.0000001, p7 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
var outHeading = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x23CFFD4CCB243354, x, y, z, outPosition, outHeading, nodeType, p6, p7);
// outPosition.GetResult<Vector3>()
// outHeading.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_GPS_BLIP_ROUTE_FOUND

- **Hash:** `0x869DAACBBE9FA006`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetGpsBlipRouteFound`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_GPS_BLIP_ROUTE_FOUND

## Signature

```c
BOOL GET_GPS_BLIP_ROUTE_FOUND();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetGpsBlipRouteFound()

-- always available, by hash
local retval = Citizen.InvokeNative(0x869DAACBBE9FA006, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetGpsBlipRouteFound();

// by hash
const retval = Citizen.invokeNative('0x869DAACBBE9FA006', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x869DAACBBE9FA006);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_GPS_BLIP_ROUTE_LENGTH

- **Hash:** `0xBBB45C3CF5C8AA85`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetGpsBlipRouteLength`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_GPS_BLIP_ROUTE_LENGTH

## Signature

```c
int GET_GPS_BLIP_ROUTE_LENGTH();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetGpsBlipRouteLength()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBB45C3CF5C8AA85, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetGpsBlipRouteLength();

// by hash
const retval = Citizen.invokeNative('0xBBB45C3CF5C8AA85', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBBB45C3CF5C8AA85);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_NTH_CLOSEST_VEHICLE_NODE

- **Hash:** `0x5A6D8DF6FBC5D0C4`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetNthClosestVehicleNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_NTH_CLOSEST_VEHICLE_NODE

## Signature

```c
BOOL GET_NTH_CLOSEST_VEHICLE_NODE(float x, float y, float z, int nthClosest, Vector3* outPosition, int unknown1, float unknown2, Any unknown3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `nthClosest` (`int`)
- `outPosition` (`Vector3*`)
- `unknown1` (`int`)
- `unknown2` (`float`)
- `unknown3` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition = GetNthClosestVehicleNode(x, y, z, nthClosest, unknown1, unknown2, unknown3)

-- always available, by hash
local retval, outPosition = Citizen.InvokeNative(0x5A6D8DF6FBC5D0C4, x, y, z, nthClosest, Citizen.PointerValueVector(), unknown1, unknown2, unknown3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition] = GetNthClosestVehicleNode(x, y, z, nthClosest, unknown1, unknown2, unknown3);

// by hash
const [retval, outPosition] = Citizen.invokeNative('0x5A6D8DF6FBC5D0C4', x + 0.0000001, y + 0.0000001, z + 0.0000001, nthClosest, Citizen.pointerValueVector(), unknown1, unknown2 + 0.0000001, unknown3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5A6D8DF6FBC5D0C4, x, y, z, nthClosest, outPosition, unknown1, unknown2, unknown3);
// outPosition.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION

- **Hash:** `0x2FAC235A6062F14A`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetNthClosestVehicleNodeFavourDirection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION

## Signature

```c
BOOL GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION(float x, float y, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition, float* outHeading, int nodetype, Any p10, Any p11);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `desiredX` (`float`)
- `desiredY` (`float`)
- `desiredZ` (`float`)
- `nthClosest` (`int`)
- `outPosition` (`Vector3*`)
- `outHeading` (`float*`)
- `nodetype` (`int`)
- `p10` (`Any`)
- `p11` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition, outHeading = GetNthClosestVehicleNodeFavourDirection(x, y, z, desiredX, desiredY, desiredZ, nthClosest, nodetype, p10, p11)

-- always available, by hash
local retval, outPosition, outHeading = Citizen.InvokeNative(0x2FAC235A6062F14A, x, y, z, desiredX, desiredY, desiredZ, nthClosest, Citizen.PointerValueVector(), Citizen.PointerValueFloat(), nodetype, p10, p11, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition, outHeading] = GetNthClosestVehicleNodeFavourDirection(x, y, z, desiredX, desiredY, desiredZ, nthClosest, nodetype, p10, p11);

// by hash
const [retval, outPosition, outHeading] = Citizen.invokeNative('0x2FAC235A6062F14A', x + 0.0000001, y + 0.0000001, z + 0.0000001, desiredX + 0.0000001, desiredY + 0.0000001, desiredZ + 0.0000001, nthClosest, Citizen.pointerValueVector(), Citizen.pointerValueFloat(), nodetype, p10, p11, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
var outHeading = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2FAC235A6062F14A, x, y, z, desiredX, desiredY, desiredZ, nthClosest, outPosition, outHeading, nodetype, p10, p11);
// outPosition.GetResult<Vector3>()
// outHeading.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_NTH_CLOSEST_VEHICLE_NODE_ID

- **Hash:** `0x116443008E5CEFC3`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetNthClosestVehicleNodeId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_NTH_CLOSEST_VEHICLE_NODE_ID

## Signature

```c
int GET_NTH_CLOSEST_VEHICLE_NODE_ID(float x, float y, float z, int nth, int nodetype, float p5, float p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `nth` (`int`)
- `nodetype` (`int`)
- `p5` (`float`)
- `p6` (`float`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNthClosestVehicleNodeId(x, y, z, nth, nodetype, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x116443008E5CEFC3, x, y, z, nth, nodetype, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNthClosestVehicleNodeId(x, y, z, nth, nodetype, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x116443008E5CEFC3', x + 0.0000001, y + 0.0000001, z + 0.0000001, nth, nodetype, p5 + 0.0000001, p6 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x116443008E5CEFC3, x, y, z, nth, nodetype, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING

- **Hash:** `0x4114EAA8A7F7766D`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetNthClosestVehicleNodeIdWithHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING

## Signature

```c
int GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING(float x, float y, float z, int nthClosest, float* returnHeading, int* returnNumLanes, int nodeFlags, float zMeasureMult, float zTolerance);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `nthClosest` (`int`)
- `returnHeading` (`float*`)
- `returnNumLanes` (`int*`)
- `nodeFlags` (`int`)
- `zMeasureMult` (`float`)
- `zTolerance` (`float`)

## Returns

`int`

## Description

Returns the nth closest vehicle node with a heading to a coord

## Usage

### Lua

```lua
local retval, returnHeading, returnNumLanes = GetNthClosestVehicleNodeIdWithHeading(x, y, z, nthClosest, nodeFlags, zMeasureMult, zTolerance)

-- always available, by hash
local retval, returnHeading, returnNumLanes = Citizen.InvokeNative(0x4114EAA8A7F7766D, x, y, z, nthClosest, Citizen.PointerValueFloat(), Citizen.PointerValueInt(), nodeFlags, zMeasureMult, zTolerance, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, returnHeading, returnNumLanes] = GetNthClosestVehicleNodeIdWithHeading(x, y, z, nthClosest, nodeFlags, zMeasureMult, zTolerance);

// by hash
const [retval, returnHeading, returnNumLanes] = Citizen.invokeNative('0x4114EAA8A7F7766D', x + 0.0000001, y + 0.0000001, z + 0.0000001, nthClosest, Citizen.pointerValueFloat(), Citizen.pointerValueInt(), nodeFlags, zMeasureMult + 0.0000001, zTolerance + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var returnHeading = new OutputArgument();
var returnNumLanes = new OutputArgument();
int retval = Function.Call<int>((Hash)0x4114EAA8A7F7766D, x, y, z, nthClosest, returnHeading, returnNumLanes, nodeFlags, zMeasureMult, zTolerance);
// returnHeading.GetResult<float>()
// returnNumLanes.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING

- **Hash:** `0x591B40D4390DB54A`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetNthClosestVehicleNodeWithHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING

## Signature

```c
BOOL GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, Any* unknown1, int unknown2, float unknown3, float unknown4);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `nthClosest` (`int`)
- `outPosition` (`Vector3*`)
- `heading` (`float*`)
- `unknown1` (`Any*`)
- `unknown2` (`int`)
- `unknown3` (`float`)
- `unknown4` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition, heading, unknown1 = GetNthClosestVehicleNodeWithHeading(x, y, z, nthClosest, unknown2, unknown3, unknown4)

-- always available, by hash
local retval, outPosition, heading, unknown1 = Citizen.InvokeNative(0x591B40D4390DB54A, x, y, z, nthClosest, Citizen.PointerValueVector(), Citizen.PointerValueFloat(), Citizen.PointerValueInt(), unknown2, unknown3, unknown4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition, heading, unknown1] = GetNthClosestVehicleNodeWithHeading(x, y, z, nthClosest, unknown2, unknown3, unknown4);

// by hash
const [retval, outPosition, heading, unknown1] = Citizen.invokeNative('0x591B40D4390DB54A', x + 0.0000001, y + 0.0000001, z + 0.0000001, nthClosest, Citizen.pointerValueVector(), Citizen.pointerValueFloat(), Citizen.pointerValueInt(), unknown2, unknown3 + 0.0000001, unknown4 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
var heading = new OutputArgument();
var unknown1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x591B40D4390DB54A, x, y, z, nthClosest, outPosition, heading, unknown1, unknown2, unknown3, unknown4);
// outPosition.GetResult<Vector3>()
// heading.GetResult<float>()
// unknown1.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_NUM_NAVMESHES_EXISTING_IN_AREA

- **Hash:** `0x01708E8DD3FF8C65`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetNumNavmeshesExistingInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_NUM_NAVMESHES_EXISTING_IN_AREA

## Signature

```c
int GET_NUM_NAVMESHES_EXISTING_IN_AREA(float p0, float p1, float p2, float p3, float p4, float p5);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumNavmeshesExistingInArea(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01708E8DD3FF8C65, p0, p1, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumNavmeshesExistingInArea(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x01708E8DD3FF8C65', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x01708E8DD3FF8C65, p0, p1, p2, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_RANDOM_VEHICLE_NODE

- **Hash:** `0x93E0DB8440B73A7D`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetRandomVehicleNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_RANDOM_VEHICLE_NODE

## Signature

```c
BOOL GET_RANDOM_VEHICLE_NODE(float x, float y, float z, float radius, int minLanes, BOOL avoidDeadEnds, BOOL avoidHighways, Vector3* outPosition, int* nodeId);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `minLanes` (`int`)
- `avoidDeadEnds` (`BOOL`)
- `avoidHighways` (`BOOL`)
- `outPosition` (`Vector3*`)
- `nodeId` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition, nodeId = GetRandomVehicleNode(x, y, z, radius, minLanes, avoidDeadEnds, avoidHighways)

-- always available, by hash
local retval, outPosition, nodeId = Citizen.InvokeNative(0x93E0DB8440B73A7D, x, y, z, radius, minLanes, avoidDeadEnds, avoidHighways, Citizen.PointerValueVector(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition, nodeId] = GetRandomVehicleNode(x, y, z, radius, minLanes, avoidDeadEnds, avoidHighways);

// by hash
const [retval, outPosition, nodeId] = Citizen.invokeNative('0x93E0DB8440B73A7D', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, minLanes, avoidDeadEnds, avoidHighways, Citizen.pointerValueVector(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
var nodeId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x93E0DB8440B73A7D, x, y, z, radius, minLanes, avoidDeadEnds, avoidHighways, outPosition, nodeId);
// outPosition.GetResult<Vector3>()
// nodeId.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_SAFE_COORD_FOR_PED

- **Hash:** `0xB61C8E878A4199CA`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetSafeCoordForPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_SAFE_COORD_FOR_PED

## Signature

```c
BOOL GET_SAFE_COORD_FOR_PED(float x, float y, float z, BOOL onGround, Vector3* outPosition, int flags);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `onGround` (`BOOL`)
- `outPosition` (`Vector3*`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPosition = GetSafeCoordForPed(x, y, z, onGround, flags)

-- always available, by hash
local retval, outPosition = Citizen.InvokeNative(0xB61C8E878A4199CA, x, y, z, onGround, Citizen.PointerValueVector(), flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPosition] = GetSafeCoordForPed(x, y, z, onGround, flags);

// by hash
const [retval, outPosition] = Citizen.invokeNative('0xB61C8E878A4199CA', x + 0.0000001, y + 0.0000001, z + 0.0000001, onGround, Citizen.pointerValueVector(), flags, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPosition = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB61C8E878A4199CA, x, y, z, onGround, outPosition, flags);
// outPosition.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_GET_SPAWN_DATA_FOR_ROAD_NODE

- **Hash:** `0xA3791B915B8B84C6`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetSpawnDataForRoadNode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_GET_SPAWN_DATA_FOR_ROAD_NODE

## Signature

```c
void _GET_SPAWN_DATA_FOR_ROAD_NODE(int nodeId, float x, float y, float z, Vector3* outCoords, float* heading);
```

## Parameters

- `nodeId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `outCoords` (`Vector3*`)
- `heading` (`float*`)

## Returns

`void`

## Usage

### Lua

```lua
local outCoords, heading = GetSpawnDataForRoadNode(nodeId, x, y, z)

-- always available, by hash
local outCoords, heading = Citizen.InvokeNative(0xA3791B915B8B84C6, nodeId, x, y, z, Citizen.PointerValueVector(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [outCoords, heading] = GetSpawnDataForRoadNode(nodeId, x, y, z);

// by hash
const [outCoords, heading] = Citizen.invokeNative('0xA3791B915B8B84C6', nodeId, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueVector(), Citizen.pointerValueFloat());
```

### C#

```csharp
var outCoords = new OutputArgument();
var heading = new OutputArgument();
Function.Call((Hash)0xA3791B915B8B84C6, nodeId, x, y, z, outCoords, heading);
// outCoords.GetResult<Vector3>()
// heading.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_VEHICLE_NODE_IS_SWITCHED_OFF

- **Hash:** `0x28533DBDDF7C2C97`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetVehicleNodeIsSwitchedOff`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_VEHICLE_NODE_IS_SWITCHED_OFF

## Signature

```c
BOOL GET_VEHICLE_NODE_IS_SWITCHED_OFF(int nodeID);
```

## Parameters

- `nodeID` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetVehicleNodeIsSwitchedOff(nodeID)

-- always available, by hash
local retval = Citizen.InvokeNative(0x28533DBDDF7C2C97, nodeID, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetVehicleNodeIsSwitchedOff(nodeID);

// by hash
const retval = Citizen.invokeNative('0x28533DBDDF7C2C97', nodeID, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x28533DBDDF7C2C97, nodeID);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::GET_VEHICLE_NODE_POSITION

- **Hash:** `0x8E8D72FF24DEE1FB`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetVehicleNodePosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/GET_VEHICLE_NODE_POSITION

## Signature

```c
void GET_VEHICLE_NODE_POSITION(int nodeId, Vector3* outPosition);
```

## Parameters

- `nodeId` (`int`)
- `outPosition` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local outPosition = GetVehicleNodePosition(nodeId, outPosition)

-- always available, by hash
local outPosition = Citizen.InvokeNative(0x8E8D72FF24DEE1FB, nodeId, Citizen.PointerValueVector())
```

### JavaScript

```js
const outPosition = GetVehicleNodePosition(nodeId, outPosition);

// by hash
const outPosition = Citizen.invokeNative('0x8E8D72FF24DEE1FB', nodeId, Citizen.pointerValueVector());
```

### C#

```csharp
var outPosition = new OutputArgument();
Function.Call((Hash)0x8E8D72FF24DEE1FB, nodeId, outPosition);
// outPosition.GetResult<Vector3>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::IS_NAVMESH_LOADED_IN_AREA

- **Hash:** `0xF813C7E63F9062A5`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `IsNavmeshLoadedInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/IS_NAVMESH_LOADED_IN_AREA

## Signature

```c
BOOL IS_NAVMESH_LOADED_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`BOOL`

## Description

Returns whether navmesh for the region is loaded.

## Usage

### Lua

```lua
local retval = IsNavmeshLoadedInArea(x1, y1, z1, x2, y2, z2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF813C7E63F9062A5, x1, y1, z1, x2, y2, z2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsNavmeshLoadedInArea(x1, y1, z1, x2, y2, z2);

// by hash
const retval = Citizen.invokeNative('0xF813C7E63F9062A5', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF813C7E63F9062A5, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::IS_POINT_ON_ROAD

- **Hash:** `0x125BF4ABFC536B09`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `IsPointOnRoad`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/IS_POINT_ON_ROAD

## Signature

```c
BOOL IS_POINT_ON_ROAD(float x, float y, float z, Vehicle vehicle);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Gets a value indicating whether the specified position is on a road.

## Usage

### Lua

```lua
local retval = IsPointOnRoad(x, y, z, vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x125BF4ABFC536B09, x, y, z, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPointOnRoad(x, y, z, vehicle);

// by hash
const retval = Citizen.invokeNative('0x125BF4ABFC536B09', x + 0.0000001, y + 0.0000001, z + 0.0000001, vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x125BF4ABFC536B09, x, y, z, vehicle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::IS_VEHICLE_NODE_ID_VALID

- **Hash:** `0x5829A02AF4F0B3CB`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `IsVehicleNodeIdValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/IS_VEHICLE_NODE_ID_VALID

## Signature

```c
BOOL IS_VEHICLE_NODE_ID_VALID(int vehicleNodeId);
```

## Parameters

- `vehicleNodeId` (`int`)

## Returns

`BOOL`

## Description

Returns true if the id is non zero.

## Usage

### Lua

```lua
local retval = IsVehicleNodeIdValid(vehicleNodeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5829A02AF4F0B3CB, vehicleNodeId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleNodeIdValid(vehicleNodeId);

// by hash
const retval = Citizen.invokeNative('0x5829A02AF4F0B3CB', vehicleNodeId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5829A02AF4F0B3CB, vehicleNodeId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_ACTIVATE_SWAP

- **Hash:** `0x7C334FF4D9215912`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshActivateSwap`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_ACTIVATE_SWAP

## Signature

```c
BOOL _NAVMESH_ACTIVATE_SWAP(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NavmeshActivateSwap(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C334FF4D9215912, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshActivateSwap(name);

// by hash
const retval = Citizen.invokeNative('0x7C334FF4D9215912', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C334FF4D9215912, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_ASSIGN_NAVMESH_TO_VEHICLE

- **Hash:** `0x44026E3DB3CED602`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshAssignNavmeshToVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_ASSIGN_NAVMESH_TO_VEHICLE

## Signature

```c
BOOL _NAVMESH_ASSIGN_NAVMESH_TO_VEHICLE(Vehicle vehicle, const char* navMeshName);
```

## Parameters

- `vehicle` (`Vehicle`)
- `navMeshName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NavmeshAssignNavmeshToVehicle(vehicle, navMeshName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44026E3DB3CED602, vehicle, navMeshName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshAssignNavmeshToVehicle(vehicle, navMeshName);

// by hash
const retval = Citizen.invokeNative('0x44026E3DB3CED602', vehicle, navMeshName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x44026E3DB3CED602, vehicle, navMeshName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_CLEAR_REQUESTED_PATH

- **Hash:** `0x661BB1E1FF77742D`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshClearRequestedPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_CLEAR_REQUESTED_PATH

## Signature

```c
BOOL _NAVMESH_CLEAR_REQUESTED_PATH(int path);
```

## Parameters

- `path` (`int`)

## Returns

`BOOL`

## Description

Called in scripts after finished with requested pathes. Immediately resets all values connected to the path handle except query status, which changes from 1 to 2 before eventually becoming fully invalidated to 0.

## Usage

### Lua

```lua
local retval = NavmeshClearRequestedPath(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0x661BB1E1FF77742D, path, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshClearRequestedPath(path);

// by hash
const retval = Citizen.invokeNative('0x661BB1E1FF77742D', path, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x661BB1E1FF77742D, path);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_DEACTIVATE_SWAP

- **Hash:** `0x527B97C203BB8606`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshDeactivateSwap`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_DEACTIVATE_SWAP

## Signature

```c
BOOL _NAVMESH_DEACTIVATE_SWAP(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NavmeshDeactivateSwap(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x527B97C203BB8606, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshDeactivateSwap(name);

// by hash
const retval = Citizen.invokeNative('0x527B97C203BB8606', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x527B97C203BB8606, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_DOES_SWAP_EXIST

- **Hash:** `0x495CFAB2924237C7`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshDoesSwapExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_DOES_SWAP_EXIST

## Signature

```c
BOOL _NAVMESH_DOES_SWAP_EXIST(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NavmeshDoesSwapExist(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x495CFAB2924237C7, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshDoesSwapExist(name);

// by hash
const retval = Citizen.invokeNative('0x495CFAB2924237C7', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x495CFAB2924237C7, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_IS_SWAP_ACTIVE

- **Hash:** `0x5AC0944C156E5F44`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshIsSwapActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_IS_SWAP_ACTIVE

## Signature

```c
BOOL _NAVMESH_IS_SWAP_ACTIVE(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NavmeshIsSwapActive(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5AC0944C156E5F44, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshIsSwapActive(name);

// by hash
const retval = Citizen.invokeNative('0x5AC0944C156E5F44', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5AC0944C156E5F44, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::NAVMESH_REQUEST_PATH

- **Hash:** `0x348F211CA2404039`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestPath`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/NAVMESH_REQUEST_PATH

## Signature

```c
int NAVMESH_REQUEST_PATH(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, int bitFlag);
```

## Parameters

- `ped` (`Ped`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `bitFlag` (`int`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Starts a nav mesh query for a path between coordinates with a given ped and returns a handle to be validated by _NAVMESH_REQUESTED_PATH_QUERY_STATUS and then _NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

Only bit flag values used in scripts are 0, 23, and 29. 23 is used with dogs and horses. 29 with legendary animals.

*Source: VORPCORE RDR3natives*

Starts a nav mesh query for a path between coordinates with a given ped and returns a handle to be validated by _NAVMESH_REQUESTED_QUERY_STATUS and then _NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

Only bit flag values used in scripts are 0, 23, and 29. 23 is used with dogs and horses. 29 with legendary animals.

## Usage

### Lua

```lua
local retval = NavmeshRequestPath(ped, x1, y1, z1, x2, y2, z2, bitFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x348F211CA2404039, ped, x1, y1, z1, x2, y2, z2, bitFlag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NavmeshRequestPath(ped, x1, y1, z1, x2, y2, z2, bitFlag);

// by hash
const retval = Citizen.invokeNative('0x348F211CA2404039', ped, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, bitFlag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x348F211CA2404039, ped, x1, y1, z1, x2, y2, z2, bitFlag);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PATH::_NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS

- **Hash:** `0xD470725E0703D22F`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathNumWaypoints`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS

## Signature

```c
int _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS(int path);
```

## Parameters

- `path` (`int`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of waypoints for a requested path (NAVMESH_REQUEST_PATH) if the query is completed (_NAVMESH_REQUESTED_PATH_QUERY_STATUS). For use with _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

*Source: VORPCORE RDR3natives*

Returns the number of waypoints for a requested path (NAVMESH_REQUEST_PATH) if the query is completed (_NAVMESH_REQUESTED_QUERY_STATUS). For use with _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathNumWaypoints(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD470725E0703D22F, path, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NavmeshRequestedPathNumWaypoints(path);

// by hash
const retval = Citizen.invokeNative('0xD470725E0703D22F', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD470725E0703D22F, path);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PATH::_NAVMESH_REQUESTED_PATH_QUERY_STATUS

- **Hash:** `0x3A0F82F6EE2291C8`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathQueryStatus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_NAVMESH_REQUESTED_QUERY_STATUS`
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_QUERY_STATUS

## Signature

```c
int _NAVMESH_REQUESTED_PATH_QUERY_STATUS(int path);
```

## Parameters

- `path` (`int`)

## Returns

`int`

## Description

Returns eNavMeshQueryStatus
enum eNavMeshQueryStatus
{
	QS_NOT_FOUND,
	QS_COMPLETE,
	QS_PENDING
};

It appears that the pending state of 2 is at least also used when cleaning up a request (_NAVMESH_CLEAR_REQUESTED_PATH) or if a request never completes. Eventually queries are invalidated and return 0.

Old name: _NAVMESH_QUERY_STATUS, _NAVMESH_REQUESTED_QUERY_STATUS

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathQueryStatus(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A0F82F6EE2291C8, path, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NavmeshRequestedPathQueryStatus(path);

// by hash
const retval = Citizen.invokeNative('0x3A0F82F6EE2291C8', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3A0F82F6EE2291C8, path);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

- **Hash:** `0x430F8319AE56C8A9`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathWaypointByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

## Signature

```c
Vector3 _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX(int path, int waypointIndex);
```

## Parameters

- `path` (`int`)
- `waypointIndex` (`int`)

## Returns

`Vector3`

## Description

Returns a vector3 waypoint at the specified index for a path. Use _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS to get available indexes.

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathWaypointByIndex(path, waypointIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x430F8319AE56C8A9, path, waypointIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = NavmeshRequestedPathWaypointByIndex(path, waypointIndex);

// by hash
const retval = Citizen.invokeNative('0x430F8319AE56C8A9', path, waypointIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x430F8319AE56C8A9, path, waypointIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

- **Hash:** `0x8800776E410EB669`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathWaypointsFound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

## Signature

```c
BOOL _NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND(int path);
```

## Parameters

- `path` (`int`)

## Returns

`BOOL`

## Description

Returns true if a path of waypoints was found. Waypoints can be retrieved with _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS and _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathWaypointsFound(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8800776E410EB669, path, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshRequestedPathWaypointsFound(path);

// by hash
const retval = Citizen.invokeNative('0x8800776E410EB669', path, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8800776E410EB669, path);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN

- **Hash:** `0xF61CFEDEAB627BFA`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathWaypointsTerrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN

## Signature

```c
int _NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN(int path);
```

## Parameters

- `path` (`int`)

## Returns

`int`

## Description

Returns a bit flag for seemingly terrain within the waypoints in the path. Checked against bit value 2 to match water in the path, seems to always contain at least 1 though regardless of location/ped.

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathWaypointsTerrain(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF61CFEDEAB627BFA, path, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NavmeshRequestedPathWaypointsTerrain(path);

// by hash
const retval = Citizen.invokeNative('0xF61CFEDEAB627BFA', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF61CFEDEAB627BFA, path);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::REMOVE_NAVMESH_BLOCKING_OBJECT

- **Hash:** `0x46399A7895957C0E`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `RemoveNavmeshBlockingObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/REMOVE_NAVMESH_BLOCKING_OBJECT

## Signature

```c
void REMOVE_NAVMESH_BLOCKING_OBJECT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveNavmeshBlockingObject(object)

-- always available, by hash
Citizen.InvokeNative(0x46399A7895957C0E, object)
```

### JavaScript

```js
RemoveNavmeshBlockingObject(object);

// by hash
Citizen.invokeNative('0x46399A7895957C0E', object);
```

### C#

```csharp
Function.Call((Hash)0x46399A7895957C0E, object);
```

## See also

- [PATH::ADD_NAVMESH_BLOCKING_OBJECT](https://natives.borderlinerp.com/natives/PATH/ADD_NAVMESH_BLOCKING_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_REMOVE_NAVMESH_BLOCKING_VOLUME

- **Hash:** `0x2C87C3E1C7B96EE2`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `RemoveNavmeshBlockingVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_REMOVE_NAVMESH_BLOCKING_VOLUME

## Signature

```c
void _REMOVE_NAVMESH_BLOCKING_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveNavmeshBlockingVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0x2C87C3E1C7B96EE2, volume)
```

### JavaScript

```js
RemoveNavmeshBlockingVolume(volume);

// by hash
Citizen.invokeNative('0x2C87C3E1C7B96EE2', volume);
```

### C#

```csharp
Function.Call((Hash)0x2C87C3E1C7B96EE2, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PATH::_ADD_NAVMESH_BLOCKING_VOLUME](https://natives.borderlinerp.com/natives/PATH/_ADD_NAVMESH_BLOCKING_VOLUME.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::REQUEST_PATH_NODES_IN_AREA_THIS_FRAME

- **Hash:** `0x07FB139B592FA687`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `RequestPathNodesInAreaThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/REQUEST_PATH_NODES_IN_AREA_THIS_FRAME

## Signature

```c
BOOL REQUEST_PATH_NODES_IN_AREA_THIS_FRAME(float x1, float y1, float x2, float y2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `x2` (`float`)
- `y2` (`float`)

## Returns

`BOOL`

## Description

Old name: REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT

## Usage

### Lua

```lua
local retval = RequestPathNodesInAreaThisFrame(x1, y1, x2, y2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x07FB139B592FA687, x1, y1, x2, y2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestPathNodesInAreaThisFrame(x1, y1, x2, y2);

// by hash
const retval = Citizen.invokeNative('0x07FB139B592FA687', x1 + 0.0000001, y1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x07FB139B592FA687, x1, y1, x2, y2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::RESET_ROADS_IN_VOLUME

- **Hash:** `0xD17672447692478E`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `ResetRoadsInVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/RESET_ROADS_IN_VOLUME

## Signature

```c
void RESET_ROADS_IN_VOLUME(Volume volume, BOOL p1);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ResetRoadsInVolume(volume, p1)

-- always available, by hash
Citizen.InvokeNative(0xD17672447692478E, volume, p1)
```

### JavaScript

```js
ResetRoadsInVolume(volume, p1);

// by hash
Citizen.invokeNative('0xD17672447692478E', volume, p1);
```

### C#

```csharp
Function.Call((Hash)0xD17672447692478E, volume, p1);
```

## See also

- [PATH::SET_ROADS_IN_VOLUME](https://natives.borderlinerp.com/natives/PATH/SET_ROADS_IN_VOLUME.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME

- **Hash:** `0x0B919E1FB47CC4E0`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetAmbientPedRangeMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME

## Signature

```c
void SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientPedRangeMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x0B919E1FB47CC4E0, multiplier)
```

### JavaScript

```js
SetAmbientPedRangeMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0x0B919E1FB47CC4E0', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0B919E1FB47CC4E0, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_IGNORE_NO_GPS_FLAG

- **Hash:** `0x72751156E7678833`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetIgnoreNoGpsFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_IGNORE_NO_GPS_FLAG

## Signature

```c
void SET_IGNORE_NO_GPS_FLAG(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetIgnoreNoGpsFlag(toggle)

-- always available, by hash
Citizen.InvokeNative(0x72751156E7678833, toggle)
```

### JavaScript

```js
SetIgnoreNoGpsFlag(toggle);

// by hash
Citizen.invokeNative('0x72751156E7678833', toggle);
```

### C#

```csharp
Function.Call((Hash)0x72751156E7678833, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_PED_PATHS_BACK_TO_ORIGINAL

- **Hash:** `0xE04B48F2CC926253`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetPedPathsBackToOriginal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_PED_PATHS_BACK_TO_ORIGINAL

## Signature

```c
void SET_PED_PATHS_BACK_TO_ORIGINAL(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathsBackToOriginal(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xE04B48F2CC926253, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
SetPedPathsBackToOriginal(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xE04B48F2CC926253', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xE04B48F2CC926253, p0, p1, p2, p3, p4, p5, p6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_PED_PATHS_IN_AREA

- **Hash:** `0x34F060F4BF92E018`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetPedPathsInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_PED_PATHS_IN_AREA

## Signature

```c
void SET_PED_PATHS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL unknown, Any p7);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `unknown` (`BOOL`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathsInArea(x1, y1, z1, x2, y2, z2, unknown, p7)

-- always available, by hash
Citizen.InvokeNative(0x34F060F4BF92E018, x1, y1, z1, x2, y2, z2, unknown, p7)
```

### JavaScript

```js
SetPedPathsInArea(x1, y1, z1, x2, y2, z2, unknown, p7);

// by hash
Citizen.invokeNative('0x34F060F4BF92E018', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, unknown, p7);
```

### C#

```csharp
Function.Call((Hash)0x34F060F4BF92E018, x1, y1, z1, x2, y2, z2, unknown, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_ROADS_BACK_TO_ORIGINAL

- **Hash:** `0x1EE7063B80FFC77C`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetRoadsBackToOriginal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_ROADS_BACK_TO_ORIGINAL

## Signature

```c
void SET_ROADS_BACK_TO_ORIGINAL(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, Any p6, Any p7);
```

## Parameters

- `xMin` (`float`)
- `yMin` (`float`)
- `zMin` (`float`)
- `xMax` (`float`)
- `yMax` (`float`)
- `zMax` (`float`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetRoadsBackToOriginal(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x1EE7063B80FFC77C, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7)
```

### JavaScript

```js
SetRoadsBackToOriginal(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7);

// by hash
Citizen.invokeNative('0x1EE7063B80FFC77C', xMin + 0.0000001, yMin + 0.0000001, zMin + 0.0000001, xMax + 0.0000001, yMax + 0.0000001, zMax + 0.0000001, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x1EE7063B80FFC77C, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA

- **Hash:** `0x0027501B9F3B407E`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetRoadsBackToOriginalInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA

## Signature

```c
void SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetRoadsBackToOriginalInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x0027501B9F3B407E, p0, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
SetRoadsBackToOriginalInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x0027501B9F3B407E', p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0x0027501B9F3B407E, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_ROADS_IN_ANGLED_AREA

- **Hash:** `0x1A5AA1208AF5DB59`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetRoadsInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_ROADS_IN_ANGLED_AREA

## Signature

```c
void SET_ROADS_IN_ANGLED_AREA(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetRoadsInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x1A5AA1208AF5DB59, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
SetRoadsInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x1A5AA1208AF5DB59', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x1A5AA1208AF5DB59, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_ROADS_IN_AREA

- **Hash:** `0xBF1A602B5BA52FEE`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetRoadsInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_ROADS_IN_AREA

## Signature

```c
void SET_ROADS_IN_AREA(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, Any p6, Any p7, Any p8);
```

## Parameters

- `xMin` (`float`)
- `yMin` (`float`)
- `zMin` (`float`)
- `xMax` (`float`)
- `yMax` (`float`)
- `zMax` (`float`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetRoadsInArea(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xBF1A602B5BA52FEE, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7, p8)
```

### JavaScript

```js
SetRoadsInArea(xMin, yMin, zMin, xMax, yMax, zMax, p6, p7, p8);

// by hash
Citizen.invokeNative('0xBF1A602B5BA52FEE', xMin + 0.0000001, yMin + 0.0000001, zMin + 0.0000001, xMax + 0.0000001, yMax + 0.0000001, zMax + 0.0000001, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xBF1A602B5BA52FEE, xMin, yMin, zMin, xMax, yMax, zMax, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SET_ROADS_IN_VOLUME

- **Hash:** `0xC1799FAFD2FDF52B`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetRoadsInVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_ROADS_IN_VOLUME

## Signature

```c
void SET_ROADS_IN_VOLUME(Volume volume, BOOL p1, BOOL p2, BOOL p3);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetRoadsInVolume(volume, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xC1799FAFD2FDF52B, volume, p1, p2, p3)
```

### JavaScript

```js
SetRoadsInVolume(volume, p1, p2, p3);

// by hash
Citizen.invokeNative('0xC1799FAFD2FDF52B', volume, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xC1799FAFD2FDF52B, volume, p1, p2, p3);
```

## See also

- [PATH::RESET_ROADS_IN_VOLUME](https://natives.borderlinerp.com/natives/PATH/RESET_ROADS_IN_VOLUME.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_SIMULATED_ROUTE_CREATE

- **Hash:** `0xFD5BB35AAB83FD48`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SimulatedRouteCreate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_SIMULATED_ROUTE_CREATE

## Signature

```c
Any _SIMULATED_ROUTE_CREATE(float x1, float y1, float z1, float x2, float y2, float z2, int p6);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p6` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SimulatedRouteCreate(x1, y1, z1, x2, y2, z2, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD5BB35AAB83FD48, x1, y1, z1, x2, y2, z2, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SimulatedRouteCreate(x1, y1, z1, x2, y2, z2, p6);

// by hash
const retval = Citizen.invokeNative('0xFD5BB35AAB83FD48', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFD5BB35AAB83FD48, x1, y1, z1, x2, y2, z2, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_SIMULATED_ROUTE_DELETE

- **Hash:** `0x4907D0E4FB26EE65`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SimulatedRouteDelete`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_SIMULATED_ROUTE_DELETE

## Signature

```c
void _SIMULATED_ROUTE_DELETE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SimulatedRouteDelete(p0)

-- always available, by hash
Citizen.InvokeNative(0x4907D0E4FB26EE65, p0)
```

### JavaScript

```js
SimulatedRouteDelete(p0);

// by hash
Citizen.invokeNative('0x4907D0E4FB26EE65', p0);
```

### C#

```csharp
Function.Call((Hash)0x4907D0E4FB26EE65, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::_SIMULATED_ROUTE_EXISTS

- **Hash:** `0x65A8196B8D7F5E0B`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SimulatedRouteExists`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_SIMULATED_ROUTE_EXISTS

## Signature

```c
BOOL _SIMULATED_ROUTE_EXISTS(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SimulatedRouteExists(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x65A8196B8D7F5E0B, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SimulatedRouteExists(p0);

// by hash
const retval = Citizen.invokeNative('0x65A8196B8D7F5E0B', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x65A8196B8D7F5E0B, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SIMULATED_ROUTE_GET_ETA

- **Hash:** `0x2DD5F78D73B24172`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SimulatedRouteGetEta`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SIMULATED_ROUTE_GET_ETA

## Signature

```c
float SIMULATED_ROUTE_GET_ETA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = SimulatedRouteGetEta(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DD5F78D73B24172, p0, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = SimulatedRouteGetEta(p0);

// by hash
const retval = Citizen.invokeNative('0x2DD5F78D73B24172', p0, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2DD5F78D73B24172, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SIMULATED_ROUTE_IS_LOADED

- **Hash:** `0x240915043CB799D7`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SimulatedRouteIsLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SIMULATED_ROUTE_IS_LOADED

## Signature

```c
BOOL SIMULATED_ROUTE_IS_LOADED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SimulatedRouteIsLoaded(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x240915043CB799D7, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SimulatedRouteIsLoaded(p0);

// by hash
const retval = Citizen.invokeNative('0x240915043CB799D7', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x240915043CB799D7, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PATH::SIMULATED_ROUTE_TRAVEL_TO_POINT

- **Hash:** `0xA1A3DE1C215C7394`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SimulatedRouteTravelToPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SIMULATED_ROUTE_TRAVEL_TO_POINT

## Signature

```c
void SIMULATED_ROUTE_TRAVEL_TO_POINT(Any p0, float p1, float p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SimulatedRouteTravelToPoint(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xA1A3DE1C215C7394, p0, p1, p2)
```

### JavaScript

```js
SimulatedRouteTravelToPoint(p0, p1, p2);

// by hash
Citizen.invokeNative('0xA1A3DE1C215C7394', p0, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA1A3DE1C215C7394, p0, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x00B380FF2DF6AB7A

- **Hash:** `0x00B380FF2DF6AB7A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x00b380ff2df6ab7a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x00B380FF2DF6AB7A

## Signature

```c
void _0x00B380FF2DF6AB7A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x00b380ff2df6ab7a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x00B380FF2DF6AB7A, p0, p1)
```

### JavaScript

```js
N_0x00b380ff2df6ab7a(p0, p1);

// by hash
Citizen.invokeNative('0x00B380FF2DF6AB7A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x00B380FF2DF6AB7A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x00b380ff2df6ab7a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x024EC9B649111915

- **Hash:** `0x024EC9B649111915`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x024ec9b649111915`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x024EC9B649111915

## Signature

```c
void _0x024EC9B649111915(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x024ec9b649111915(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x024EC9B649111915, ped, p1)
```

### JavaScript

```js
N_0x024ec9b649111915(ped, p1);

// by hash
Citizen.invokeNative('0x024EC9B649111915', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x024EC9B649111915, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x024ec9b649111915` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x02E741E19E39628C

- **Hash:** `0x02E741E19E39628C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x02e741e19e39628c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x02E741E19E39628C

## Signature

```c
void _0x02E741E19E39628C(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

_SET_PLAYER_SN* - _SET_PLAYER_STAMINA*

## Usage

### Lua

```lua
N_0x02e741e19e39628c(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x02E741E19E39628C, ped, p1)
```

### JavaScript

```js
N_0x02e741e19e39628c(ped, p1);

// by hash
Citizen.invokeNative('0x02E741E19E39628C', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x02E741E19E39628C, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x02e741e19e39628c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0455546F23FF08E4

- **Hash:** `0x0455546F23FF08E4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0455546f23ff08e4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0455546F23FF08E4

## Signature

```c
BOOL _0x0455546F23FF08E4(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`BOOL`

## Description

_DOES_GROUP_* - _DOES_N*

## Usage

### Lua

```lua
local retval = N_0x0455546f23ff08e4(groupId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0455546F23FF08E4, groupId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0455546f23ff08e4(groupId);

// by hash
const retval = Citizen.invokeNative('0x0455546F23FF08E4', groupId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0455546F23FF08E4, groupId);
```

- This native has no known name, so the runtime exposes it only as `N_0x0455546f23ff08e4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x06A10B4D7F50B0C3

- **Hash:** `0x06A10B4D7F50B0C3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x06a10b4d7f50b0c3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x06A10B4D7F50B0C3

## Signature

```c
BOOL _0x06A10B4D7F50B0C3(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_GET_PED_D*

## Usage

### Lua

```lua
local retval = N_0x06a10b4d7f50b0c3(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x06A10B4D7F50B0C3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x06a10b4d7f50b0c3(ped);

// by hash
const retval = Citizen.invokeNative('0x06A10B4D7F50B0C3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x06A10B4D7F50B0C3, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x06a10b4d7f50b0c3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x070A3841406C43D5

- **Hash:** `0x070A3841406C43D5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x070a3841406c43d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x070A3841406C43D5

## Signature

```c
void _0x070A3841406C43D5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x070a3841406c43d5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x070A3841406C43D5, p0, p1)
```

### JavaScript

```js
N_0x070a3841406c43d5(p0, p1);

// by hash
Citizen.invokeNative('0x070A3841406C43D5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x070A3841406C43D5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x070a3841406c43d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x07EA5B053FA60AC7

- **Hash:** `0x07EA5B053FA60AC7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x07ea5b053fa60ac7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x07EA5B053FA60AC7

## Signature

```c
void _0x07EA5B053FA60AC7(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x07ea5b053fa60ac7(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x07EA5B053FA60AC7, groupId, p1)
```

### JavaScript

```js
N_0x07ea5b053fa60ac7(groupId, p1);

// by hash
Citizen.invokeNative('0x07EA5B053FA60AC7', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x07EA5B053FA60AC7, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x07ea5b053fa60ac7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x09171A6F8FDE5DC1

- **Hash:** `0x09171A6F8FDE5DC1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x09171a6f8fde5dc1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x09171A6F8FDE5DC1

## Signature

```c
void _0x09171A6F8FDE5DC1(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x09171a6f8fde5dc1(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x09171A6F8FDE5DC1, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x09171a6f8fde5dc1(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x09171A6F8FDE5DC1', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x09171A6F8FDE5DC1, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x09171a6f8fde5dc1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x095C2277FED731DB

- **Hash:** `0x095C2277FED731DB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x095c2277fed731db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x095C2277FED731DB

## Signature

```c
Any _0x095C2277FED731DB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x095c2277fed731db(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x095C2277FED731DB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x095c2277fed731db(p0);

// by hash
const retval = Citizen.invokeNative('0x095C2277FED731DB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x095C2277FED731DB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x095c2277fed731db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x09D7AFD3716DA8E1

- **Hash:** `0x09D7AFD3716DA8E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x09d7afd3716da8e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x09D7AFD3716DA8E1

## Signature

```c
BOOL _0x09D7AFD3716DA8E1(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x09d7afd3716da8e1(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x09D7AFD3716DA8E1, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x09d7afd3716da8e1(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x09D7AFD3716DA8E1', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x09D7AFD3716DA8E1, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x09d7afd3716da8e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0A4618FFD517E24D

- **Hash:** `0x0A4618FFD517E24D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0a4618ffd517e24d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0A4618FFD517E24D

## Signature

```c
void _0x0A4618FFD517E24D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0a4618ffd517e24d(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0A4618FFD517E24D, p0, p1)
```

### JavaScript

```js
N_0x0a4618ffd517e24d(p0, p1);

// by hash
Citizen.invokeNative('0x0A4618FFD517E24D', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0A4618FFD517E24D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0a4618ffd517e24d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0ADA3EC589E1736E

- **Hash:** `0x0ADA3EC589E1736E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0ada3ec589e1736e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0ADA3EC589E1736E

## Signature

```c
void _0x0ADA3EC589E1736E();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x0ada3ec589e1736e()

-- always available, by hash
Citizen.InvokeNative(0x0ADA3EC589E1736E)
```

### JavaScript

```js
N_0x0ada3ec589e1736e();

// by hash
Citizen.invokeNative('0x0ADA3EC589E1736E');
```

### C#

```csharp
Function.Call((Hash)0x0ADA3EC589E1736E);
```

- This native has no known name, so the runtime exposes it only as `N_0x0ada3ec589e1736e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0B787A37EEDD226F

- **Hash:** `0x0B787A37EEDD226F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0b787a37eedd226f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0B787A37EEDD226F

## Signature

```c
void _0x0B787A37EEDD226F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0b787a37eedd226f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0B787A37EEDD226F, p0, p1)
```

### JavaScript

```js
N_0x0b787a37eedd226f(p0, p1);

// by hash
Citizen.invokeNative('0x0B787A37EEDD226F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0B787A37EEDD226F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0b787a37eedd226f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0D3B1568917EBDA0

- **Hash:** `0x0D3B1568917EBDA0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0d3b1568917ebda0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0D3B1568917EBDA0

## Signature

```c
BOOL _0x0D3B1568917EBDA0(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

_IS_PED_M*

## Usage

### Lua

```lua
local retval = N_0x0d3b1568917ebda0(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D3B1568917EBDA0, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0d3b1568917ebda0(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x0D3B1568917EBDA0', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0D3B1568917EBDA0, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d3b1568917ebda0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0D497AA69059FE40

- **Hash:** `0x0D497AA69059FE40`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0d497aa69059fe40`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0D497AA69059FE40

## Signature

```c
void _0x0D497AA69059FE40(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0d497aa69059fe40(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0D497AA69059FE40, p0, p1)
```

### JavaScript

```js
N_0x0d497aa69059fe40(p0, p1);

// by hash
Citizen.invokeNative('0x0D497AA69059FE40', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0D497AA69059FE40, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d497aa69059fe40` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0EEF7A81C17679DB

- **Hash:** `0x0EEF7A81C17679DB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0eef7a81c17679db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0EEF7A81C17679DB

## Signature

```c
BOOL _0x0EEF7A81C17679DB(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_L* - _IS_PED_M*

## Usage

### Lua

```lua
local retval = N_0x0eef7a81c17679db(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EEF7A81C17679DB, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0eef7a81c17679db(ped);

// by hash
const retval = Citizen.invokeNative('0x0EEF7A81C17679DB', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EEF7A81C17679DB, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x0eef7a81c17679db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0F967019CC853BCC

- **Hash:** `0x0F967019CC853BCC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0f967019cc853bcc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0F967019CC853BCC

## Signature

```c
void _0x0F967019CC853BCC(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0f967019cc853bcc(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0F967019CC853BCC, p0, p1)
```

### JavaScript

```js
N_0x0f967019cc853bcc(p0, p1);

// by hash
Citizen.invokeNative('0x0F967019CC853BCC', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0F967019CC853BCC, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f967019cc853bcc` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0FB1BA7FF73B41E1

- **Hash:** `0x0FB1BA7FF73B41E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0fb1ba7ff73b41e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0FB1BA7FF73B41E1

## Signature

```c
void _0x0FB1BA7FF73B41E1(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0fb1ba7ff73b41e1(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0FB1BA7FF73B41E1, p0, p1, p2)
```

### JavaScript

```js
N_0x0fb1ba7ff73b41e1(p0, p1, p2);

// by hash
Citizen.invokeNative('0x0FB1BA7FF73B41E1', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x0FB1BA7FF73B41E1, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x0fb1ba7ff73b41e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x0FFDF937E5C11382

- **Hash:** `0x0FFDF937E5C11382`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x0ffdf937e5c11382`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x0FFDF937E5C11382

## Signature

```c
void _0x0FFDF937E5C11382(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0ffdf937e5c11382(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x0FFDF937E5C11382, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0x0ffdf937e5c11382(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x0FFDF937E5C11382', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x0FFDF937E5C11382, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x0ffdf937e5c11382` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x101B45C5F56D970F

- **Hash:** `0x101B45C5F56D970F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x101b45c5f56d970f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x101B45C5F56D970F

## Signature

```c
BOOL _0x101B45C5F56D970F(Any* p0, Ped ped, int damageCleanliness, int p3);
```

## Parameters

- `p0` (`Any*`)
- `ped` (`Ped`)
- `damageCleanliness` (`int`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = N_0x101b45c5f56d970f(ped, damageCleanliness, p3)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x101B45C5F56D970F, Citizen.PointerValueInt(), ped, damageCleanliness, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x101b45c5f56d970f(ped, damageCleanliness, p3);

// by hash
const [retval, p0] = Citizen.invokeNative('0x101B45C5F56D970F', Citizen.pointerValueInt(), ped, damageCleanliness, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x101B45C5F56D970F, p0, ped, damageCleanliness, p3);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x101b45c5f56d970f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x10F96086123B939F

- **Hash:** `0x10F96086123B939F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x10f96086123b939f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x10F96086123B939F

## Signature

```c
void _0x10F96086123B939F(Ped legendaryPed, Ped preyPed, float p2);
```

## Parameters

- `legendaryPed` (`Ped`)
- `preyPed` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Description

NB_CUSTOM_CLIENT_ON_CREATE_COMPLETE - set legendary to not avoid prey

## Usage

### Lua

```lua
N_0x10f96086123b939f(legendaryPed, preyPed, p2)

-- always available, by hash
Citizen.InvokeNative(0x10F96086123B939F, legendaryPed, preyPed, p2)
```

### JavaScript

```js
N_0x10f96086123b939f(legendaryPed, preyPed, p2);

// by hash
Citizen.invokeNative('0x10F96086123B939F', legendaryPed, preyPed, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x10F96086123B939F, legendaryPed, preyPed, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x10f96086123b939f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x1148F706CF4EBDDA

- **Hash:** `0x1148F706CF4EBDDA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x1148f706cf4ebdda`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x1148F706CF4EBDDA

## Signature

```c
BOOL _0x1148F706CF4EBDDA(Ped ped, Hash p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`int`)

## Returns

`BOOL`

## Description

_CAN_PED_SEE* - _CAN_PED_USE_(SCENARIO_HASH?)*

## Usage

### Lua

```lua
local retval = N_0x1148f706cf4ebdda(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1148F706CF4EBDDA, ped, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1148f706cf4ebdda(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x1148F706CF4EBDDA', ped, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1148F706CF4EBDDA, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x1148f706cf4ebdda` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x1298B3D8E4C2409F

- **Hash:** `0x1298B3D8E4C2409F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x1298b3d8e4c2409f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x1298B3D8E4C2409F

## Signature

```c
void _0x1298B3D8E4C2409F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1298b3d8e4c2409f(p0)

-- always available, by hash
Citizen.InvokeNative(0x1298B3D8E4C2409F, p0)
```

### JavaScript

```js
N_0x1298b3d8e4c2409f(p0);

// by hash
Citizen.invokeNative('0x1298B3D8E4C2409F', p0);
```

### C#

```csharp
Function.Call((Hash)0x1298B3D8E4C2409F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1298b3d8e4c2409f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x12EB4E31F092C9B3

- **Hash:** `0x12EB4E31F092C9B3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x12eb4e31f092c9b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x12EB4E31F092C9B3

## Signature

```c
BOOL _0x12EB4E31F092C9B3(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_GET_IS_PED_(BLEEDING_OUT?)*

## Usage

### Lua

```lua
local retval = N_0x12eb4e31f092c9b3(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12EB4E31F092C9B3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x12eb4e31f092c9b3(ped);

// by hash
const retval = Citizen.invokeNative('0x12EB4E31F092C9B3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x12EB4E31F092C9B3, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x12eb4e31f092c9b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x12F2D161BF4031FC

- **Hash:** `0x12F2D161BF4031FC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x12f2d161bf4031fc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x12F2D161BF4031FC

## Signature

```c
void _0x12F2D161BF4031FC(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

_SET_A* - _SET_B*

## Usage

### Lua

```lua
N_0x12f2d161bf4031fc(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x12F2D161BF4031FC, ped, p1)
```

### JavaScript

```js
N_0x12f2d161bf4031fc(ped, p1);

// by hash
Citizen.invokeNative('0x12F2D161BF4031FC', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x12F2D161BF4031FC, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x12f2d161bf4031fc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x134775B093AD5C38

- **Hash:** `0x134775B093AD5C38`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x134775b093ad5c38`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x134775B093AD5C38

## Signature

```c
float _0x134775B093AD5C38(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

_GET_PED_M*

## Usage

### Lua

```lua
local retval = N_0x134775b093ad5c38(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x134775B093AD5C38, ped, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x134775b093ad5c38(ped);

// by hash
const retval = Citizen.invokeNative('0x134775B093AD5C38', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x134775B093AD5C38, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x134775b093ad5c38` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x154B7E841AC7412F

- **Hash:** `0x154B7E841AC7412F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x154b7e841ac7412f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x154B7E841AC7412F

## Signature

```c
void _0x154B7E841AC7412F(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

## Usage

### Lua

```lua
N_0x154b7e841ac7412f(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x154B7E841AC7412F, groupId, p1)
```

### JavaScript

```js
N_0x154b7e841ac7412f(groupId, p1);

// by hash
Citizen.invokeNative('0x154B7E841AC7412F', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x154B7E841AC7412F, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x154b7e841ac7412f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x15F4732C357B1D6D

- **Hash:** `0x15F4732C357B1D6D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x15f4732c357b1d6d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x15F4732C357B1D6D

## Signature

```c
void _0x15F4732C357B1D6D(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x15f4732c357b1d6d(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x15F4732C357B1D6D, p0, p1, p2)
```

### JavaScript

```js
N_0x15f4732c357b1d6d(p0, p1, p2);

// by hash
Citizen.invokeNative('0x15F4732C357B1D6D', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x15F4732C357B1D6D, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x15f4732c357b1d6d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x16802C32B2FCA06B

- **Hash:** `0x16802C32B2FCA06B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x16802c32b2fca06b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x16802C32B2FCA06B

## Signature

```c
void _0x16802C32B2FCA06B(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x16802c32b2fca06b(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x16802C32B2FCA06B, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x16802c32b2fca06b(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x16802C32B2FCA06B', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x16802C32B2FCA06B, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x16802c32b2fca06b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x16F798A05BB9E3B5

- **Hash:** `0x16F798A05BB9E3B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x16f798a05bb9e3b5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x16F798A05BB9E3B5

## Signature

```c
void _0x16F798A05BB9E3B5(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_PED_COWER_M*

## Usage

### Lua

```lua
N_0x16f798a05bb9e3b5(ped)

-- always available, by hash
Citizen.InvokeNative(0x16F798A05BB9E3B5, ped)
```

### JavaScript

```js
N_0x16f798a05bb9e3b5(ped);

// by hash
Citizen.invokeNative('0x16F798A05BB9E3B5', ped);
```

### C#

```csharp
Function.Call((Hash)0x16F798A05BB9E3B5, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x16f798a05bb9e3b5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x1D23D3F70606D788

- **Hash:** `0x1D23D3F70606D788`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x1d23d3f70606d788`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x1D23D3F70606D788

## Signature

```c
void _0x1D23D3F70606D788(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1d23d3f70606d788(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1D23D3F70606D788, p0, p1)
```

### JavaScript

```js
N_0x1d23d3f70606d788(p0, p1);

// by hash
Citizen.invokeNative('0x1D23D3F70606D788', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1D23D3F70606D788, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d23d3f70606d788` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x1D4636C90BBEFACB

- **Hash:** `0x1D4636C90BBEFACB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x1d4636c90bbefacb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x1D4636C90BBEFACB

## Signature

```c
void _0x1D4636C90BBEFACB(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

_SET_PED_CA* - _SET_PED_CO*

## Usage

### Lua

```lua
N_0x1d4636c90bbefacb(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x1D4636C90BBEFACB, ped, p1)
```

### JavaScript

```js
N_0x1d4636c90bbefacb(ped, p1);

// by hash
Citizen.invokeNative('0x1D4636C90BBEFACB', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x1D4636C90BBEFACB, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d4636c90bbefacb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x1F44B7E283C09EDE

- **Hash:** `0x1F44B7E283C09EDE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x1f44b7e283c09ede`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x1F44B7E283C09EDE

## Signature

```c
void _0x1F44B7E283C09EDE(Ped ped, float p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`int`)

## Returns

`void`

## Description

Only used in SP R* Scripts
Params: p2 = same as p2 of 0x3C529A827998F9B3
_SET_PED_TA* - _SET_PED_TO_*

## Usage

### Lua

```lua
N_0x1f44b7e283c09ede(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1F44B7E283C09EDE, ped, p1, p2)
```

### JavaScript

```js
N_0x1f44b7e283c09ede(ped, p1, p2);

// by hash
Citizen.invokeNative('0x1F44B7E283C09EDE', ped, p1 + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0x1F44B7E283C09EDE, ped, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x1f44b7e283c09ede` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x2371C39D4F91C288

- **Hash:** `0x2371C39D4F91C288`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x2371c39d4f91c288`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x2371C39D4F91C288

## Signature

```c
void _0x2371C39D4F91C288(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2371c39d4f91c288(ped)

-- always available, by hash
Citizen.InvokeNative(0x2371C39D4F91C288, ped)
```

### JavaScript

```js
N_0x2371c39d4f91c288(ped);

// by hash
Citizen.invokeNative('0x2371C39D4F91C288', ped);
```

### C#

```csharp
Function.Call((Hash)0x2371C39D4F91C288, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x2371c39d4f91c288` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x23BDE06596A22CEC

- **Hash:** `0x23BDE06596A22CEC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x23bde06596a22cec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x23BDE06596A22CEC

## Signature

```c
void _0x23BDE06596A22CEC(Ped ped, int p1, float p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`float`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x23bde06596a22cec(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x23BDE06596A22CEC, ped, p1, p2, p3)
```

### JavaScript

```js
N_0x23bde06596a22cec(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x23BDE06596A22CEC', ped, p1, p2 + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x23BDE06596A22CEC, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x23bde06596a22cec` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [PedMotivationState](https://natives.borderlinerp.com/enums/PedMotivationState.md) — 11 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x242EDF85D4E87B65

- **Hash:** `0x242EDF85D4E87B65`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x242edf85d4e87b65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x242EDF85D4E87B65

## Signature

```c
Any _0x242EDF85D4E87B65(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x242edf85d4e87b65(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x242EDF85D4E87B65, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x242edf85d4e87b65(p0);

// by hash
const retval = Citizen.invokeNative('0x242EDF85D4E87B65', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x242EDF85D4E87B65, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x242edf85d4e87b65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x256EDD55C6BE1482

- **Hash:** `0x256EDD55C6BE1482`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x256edd55c6be1482`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x256EDD55C6BE1482

## Signature

```c
BOOL _0x256EDD55C6BE1482(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_FL* - _IS_PED_FU*

## Usage

### Lua

```lua
local retval = N_0x256edd55c6be1482(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x256EDD55C6BE1482, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x256edd55c6be1482(ped);

// by hash
const retval = Citizen.invokeNative('0x256EDD55C6BE1482', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x256EDD55C6BE1482, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x256edd55c6be1482` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x273915CE30780986

- **Hash:** `0x273915CE30780986`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x273915ce30780986`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x273915CE30780986

## Signature

```c
Any _0x273915CE30780986(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x273915ce30780986(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x273915CE30780986, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x273915ce30780986(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x273915CE30780986', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x273915CE30780986, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x273915ce30780986` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x27E8A84C12B0B7D1

- **Hash:** `0x27E8A84C12B0B7D1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x27e8a84c12b0b7d1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x27E8A84C12B0B7D1

## Signature

```c
Any _0x27E8A84C12B0B7D1(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x27e8a84c12b0b7d1(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27E8A84C12B0B7D1, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x27e8a84c12b0b7d1(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x27E8A84C12B0B7D1', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x27E8A84C12B0B7D1, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x27e8a84c12b0b7d1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x28508173C6A7CC18

- **Hash:** `0x28508173C6A7CC18`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x28508173c6a7cc18`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0x28508173C6A7CC18

## Signature

```c
void _0x28508173C6A7CC18(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x28508173c6a7cc18(p0)

-- always available, by hash
Citizen.InvokeNative(0x28508173C6A7CC18, p0)
```

### JavaScript

```js
N_0x28508173c6a7cc18(p0);

// by hash
Citizen.invokeNative('0x28508173C6A7CC18', p0);
```

### C#

```csharp
Function.Call((Hash)0x28508173C6A7CC18, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x28508173c6a7cc18` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x290B2E6CCDE532E1

- **Hash:** `0x290B2E6CCDE532E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x290b2e6ccde532e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x290B2E6CCDE532E1

## Signature

```c
BOOL _0x290B2E6CCDE532E1(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_L* - _IS_PED_M*

## Usage

### Lua

```lua
local retval = N_0x290b2e6ccde532e1(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x290B2E6CCDE532E1, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x290b2e6ccde532e1(ped);

// by hash
const retval = Citizen.invokeNative('0x290B2E6CCDE532E1', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x290B2E6CCDE532E1, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x290b2e6ccde532e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x29924EB8EE9DB926

- **Hash:** `0x29924EB8EE9DB926`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x29924eb8ee9db926`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x29924EB8EE9DB926

## Signature

```c
void _0x29924EB8EE9DB926(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

_SET_PED_K* or _SET_PED_L*

## Usage

### Lua

```lua
N_0x29924eb8ee9db926(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x29924EB8EE9DB926, ped, p1)
```

### JavaScript

```js
N_0x29924eb8ee9db926(ped, p1);

// by hash
Citizen.invokeNative('0x29924EB8EE9DB926', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x29924EB8EE9DB926, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x29924eb8ee9db926` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x29F3539189D3E277

- **Hash:** `0x29F3539189D3E277`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x29f3539189d3e277`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x29F3539189D3E277

## Signature

```c
void _0x29F3539189D3E277(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x29f3539189d3e277(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x29F3539189D3E277, p0, p1)
```

### JavaScript

```js
N_0x29f3539189d3e277(p0, p1);

// by hash
Citizen.invokeNative('0x29F3539189D3E277', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x29F3539189D3E277, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x29f3539189d3e277` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x2D976DBDC731DF80

- **Hash:** `0x2D976DBDC731DF80`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x2d976dbdc731df80`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x2D976DBDC731DF80

## Signature

```c
void _0x2D976DBDC731DF80(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2d976dbdc731df80(ped)

-- always available, by hash
Citizen.InvokeNative(0x2D976DBDC731DF80, ped)
```

### JavaScript

```js
N_0x2d976dbdc731df80(ped);

// by hash
Citizen.invokeNative('0x2D976DBDC731DF80', ped);
```

### C#

```csharp
Function.Call((Hash)0x2D976DBDC731DF80, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x2d976dbdc731df80` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x2DC0E8DCBD3546E9

- **Hash:** `0x2DC0E8DCBD3546E9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x2dc0e8dcbd3546e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x2DC0E8DCBD3546E9

## Signature

```c
BOOL _0x2DC0E8DCBD3546E9(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_D*

## Usage

### Lua

```lua
local retval = N_0x2dc0e8dcbd3546e9(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DC0E8DCBD3546E9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x2dc0e8dcbd3546e9(ped);

// by hash
const retval = Citizen.invokeNative('0x2DC0E8DCBD3546E9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2DC0E8DCBD3546E9, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x2dc0e8dcbd3546e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x2DD4E0E26DFAD97D

- **Hash:** `0x2DD4E0E26DFAD97D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x2dd4e0e26dfad97d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x2DD4E0E26DFAD97D

## Signature

```c
BOOL _0x2DD4E0E26DFAD97D(Ped ped1, Ped ped2, float p2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)
- `p2` (`float`)

## Returns

`BOOL`

## Description

_IS_PED_M* - _IS_PED_O*

## Usage

### Lua

```lua
local retval = N_0x2dd4e0e26dfad97d(ped1, ped2, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DD4E0E26DFAD97D, ped1, ped2, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x2dd4e0e26dfad97d(ped1, ped2, p2);

// by hash
const retval = Citizen.invokeNative('0x2DD4E0E26DFAD97D', ped1, ped2, p2 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2DD4E0E26DFAD97D, ped1, ped2, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x2dd4e0e26dfad97d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x2E5B5D1F1453E08E

- **Hash:** `0x2E5B5D1F1453E08E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x2e5b5d1f1453e08e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x2E5B5D1F1453E08E

## Signature

```c
void _0x2E5B5D1F1453E08E(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2e5b5d1f1453e08e(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x2E5B5D1F1453E08E, ped, p1)
```

### JavaScript

```js
N_0x2e5b5d1f1453e08e(ped, p1);

// by hash
Citizen.invokeNative('0x2E5B5D1F1453E08E', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x2E5B5D1F1453E08E, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e5b5d1f1453e08e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x2FA568BFA725F8D6

- **Hash:** `0x2FA568BFA725F8D6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x2fa568bfa725f8d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x2FA568BFA725F8D6

## Signature

```c
void _0x2FA568BFA725F8D6(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2fa568bfa725f8d6(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x2FA568BFA725F8D6, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x2fa568bfa725f8d6(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x2FA568BFA725F8D6', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x2FA568BFA725F8D6, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x2fa568bfa725f8d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x31B2E7F2E3C58B89

- **Hash:** `0x31B2E7F2E3C58B89`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x31b2e7f2e3c58b89`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x31B2E7F2E3C58B89

## Signature

```c
Any _0x31B2E7F2E3C58B89(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

_GET_SHOP_ITEM_NUM_*? returns a number of ? p1 seems to be always joaat("base")

## Usage

### Lua

```lua
local retval = N_0x31b2e7f2e3c58b89(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31B2E7F2E3C58B89, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x31b2e7f2e3c58b89(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x31B2E7F2E3C58B89', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x31B2E7F2E3C58B89, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x31b2e7f2e3c58b89` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_0x32417CB860A3BDC4

- **Hash:** `0x32417CB860A3BDC4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x32417cb860a3bdc4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x32417CB860A3BDC4

## Signature

```c
Any _0x32417CB860A3BDC4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x32417cb860a3bdc4(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x32417CB860A3BDC4, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x32417cb860a3bdc4(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x32417CB860A3BDC4', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x32417CB860A3BDC4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x32417cb860a3bdc4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x326F7951EF0D7F75

- **Hash:** `0x326F7951EF0D7F75`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x326f7951ef0d7f75`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x326F7951EF0D7F75

## Signature

```c
Any _0x326F7951EF0D7F75(Ped ped, Hash eventType);
```

## Parameters

- `ped` (`Ped`)
- `eventType` (`Hash`)

## Returns

`Any`

## Description

Only used in R* SP Script short_update
_GET_TARGET_* - _GET_TRACKED*

## Usage

### Lua

```lua
local retval = N_0x326f7951ef0d7f75(ped, eventType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x326F7951EF0D7F75, ped, eventType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x326f7951ef0d7f75(ped, eventType);

// by hash
const retval = Citizen.invokeNative('0x326F7951EF0D7F75', ped, eventType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x326F7951EF0D7F75, ped, eventType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x326f7951ef0d7f75` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x329772C47DBB2FBC

- **Hash:** `0x329772C47DBB2FBC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x329772c47dbb2fbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x329772C47DBB2FBC

## Signature

```c
void _0x329772C47DBB2FBC(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_SET_PED_P* - _SET_PED_R*

## Usage

### Lua

```lua
N_0x329772c47dbb2fbc(ped)

-- always available, by hash
Citizen.InvokeNative(0x329772C47DBB2FBC, ped)
```

### JavaScript

```js
N_0x329772c47dbb2fbc(ped);

// by hash
Citizen.invokeNative('0x329772C47DBB2FBC', ped);
```

### C#

```csharp
Function.Call((Hash)0x329772C47DBB2FBC, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x329772c47dbb2fbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x32CCAD8A981B53D3

- **Hash:** `0x32CCAD8A981B53D3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x32ccad8a981b53d3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x32CCAD8A981B53D3

## Signature

```c
void _0x32CCAD8A981B53D3(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_STOP_(?)*

## Usage

### Lua

```lua
N_0x32ccad8a981b53d3(ped)

-- always available, by hash
Citizen.InvokeNative(0x32CCAD8A981B53D3, ped)
```

### JavaScript

```js
N_0x32ccad8a981b53d3(ped);

// by hash
Citizen.invokeNative('0x32CCAD8A981B53D3', ped);
```

### C#

```csharp
Function.Call((Hash)0x32CCAD8A981B53D3, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x32ccad8a981b53d3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x32CEDA9A0AB4CEF7

- **Hash:** `0x32CEDA9A0AB4CEF7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x32ceda9a0ab4cef7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x32CEDA9A0AB4CEF7

## Signature

```c
void _0x32CEDA9A0AB4CEF7(Ped ped, Hash p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x32ceda9a0ab4cef7(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x32CEDA9A0AB4CEF7, ped, p1, p2)
```

### JavaScript

```js
N_0x32ceda9a0ab4cef7(ped, p1, p2);

// by hash
Citizen.invokeNative('0x32CEDA9A0AB4CEF7', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x32CEDA9A0AB4CEF7, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x32ceda9a0ab4cef7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x34B5CEAC180A5D6E

- **Hash:** `0x34B5CEAC180A5D6E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x34b5ceac180a5d6e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x34B5CEAC180A5D6E

## Signature

```c
void _0x34B5CEAC180A5D6E(Ped ped, Hash p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x34b5ceac180a5d6e(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x34B5CEAC180A5D6E, ped, p1, p2)
```

### JavaScript

```js
N_0x34b5ceac180a5d6e(ped, p1, p2);

// by hash
Citizen.invokeNative('0x34B5CEAC180A5D6E', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x34B5CEAC180A5D6E, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x34b5ceac180a5d6e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x34C11114887150FD

- **Hash:** `0x34C11114887150FD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x34c11114887150fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x34C11114887150FD

## Signature

```c
void _0x34C11114887150FD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x34c11114887150fd(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x34C11114887150FD, p0, p1)
```

### JavaScript

```js
N_0x34c11114887150fd(p0, p1);

// by hash
Citizen.invokeNative('0x34C11114887150FD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x34C11114887150FD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x34c11114887150fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x34EDDD59364AD74A

- **Hash:** `0x34EDDD59364AD74A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x34eddd59364ad74a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x34EDDD59364AD74A

## Signature

```c
void _0x34EDDD59364AD74A(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = N_0x34eddd59364ad74a(ped, p1)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x34EDDD59364AD74A, ped, Citizen.PointerValueIntInitialized(p1))
```

### JavaScript

```js
const p1 = N_0x34eddd59364ad74a(ped, p1);

// by hash
const p1 = Citizen.invokeNative('0x34EDDD59364AD74A', ped, Citizen.pointerValueIntInitialized(p1));
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x34EDDD59364AD74A, ped, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x34eddd59364ad74a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x354CA4DDDEEC397A

- **Hash:** `0x354CA4DDDEEC397A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x354ca4dddeec397a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x354CA4DDDEEC397A

## Signature

```c
int _0x354CA4DDDEEC397A(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x354ca4dddeec397a(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x354CA4DDDEEC397A, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x354ca4dddeec397a(ped);

// by hash
const retval = Citizen.invokeNative('0x354CA4DDDEEC397A', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x354CA4DDDEEC397A, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x354ca4dddeec397a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x370A973252741AC4

- **Hash:** `0x370A973252741AC4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x370a973252741ac4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x370A973252741AC4

## Signature

```c
void _0x370A973252741AC4(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_RESET_PED_*

## Usage

### Lua

```lua
N_0x370a973252741ac4(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x370A973252741AC4, ped, p1)
```

### JavaScript

```js
N_0x370a973252741ac4(ped, p1);

// by hash
Citizen.invokeNative('0x370A973252741AC4', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x370A973252741AC4, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x370a973252741ac4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3A5697B80FED5EBE

- **Hash:** `0x3A5697B80FED5EBE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3a5697b80fed5ebe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3A5697B80FED5EBE

## Signature

```c
void _0x3A5697B80FED5EBE(Ped ped, float p1, float p2, float p3, float p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Description

_SET_PED_MO*

## Usage

### Lua

```lua
N_0x3a5697b80fed5ebe(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x3A5697B80FED5EBE, ped, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x3a5697b80fed5ebe(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x3A5697B80FED5EBE', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3A5697B80FED5EBE, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x3a5697b80fed5ebe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3ACCE14DFA6BA8C2

- **Hash:** `0x3ACCE14DFA6BA8C2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3acce14dfa6ba8c2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3ACCE14DFA6BA8C2

## Signature

```c
int _0x3ACCE14DFA6BA8C2(Ped ped, int p1, float x, float y, float z, float p5, ItemSet itemset);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`float`)
- `itemset` (`ItemSet`)

## Returns

`int`

## Description

Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts
Params: p1 = 4/5/6, p5 = 40.f/100.f, coords = Player ped
Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but also near hated peds)
_GET_NUM_M* - _GET_PEDS_J*

## Usage

### Lua

```lua
local retval = N_0x3acce14dfa6ba8c2(ped, p1, x, y, z, p5, itemset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3ACCE14DFA6BA8C2, ped, p1, x, y, z, p5, itemset, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3acce14dfa6ba8c2(ped, p1, x, y, z, p5, itemset);

// by hash
const retval = Citizen.invokeNative('0x3ACCE14DFA6BA8C2', ped, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5 + 0.0000001, itemset, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3ACCE14DFA6BA8C2, ped, p1, x, y, z, p5, itemset);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x3acce14dfa6ba8c2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3AEC4A410ECAF30D

- **Hash:** `0x3AEC4A410ECAF30D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3aec4a410ecaf30d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3AEC4A410ECAF30D

## Signature

```c
BOOL _0x3AEC4A410ECAF30D(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_R*

## Usage

### Lua

```lua
local retval = N_0x3aec4a410ecaf30d(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AEC4A410ECAF30D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3aec4a410ecaf30d(ped);

// by hash
const retval = Citizen.invokeNative('0x3AEC4A410ECAF30D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3AEC4A410ECAF30D, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x3aec4a410ecaf30d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3C529A827998F9B3

- **Hash:** `0x3C529A827998F9B3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3c529a827998f9b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3C529A827998F9B3

## Signature

```c
void _0x3C529A827998F9B3(Ped ped, int p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Description

_SET_PED_TA* - _SET_PED_TO_*

## Usage

### Lua

```lua
N_0x3c529a827998f9b3(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3C529A827998F9B3, ped, p1, p2)
```

### JavaScript

```js
N_0x3c529a827998f9b3(ped, p1, p2);

// by hash
Citizen.invokeNative('0x3C529A827998F9B3', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3C529A827998F9B3, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3c529a827998f9b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3EFED081B4834BA1

- **Hash:** `0x3EFED081B4834BA1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3efed081b4834ba1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3EFED081B4834BA1

## Signature

```c
void _0x3EFED081B4834BA1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3efed081b4834ba1(p0)

-- always available, by hash
Citizen.InvokeNative(0x3EFED081B4834BA1, p0)
```

### JavaScript

```js
N_0x3efed081b4834ba1(p0);

// by hash
Citizen.invokeNative('0x3EFED081B4834BA1', p0);
```

### C#

```csharp
Function.Call((Hash)0x3EFED081B4834BA1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3efed081b4834ba1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3FCBB5FCFD968698

- **Hash:** `0x3FCBB5FCFD968698`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3fcbb5fcfd968698`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3FCBB5FCFD968698

## Signature

```c
int _0x3FCBB5FCFD968698(Hash drawable, Hash albedo, Hash normal, Hash material, Any p4);
```

## Parameters

- `drawable` (`Hash`)
- `albedo` (`Hash`)
- `normal` (`Hash`)
- `material` (`Hash`)
- `p4` (`Any`)

## Returns

`int`

## Description

Used for script function PROCESS_PLAYER_HAT_EVENT
Returns requestId to be used with 0x13E7320C762F0477

## Usage

### Lua

```lua
local retval = N_0x3fcbb5fcfd968698(drawable, albedo, normal, material, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FCBB5FCFD968698, drawable, albedo, normal, material, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3fcbb5fcfd968698(drawable, albedo, normal, material, p4);

// by hash
const retval = Citizen.invokeNative('0x3FCBB5FCFD968698', drawable, albedo, normal, material, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3FCBB5FCFD968698, drawable, albedo, normal, material, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3fcbb5fcfd968698` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3FDBB99EFD8CE4AF

- **Hash:** `0x3FDBB99EFD8CE4AF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3fdbb99efd8ce4af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3FDBB99EFD8CE4AF

## Signature

```c
void _0x3FDBB99EFD8CE4AF(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3fdbb99efd8ce4af(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3FDBB99EFD8CE4AF, p0, p1, p2)
```

### JavaScript

```js
N_0x3fdbb99efd8ce4af(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3FDBB99EFD8CE4AF', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3FDBB99EFD8CE4AF, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3fdbb99efd8ce4af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x3FDCC1F8C17E303E

- **Hash:** `0x3FDCC1F8C17E303E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x3fdcc1f8c17e303e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x3FDCC1F8C17E303E

## Signature

```c
void _0x3FDCC1F8C17E303E(Ped ped, int p1, float p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`float`)

## Returns

`void`

## Description

Changes health bar around heart core icon
INITIALISE_NEW_ROLE - Applying Super Jump buffs: p1 = 10, p2 = 0.0f
INITIALISE_NEW_ROLE - Clearing up Super Jump buffs: p1 = 10, p2 = 1.0f
_SET_D*

## Usage

### Lua

```lua
N_0x3fdcc1f8c17e303e(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3FDCC1F8C17E303E, ped, p1, p2)
```

### JavaScript

```js
N_0x3fdcc1f8c17e303e(ped, p1, p2);

// by hash
Citizen.invokeNative('0x3FDCC1F8C17E303E', ped, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3FDCC1F8C17E303E, ped, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x3fdcc1f8c17e303e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x405180B14DA5A935

- **Hash:** `0x405180B14DA5A935`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x405180b14da5a935`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x405180B14DA5A935

## Signature

```c
void _0x405180B14DA5A935(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_A*

## Usage

### Lua

```lua
N_0x405180b14da5a935(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x405180B14DA5A935, ped, p1)
```

### JavaScript

```js
N_0x405180b14da5a935(ped, p1);

// by hash
Citizen.invokeNative('0x405180B14DA5A935', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x405180B14DA5A935, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x405180b14da5a935` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x40C3524D4ED83554

- **Hash:** `0x40C3524D4ED83554`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x40c3524d4ed83554`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x40C3524D4ED83554

## Signature

```c
void _0x40C3524D4ED83554(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

## Usage

### Lua

```lua
N_0x40c3524d4ed83554(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x40C3524D4ED83554, groupId, p1)
```

### JavaScript

```js
N_0x40c3524d4ed83554(groupId, p1);

// by hash
Citizen.invokeNative('0x40C3524D4ED83554', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x40C3524D4ED83554, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x40c3524d4ed83554` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x40C9155AF8BC13F3

- **Hash:** `0x40C9155AF8BC13F3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x40c9155af8bc13f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x40C9155AF8BC13F3

## Signature

```c
BOOL _0x40C9155AF8BC13F3(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_RE*

## Usage

### Lua

```lua
local retval = N_0x40c9155af8bc13f3(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40C9155AF8BC13F3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x40c9155af8bc13f3(ped);

// by hash
const retval = Citizen.invokeNative('0x40C9155AF8BC13F3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x40C9155AF8BC13F3, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x40c9155af8bc13f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x413697EC260AABBF

- **Hash:** `0x413697EC260AABBF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x413697ec260aabbf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x413697EC260AABBF

## Signature

```c
void _0x413697EC260AABBF(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x413697ec260aabbf(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x413697EC260AABBF, p0, p1, p2)
```

### JavaScript

```js
N_0x413697ec260aabbf(p0, p1, p2);

// by hash
Citizen.invokeNative('0x413697EC260AABBF', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x413697EC260AABBF, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x413697ec260aabbf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x41C23A8E6B344867

- **Hash:** `0x41C23A8E6B344867`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x41c23a8e6b344867`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x41C23A8E6B344867

## Signature

```c
void _0x41C23A8E6B344867(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`void`

## Description

_SET_PED_IN*

## Usage

### Lua

```lua
N_0x41c23a8e6b344867(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x41C23A8E6B344867, ped, p1)
```

### JavaScript

```js
N_0x41c23a8e6b344867(ped, p1);

// by hash
Citizen.invokeNative('0x41C23A8E6B344867', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x41C23A8E6B344867, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x41c23a8e6b344867` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x45FEA6D5539BD474

- **Hash:** `0x45FEA6D5539BD474`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x45fea6d5539bd474`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x45FEA6D5539BD474

## Signature

```c
void _0x45FEA6D5539BD474(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`void`

## Description

_SET_PED_IN*

## Usage

### Lua

```lua
N_0x45fea6d5539bd474(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x45FEA6D5539BD474, ped, p1)
```

### JavaScript

```js
N_0x45fea6d5539bd474(ped, p1);

// by hash
Citizen.invokeNative('0x45FEA6D5539BD474', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x45FEA6D5539BD474, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x45fea6d5539bd474` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x49DADFC4CD808B0A

- **Hash:** `0x49DADFC4CD808B0A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x49dadfc4cd808b0a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x49DADFC4CD808B0A

## Signature

```c
void _0x49DADFC4CD808B0A(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x49dadfc4cd808b0a(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x49DADFC4CD808B0A, p0, p1, p2)
```

### JavaScript

```js
N_0x49dadfc4cd808b0a(p0, p1, p2);

// by hash
Citizen.invokeNative('0x49DADFC4CD808B0A', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x49DADFC4CD808B0A, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x49dadfc4cd808b0a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x4B19F171450E0D4F

- **Hash:** `0x4B19F171450E0D4F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x4b19f171450e0d4f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x4B19F171450E0D4F

## Signature

```c
Ped _0x4B19F171450E0D4F(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = N_0x4b19f171450e0d4f(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4B19F171450E0D4F, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4b19f171450e0d4f(ped);

// by hash
const retval = Citizen.invokeNative('0x4B19F171450E0D4F', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4B19F171450E0D4F, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x4b19f171450e0d4f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x4E68C7EF706DF35D

- **Hash:** `0x4E68C7EF706DF35D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x4e68c7ef706df35d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x4E68C7EF706DF35D

## Signature

```c
void _0x4E68C7EF706DF35D(Ped ped, float x, float y, float z, float p4, Hash relationshipGroup);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)
- `relationshipGroup` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4e68c7ef706df35d(ped, x, y, z, p4, relationshipGroup)

-- always available, by hash
Citizen.InvokeNative(0x4E68C7EF706DF35D, ped, x, y, z, p4, relationshipGroup)
```

### JavaScript

```js
N_0x4e68c7ef706df35d(ped, x, y, z, p4, relationshipGroup);

// by hash
Citizen.invokeNative('0x4E68C7EF706DF35D', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001, relationshipGroup);
```

### C#

```csharp
Function.Call((Hash)0x4E68C7EF706DF35D, ped, x, y, z, p4, relationshipGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x4e68c7ef706df35d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x4EC4EA2F72B36358

- **Hash:** `0x4EC4EA2F72B36358`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x4ec4ea2f72b36358`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x4EC4EA2F72B36358

## Signature

```c
void _0x4EC4EA2F72B36358(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_A*

## Usage

### Lua

```lua
N_0x4ec4ea2f72b36358(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x4EC4EA2F72B36358, ped, p1)
```

### JavaScript

```js
N_0x4ec4ea2f72b36358(ped, p1);

// by hash
Citizen.invokeNative('0x4EC4EA2F72B36358', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x4EC4EA2F72B36358, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4ec4ea2f72b36358` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x4F27603E44A8E4C0

- **Hash:** `0x4F27603E44A8E4C0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x4f27603e44a8e4c0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x4F27603E44A8E4C0

## Signature

```c
void _0x4F27603E44A8E4C0(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4f27603e44a8e4c0(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x4F27603E44A8E4C0, ped, p1, p2)
```

### JavaScript

```js
N_0x4f27603e44a8e4c0(ped, p1, p2);

// by hash
Citizen.invokeNative('0x4F27603E44A8E4C0', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x4F27603E44A8E4C0, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f27603e44a8e4c0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x4F63433CE3C08230

- **Hash:** `0x4F63433CE3C08230`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x4f63433ce3c08230`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0x4F63433CE3C08230

## Signature

```c
void _0x4F63433CE3C08230(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Only used in R* Script shop_harriet
_SET_PED_F*

## Usage

### Lua

```lua
N_0x4f63433ce3c08230(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x4F63433CE3C08230, ped, p1)
```

### JavaScript

```js
N_0x4f63433ce3c08230(ped, p1);

// by hash
Citizen.invokeNative('0x4F63433CE3C08230', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x4F63433CE3C08230, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f63433ce3c08230` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5203038FF8BAE577

- **Hash:** `0x5203038FF8BAE577`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5203038ff8bae577`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5203038FF8BAE577

## Signature

```c
BOOL _0x5203038FF8BAE577(Ped ped, int p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x5203038ff8bae577(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5203038FF8BAE577, ped, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x5203038ff8bae577(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x5203038FF8BAE577', ped, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5203038FF8BAE577, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5203038ff8bae577` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x52250B92EA70BE3D

- **Hash:** `0x52250B92EA70BE3D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x52250b92ea70be3d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x52250B92EA70BE3D

## Signature

```c
Any _0x52250B92EA70BE3D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x52250b92ea70be3d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52250B92EA70BE3D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x52250b92ea70be3d(p0);

// by hash
const retval = Citizen.invokeNative('0x52250B92EA70BE3D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x52250B92EA70BE3D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x52250b92ea70be3d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x52A24D8A1DA89658

- **Hash:** `0x52A24D8A1DA89658`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x52a24d8a1da89658`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x52A24D8A1DA89658

## Signature

```c
void _0x52A24D8A1DA89658(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x52a24d8a1da89658(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x52A24D8A1DA89658, ped, p1, p2)
```

### JavaScript

```js
N_0x52a24d8a1da89658(ped, p1, p2);

// by hash
Citizen.invokeNative('0x52A24D8A1DA89658', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x52A24D8A1DA89658, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x52a24d8a1da89658` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x53BA7D96B9A421D9

- **Hash:** `0x53BA7D96B9A421D9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x53ba7d96b9a421d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x53BA7D96B9A421D9

## Signature

```c
void _0x53BA7D96B9A421D9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x53ba7d96b9a421d9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x53BA7D96B9A421D9, p0, p1)
```

### JavaScript

```js
N_0x53ba7d96b9a421d9(p0, p1);

// by hash
Citizen.invokeNative('0x53BA7D96B9A421D9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x53BA7D96B9A421D9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x53ba7d96b9a421d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x54D3CD482742C482

- **Hash:** `0x54D3CD482742C482`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x54d3cd482742c482`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/0x54D3CD482742C482

## Signature

```c
void _0x54D3CD482742C482(Ped animal, float p2);
```

## Parameters

- `animal` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x54d3cd482742c482(animal, p2)

-- always available, by hash
Citizen.InvokeNative(0x54D3CD482742C482, animal, p2)
```

### JavaScript

```js
N_0x54d3cd482742c482(animal, p2);

// by hash
Citizen.invokeNative('0x54D3CD482742C482', animal, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x54D3CD482742C482, animal, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x54d3cd482742c482` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x550CB89DD7F4FA3D

- **Hash:** `0x550CB89DD7F4FA3D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x550cb89dd7f4fa3d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x550CB89DD7F4FA3D

## Signature

```c
BOOL _0x550CB89DD7F4FA3D(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`BOOL`

## Description

_HAS_PED_*

## Usage

### Lua

```lua
local retval = N_0x550cb89dd7f4fa3d(ped1, ped2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x550CB89DD7F4FA3D, ped1, ped2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x550cb89dd7f4fa3d(ped1, ped2);

// by hash
const retval = Citizen.invokeNative('0x550CB89DD7F4FA3D', ped1, ped2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x550CB89DD7F4FA3D, ped1, ped2);
```

- This native has no known name, so the runtime exposes it only as `N_0x550cb89dd7f4fa3d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x55546004A244302A

- **Hash:** `0x55546004A244302A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x55546004a244302a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x55546004A244302A

## Signature

```c
void _0x55546004A244302A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x55546004a244302a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x55546004A244302A, p0, p1)
```

### JavaScript

```js
N_0x55546004a244302a(p0, p1);

// by hash
Citizen.invokeNative('0x55546004A244302A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x55546004A244302A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x55546004a244302a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x56076667E7C2DCD6

- **Hash:** `0x56076667E7C2DCD6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x56076667e7c2dcd6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0x56076667E7C2DCD6

## Signature

```c
void _0x56076667E7C2DCD6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x56076667e7c2dcd6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x56076667E7C2DCD6, p0, p1)
```

### JavaScript

```js
N_0x56076667e7c2dcd6(p0, p1);

// by hash
Citizen.invokeNative('0x56076667E7C2DCD6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x56076667E7C2DCD6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x56076667e7c2dcd6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x56E4BAD93D33453C

- **Hash:** `0x56E4BAD93D33453C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x56e4bad93d33453c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x56E4BAD93D33453C

## Signature

```c
Any _0x56E4BAD93D33453C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x56e4bad93d33453c(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x56E4BAD93D33453C, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x56e4bad93d33453c(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x56E4BAD93D33453C', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x56E4BAD93D33453C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x56e4bad93d33453c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x577C60BA06D0EA64

- **Hash:** `0x577C60BA06D0EA64`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x577c60ba06d0ea64`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x577C60BA06D0EA64

## Signature

```c
BOOL _0x577C60BA06D0EA64(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_C* - _IS_PED_D*

## Usage

### Lua

```lua
local retval = N_0x577c60ba06d0ea64(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x577C60BA06D0EA64, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x577c60ba06d0ea64(ped);

// by hash
const retval = Citizen.invokeNative('0x577C60BA06D0EA64', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x577C60BA06D0EA64, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x577c60ba06d0ea64` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x57F35552E771BE9D

- **Hash:** `0x57F35552E771BE9D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x57f35552e771be9d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x57F35552E771BE9D

## Signature

```c
void _0x57F35552E771BE9D(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

_SET_PED_M*

## Usage

### Lua

```lua
N_0x57f35552e771be9d(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x57F35552E771BE9D, ped, p1)
```

### JavaScript

```js
N_0x57f35552e771be9d(ped, p1);

// by hash
Citizen.invokeNative('0x57F35552E771BE9D', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x57F35552E771BE9D, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x57f35552e771be9d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5A1A929C8B729B4A

- **Hash:** `0x5A1A929C8B729B4A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5a1a929c8b729b4a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5A1A929C8B729B4A

## Signature

```c
void _0x5A1A929C8B729B4A(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_C*

## Usage

### Lua

```lua
N_0x5a1a929c8b729b4a(ped)

-- always available, by hash
Citizen.InvokeNative(0x5A1A929C8B729B4A, ped)
```

### JavaScript

```js
N_0x5a1a929c8b729b4a(ped);

// by hash
Citizen.invokeNative('0x5A1A929C8B729B4A', ped);
```

### C#

```csharp
Function.Call((Hash)0x5A1A929C8B729B4A, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x5a1a929c8b729b4a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5AF24CA9C974E51A

- **Hash:** `0x5AF24CA9C974E51A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5af24ca9c974e51a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5AF24CA9C974E51A

## Signature

```c
void _0x5AF24CA9C974E51A(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Description

_SET_C*

## Usage

### Lua

```lua
N_0x5af24ca9c974e51a(ped1, ped2)

-- always available, by hash
Citizen.InvokeNative(0x5AF24CA9C974E51A, ped1, ped2)
```

### JavaScript

```js
N_0x5af24ca9c974e51a(ped1, ped2);

// by hash
Citizen.invokeNative('0x5AF24CA9C974E51A', ped1, ped2);
```

### C#

```csharp
Function.Call((Hash)0x5AF24CA9C974E51A, ped1, ped2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5af24ca9c974e51a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5B73975B4F12F7F3

- **Hash:** `0x5B73975B4F12F7F3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5b73975b4f12f7f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5B73975B4F12F7F3

## Signature

```c
void _0x5B73975B4F12F7F3(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5b73975b4f12f7f3(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x5B73975B4F12F7F3, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x5b73975b4f12f7f3(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x5B73975B4F12F7F3', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x5B73975B4F12F7F3, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x5b73975b4f12f7f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5BB04BC74A474B47

- **Hash:** `0x5BB04BC74A474B47`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5bb04bc74a474b47`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5BB04BC74A474B47

## Signature

```c
void _0x5BB04BC74A474B47(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5bb04bc74a474b47(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5BB04BC74A474B47, p0, p1)
```

### JavaScript

```js
N_0x5bb04bc74a474b47(p0, p1);

// by hash
Citizen.invokeNative('0x5BB04BC74A474B47', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x5BB04BC74A474B47, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5bb04bc74a474b47` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5BF0B9D9A8E227A0

- **Hash:** `0x5BF0B9D9A8E227A0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5bf0b9d9a8e227a0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5BF0B9D9A8E227A0

## Signature

```c
BOOL _0x5BF0B9D9A8E227A0(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_B* - _IS_PED_C*

## Usage

### Lua

```lua
local retval = N_0x5bf0b9d9a8e227a0(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5BF0B9D9A8E227A0, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x5bf0b9d9a8e227a0(ped);

// by hash
const retval = Citizen.invokeNative('0x5BF0B9D9A8E227A0', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5BF0B9D9A8E227A0, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x5bf0b9d9a8e227a0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5C6C7C70CA302801

- **Hash:** `0x5C6C7C70CA302801`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5c6c7c70ca302801`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5C6C7C70CA302801

## Signature

```c
BOOL _0x5C6C7C70CA302801(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_IN*

## Usage

### Lua

```lua
local retval = N_0x5c6c7c70ca302801(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C6C7C70CA302801, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x5c6c7c70ca302801(ped);

// by hash
const retval = Citizen.invokeNative('0x5C6C7C70CA302801', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5C6C7C70CA302801, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x5c6c7c70ca302801` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5C90E20C25E6D83C

- **Hash:** `0x5C90E20C25E6D83C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5c90e20c25e6d83c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5C90E20C25E6D83C

## Signature

```c
void _0x5C90E20C25E6D83C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5c90e20c25e6d83c(p0)

-- always available, by hash
Citizen.InvokeNative(0x5C90E20C25E6D83C, p0)
```

### JavaScript

```js
N_0x5c90e20c25e6d83c(p0);

// by hash
Citizen.invokeNative('0x5C90E20C25E6D83C', p0);
```

### C#

```csharp
Function.Call((Hash)0x5C90E20C25E6D83C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5c90e20c25e6d83c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5CA20FBE49891BBD

- **Hash:** `0x5CA20FBE49891BBD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5ca20fbe49891bbd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5CA20FBE49891BBD

## Signature

```c
void _0x5CA20FBE49891BBD(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_FLOW & PROCESS_GENERIC_PLAYER_INITIALIZATION

## Usage

### Lua

```lua
N_0x5ca20fbe49891bbd(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x5CA20FBE49891BBD, ped, p1)
```

### JavaScript

```js
N_0x5ca20fbe49891bbd(ped, p1);

// by hash
Citizen.invokeNative('0x5CA20FBE49891BBD', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x5CA20FBE49891BBD, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5ca20fbe49891bbd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5CB2EBB467BE3ED6

- **Hash:** `0x5CB2EBB467BE3ED6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5cb2ebb467be3ed6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5CB2EBB467BE3ED6

## Signature

```c
void _0x5CB2EBB467BE3ED6(Ped animal, float p2);
```

## Parameters

- `animal` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5cb2ebb467be3ed6(animal, p2)

-- always available, by hash
Citizen.InvokeNative(0x5CB2EBB467BE3ED6, animal, p2)
```

### JavaScript

```js
N_0x5cb2ebb467be3ed6(animal, p2);

// by hash
Citizen.invokeNative('0x5CB2EBB467BE3ED6', animal, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5CB2EBB467BE3ED6, animal, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x5cb2ebb467be3ed6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5D4CD22A8C82A81A

- **Hash:** `0x5D4CD22A8C82A81A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5d4cd22a8c82a81a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5D4CD22A8C82A81A

## Signature

```c
void _0x5D4CD22A8C82A81A(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Related to ped hat
_SET_PED_LA* - _SET_PED_LE*

## Usage

### Lua

```lua
N_0x5d4cd22a8c82a81a(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x5D4CD22A8C82A81A, ped, p1)
```

### JavaScript

```js
N_0x5d4cd22a8c82a81a(ped, p1);

// by hash
Citizen.invokeNative('0x5D4CD22A8C82A81A', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x5D4CD22A8C82A81A, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5d4cd22a8c82a81a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5DA36CCCB63C0895

- **Hash:** `0x5DA36CCCB63C0895`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5da36cccb63c0895`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5DA36CCCB63C0895

## Signature

```c
Any _0x5DA36CCCB63C0895(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5da36cccb63c0895(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5DA36CCCB63C0895, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5da36cccb63c0895(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x5DA36CCCB63C0895', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5DA36CCCB63C0895, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5da36cccb63c0895` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5E9FAF6C513347B4

- **Hash:** `0x5E9FAF6C513347B4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5e9faf6c513347b4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5E9FAF6C513347B4

## Signature

```c
Entity _0x5E9FAF6C513347B4(Ped ped, Hash eventType);
```

## Parameters

- `ped` (`Ped`)
- `eventType` (`Hash`)

## Returns

`Entity`

## Description

Only used in R* SP Scripts
_GET_PED_IN*

## Usage

### Lua

```lua
local retval = N_0x5e9faf6c513347b4(ped, eventType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E9FAF6C513347B4, ped, eventType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5e9faf6c513347b4(ped, eventType);

// by hash
const retval = Citizen.invokeNative('0x5E9FAF6C513347B4', ped, eventType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5E9FAF6C513347B4, ped, eventType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x5e9faf6c513347b4` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5EFA8A3D8A60D662

- **Hash:** `0x5EFA8A3D8A60D662`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5efa8a3d8a60d662`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5EFA8A3D8A60D662

## Signature

```c
Any _0x5EFA8A3D8A60D662(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5efa8a3d8a60d662(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EFA8A3D8A60D662, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5efa8a3d8a60d662(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x5EFA8A3D8A60D662', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5EFA8A3D8A60D662, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5efa8a3d8a60d662` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x5FCF25D584065BFD

- **Hash:** `0x5FCF25D584065BFD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x5fcf25d584065bfd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x5FCF25D584065BFD

## Signature

```c
void _0x5FCF25D584065BFD(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5fcf25d584065bfd(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x5FCF25D584065BFD, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x5fcf25d584065bfd(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x5FCF25D584065BFD', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x5FCF25D584065BFD, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x5fcf25d584065bfd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x600BBDD29820370C

- **Hash:** `0x600BBDD29820370C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x600bbdd29820370c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x600BBDD29820370C

## Signature

```c
void _0x600BBDD29820370C(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
N_0x600bbdd29820370c(ped)

-- always available, by hash
Citizen.InvokeNative(0x600BBDD29820370C, ped)
```

### JavaScript

```js
N_0x600bbdd29820370c(ped);

// by hash
Citizen.invokeNative('0x600BBDD29820370C', ped);
```

### C#

```csharp
Function.Call((Hash)0x600BBDD29820370C, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x600bbdd29820370c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x604E1010E3162E86

- **Hash:** `0x604E1010E3162E86`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x604e1010e3162e86`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x604E1010E3162E86

## Signature

```c
void _0x604E1010E3162E86(Ped ped, const char* propItemId, const char* p2);
```

## Parameters

- `ped` (`Ped`)
- `propItemId` (`const char*`)
- `p2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x604e1010e3162e86(ped, propItemId, p2)

-- always available, by hash
Citizen.InvokeNative(0x604E1010E3162E86, ped, propItemId, p2)
```

### JavaScript

```js
N_0x604e1010e3162e86(ped, propItemId, p2);

// by hash
Citizen.invokeNative('0x604E1010E3162E86', ped, propItemId, p2);
```

### C#

```csharp
Function.Call((Hash)0x604E1010E3162E86, ped, propItemId, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x604e1010e3162e86` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x606D529DADA3C940

- **Hash:** `0x606D529DADA3C940`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x606d529dada3c940`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x606D529DADA3C940

## Signature

```c
void _0x606D529DADA3C940(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
N_0x606d529dada3c940(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x606D529DADA3C940, ped, p1)
```

### JavaScript

```js
N_0x606d529dada3c940(ped, p1);

// by hash
Citizen.invokeNative('0x606D529DADA3C940', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x606D529DADA3C940, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x606d529dada3c940` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x633F83B301C87994

- **Hash:** `0x633F83B301C87994`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x633f83b301c87994`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x633F83B301C87994

## Signature

```c
void _0x633F83B301C87994(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x633f83b301c87994(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x633F83B301C87994, p0, p1)
```

### JavaScript

```js
N_0x633f83b301c87994(p0, p1);

// by hash
Citizen.invokeNative('0x633F83B301C87994', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x633F83B301C87994, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x633f83b301c87994` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x642720D8D69328B6

- **Hash:** `0x642720D8D69328B6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x642720d8d69328b6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x642720D8D69328B6

## Signature

```c
void _0x642720D8D69328B6(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Description

_SET_PED_M*

## Usage

### Lua

```lua
N_0x642720d8d69328b6(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x642720D8D69328B6, ped, p1)
```

### JavaScript

```js
N_0x642720d8d69328b6(ped, p1);

// by hash
Citizen.invokeNative('0x642720D8D69328B6', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x642720D8D69328B6, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x642720d8d69328b6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x6507AC3BD7C99009

- **Hash:** `0x6507AC3BD7C99009`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x6507ac3bd7c99009`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x6507AC3BD7C99009

## Signature

```c
BOOL _0x6507AC3BD7C99009(float x, float y, float z, float p3);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)

## Returns

`BOOL`

## Description

_IS_N* - _IS_P*

## Usage

### Lua

```lua
local retval = N_0x6507ac3bd7c99009(x, y, z, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6507AC3BD7C99009, x, y, z, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x6507ac3bd7c99009(x, y, z, p3);

// by hash
const retval = Citizen.invokeNative('0x6507AC3BD7C99009', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6507AC3BD7C99009, x, y, z, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x6507ac3bd7c99009` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x6734F0A6A52C371C

- **Hash:** `0x6734F0A6A52C371C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x6734f0a6a52c371c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x6734F0A6A52C371C

## Signature

```c
void _0x6734F0A6A52C371C(Player player, int horseSlot);
```

## Parameters

- `player` (`Player`)
- `horseSlot` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6734f0a6a52c371c(player, horseSlot)

-- always available, by hash
Citizen.InvokeNative(0x6734F0A6A52C371C, player, horseSlot)
```

### JavaScript

```js
N_0x6734f0a6a52c371c(player, horseSlot);

// by hash
Citizen.invokeNative('0x6734F0A6A52C371C', player, horseSlot);
```

### C#

```csharp
Function.Call((Hash)0x6734F0A6A52C371C, player, horseSlot);
```

- This native has no known name, so the runtime exposes it only as `N_0x6734f0a6a52c371c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x6A190B94C2541A99

- **Hash:** `0x6A190B94C2541A99`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x6a190b94c2541a99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x6A190B94C2541A99

## Signature

```c
void _0x6A190B94C2541A99(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6a190b94c2541a99(p0)

-- always available, by hash
Citizen.InvokeNative(0x6A190B94C2541A99, p0)
```

### JavaScript

```js
N_0x6a190b94c2541a99(p0);

// by hash
Citizen.invokeNative('0x6A190B94C2541A99', p0);
```

### C#

```csharp
Function.Call((Hash)0x6A190B94C2541A99, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6a190b94c2541a99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x6A489892E813951A

- **Hash:** `0x6A489892E813951A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x6a489892e813951a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x6A489892E813951A

## Signature

```c
void _0x6A489892E813951A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6a489892e813951a(p0)

-- always available, by hash
Citizen.InvokeNative(0x6A489892E813951A, p0)
```

### JavaScript

```js
N_0x6a489892e813951a(p0);

// by hash
Citizen.invokeNative('0x6A489892E813951A', p0);
```

### C#

```csharp
Function.Call((Hash)0x6A489892E813951A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6a489892e813951a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x6E8B87139854022D

- **Hash:** `0x6E8B87139854022D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x6e8b87139854022d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x6E8B87139854022D

## Signature

```c
void _0x6E8B87139854022D(Ped ped, const char* clipset);
```

## Parameters

- `ped` (`Ped`)
- `clipset` (`const char*`)

## Returns

`void`

## Description

Only used in SP R* Script train_robbery3: p1 = CLIPSET@VEH_TRAIN@HANDCART@BASE_PANIC & CLIPSET@VEH_TRAIN@HANDCART@BASE_PANIC_JOHN

## Usage

### Lua

```lua
N_0x6e8b87139854022d(ped, clipset)

-- always available, by hash
Citizen.InvokeNative(0x6E8B87139854022D, ped, clipset)
```

### JavaScript

```js
N_0x6e8b87139854022d(ped, clipset);

// by hash
Citizen.invokeNative('0x6E8B87139854022D', ped, clipset);
```

### C#

```csharp
Function.Call((Hash)0x6E8B87139854022D, ped, clipset);
```

- This native has no known name, so the runtime exposes it only as `N_0x6e8b87139854022d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x6F46F8ACB44C4FC1

- **Hash:** `0x6F46F8ACB44C4FC1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x6f46f8acb44c4fc1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x6F46F8ACB44C4FC1

## Signature

```c
Any _0x6F46F8ACB44C4FC1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6f46f8acb44c4fc1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F46F8ACB44C4FC1, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6f46f8acb44c4fc1(p0);

// by hash
const retval = Citizen.invokeNative('0x6F46F8ACB44C4FC1', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6F46F8ACB44C4FC1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6f46f8acb44c4fc1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7020839C7302D8AC

- **Hash:** `0x7020839C7302D8AC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7020839c7302d8ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7020839C7302D8AC

## Signature

```c
BOOL _0x7020839C7302D8AC(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_HAS_*

## Usage

### Lua

```lua
local retval = N_0x7020839c7302d8ac(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7020839C7302D8AC, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x7020839c7302d8ac(ped);

// by hash
const retval = Citizen.invokeNative('0x7020839C7302D8AC', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7020839C7302D8AC, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x7020839c7302d8ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x704C908E9C405136

- **Hash:** `0x704C908E9C405136`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x704c908e9c405136`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x704C908E9C405136

## Signature

```c
void _0x704C908E9C405136(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_CLEAR*

## Usage

### Lua

```lua
N_0x704c908e9c405136(ped)

-- always available, by hash
Citizen.InvokeNative(0x704C908E9C405136, ped)
```

### JavaScript

```js
N_0x704c908e9c405136(ped);

// by hash
Citizen.invokeNative('0x704C908E9C405136', ped);
```

### C#

```csharp
Function.Call((Hash)0x704C908E9C405136, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x704c908e9c405136` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x712B2C2B2471B493

- **Hash:** `0x712B2C2B2471B493`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x712b2c2b2471b493`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x712B2C2B2471B493

## Signature

```c
void _0x712B2C2B2471B493(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Description

_SET_PED_MO*

## Usage

### Lua

```lua
N_0x712b2c2b2471b493(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x712B2C2B2471B493, ped, p1)
```

### JavaScript

```js
N_0x712b2c2b2471b493(ped, p1);

// by hash
Citizen.invokeNative('0x712B2C2B2471B493', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x712B2C2B2471B493, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x712b2c2b2471b493` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x735662994E60A710

- **Hash:** `0x735662994E60A710`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x735662994e60a710`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x735662994E60A710

## Signature

```c
void _0x735662994E60A710(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_F*

## Usage

### Lua

```lua
N_0x735662994e60a710(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x735662994E60A710, ped, p1)
```

### JavaScript

```js
N_0x735662994e60a710(ped, p1);

// by hash
Citizen.invokeNative('0x735662994E60A710', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x735662994E60A710, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x735662994e60a710` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7406C71F4AC2FFCC

- **Hash:** `0x7406C71F4AC2FFCC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7406c71f4ac2ffcc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7406C71F4AC2FFCC

## Signature

```c
void _0x7406C71F4AC2FFCC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7406c71f4ac2ffcc(p0)

-- always available, by hash
Citizen.InvokeNative(0x7406C71F4AC2FFCC, p0)
```

### JavaScript

```js
N_0x7406c71f4ac2ffcc(p0);

// by hash
Citizen.invokeNative('0x7406C71F4AC2FFCC', p0);
```

### C#

```csharp
Function.Call((Hash)0x7406C71F4AC2FFCC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7406c71f4ac2ffcc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x758F081DB204DDDE

- **Hash:** `0x758F081DB204DDDE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x758f081db204ddde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x758F081DB204DDDE

## Signature

```c
BOOL _0x758F081DB204DDDE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x758f081db204ddde(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x758F081DB204DDDE, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x758f081db204ddde(ped);

// by hash
const retval = Citizen.invokeNative('0x758F081DB204DDDE', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x758F081DB204DDDE, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x758f081db204ddde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x75A082563B4452E5

- **Hash:** `0x75A082563B4452E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x75a082563b4452e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x75A082563B4452E5

## Signature

```c
void _0x75A082563B4452E5(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x75a082563b4452e5(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x75A082563B4452E5, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x75a082563b4452e5(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x75A082563B4452E5', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x75A082563B4452E5, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x75a082563b4452e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x75D3333409CD33CE

- **Hash:** `0x75D3333409CD33CE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x75d3333409cd33ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x75D3333409CD33CE

## Signature

```c
void _0x75D3333409CD33CE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x75d3333409cd33ce(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x75D3333409CD33CE, p0, p1, p2)
```

### JavaScript

```js
N_0x75d3333409cd33ce(p0, p1, p2);

// by hash
Citizen.invokeNative('0x75D3333409CD33CE', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x75D3333409CD33CE, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x75d3333409cd33ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x763FA8A9D76EE3A7

- **Hash:** `0x763FA8A9D76EE3A7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x763fa8a9d76ee3a7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0x763FA8A9D76EE3A7

## Signature

```c
float _0x763FA8A9D76EE3A7(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

Used in Script Function NB_EVENT_OVERRIDE__HANDLE__EVENT_DAMAGE_ENTITY

## Usage

### Lua

```lua
local retval = N_0x763fa8a9d76ee3a7(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x763FA8A9D76EE3A7, ped, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x763fa8a9d76ee3a7(ped);

// by hash
const retval = Citizen.invokeNative('0x763FA8A9D76EE3A7', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x763FA8A9D76EE3A7, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x763fa8a9d76ee3a7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x77243ED4F7CAAA55

- **Hash:** `0x77243ED4F7CAAA55`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x77243ed4f7caaa55`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x77243ED4F7CAAA55

## Signature

```c
BOOL _0x77243ED4F7CAAA55(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_I* - _IS_L*

## Usage

### Lua

```lua
local retval = N_0x77243ed4f7caaa55(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x77243ED4F7CAAA55, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x77243ed4f7caaa55(ped);

// by hash
const retval = Citizen.invokeNative('0x77243ED4F7CAAA55', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x77243ED4F7CAAA55, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x77243ed4f7caaa55` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7ABBD9E449E0DB00

- **Hash:** `0x7ABBD9E449E0DB00`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7abbd9e449e0db00`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7ABBD9E449E0DB00

## Signature

```c
void _0x7ABBD9E449E0DB00(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7abbd9e449e0db00(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x7ABBD9E449E0DB00, ped, p1)
```

### JavaScript

```js
N_0x7abbd9e449e0db00(ped, p1);

// by hash
Citizen.invokeNative('0x7ABBD9E449E0DB00', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x7ABBD9E449E0DB00, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7abbd9e449e0db00` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7B5C293238EE4F20

- **Hash:** `0x7B5C293238EE4F20`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7b5c293238ee4f20`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7B5C293238EE4F20

## Signature

```c
Any _0x7B5C293238EE4F20(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7b5c293238ee4f20(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7B5C293238EE4F20, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7b5c293238ee4f20(p0);

// by hash
const retval = Citizen.invokeNative('0x7B5C293238EE4F20', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7B5C293238EE4F20, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7b5c293238ee4f20` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7BB810E8B343AC7B

- **Hash:** `0x7BB810E8B343AC7B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7bb810e8b343ac7b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7BB810E8B343AC7B

## Signature

```c
Any _0x7BB810E8B343AC7B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7bb810e8b343ac7b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7BB810E8B343AC7B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7bb810e8b343ac7b(p0);

// by hash
const retval = Citizen.invokeNative('0x7BB810E8B343AC7B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7BB810E8B343AC7B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7bb810e8b343ac7b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7C08E7CB8D951B70

- **Hash:** `0x7C08E7CB8D951B70`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7c08e7cb8d951b70`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7C08E7CB8D951B70

## Signature

```c
void _0x7C08E7CB8D951B70(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

Only used in SP
_SET_REMOVE_PED*

## Usage

### Lua

```lua
N_0x7c08e7cb8d951b70(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x7C08E7CB8D951B70, ped, p1)
```

### JavaScript

```js
N_0x7c08e7cb8d951b70(ped, p1);

// by hash
Citizen.invokeNative('0x7C08E7CB8D951B70', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7C08E7CB8D951B70, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x7c08e7cb8d951b70` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7C10221CE718AA72

- **Hash:** `0x7C10221CE718AA72`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7c10221ce718aa72`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7C10221CE718AA72

## Signature

```c
void _0x7C10221CE718AA72(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

_CLEAR_PED_M*

## Usage

### Lua

```lua
N_0x7c10221ce718aa72(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x7C10221CE718AA72, ped, p1)
```

### JavaScript

```js
N_0x7c10221ce718aa72(ped, p1);

// by hash
Citizen.invokeNative('0x7C10221CE718AA72', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x7C10221CE718AA72, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7c10221ce718aa72` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7E5185B979706210

- **Hash:** `0x7E5185B979706210`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7e5185b979706210`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7E5185B979706210

## Signature

```c
void _0x7E5185B979706210(int groupId, int p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`int`)

## Returns

`void`

## Description

_SET_FORMATION_P*

## Usage

### Lua

```lua
N_0x7e5185b979706210(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x7E5185B979706210, groupId, p1)
```

### JavaScript

```js
N_0x7e5185b979706210(groupId, p1);

// by hash
Citizen.invokeNative('0x7E5185B979706210', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x7E5185B979706210, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7e5185b979706210` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7E8F9949B7AABBF0

- **Hash:** `0x7E8F9949B7AABBF0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7e8f9949b7aabbf0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7E8F9949B7AABBF0

## Signature

```c
void _0x7E8F9949B7AABBF0(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7e8f9949b7aabbf0(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x7E8F9949B7AABBF0, p0, p1, p2)
```

### JavaScript

```js
N_0x7e8f9949b7aabbf0(p0, p1, p2);

// by hash
Citizen.invokeNative('0x7E8F9949B7AABBF0', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x7E8F9949B7AABBF0, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x7e8f9949b7aabbf0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7EDB3C766B0D073F

- **Hash:** `0x7EDB3C766B0D073F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7edb3c766b0d073f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7EDB3C766B0D073F

## Signature

```c
void _0x7EDB3C766B0D073F(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Only used in R* Script net_moonshine_property
_A* - _B*

## Usage

### Lua

```lua
N_0x7edb3c766b0d073f(ped)

-- always available, by hash
Citizen.InvokeNative(0x7EDB3C766B0D073F, ped)
```

### JavaScript

```js
N_0x7edb3c766b0d073f(ped);

// by hash
Citizen.invokeNative('0x7EDB3C766B0D073F', ped);
```

### C#

```csharp
Function.Call((Hash)0x7EDB3C766B0D073F, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x7edb3c766b0d073f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7EE3A8660F38797E

- **Hash:** `0x7EE3A8660F38797E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7ee3a8660f38797e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7EE3A8660F38797E

## Signature

```c
BOOL _0x7EE3A8660F38797E(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Seems to return true if the ped is in the intimidated on ass state. Checks if task index 478 (TASK_INTIMIDATED) is active.
_IS_PED_H* - _IS_PED_I*

## Usage

### Lua

```lua
local retval = N_0x7ee3a8660f38797e(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7EE3A8660F38797E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x7ee3a8660f38797e(ped);

// by hash
const retval = Citizen.invokeNative('0x7EE3A8660F38797E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7EE3A8660F38797E, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x7ee3a8660f38797e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x7F090958AE95B61B

- **Hash:** `0x7F090958AE95B61B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x7f090958ae95b61b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x7F090958AE95B61B

## Signature

```c
BOOL _0x7F090958AE95B61B(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x7f090958ae95b61b(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7F090958AE95B61B, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x7f090958ae95b61b(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x7F090958AE95B61B', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7F090958AE95B61B, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7f090958ae95b61b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8101BA1C0B462412

- **Hash:** `0x8101BA1C0B462412`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8101ba1c0b462412`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8101BA1C0B462412

## Signature

```c
void _0x8101BA1C0B462412(Ped ped, int ropeId);
```

## Parameters

- `ped` (`Ped`)
- `ropeId` (`int`)

## Returns

`void`

## Description

_ATTACH_*

## Usage

### Lua

```lua
N_0x8101ba1c0b462412(ped, ropeId)

-- always available, by hash
Citizen.InvokeNative(0x8101BA1C0B462412, ped, ropeId)
```

### JavaScript

```js
N_0x8101ba1c0b462412(ped, ropeId);

// by hash
Citizen.invokeNative('0x8101BA1C0B462412', ped, ropeId);
```

### C#

```csharp
Function.Call((Hash)0x8101BA1C0B462412, ped, ropeId);
```

- This native has no known name, so the runtime exposes it only as `N_0x8101ba1c0b462412` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x82CB0F3F0C7785E5

- **Hash:** `0x82CB0F3F0C7785E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x82cb0f3f0c7785e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x82CB0F3F0C7785E5

## Signature

```c
Any _0x82CB0F3F0C7785E5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x82cb0f3f0c7785e5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x82CB0F3F0C7785E5, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x82cb0f3f0c7785e5(p0);

// by hash
const retval = Citizen.invokeNative('0x82CB0F3F0C7785E5', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x82CB0F3F0C7785E5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x82cb0f3f0c7785e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x851966E1E35AF491

- **Hash:** `0x851966E1E35AF491`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x851966e1e35af491`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x851966E1E35AF491

## Signature

```c
void _0x851966E1E35AF491(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x851966e1e35af491(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x851966E1E35AF491, p0, p1)
```

### JavaScript

```js
N_0x851966e1e35af491(p0, p1);

// by hash
Citizen.invokeNative('0x851966E1E35AF491', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x851966E1E35AF491, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x851966e1e35af491` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x85F500F4E24CA43E

- **Hash:** `0x85F500F4E24CA43E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x85f500f4e24ca43e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x85F500F4E24CA43E

## Signature

```c
void _0x85F500F4E24CA43E(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

Used in Script Function SKCS_PLAYER_ROBBING
_SET_PED_A*

## Usage

### Lua

```lua
N_0x85f500f4e24ca43e(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x85F500F4E24CA43E, ped, p1)
```

### JavaScript

```js
N_0x85f500f4e24ca43e(ped, p1);

// by hash
Citizen.invokeNative('0x85F500F4E24CA43E', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x85F500F4E24CA43E, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x85f500f4e24ca43e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x86F0B6730C32AC14

- **Hash:** `0x86F0B6730C32AC14`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x86f0b6730c32ac14`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x86F0B6730C32AC14

## Signature

```c
void _0x86F0B6730C32AC14(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_*

## Usage

### Lua

```lua
N_0x86f0b6730c32ac14(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x86F0B6730C32AC14, ped, p1)
```

### JavaScript

```js
N_0x86f0b6730c32ac14(ped, p1);

// by hash
Citizen.invokeNative('0x86F0B6730C32AC14', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x86F0B6730C32AC14, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x86f0b6730c32ac14` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x86FAFC18E3D4380C

- **Hash:** `0x86FAFC18E3D4380C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x86fafc18e3d4380c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x86FAFC18E3D4380C

## Signature

```c
void _0x86FAFC18E3D4380C(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x86fafc18e3d4380c(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x86FAFC18E3D4380C, groupId, p1)
```

### JavaScript

```js
N_0x86fafc18e3d4380c(groupId, p1);

// by hash
Citizen.invokeNative('0x86FAFC18E3D4380C', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x86FAFC18E3D4380C, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x86fafc18e3d4380c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x878E8104FA27CDAE

- **Hash:** `0x878E8104FA27CDAE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x878e8104fa27cdae`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x878E8104FA27CDAE

## Signature

```c
void _0x878E8104FA27CDAE(Vehicle vehicle, Hash p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x878e8104fa27cdae(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x878E8104FA27CDAE, vehicle, p1)
```

### JavaScript

```js
N_0x878e8104fa27cdae(vehicle, p1);

// by hash
Citizen.invokeNative('0x878E8104FA27CDAE', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x878E8104FA27CDAE, vehicle, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x878e8104fa27cdae` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x87C2724A56F66020

- **Hash:** `0x87C2724A56F66020`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x87c2724a56f66020`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x87C2724A56F66020

## Signature

```c
void _0x87C2724A56F66020(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_CLEAR_PED_E* - _CLEAR_PED_L*

## Usage

### Lua

```lua
N_0x87c2724a56f66020(ped)

-- always available, by hash
Citizen.InvokeNative(0x87C2724A56F66020, ped)
```

### JavaScript

```js
N_0x87c2724a56f66020(ped);

// by hash
Citizen.invokeNative('0x87C2724A56F66020', ped);
```

### C#

```csharp
Function.Call((Hash)0x87C2724A56F66020, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x87c2724a56f66020` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8822F124788B8D0A

- **Hash:** `0x8822F124788B8D0A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8822f124788b8d0a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8822F124788B8D0A

## Signature

```c
void _0x8822F124788B8D0A(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Only used in R* Script train_robbery4
_SET_PED_D*

## Usage

### Lua

```lua
N_0x8822f124788b8d0a(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x8822F124788B8D0A, ped, p1)
```

### JavaScript

```js
N_0x8822f124788b8d0a(ped, p1);

// by hash
Citizen.invokeNative('0x8822F124788B8D0A', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x8822F124788B8D0A, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8822f124788b8d0a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8822F139408B8D0A

- **Hash:** `0x8822F139408B8D0A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8822f139408b8d0a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8822F139408B8D0A

## Signature

```c
BOOL _0x8822F139408B8D0A(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

If returned true, SET_ENABLE_BOUND_ANKLES is called in R* Script guama2
_GET_D* - _GET_E*

## Usage

### Lua

```lua
local retval = N_0x8822f139408b8d0a(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8822F139408B8D0A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x8822f139408b8d0a(ped);

// by hash
const retval = Citizen.invokeNative('0x8822F139408B8D0A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8822F139408B8D0A, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x8822f139408b8d0a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x88A95BB640FC186F

- **Hash:** `0x88A95BB640FC186F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x88a95bb640fc186f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x88A95BB640FC186F

## Signature

```c
void _0x88A95BB640FC186F(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Used in R* Script generic_weight_control_item
_CLEAR_PED_E* - CLEAR_PED_(G?)L*

## Usage

### Lua

```lua
N_0x88a95bb640fc186f(ped)

-- always available, by hash
Citizen.InvokeNative(0x88A95BB640FC186F, ped)
```

### JavaScript

```js
N_0x88a95bb640fc186f(ped);

// by hash
Citizen.invokeNative('0x88A95BB640FC186F', ped);
```

### C#

```csharp
Function.Call((Hash)0x88A95BB640FC186F, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x88a95bb640fc186f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x88B2026A3B0BE33D

- **Hash:** `0x88B2026A3B0BE33D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x88b2026a3b0be33d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x88B2026A3B0BE33D

## Signature

```c
void _0x88B2026A3B0BE33D(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x88b2026a3b0be33d(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x88B2026A3B0BE33D, ped, p1)
```

### JavaScript

```js
N_0x88b2026a3b0be33d(ped, p1);

// by hash
Citizen.invokeNative('0x88B2026A3B0BE33D', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x88B2026A3B0BE33D, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x88b2026a3b0be33d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x897934E868EDDD6C

- **Hash:** `0x897934E868EDDD6C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x897934e868eddd6c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x897934E868EDDD6C

## Signature

```c
void _0x897934E868EDDD6C(Ped ped, int p1, float p2, float p3, float p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x897934e868eddd6c(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x897934E868EDDD6C, ped, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x897934e868eddd6c(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x897934E868EDDD6C', ped, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x897934E868EDDD6C, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x897934e868eddd6c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x89816B58C3466262

- **Hash:** `0x89816B58C3466262`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x89816b58c3466262`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x89816B58C3466262

## Signature

```c
Any _0x89816B58C3466262(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Description

_GET_PED_B* - _GET_PED_C*

## Usage

### Lua

```lua
local retval = N_0x89816b58c3466262(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89816B58C3466262, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x89816b58c3466262(ped);

// by hash
const retval = Citizen.invokeNative('0x89816B58C3466262', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x89816B58C3466262, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x89816b58c3466262` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x899DFA0009AC93DE

- **Hash:** `0x899DFA0009AC93DE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x899dfa0009ac93de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x899DFA0009AC93DE

## Signature

```c
void _0x899DFA0009AC93DE(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

_SET_PED_O*

## Usage

### Lua

```lua
N_0x899dfa0009ac93de(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x899DFA0009AC93DE, ped, p1)
```

### JavaScript

```js
N_0x899dfa0009ac93de(ped, p1);

// by hash
Citizen.invokeNative('0x899DFA0009AC93DE', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x899DFA0009AC93DE, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x899dfa0009ac93de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x89E59DBD15E21177

- **Hash:** `0x89E59DBD15E21177`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x89e59dbd15e21177`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x89E59DBD15E21177

## Signature

```c
void _0x89E59DBD15E21177(int groupId, int p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`int`)

## Returns

`void`

## Description

_SET_C*

## Usage

### Lua

```lua
N_0x89e59dbd15e21177(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x89E59DBD15E21177, groupId, p1)
```

### JavaScript

```js
N_0x89e59dbd15e21177(groupId, p1);

// by hash
Citizen.invokeNative('0x89E59DBD15E21177', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x89E59DBD15E21177, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x89e59dbd15e21177` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8AF46E5159A5B620

- **Hash:** `0x8AF46E5159A5B620`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8af46e5159a5b620`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8AF46E5159A5B620

## Signature

```c
void _0x8AF46E5159A5B620(Ped ped, Hash speechParams);
```

## Parameters

- `ped` (`Ped`)
- `speechParams` (`Hash`)

## Returns

`void`

## Description

_SET_PED_IN*

## Usage

### Lua

```lua
N_0x8af46e5159a5b620(ped, speechParams)

-- always available, by hash
Citizen.InvokeNative(0x8AF46E5159A5B620, ped, speechParams)
```

### JavaScript

```js
N_0x8af46e5159a5b620(ped, speechParams);

// by hash
Citizen.invokeNative('0x8AF46E5159A5B620', ped, speechParams);
```

### C#

```csharp
Function.Call((Hash)0x8AF46E5159A5B620, ped, speechParams);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x8af46e5159a5b620` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8AF8E647D6B2A649

- **Hash:** `0x8AF8E647D6B2A649`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8af8e647d6b2a649`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8AF8E647D6B2A649

## Signature

```c
int _0x8AF8E647D6B2A649(int groupId, Ped ped);
```

## Parameters

- `groupId` (`int`)
- `ped` (`Ped`)

## Returns

`int`

## Description

Returns offset (0 < 32) to be used with MISC::SET_BIT
_GET_PED_CR*

## Usage

### Lua

```lua
local retval = N_0x8af8e647d6b2a649(groupId, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8AF8E647D6B2A649, groupId, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8af8e647d6b2a649(groupId, ped);

// by hash
const retval = Citizen.invokeNative('0x8AF8E647D6B2A649', groupId, ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8AF8E647D6B2A649, groupId, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x8af8e647d6b2a649` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8AFCCC0F18D70018

- **Hash:** `0x8AFCCC0F18D70018`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8afccc0f18d70018`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8AFCCC0F18D70018

## Signature

```c
void _0x8AFCCC0F18D70018(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_FORMATION_*

## Usage

### Lua

```lua
N_0x8afccc0f18d70018(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x8AFCCC0F18D70018, groupId, p1)
```

### JavaScript

```js
N_0x8afccc0f18d70018(groupId, p1);

// by hash
Citizen.invokeNative('0x8AFCCC0F18D70018', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x8AFCCC0F18D70018, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8afccc0f18d70018` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8BA0C65AC15A7D33

- **Hash:** `0x8BA0C65AC15A7D33`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8ba0c65ac15a7d33`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8BA0C65AC15A7D33

## Signature

```c
void _0x8BA0C65AC15A7D33(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8ba0c65ac15a7d33(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x8BA0C65AC15A7D33, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x8ba0c65ac15a7d33(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x8BA0C65AC15A7D33', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x8BA0C65AC15A7D33, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x8ba0c65ac15a7d33` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8BE24D74D74C6E9B

- **Hash:** `0x8BE24D74D74C6E9B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8be24d74d74c6e9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8BE24D74D74C6E9B

## Signature

```c
Ped _0x8BE24D74D74C6E9B(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Description

Used in Script Function NET_CAMP_DOG_CLIENT_HANDLE_ANIMAL_INTERACTION

## Usage

### Lua

```lua
local retval = N_0x8be24d74d74c6e9b(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8BE24D74D74C6E9B, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8be24d74d74c6e9b(ped);

// by hash
const retval = Citizen.invokeNative('0x8BE24D74D74C6E9B', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8BE24D74D74C6E9B, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x8be24d74d74c6e9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8CB2553C559102C1

- **Hash:** `0x8CB2553C559102C1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8cb2553c559102c1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8CB2553C559102C1

## Signature

```c
void _0x8CB2553C559102C1(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_T* - SET_PED_U*

## Usage

### Lua

```lua
N_0x8cb2553c559102c1(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8CB2553C559102C1, ped, p1, p2)
```

### JavaScript

```js
N_0x8cb2553c559102c1(ped, p1, p2);

// by hash
Citizen.invokeNative('0x8CB2553C559102C1', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x8CB2553C559102C1, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x8cb2553c559102c1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x8D9DB115FBA8E23D

- **Hash:** `0x8D9DB115FBA8E23D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x8d9db115fba8e23d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x8D9DB115FBA8E23D

## Signature

```c
void _0x8D9DB115FBA8E23D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8d9db115fba8e23d(p0)

-- always available, by hash
Citizen.InvokeNative(0x8D9DB115FBA8E23D, p0)
```

### JavaScript

```js
N_0x8d9db115fba8e23d(p0);

// by hash
Citizen.invokeNative('0x8D9DB115FBA8E23D', p0);
```

### C#

```csharp
Function.Call((Hash)0x8D9DB115FBA8E23D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8d9db115fba8e23d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9078FB0557364099

- **Hash:** `0x9078FB0557364099`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9078fb0557364099`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9078FB0557364099

## Signature

```c
void _0x9078FB0557364099(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9078fb0557364099(p0)

-- always available, by hash
Citizen.InvokeNative(0x9078FB0557364099, p0)
```

### JavaScript

```js
N_0x9078fb0557364099(p0);

// by hash
Citizen.invokeNative('0x9078FB0557364099', p0);
```

### C#

```csharp
Function.Call((Hash)0x9078FB0557364099, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9078fb0557364099` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x913D04A5176F84C9

- **Hash:** `0x913D04A5176F84C9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x913d04a5176f84c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x913D04A5176F84C9

## Signature

```c
BOOL _0x913D04A5176F84C9(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_S* - _IS_PED_U*

## Usage

### Lua

```lua
local retval = N_0x913d04a5176f84c9(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x913D04A5176F84C9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x913d04a5176f84c9(ped);

// by hash
const retval = Citizen.invokeNative('0x913D04A5176F84C9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x913D04A5176F84C9, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x913d04a5176f84c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9184788BFF1EDAD7

- **Hash:** `0x9184788BFF1EDAD7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9184788bff1edad7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9184788BFF1EDAD7

## Signature

```c
void _0x9184788BFF1EDAD7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9184788bff1edad7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9184788BFF1EDAD7, p0, p1)
```

### JavaScript

```js
N_0x9184788bff1edad7(p0, p1);

// by hash
Citizen.invokeNative('0x9184788BFF1EDAD7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9184788BFF1EDAD7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9184788bff1edad7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x91BAB9E064F036CD

- **Hash:** `0x91BAB9E064F036CD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x91bab9e064f036cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x91BAB9E064F036CD

## Signature

```c
void _0x91BAB9E064F036CD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x91bab9e064f036cd(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x91BAB9E064F036CD, p0, p1)
```

### JavaScript

```js
N_0x91bab9e064f036cd(p0, p1);

// by hash
Citizen.invokeNative('0x91BAB9E064F036CD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x91BAB9E064F036CD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x91bab9e064f036cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x92A1B55A59720395

- **Hash:** `0x92A1B55A59720395`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x92a1b55a59720395`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x92A1B55A59720395

## Signature

```c
void _0x92A1B55A59720395(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x92a1b55a59720395(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x92A1B55A59720395, p0, p1)
```

### JavaScript

```js
N_0x92a1b55a59720395(p0, p1);

// by hash
Citizen.invokeNative('0x92A1B55A59720395', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x92A1B55A59720395, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x92a1b55a59720395` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x94132D7C8D3575C4

- **Hash:** `0x94132D7C8D3575C4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x94132d7c8d3575c4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x94132D7C8D3575C4

## Signature

```c
BOOL _0x94132D7C8D3575C4(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_GET_IS_PED_*

## Usage

### Lua

```lua
local retval = N_0x94132d7c8d3575c4(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x94132D7C8D3575C4, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x94132d7c8d3575c4(ped);

// by hash
const retval = Citizen.invokeNative('0x94132D7C8D3575C4', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x94132D7C8D3575C4, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x94132d7c8d3575c4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9629FAF6460D35CB

- **Hash:** `0x9629FAF6460D35CB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9629faf6460d35cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9629FAF6460D35CB

## Signature

```c
void _0x9629FAF6460D35CB(Hash group, BOOL p1);
```

## Parameters

- `group` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9629faf6460d35cb(group, p1)

-- always available, by hash
Citizen.InvokeNative(0x9629FAF6460D35CB, group, p1)
```

### JavaScript

```js
N_0x9629faf6460d35cb(group, p1);

// by hash
Citizen.invokeNative('0x9629FAF6460D35CB', group, p1);
```

### C#

```csharp
Function.Call((Hash)0x9629FAF6460D35CB, group, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x9629faf6460d35cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x96595B36D6A2279B

- **Hash:** `0x96595B36D6A2279B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x96595b36d6a2279b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x96595B36D6A2279B

## Signature

```c
void _0x96595B36D6A2279B(Ped animal, BOOL toggle);
```

## Parameters

- `animal` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Only used in R* Script mob4 combined with SET_ANIMAL_TUNING_BOOL_PARAM
_SET_PED_S* - _SET_PED_TARGET_*

## Usage

### Lua

```lua
N_0x96595b36d6a2279b(animal, toggle)

-- always available, by hash
Citizen.InvokeNative(0x96595B36D6A2279B, animal, toggle)
```

### JavaScript

```js
N_0x96595b36d6a2279b(animal, toggle);

// by hash
Citizen.invokeNative('0x96595B36D6A2279B', animal, toggle);
```

### C#

```csharp
Function.Call((Hash)0x96595B36D6A2279B, animal, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x96595b36d6a2279b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x966DE09688A1DE39

- **Hash:** `0x966DE09688A1DE39`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x966de09688a1de39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x966DE09688A1DE39

## Signature

```c
void _0x966DE09688A1DE39(int groupId, float p1, float p2, float p3, float p4);
```

## Parameters

- `groupId` (`int`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Description

_SET_FORMATION_P*

## Usage

### Lua

```lua
N_0x966de09688a1de39(groupId, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x966DE09688A1DE39, groupId, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x966de09688a1de39(groupId, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x966DE09688A1DE39', groupId, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x966DE09688A1DE39, groupId, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x966de09688a1de39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x96C7B659854DE629

- **Hash:** `0x96C7B659854DE629`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x96c7b659854de629`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x96C7B659854DE629

## Signature

```c
void _0x96C7B659854DE629(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x96c7b659854de629(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x96C7B659854DE629, p0, p1)
```

### JavaScript

```js
N_0x96c7b659854de629(p0, p1);

// by hash
Citizen.invokeNative('0x96C7B659854DE629', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x96C7B659854DE629, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x96c7b659854de629` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x97A38B65EBDA3D50

- **Hash:** `0x97A38B65EBDA3D50`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x97a38b65ebda3d50`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x97A38B65EBDA3D50

## Signature

```c
void _0x97A38B65EBDA3D50(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_D*

## Usage

### Lua

```lua
N_0x97a38b65ebda3d50(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x97A38B65EBDA3D50, ped, p1)
```

### JavaScript

```js
N_0x97a38b65ebda3d50(ped, p1);

// by hash
Citizen.invokeNative('0x97A38B65EBDA3D50', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x97A38B65EBDA3D50, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x97a38b65ebda3d50` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x97B06669AC569003

- **Hash:** `0x97B06669AC569003`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x97b06669ac569003`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x97B06669AC569003

## Signature

```c
void _0x97B06669AC569003(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Description

_CLEAR*

## Usage

### Lua

```lua
N_0x97b06669ac569003(ped1, ped2)

-- always available, by hash
Citizen.InvokeNative(0x97B06669AC569003, ped1, ped2)
```

### JavaScript

```js
N_0x97b06669ac569003(ped1, ped2);

// by hash
Citizen.invokeNative('0x97B06669AC569003', ped1, ped2);
```

### C#

```csharp
Function.Call((Hash)0x97B06669AC569003, ped1, ped2);
```

- This native has no known name, so the runtime exposes it only as `N_0x97b06669ac569003` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x97C475212B327666

- **Hash:** `0x97C475212B327666`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x97c475212b327666`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x97C475212B327666

## Signature

```c
void _0x97C475212B327666(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

## Usage

### Lua

```lua
N_0x97c475212b327666(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0x97C475212B327666, groupId, p1)
```

### JavaScript

```js
N_0x97c475212b327666(groupId, p1);

// by hash
Citizen.invokeNative('0x97C475212B327666', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0x97C475212B327666, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x97c475212b327666` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9851DE7AEC10B4E1

- **Hash:** `0x9851DE7AEC10B4E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9851de7aec10b4e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9851DE7AEC10B4E1

## Signature

```c
void _0x9851DE7AEC10B4E1(float x, float y, float z, float p3, int p4, Any p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`float`)
- `p4` (`int`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9851de7aec10b4e1(x, y, z, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x9851DE7AEC10B4E1, x, y, z, p3, p4, p5)
```

### JavaScript

```js
N_0x9851de7aec10b4e1(x, y, z, p3, p4, p5);

// by hash
Citizen.invokeNative('0x9851DE7AEC10B4E1', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3 + 0.0000001, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x9851DE7AEC10B4E1, x, y, z, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9851de7aec10b4e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x992187D975635DF5

- **Hash:** `0x992187D975635DF5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x992187d975635df5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0x992187D975635DF5

## Signature

```c
void _0x992187D975635DF5(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x992187d975635df5(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x992187D975635DF5, p0, p1)
```

### JavaScript

```js
N_0x992187d975635df5(p0, p1);

// by hash
Citizen.invokeNative('0x992187D975635DF5', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x992187D975635DF5, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x992187d975635df5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x99DF2639DA76C1DC

- **Hash:** `0x99DF2639DA76C1DC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x99df2639da76c1dc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/0x99DF2639DA76C1DC

## Signature

```c
BOOL _0x99DF2639DA76C1DC(Ped ped1, Ped ped2, int p2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)
- `p2` (`int`)

## Returns

`BOOL`

## Description

_CAN_PED_*

## Usage

### Lua

```lua
local retval = N_0x99df2639da76c1dc(ped1, ped2, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x99DF2639DA76C1DC, ped1, ped2, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x99df2639da76c1dc(ped1, ped2, p2);

// by hash
const retval = Citizen.invokeNative('0x99DF2639DA76C1DC', ped1, ped2, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x99DF2639DA76C1DC, ped1, ped2, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x99df2639da76c1dc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9A4AC116CC1EEE14

- **Hash:** `0x9A4AC116CC1EEE14`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9a4ac116cc1eee14`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9A4AC116CC1EEE14

## Signature

```c
void _0x9A4AC116CC1EEE14(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9a4ac116cc1eee14(p0)

-- always available, by hash
Citizen.InvokeNative(0x9A4AC116CC1EEE14, p0)
```

### JavaScript

```js
N_0x9a4ac116cc1eee14(p0);

// by hash
Citizen.invokeNative('0x9A4AC116CC1EEE14', p0);
```

### C#

```csharp
Function.Call((Hash)0x9A4AC116CC1EEE14, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9a4ac116cc1eee14` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9AB33CB5834885B3

- **Hash:** `0x9AB33CB5834885B3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9ab33cb5834885b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9AB33CB5834885B3

## Signature

```c
void _0x9AB33CB5834885B3(Ped ped, float p1, float p2, float p3, float p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Description

_SET_PED_M*

## Usage

### Lua

```lua
N_0x9ab33cb5834885b3(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x9AB33CB5834885B3, ped, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x9ab33cb5834885b3(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x9AB33CB5834885B3', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9AB33CB5834885B3, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9ab33cb5834885b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9B65444C07B782BF

- **Hash:** `0x9B65444C07B782BF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9b65444c07b782bf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9B65444C07B782BF

## Signature

```c
void _0x9B65444C07B782BF(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`void`

## Description

Only used in SP R* Script winter1: p1 = Winter1Mount

## Usage

### Lua

```lua
N_0x9b65444c07b782bf(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x9B65444C07B782BF, ped, p1)
```

### JavaScript

```js
N_0x9b65444c07b782bf(ped, p1);

// by hash
Citizen.invokeNative('0x9B65444C07B782BF', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x9B65444C07B782BF, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9b65444c07b782bf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9B9B9FA0EA283E3D

- **Hash:** `0x9B9B9FA0EA283E3D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9b9b9fa0ea283e3d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9B9B9FA0EA283E3D

## Signature

```c
void _0x9B9B9FA0EA283E3D(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

Used in Script Function SKCS_PLAYER_ROBBING
_SET_PED_SHOULD_PLAY_* - _SET_PED_SW*

## Usage

### Lua

```lua
N_0x9b9b9fa0ea283e3d(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x9B9B9FA0EA283E3D, ped, p1)
```

### JavaScript

```js
N_0x9b9b9fa0ea283e3d(ped, p1);

// by hash
Citizen.invokeNative('0x9B9B9FA0EA283E3D', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9B9B9FA0EA283E3D, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9b9b9fa0ea283e3d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9BBEAF8B0C007F1E

- **Hash:** `0x9BBEAF8B0C007F1E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9bbeaf8b0c007f1e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9BBEAF8B0C007F1E

## Signature

```c
void _0x9BBEAF8B0C007F1E(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PLAYER_CAN_B* - _SET_PLAYER_CAN_U*

## Usage

### Lua

```lua
N_0x9bbeaf8b0c007f1e(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x9BBEAF8B0C007F1E, ped, p1)
```

### JavaScript

```js
N_0x9bbeaf8b0c007f1e(ped, p1);

// by hash
Citizen.invokeNative('0x9BBEAF8B0C007F1E', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x9BBEAF8B0C007F1E, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9bbeaf8b0c007f1e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9D8DFE2DE9CB4DFC

- **Hash:** `0x9D8DFE2DE9CB4DFC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9d8dfe2de9cb4dfc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9D8DFE2DE9CB4DFC

## Signature

```c
void _0x9D8DFE2DE9CB4DFC(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_RESET_PED_*

## Usage

### Lua

```lua
N_0x9d8dfe2de9cb4dfc(ped)

-- always available, by hash
Citizen.InvokeNative(0x9D8DFE2DE9CB4DFC, ped)
```

### JavaScript

```js
N_0x9d8dfe2de9cb4dfc(ped);

// by hash
Citizen.invokeNative('0x9D8DFE2DE9CB4DFC', ped);
```

### C#

```csharp
Function.Call((Hash)0x9D8DFE2DE9CB4DFC, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d8dfe2de9cb4dfc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9E66708B2B41F14A

- **Hash:** `0x9E66708B2B41F14A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9e66708b2b41f14a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9E66708B2B41F14A

## Signature

```c
void _0x9E66708B2B41F14A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9e66708b2b41f14a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9E66708B2B41F14A, p0, p1)
```

### JavaScript

```js
N_0x9e66708b2b41f14a(p0, p1);

// by hash
Citizen.invokeNative('0x9E66708B2B41F14A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9E66708B2B41F14A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9e66708b2b41f14a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9F0F28B42C4EE80A

- **Hash:** `0x9F0F28B42C4EE80A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9f0f28b42c4ee80a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9F0F28B42C4EE80A

## Signature

```c
void _0x9F0F28B42C4EE80A(Ped animal, float p2);
```

## Parameters

- `animal` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9f0f28b42c4ee80a(animal, p2)

-- always available, by hash
Citizen.InvokeNative(0x9F0F28B42C4EE80A, animal, p2)
```

### JavaScript

```js
N_0x9f0f28b42c4ee80a(animal, p2);

// by hash
Citizen.invokeNative('0x9F0F28B42C4EE80A', animal, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9F0F28B42C4EE80A, animal, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9f0f28b42c4ee80a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0x9F933E0985E12C51

- **Hash:** `0x9F933E0985E12C51`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0x9f933e0985e12c51`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0x9F933E0985E12C51

## Signature

```c
void _0x9F933E0985E12C51(Ped ped, float p1, float p2, float p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9f933e0985e12c51(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x9F933E0985E12C51, ped, p1, p2, p3)
```

### JavaScript

```js
N_0x9f933e0985e12c51(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x9F933E0985E12C51', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9F933E0985E12C51, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9f933e0985e12c51` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA064BBABB064446F

- **Hash:** `0xA064BBABB064446F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa064bbabb064446f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA064BBABB064446F

## Signature

```c
void _0xA064BBABB064446F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa064bbabb064446f(p0)

-- always available, by hash
Citizen.InvokeNative(0xA064BBABB064446F, p0)
```

### JavaScript

```js
N_0xa064bbabb064446f(p0);

// by hash
Citizen.invokeNative('0xA064BBABB064446F', p0);
```

### C#

```csharp
Function.Call((Hash)0xA064BBABB064446F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa064bbabb064446f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA180FBD502A03125

- **Hash:** `0xA180FBD502A03125`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa180fbd502a03125`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA180FBD502A03125

## Signature

```c
Any _0xA180FBD502A03125(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa180fbd502a03125(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA180FBD502A03125, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa180fbd502a03125(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xA180FBD502A03125', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA180FBD502A03125, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xa180fbd502a03125` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA1FBAC56D38563E2

- **Hash:** `0xA1FBAC56D38563E2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa1fbac56d38563e2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA1FBAC56D38563E2

## Signature

```c
BOOL _0xA1FBAC56D38563E2(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xa1fbac56d38563e2(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA1FBAC56D38563E2, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa1fbac56d38563e2(volume);

// by hash
const retval = Citizen.invokeNative('0xA1FBAC56D38563E2', volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA1FBAC56D38563E2, volume);
```

- This native has no known name, so the runtime exposes it only as `N_0xa1fbac56d38563e2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA2116C1E4ED85C24

- **Hash:** `0xA2116C1E4ED85C24`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa2116c1e4ed85c24`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA2116C1E4ED85C24

## Signature

```c
void _0xA2116C1E4ED85C24(Ped ped, BOOL inverted);
```

## Parameters

- `ped` (`Ped`)
- `inverted` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_*

## Usage

### Lua

```lua
N_0xa2116c1e4ed85c24(ped, inverted)

-- always available, by hash
Citizen.InvokeNative(0xA2116C1E4ED85C24, ped, inverted)
```

### JavaScript

```js
N_0xa2116c1e4ed85c24(ped, inverted);

// by hash
Citizen.invokeNative('0xA2116C1E4ED85C24', ped, inverted);
```

### C#

```csharp
Function.Call((Hash)0xA2116C1E4ED85C24, ped, inverted);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2116c1e4ed85c24` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA218D2BBCAA7388C

- **Hash:** `0xA218D2BBCAA7388C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa218d2bbcaa7388c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA218D2BBCAA7388C

## Signature

```c
Any _0xA218D2BBCAA7388C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa218d2bbcaa7388c(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA218D2BBCAA7388C, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa218d2bbcaa7388c(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA218D2BBCAA7388C', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA218D2BBCAA7388C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa218d2bbcaa7388c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA274F51EF7E34B95

- **Hash:** `0xA274F51EF7E34B95`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa274f51ef7e34b95`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA274F51EF7E34B95

## Signature

```c
Any _0xA274F51EF7E34B95(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa274f51ef7e34b95(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA274F51EF7E34B95, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa274f51ef7e34b95(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA274F51EF7E34B95', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA274F51EF7E34B95, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa274f51ef7e34b95` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA2B8E47442C76CEC

- **Hash:** `0xA2B8E47442C76CEC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa2b8e47442c76cec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA2B8E47442C76CEC

## Signature

```c
void _0xA2B8E47442C76CEC(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa2b8e47442c76cec(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA2B8E47442C76CEC, p0, p1)
```

### JavaScript

```js
N_0xa2b8e47442c76cec(p0, p1);

// by hash
Citizen.invokeNative('0xA2B8E47442C76CEC', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA2B8E47442C76CEC, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2b8e47442c76cec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA2F8B3B5FEDFC100

- **Hash:** `0xA2F8B3B5FEDFC100`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa2f8b3b5fedfc100`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA2F8B3B5FEDFC100

## Signature

```c
void _0xA2F8B3B5FEDFC100(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa2f8b3b5fedfc100(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA2F8B3B5FEDFC100, p0, p1)
```

### JavaScript

```js
N_0xa2f8b3b5fedfc100(p0, p1);

// by hash
Citizen.invokeNative('0xA2F8B3B5FEDFC100', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA2F8B3B5FEDFC100, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2f8b3b5fedfc100` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA31D350D66FA1855

- **Hash:** `0xA31D350D66FA1855`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa31d350d66fa1855`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA31D350D66FA1855

## Signature

```c
Any _0xA31D350D66FA1855(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa31d350d66fa1855(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA31D350D66FA1855, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa31d350d66fa1855(p0);

// by hash
const retval = Citizen.invokeNative('0xA31D350D66FA1855', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA31D350D66FA1855, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa31d350d66fa1855` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA405BF9F01960C16

- **Hash:** `0xA405BF9F01960C16`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa405bf9f01960c16`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA405BF9F01960C16

## Signature

```c
void _0xA405BF9F01960C16(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa405bf9f01960c16(p0)

-- always available, by hash
Citizen.InvokeNative(0xA405BF9F01960C16, p0)
```

### JavaScript

```js
N_0xa405bf9f01960c16(p0);

// by hash
Citizen.invokeNative('0xA405BF9F01960C16', p0);
```

### C#

```csharp
Function.Call((Hash)0xA405BF9F01960C16, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa405bf9f01960c16` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA4AC05B1A364EBC5

- **Hash:** `0xA4AC05B1A364EBC5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa4ac05b1a364ebc5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA4AC05B1A364EBC5

## Signature

```c
Any _0xA4AC05B1A364EBC5(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa4ac05b1a364ebc5(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4AC05B1A364EBC5, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa4ac05b1a364ebc5(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xA4AC05B1A364EBC5', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA4AC05B1A364EBC5, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xa4ac05b1a364ebc5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA4B6432E3880F2F9

- **Hash:** `0xA4B6432E3880F2F9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa4b6432e3880f2f9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA4B6432E3880F2F9

## Signature

```c
BOOL _0xA4B6432E3880F2F9(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xa4b6432e3880f2f9(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4B6432E3880F2F9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa4b6432e3880f2f9(ped);

// by hash
const retval = Citizen.invokeNative('0xA4B6432E3880F2F9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA4B6432E3880F2F9, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xa4b6432e3880f2f9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA6D6F03095C88F59

- **Hash:** `0xA6D6F03095C88F59`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa6d6f03095c88f59`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA6D6F03095C88F59

## Signature

```c
void _0xA6D6F03095C88F59(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_DELETE_*

## Usage

### Lua

```lua
N_0xa6d6f03095c88f59(ped)

-- always available, by hash
Citizen.InvokeNative(0xA6D6F03095C88F59, ped)
```

### JavaScript

```js
N_0xa6d6f03095c88f59(ped);

// by hash
Citizen.invokeNative('0xA6D6F03095C88F59', ped);
```

### C#

```csharp
Function.Call((Hash)0xA6D6F03095C88F59, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xa6d6f03095c88f59` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA7A806677F8DE138

- **Hash:** `0xA7A806677F8DE138`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa7a806677f8de138`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA7A806677F8DE138

## Signature

```c
void _0xA7A806677F8DE138(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Washing player's face/hands now
_CLEAR_PED_E* - _CLEAR_PED_L*

## Usage

### Lua

```lua
N_0xa7a806677f8de138(ped)

-- always available, by hash
Citizen.InvokeNative(0xA7A806677F8DE138, ped)
```

### JavaScript

```js
N_0xa7a806677f8de138(ped);

// by hash
Citizen.invokeNative('0xA7A806677F8DE138', ped);
```

### C#

```csharp
Function.Call((Hash)0xA7A806677F8DE138, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xa7a806677f8de138` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA7DC9266ED6A4E51

- **Hash:** `0xA7DC9266ED6A4E51`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa7dc9266ed6a4e51`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA7DC9266ED6A4E51

## Signature

```c
void _0xA7DC9266ED6A4E51(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_CLEAR_PED_B* - _CLEAR_PED_C*

## Usage

### Lua

```lua
N_0xa7dc9266ed6a4e51(ped)

-- always available, by hash
Citizen.InvokeNative(0xA7DC9266ED6A4E51, ped)
```

### JavaScript

```js
N_0xa7dc9266ed6a4e51(ped);

// by hash
Citizen.invokeNative('0xA7DC9266ED6A4E51', ped);
```

### C#

```csharp
Function.Call((Hash)0xA7DC9266ED6A4E51, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xa7dc9266ed6a4e51` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA8A95CECB1906EA2

- **Hash:** `0xA8A95CECB1906EA2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa8a95cecb1906ea2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA8A95CECB1906EA2

## Signature

```c
void _0xA8A95CECB1906EA2(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_ENABLE_B* - _SET_ENABLE_H*

## Usage

### Lua

```lua
N_0xa8a95cecb1906ea2(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0xA8A95CECB1906EA2, groupId, p1)
```

### JavaScript

```js
N_0xa8a95cecb1906ea2(groupId, p1);

// by hash
Citizen.invokeNative('0xA8A95CECB1906EA2', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0xA8A95CECB1906EA2, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa8a95cecb1906ea2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA90684ED185CCB4B

- **Hash:** `0xA90684ED185CCB4B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa90684ed185ccb4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA90684ED185CCB4B

## Signature

```c
void _0xA90684ED185CCB4B(Ped animal, BOOL p1, float p2, float p3);
```

## Parameters

- `animal` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)

## Returns

`void`

## Description

Only used in R* Script mob4 and rcm_mason4
_SET_PED_DEFENSIVE_* - _SET_PED_DESIRED_*

## Usage

### Lua

```lua
N_0xa90684ed185ccb4b(animal, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xA90684ED185CCB4B, animal, p1, p2, p3)
```

### JavaScript

```js
N_0xa90684ed185ccb4b(animal, p1, p2, p3);

// by hash
Citizen.invokeNative('0xA90684ED185CCB4B', animal, p1, p2 + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA90684ED185CCB4B, animal, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xa90684ed185ccb4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xA967D6A8ED2D713B

- **Hash:** `0xA967D6A8ED2D713B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xa967d6a8ed2d713b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xA967D6A8ED2D713B

## Signature

```c
void _0xA967D6A8ED2D713B(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_P* - _SET_PED_R*

## Usage

### Lua

```lua
N_0xa967d6a8ed2d713b(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xA967D6A8ED2D713B, ped, p1)
```

### JavaScript

```js
N_0xa967d6a8ed2d713b(ped, p1);

// by hash
Citizen.invokeNative('0xA967D6A8ED2D713B', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xA967D6A8ED2D713B, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa967d6a8ed2d713b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xAA6C49AE90A32299

- **Hash:** `0xAA6C49AE90A32299`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xaa6c49ae90a32299`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xAA6C49AE90A32299

## Signature

```c
void _0xAA6C49AE90A32299(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xaa6c49ae90a32299(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xAA6C49AE90A32299, ped, p1)
```

### JavaScript

```js
N_0xaa6c49ae90a32299(ped, p1);

// by hash
Citizen.invokeNative('0xAA6C49AE90A32299', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xAA6C49AE90A32299, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xaa6c49ae90a32299` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xAAC0EE3B4999ABB5

- **Hash:** `0xAAC0EE3B4999ABB5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xaac0ee3b4999abb5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xAAC0EE3B4999ABB5

## Signature

```c
void _0xAAC0EE3B4999ABB5(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xaac0ee3b4999abb5(ped, targetPed)

-- always available, by hash
Citizen.InvokeNative(0xAAC0EE3B4999ABB5, ped, targetPed)
```

### JavaScript

```js
N_0xaac0ee3b4999abb5(ped, targetPed);

// by hash
Citizen.invokeNative('0xAAC0EE3B4999ABB5', ped, targetPed);
```

### C#

```csharp
Function.Call((Hash)0xAAC0EE3B4999ABB5, ped, targetPed);
```

- This native has no known name, so the runtime exposes it only as `N_0xaac0ee3b4999abb5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xAD3330E3C3E98007

- **Hash:** `0xAD3330E3C3E98007`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xad3330e3c3e98007`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xAD3330E3C3E98007

## Signature

```c
void _0xAD3330E3C3E98007(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xad3330e3c3e98007(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xAD3330E3C3E98007, p0, p1)
```

### JavaScript

```js
N_0xad3330e3c3e98007(p0, p1);

// by hash
Citizen.invokeNative('0xAD3330E3C3E98007', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xAD3330E3C3E98007, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xad3330e3c3e98007` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xAE6B68A83ABBE7C0

- **Hash:** `0xAE6B68A83ABBE7C0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xae6b68a83abbe7c0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xAE6B68A83ABBE7C0

## Signature

```c
void _0xAE6B68A83ABBE7C0(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xae6b68a83abbe7c0(p0)

-- always available, by hash
Citizen.InvokeNative(0xAE6B68A83ABBE7C0, p0)
```

### JavaScript

```js
N_0xae6b68a83abbe7c0(p0);

// by hash
Citizen.invokeNative('0xAE6B68A83ABBE7C0', p0);
```

### C#

```csharp
Function.Call((Hash)0xAE6B68A83ABBE7C0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xae6b68a83abbe7c0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xAF041C10756C30FB

- **Hash:** `0xAF041C10756C30FB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xaf041c10756c30fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xAF041C10756C30FB

## Signature

```c
void _0xAF041C10756C30FB(Ped ped, BOOL p1, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

_CLEAR_PED_D*

## Usage

### Lua

```lua
N_0xaf041c10756c30fb(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xAF041C10756C30FB, ped, p1, p2, p3)
```

### JavaScript

```js
N_0xaf041c10756c30fb(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0xAF041C10756C30FB', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xAF041C10756C30FB, ped, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xaf041c10756c30fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB05CC690CDE8A4A9

- **Hash:** `0xB05CC690CDE8A4A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb05cc690cde8a4a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB05CC690CDE8A4A9

## Signature

```c
BOOL _0xB05CC690CDE8A4A9(int groupId, float p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`float`)

## Returns

`BOOL`

## Description

Used to set up bad guy groups in nb_kidnapped R* Script (MP_RE_KIDNAPPED): p1 = 4.f
_SET_FORMATION_*

## Usage

### Lua

```lua
local retval = N_0xb05cc690cde8a4a9(groupId, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB05CC690CDE8A4A9, groupId, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb05cc690cde8a4a9(groupId, p1);

// by hash
const retval = Citizen.invokeNative('0xB05CC690CDE8A4A9', groupId, p1 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB05CC690CDE8A4A9, groupId, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xb05cc690cde8a4a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB06F5F1DEF417216

- **Hash:** `0xB06F5F1DEF417216`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb06f5f1def417216`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB06F5F1DEF417216

## Signature

```c
void _0xB06F5F1DEF417216(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb06f5f1def417216(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xB06F5F1DEF417216, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xb06f5f1def417216(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xB06F5F1DEF417216', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xB06F5F1DEF417216, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xb06f5f1def417216` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB4B7C92FCE7347B7

- **Hash:** `0xB4B7C92FCE7347B7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb4b7c92fce7347b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB4B7C92FCE7347B7

## Signature

```c
void _0xB4B7C92FCE7347B7(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_RESET_PED_C*

## Usage

### Lua

```lua
N_0xb4b7c92fce7347b7(ped)

-- always available, by hash
Citizen.InvokeNative(0xB4B7C92FCE7347B7, ped)
```

### JavaScript

```js
N_0xb4b7c92fce7347b7(ped);

// by hash
Citizen.invokeNative('0xB4B7C92FCE7347B7', ped);
```

### C#

```csharp
Function.Call((Hash)0xB4B7C92FCE7347B7, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xb4b7c92fce7347b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB65927F861E7AE39

- **Hash:** `0xB65927F861E7AE39`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb65927f861e7ae39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB65927F861E7AE39

## Signature

```c
BOOL _0xB65927F861E7AE39(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xb65927f861e7ae39(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB65927F861E7AE39, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb65927f861e7ae39(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xB65927F861E7AE39', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB65927F861E7AE39, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb65927f861e7ae39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB8E2D655E1D5BD39

- **Hash:** `0xB8E2D655E1D5BD39`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb8e2d655e1d5bd39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB8E2D655E1D5BD39

## Signature

```c
Any _0xB8E2D655E1D5BD39(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xb8e2d655e1d5bd39(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB8E2D655E1D5BD39, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb8e2d655e1d5bd39(p0);

// by hash
const retval = Citizen.invokeNative('0xB8E2D655E1D5BD39', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB8E2D655E1D5BD39, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb8e2d655e1d5bd39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB91AB3BE7F655D49

- **Hash:** `0xB91AB3BE7F655D49`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb91ab3be7f655d49`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB91AB3BE7F655D49

## Signature

```c
BOOL _0xB91AB3BE7F655D49(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_J* - _IS_PED_L*

## Usage

### Lua

```lua
local retval = N_0xb91ab3be7f655d49(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB91AB3BE7F655D49, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb91ab3be7f655d49(ped);

// by hash
const retval = Citizen.invokeNative('0xB91AB3BE7F655D49', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB91AB3BE7F655D49, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xb91ab3be7f655d49` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xB9BDFAE609DFB7C5

- **Hash:** `0xB9BDFAE609DFB7C5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xb9bdfae609dfb7c5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xB9BDFAE609DFB7C5

## Signature

```c
void _0xB9BDFAE609DFB7C5(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb9bdfae609dfb7c5(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xB9BDFAE609DFB7C5, p0, p1, p2)
```

### JavaScript

```js
N_0xb9bdfae609dfb7c5(p0, p1, p2);

// by hash
Citizen.invokeNative('0xB9BDFAE609DFB7C5', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xB9BDFAE609DFB7C5, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xb9bdfae609dfb7c5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xBB3E5370EBB6BE28

- **Hash:** `0xBB3E5370EBB6BE28`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xbb3e5370ebb6be28`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xBB3E5370EBB6BE28

## Signature

```c
Any _0xBB3E5370EBB6BE28(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xbb3e5370ebb6be28(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBB3E5370EBB6BE28, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbb3e5370ebb6be28(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xBB3E5370EBB6BE28', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBB3E5370EBB6BE28, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb3e5370ebb6be28` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xBC1DC48270468444

- **Hash:** `0xBC1DC48270468444`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xbc1dc48270468444`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xBC1DC48270468444

## Signature

```c
void _0xBC1DC48270468444(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbc1dc48270468444(p0)

-- always available, by hash
Citizen.InvokeNative(0xBC1DC48270468444, p0)
```

### JavaScript

```js
N_0xbc1dc48270468444(p0);

// by hash
Citizen.invokeNative('0xBC1DC48270468444', p0);
```

### C#

```csharp
Function.Call((Hash)0xBC1DC48270468444, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbc1dc48270468444` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xBD0E4F52F6D95242

- **Hash:** `0xBD0E4F52F6D95242`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xbd0e4f52f6d95242`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xBD0E4F52F6D95242

## Signature

```c
BOOL _0xBD0E4F52F6D95242(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_M* - _IS_PED_O*

## Usage

### Lua

```lua
local retval = N_0xbd0e4f52f6d95242(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD0E4F52F6D95242, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xbd0e4f52f6d95242(ped);

// by hash
const retval = Citizen.invokeNative('0xBD0E4F52F6D95242', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBD0E4F52F6D95242, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xbd0e4f52f6d95242` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xBF567DF2BEF211A6

- **Hash:** `0xBF567DF2BEF211A6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xbf567df2bef211a6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xBF567DF2BEF211A6

## Signature

```c
void _0xBF567DF2BEF211A6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbf567df2bef211a6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBF567DF2BEF211A6, p0, p1)
```

### JavaScript

```js
N_0xbf567df2bef211a6(p0, p1);

// by hash
Citizen.invokeNative('0xBF567DF2BEF211A6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBF567DF2BEF211A6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbf567df2bef211a6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xBFA6B7731C3BAF02

- **Hash:** `0xBFA6B7731C3BAF02`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xbfa6b7731c3baf02`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xBFA6B7731C3BAF02

## Signature

```c
void _0xBFA6B7731C3BAF02();
```

## Returns

`void`

## Description

Only used in R* Script tg_p (CLIENT__AMBIENT_POPULATION - Player starts the populate in region)
Does nearly the same thing as INSTANTLY_FILL_PED_POPULATION?

## Usage

### Lua

```lua
N_0xbfa6b7731c3baf02()

-- always available, by hash
Citizen.InvokeNative(0xBFA6B7731C3BAF02)
```

### JavaScript

```js
N_0xbfa6b7731c3baf02();

// by hash
Citizen.invokeNative('0xBFA6B7731C3BAF02');
```

### C#

```csharp
Function.Call((Hash)0xBFA6B7731C3BAF02);
```

- This native has no known name, so the runtime exposes it only as `N_0xbfa6b7731c3baf02` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC2722B252C79E641

- **Hash:** `0xC2722B252C79E641`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc2722b252c79e641`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC2722B252C79E641

## Signature

```c
void _0xC2722B252C79E641(Ped ped, Any p1, Any p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

_FORCE_PED_*

## Usage

### Lua

```lua
N_0xc2722b252c79e641(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xC2722B252C79E641, ped, p1, p2, p3)
```

### JavaScript

```js
N_0xc2722b252c79e641(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0xC2722B252C79E641', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xC2722B252C79E641, ped, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xc2722b252c79e641` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC2EF407645BEECDC

- **Hash:** `0xC2EF407645BEECDC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc2ef407645beecdc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC2EF407645BEECDC

## Signature

```c
Any _0xC2EF407645BEECDC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc2ef407645beecdc(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC2EF407645BEECDC, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc2ef407645beecdc(p0);

// by hash
const retval = Citizen.invokeNative('0xC2EF407645BEECDC', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC2EF407645BEECDC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc2ef407645beecdc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC5B78E41DCF8227C

- **Hash:** `0xC5B78E41DCF8227C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc5b78e41dcf8227c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC5B78E41DCF8227C

## Signature

```c
void _0xC5B78E41DCF8227C(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_H* - _SET_I*

## Usage

### Lua

```lua
N_0xc5b78e41dcf8227c(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xC5B78E41DCF8227C, ped, p1)
```

### JavaScript

```js
N_0xc5b78e41dcf8227c(ped, p1);

// by hash
Citizen.invokeNative('0xC5B78E41DCF8227C', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xC5B78E41DCF8227C, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc5b78e41dcf8227c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC6136B40FFFB778B

- **Hash:** `0xC6136B40FFFB778B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc6136b40fffb778b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC6136B40FFFB778B

## Signature

```c
void _0xC6136B40FFFB778B(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc6136b40fffb778b(p0)

-- always available, by hash
Citizen.InvokeNative(0xC6136B40FFFB778B, p0)
```

### JavaScript

```js
N_0xc6136b40fffb778b(p0);

// by hash
Citizen.invokeNative('0xC6136B40FFFB778B', p0);
```

### C#

```csharp
Function.Call((Hash)0xC6136B40FFFB778B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc6136b40fffb778b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC6981AFF6D2A71C2

- **Hash:** `0xC6981AFF6D2A71C2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc6981aff6d2a71c2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC6981AFF6D2A71C2

## Signature

```c
void _0xC6981AFF6D2A71C2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc6981aff6d2a71c2(p0)

-- always available, by hash
Citizen.InvokeNative(0xC6981AFF6D2A71C2, p0)
```

### JavaScript

```js
N_0xc6981aff6d2a71c2(p0);

// by hash
Citizen.invokeNative('0xC6981AFF6D2A71C2', p0);
```

### C#

```csharp
Function.Call((Hash)0xC6981AFF6D2A71C2, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc6981aff6d2a71c2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC6C4E15CF7D52FEA

- **Hash:** `0xC6C4E15CF7D52FEA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc6c4e15cf7d52fea`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC6C4E15CF7D52FEA

## Signature

```c
void _0xC6C4E15CF7D52FEA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc6c4e15cf7d52fea(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC6C4E15CF7D52FEA, p0, p1)
```

### JavaScript

```js
N_0xc6c4e15cf7d52fea(p0, p1);

// by hash
Citizen.invokeNative('0xC6C4E15CF7D52FEA', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC6C4E15CF7D52FEA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc6c4e15cf7d52fea` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC9151483CC06A414

- **Hash:** `0xC9151483CC06A414`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc9151483cc06a414`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC9151483CC06A414

## Signature

```c
void _0xC9151483CC06A414(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc9151483cc06a414(ped)

-- always available, by hash
Citizen.InvokeNative(0xC9151483CC06A414, ped)
```

### JavaScript

```js
N_0xc9151483cc06a414(ped);

// by hash
Citizen.invokeNative('0xC9151483CC06A414', ped);
```

### C#

```csharp
Function.Call((Hash)0xC9151483CC06A414, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xc9151483cc06a414` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC991EF46FE323867

- **Hash:** `0xC991EF46FE323867`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc991ef46fe323867`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC991EF46FE323867

## Signature

```c
void _0xC991EF46FE323867(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
N_0xc991ef46fe323867(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xC991EF46FE323867, ped, p1)
```

### JavaScript

```js
N_0xc991ef46fe323867(ped, p1);

// by hash
Citizen.invokeNative('0xC991EF46FE323867', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xC991EF46FE323867, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc991ef46fe323867` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xC99F104BDF8C7F5A

- **Hash:** `0xC99F104BDF8C7F5A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xc99f104bdf8c7f5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xC99F104BDF8C7F5A

## Signature

```c
void _0xC99F104BDF8C7F5A(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PLAYER_N* - _SET_PLAYER_S*

## Usage

### Lua

```lua
N_0xc99f104bdf8c7f5a(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xC99F104BDF8C7F5A, ped, p1)
```

### JavaScript

```js
N_0xc99f104bdf8c7f5a(ped, p1);

// by hash
Citizen.invokeNative('0xC99F104BDF8C7F5A', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xC99F104BDF8C7F5A, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc99f104bdf8c7f5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCA95C156C14B2054

- **Hash:** `0xCA95C156C14B2054`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xca95c156c14b2054`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCA95C156C14B2054

## Signature

```c
void _0xCA95C156C14B2054(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xca95c156c14b2054(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCA95C156C14B2054, p0, p1)
```

### JavaScript

```js
N_0xca95c156c14b2054(p0, p1);

// by hash
Citizen.invokeNative('0xCA95C156C14B2054', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCA95C156C14B2054, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xca95c156c14b2054` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCB1A3864C524F784

- **Hash:** `0xCB1A3864C524F784`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcb1a3864c524f784`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCB1A3864C524F784

## Signature

```c
void _0xCB1A3864C524F784(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcb1a3864c524f784(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCB1A3864C524F784, p0, p1)
```

### JavaScript

```js
N_0xcb1a3864c524f784(p0, p1);

// by hash
Citizen.invokeNative('0xCB1A3864C524F784', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCB1A3864C524F784, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcb1a3864c524f784` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCB86D3E3E3708901

- **Hash:** `0xCB86D3E3E3708901`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcb86d3e3e3708901`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCB86D3E3E3708901

## Signature

```c
Any _0xCB86D3E3E3708901(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xcb86d3e3e3708901(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB86D3E3E3708901, p0, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xcb86d3e3e3708901(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xCB86D3E3E3708901', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB86D3E3E3708901, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xcb86d3e3e3708901` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCB8F4C9343EBE240

- **Hash:** `0xCB8F4C9343EBE240`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcb8f4c9343ebe240`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCB8F4C9343EBE240

## Signature

```c
BOOL _0xCB8F4C9343EBE240(Ped ped, Hash eventType, Vector3* coords);
```

## Parameters

- `ped` (`Ped`)
- `eventType` (`Hash`)
- `coords` (`Vector3*`)

## Returns

`BOOL`

## Description

Only used in R* SP Scripts
_GET_PLAYER_W* - _GET_RANDOM_*

## Usage

### Lua

```lua
local retval, coords = N_0xcb8f4c9343ebe240(ped, eventType, coords)

-- always available, by hash
local retval, coords = Citizen.InvokeNative(0xCB8F4C9343EBE240, ped, eventType, Citizen.PointerValueVector(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, coords] = N_0xcb8f4c9343ebe240(ped, eventType, coords);

// by hash
const [retval, coords] = Citizen.invokeNative('0xCB8F4C9343EBE240', ped, eventType, Citizen.pointerValueVector(), Citizen.returnResultAnyway());
```

### C#

```csharp
var coords = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCB8F4C9343EBE240, ped, eventType, coords);
// coords.GetResult<Vector3>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0xcb8f4c9343ebe240` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCBDE59C48F2B06F5

- **Hash:** `0xCBDE59C48F2B06F5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcbde59c48f2b06f5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCBDE59C48F2B06F5

## Signature

```c
void _0xCBDE59C48F2B06F5(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcbde59c48f2b06f5(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCBDE59C48F2B06F5, p0, p1, p2)
```

### JavaScript

```js
N_0xcbde59c48f2b06f5(p0, p1, p2);

// by hash
Citizen.invokeNative('0xCBDE59C48F2B06F5', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCBDE59C48F2B06F5, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcbde59c48f2b06f5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCD9E5F94A2F38683

- **Hash:** `0xCD9E5F94A2F38683`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcd9e5f94a2f38683`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCD9E5F94A2F38683

## Signature

```c
void _0xCD9E5F94A2F38683(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_R* - _SET_PED_S*

## Usage

### Lua

```lua
N_0xcd9e5f94a2f38683(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xCD9E5F94A2F38683, ped, p1)
```

### JavaScript

```js
N_0xcd9e5f94a2f38683(ped, p1);

// by hash
Citizen.invokeNative('0xCD9E5F94A2F38683', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xCD9E5F94A2F38683, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcd9e5f94a2f38683` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCDFB8C04D4C95D9B

- **Hash:** `0xCDFB8C04D4C95D9B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcdfb8c04d4c95d9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCDFB8C04D4C95D9B

## Signature

```c
void _0xCDFB8C04D4C95D9B(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcdfb8c04d4c95d9b(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCDFB8C04D4C95D9B, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xcdfb8c04d4c95d9b(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xCDFB8C04D4C95D9B', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCDFB8C04D4C95D9B, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xcdfb8c04d4c95d9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xCF0B19806473D324

- **Hash:** `0xCF0B19806473D324`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xcf0b19806473d324`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xCF0B19806473D324

## Signature

```c
void _0xCF0B19806473D324(Ped ped, float x, float y, float z);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

_SET_PED_COMBAT_*

## Usage

### Lua

```lua
N_0xcf0b19806473d324(ped, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xCF0B19806473D324, ped, x, y, z)
```

### JavaScript

```js
N_0xcf0b19806473d324(ped, x, y, z);

// by hash
Citizen.invokeNative('0xCF0B19806473D324', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCF0B19806473D324, ped, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xcf0b19806473d324` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD049920CD29F6CC8

- **Hash:** `0xD049920CD29F6CC8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd049920cd29f6cc8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD049920CD29F6CC8

## Signature

```c
void _0xD049920CD29F6CC8(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd049920cd29f6cc8(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xD049920CD29F6CC8, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xd049920cd29f6cc8(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xD049920CD29F6CC8', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xD049920CD29F6CC8, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xd049920cd29f6cc8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD049FDAF089FDDB0

- **Hash:** `0xD049FDAF089FDDB0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd049fdaf089fddb0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD049FDAF089FDDB0

## Signature

```c
void _0xD049FDAF089FDDB0(Ped ped, Hash p1, float p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd049fdaf089fddb0(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD049FDAF089FDDB0, ped, p1, p2)
```

### JavaScript

```js
N_0xd049fdaf089fddb0(ped, p1, p2);

// by hash
Citizen.invokeNative('0xD049FDAF089FDDB0', ped, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD049FDAF089FDDB0, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xd049fdaf089fddb0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD103F6DBB5442BE8

- **Hash:** `0xD103F6DBB5442BE8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd103f6dbb5442be8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD103F6DBB5442BE8

## Signature

```c
void _0xD103F6DBB5442BE8(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

Params: p1 either a 1 or 0, so perhaps BOOL
_SET_PED_A*

## Usage

### Lua

```lua
N_0xd103f6dbb5442be8(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD103F6DBB5442BE8, ped, p1)
```

### JavaScript

```js
N_0xd103f6dbb5442be8(ped, p1);

// by hash
Citizen.invokeNative('0xD103F6DBB5442BE8', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD103F6DBB5442BE8, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd103f6dbb5442be8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD2F0FE8805D91647

- **Hash:** `0xD2F0FE8805D91647`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd2f0fe8805d91647`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD2F0FE8805D91647

## Signature

```c
void _0xD2F0FE8805D91647(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd2f0fe8805d91647(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD2F0FE8805D91647, p0, p1)
```

### JavaScript

```js
N_0xd2f0fe8805d91647(p0, p1);

// by hash
Citizen.invokeNative('0xD2F0FE8805D91647', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD2F0FE8805D91647, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd2f0fe8805d91647` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD355E2F1BB41087E

- **Hash:** `0xD355E2F1BB41087E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd355e2f1bb41087e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD355E2F1BB41087E

## Signature

```c
BOOL _0xD355E2F1BB41087E(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd355e2f1bb41087e(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD355E2F1BB41087E, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd355e2f1bb41087e(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xD355E2F1BB41087E', ped, p1 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD355E2F1BB41087E, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xd355e2f1bb41087e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD4D403EA031F351C

- **Hash:** `0xD4D403EA031F351C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd4d403ea031f351c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD4D403EA031F351C

## Signature

```c
BOOL _0xD4D403EA031F351C(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xd4d403ea031f351c(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4D403EA031F351C, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd4d403ea031f351c(ped);

// by hash
const retval = Citizen.invokeNative('0xD4D403EA031F351C', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD4D403EA031F351C, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xd4d403ea031f351c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD55DB4466D00A258

- **Hash:** `0xD55DB4466D00A258`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd55db4466d00a258`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD55DB4466D00A258

## Signature

```c
BOOL _0xD55DB4466D00A258(Ped legendaryAnimal);
```

## Parameters

- `legendaryAnimal` (`Ped`)

## Returns

`BOOL`

## Description

Used in Script Function LA_CHECK_ALERTED
_GET_IS_PED_*

## Usage

### Lua

```lua
local retval = N_0xd55db4466d00a258(legendaryAnimal)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD55DB4466D00A258, legendaryAnimal, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd55db4466d00a258(legendaryAnimal);

// by hash
const retval = Citizen.invokeNative('0xD55DB4466D00A258', legendaryAnimal, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD55DB4466D00A258, legendaryAnimal);
```

- This native has no known name, so the runtime exposes it only as `N_0xd55db4466d00a258` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD5BD1B5318A81994

- **Hash:** `0xD5BD1B5318A81994`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd5bd1b5318a81994`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD5BD1B5318A81994

## Signature

```c
void _0xD5BD1B5318A81994(int groupId, BOOL p1);
```

## Parameters

- `groupId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_FORMATION_*

## Usage

### Lua

```lua
N_0xd5bd1b5318a81994(groupId, p1)

-- always available, by hash
Citizen.InvokeNative(0xD5BD1B5318A81994, groupId, p1)
```

### JavaScript

```js
N_0xd5bd1b5318a81994(groupId, p1);

// by hash
Citizen.invokeNative('0xD5BD1B5318A81994', groupId, p1);
```

### C#

```csharp
Function.Call((Hash)0xD5BD1B5318A81994, groupId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd5bd1b5318a81994` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD61FCF9FCFD515B7

- **Hash:** `0xD61FCF9FCFD515B7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd61fcf9fcfd515b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD61FCF9FCFD515B7

## Signature

```c
void _0xD61FCF9FCFD515B7(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd61fcf9fcfd515b7(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD61FCF9FCFD515B7, p0, p1, p2)
```

### JavaScript

```js
N_0xd61fcf9fcfd515b7(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD61FCF9FCFD515B7', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD61FCF9FCFD515B7, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd61fcf9fcfd515b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD7D2F45C56A4F4DF

- **Hash:** `0xD7D2F45C56A4F4DF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd7d2f45c56a4f4df`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD7D2F45C56A4F4DF

## Signature

```c
void _0xD7D2F45C56A4F4DF(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd7d2f45c56a4f4df(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD7D2F45C56A4F4DF, p0, p1, p2)
```

### JavaScript

```js
N_0xd7d2f45c56a4f4df(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD7D2F45C56A4F4DF', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD7D2F45C56A4F4DF, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd7d2f45c56a4f4df` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD8544F6260F5F01E

- **Hash:** `0xD8544F6260F5F01E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd8544f6260f5f01e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD8544F6260F5F01E

## Signature

```c
void _0xD8544F6260F5F01E(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility
p1 is mostly 10
_CLEAR_PED_N* - _CLEAR_PED_W*

## Usage

### Lua

```lua
N_0xd8544f6260f5f01e(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD8544F6260F5F01E, ped, p1)
```

### JavaScript

```js
N_0xd8544f6260f5f01e(ped, p1);

// by hash
Citizen.invokeNative('0xD8544F6260F5F01E', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD8544F6260F5F01E, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd8544f6260f5f01e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD8CEEED54C672B5D

- **Hash:** `0xD8CEEED54C672B5D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd8ceeed54c672b5d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD8CEEED54C672B5D

## Signature

```c
void _0xD8CEEED54C672B5D(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd8ceeed54c672b5d(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xD8CEEED54C672B5D, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
N_0xd8ceeed54c672b5d(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xD8CEEED54C672B5D', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xD8CEEED54C672B5D, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xd8ceeed54c672b5d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xD97BC27AC039F681

- **Hash:** `0xD97BC27AC039F681`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xd97bc27ac039f681`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0xD97BC27AC039F681

## Signature

```c
Any _0xD97BC27AC039F681(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd97bc27ac039f681(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD97BC27AC039F681, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd97bc27ac039f681(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xD97BC27AC039F681', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD97BC27AC039F681, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xd97bc27ac039f681` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xDDFAD4DEAA7FA362

- **Hash:** `0xDDFAD4DEAA7FA362`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xddfad4deaa7fa362`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xDDFAD4DEAA7FA362

## Signature

```c
void _0xDDFAD4DEAA7FA362(int groupId, float p1, float p2, float p3, float p4);
```

## Parameters

- `groupId` (`int`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Description

_SET_FORMATION_P*

## Usage

### Lua

```lua
N_0xddfad4deaa7fa362(groupId, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xDDFAD4DEAA7FA362, groupId, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xddfad4deaa7fa362(groupId, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xDDFAD4DEAA7FA362', groupId, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDDFAD4DEAA7FA362, groupId, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xddfad4deaa7fa362` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xDEDBED3020DA49DC

- **Hash:** `0xDEDBED3020DA49DC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xdedbed3020da49dc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xDEDBED3020DA49DC

## Signature

```c
void _0xDEDBED3020DA49DC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdedbed3020da49dc(p0)

-- always available, by hash
Citizen.InvokeNative(0xDEDBED3020DA49DC, p0)
```

### JavaScript

```js
N_0xdedbed3020da49dc(p0);

// by hash
Citizen.invokeNative('0xDEDBED3020DA49DC', p0);
```

### C#

```csharp
Function.Call((Hash)0xDEDBED3020DA49DC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdedbed3020da49dc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xDEE8D30AA5C2E28D

- **Hash:** `0xDEE8D30AA5C2E28D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xdee8d30aa5c2e28d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xDEE8D30AA5C2E28D

## Signature

```c
void _0xDEE8D30AA5C2E28D(Ped ped, Hash p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdee8d30aa5c2e28d(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xDEE8D30AA5C2E28D, ped, p1, p2)
```

### JavaScript

```js
N_0xdee8d30aa5c2e28d(ped, p1, p2);

// by hash
Citizen.invokeNative('0xDEE8D30AA5C2E28D', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xDEE8D30AA5C2E28D, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xdee8d30aa5c2e28d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE0FE107AB174D64A

- **Hash:** `0xE0FE107AB174D64A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe0fe107ab174d64a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE0FE107AB174D64A

## Signature

```c
void _0xE0FE107AB174D64A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe0fe107ab174d64a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE0FE107AB174D64A, p0, p1)
```

### JavaScript

```js
N_0xe0fe107ab174d64a(p0, p1);

// by hash
Citizen.invokeNative('0xE0FE107AB174D64A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE0FE107AB174D64A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe0fe107ab174d64a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE1103300F3456DE7

- **Hash:** `0xE1103300F3456DE7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe1103300f3456de7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE1103300F3456DE7

## Signature

```c
void _0xE1103300F3456DE7(int groupId, float p1, float p2);
```

## Parameters

- `groupId` (`int`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`void`

## Description

_SET_FORMATION_P*

## Usage

### Lua

```lua
N_0xe1103300f3456de7(groupId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE1103300F3456DE7, groupId, p1, p2)
```

### JavaScript

```js
N_0xe1103300f3456de7(groupId, p1, p2);

// by hash
Citizen.invokeNative('0xE1103300F3456DE7', groupId, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE1103300F3456DE7, groupId, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xe1103300f3456de7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE1AADD0055D76603

- **Hash:** `0xE1AADD0055D76603`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe1aadd0055d76603`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE1AADD0055D76603

## Signature

```c
void _0xE1AADD0055D76603(Ped ped, Entity entity, int boneIndex1, int boneIndex2, float x, float y, float z, float p7, BOOL p8, BOOL p9, int p10);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `boneIndex1` (`int`)
- `boneIndex2` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p7` (`float`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `p10` (`int`)

## Returns

`void`

## Description

_C*

## Usage

### Lua

```lua
N_0xe1aadd0055d76603(ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0xE1AADD0055D76603, ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10)
```

### JavaScript

```js
N_0xe1aadd0055d76603(ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0xE1AADD0055D76603', ped, entity, boneIndex1, boneIndex2, x + 0.0000001, y + 0.0000001, z + 0.0000001, p7 + 0.0000001, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0xE1AADD0055D76603, ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xe1aadd0055d76603` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE1B3BE07D3AADDED

- **Hash:** `0xE1B3BE07D3AADDED`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe1b3be07d3aadded`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE1B3BE07D3AADDED

## Signature

```c
void _0xE1B3BE07D3AADDED(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe1b3be07d3aadded(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE1B3BE07D3AADDED, ped, p1, p2)
```

### JavaScript

```js
N_0xe1b3be07d3aadded(ped, p1, p2);

// by hash
Citizen.invokeNative('0xE1B3BE07D3AADDED', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE1B3BE07D3AADDED, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe1b3be07d3aadded` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE20027B414BFE6C7

- **Hash:** `0xE20027B414BFE6C7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe20027b414bfe6c7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE20027B414BFE6C7

## Signature

```c
void _0xE20027B414BFE6C7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe20027b414bfe6c7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE20027B414BFE6C7, p0, p1)
```

### JavaScript

```js
N_0xe20027b414bfe6c7(p0, p1);

// by hash
Citizen.invokeNative('0xE20027B414BFE6C7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE20027B414BFE6C7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe20027b414bfe6c7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE29D8CD66553DBAA

- **Hash:** `0xE29D8CD66553DBAA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe29d8cd66553dbaa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE29D8CD66553DBAA

## Signature

```c
void _0xE29D8CD66553DBAA(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`void`

## Description

_SET_PED_R* -_SET_PED_S*

## Usage

### Lua

```lua
N_0xe29d8cd66553dbaa(horse)

-- always available, by hash
Citizen.InvokeNative(0xE29D8CD66553DBAA, horse)
```

### JavaScript

```js
N_0xe29d8cd66553dbaa(horse);

// by hash
Citizen.invokeNative('0xE29D8CD66553DBAA', horse);
```

### C#

```csharp
Function.Call((Hash)0xE29D8CD66553DBAA, horse);
```

- This native has no known name, so the runtime exposes it only as `N_0xe29d8cd66553dbaa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE37ACEE15AC50C7E

- **Hash:** `0xE37ACEE15AC50C7E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe37acee15ac50c7e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE37ACEE15AC50C7E

## Signature

```c
void _0xE37ACEE15AC50C7E(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`void`

## Description

_SET_PED_IN*

## Usage

### Lua

```lua
N_0xe37acee15ac50c7e(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xE37ACEE15AC50C7E, ped, p1)
```

### JavaScript

```js
N_0xe37acee15ac50c7e(ped, p1);

// by hash
Citizen.invokeNative('0xE37ACEE15AC50C7E', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xE37ACEE15AC50C7E, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe37acee15ac50c7e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE4C95E0AE31C6512

- **Hash:** `0xE4C95E0AE31C6512`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe4c95e0ae31c6512`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE4C95E0AE31C6512

## Signature

```c
void _0xE4C95E0AE31C6512(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe4c95e0ae31c6512(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xE4C95E0AE31C6512, ped, p1)
```

### JavaScript

```js
N_0xe4c95e0ae31c6512(ped, p1);

// by hash
Citizen.invokeNative('0xE4C95E0AE31C6512', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xE4C95E0AE31C6512, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe4c95e0ae31c6512` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE4EF4382E22C780C

- **Hash:** `0xE4EF4382E22C780C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe4ef4382e22c780c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE4EF4382E22C780C

## Signature

```c
void _0xE4EF4382E22C780C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe4ef4382e22c780c(p0)

-- always available, by hash
Citizen.InvokeNative(0xE4EF4382E22C780C, p0)
```

### JavaScript

```js
N_0xe4ef4382e22c780c(p0);

// by hash
Citizen.invokeNative('0xE4EF4382E22C780C', p0);
```

### C#

```csharp
Function.Call((Hash)0xE4EF4382E22C780C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe4ef4382e22c780c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE50C9816B3F22D8B

- **Hash:** `0xE50C9816B3F22D8B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe50c9816b3f22d8b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE50C9816B3F22D8B

## Signature

```c
void _0xE50C9816B3F22D8B(Ped ped, Hash p1, float p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)
- `p2` (`float`)

## Returns

`void`

## Description

_SET_D*

## Usage

### Lua

```lua
N_0xe50c9816b3f22d8b(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE50C9816B3F22D8B, ped, p1, p2)
```

### JavaScript

```js
N_0xe50c9816b3f22d8b(ped, p1, p2);

// by hash
Citizen.invokeNative('0xE50C9816B3F22D8B', ped, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE50C9816B3F22D8B, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xe50c9816b3f22d8b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE6CB36F43A95D75F

- **Hash:** `0xE6CB36F43A95D75F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe6cb36f43a95d75f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE6CB36F43A95D75F

## Signature

```c
void _0xE6CB36F43A95D75F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe6cb36f43a95d75f(p0)

-- always available, by hash
Citizen.InvokeNative(0xE6CB36F43A95D75F, p0)
```

### JavaScript

```js
N_0xe6cb36f43a95d75f(p0);

// by hash
Citizen.invokeNative('0xE6CB36F43A95D75F', p0);
```

### C#

```csharp
Function.Call((Hash)0xE6CB36F43A95D75F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe6cb36f43a95d75f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE735A7DA22E88359

- **Hash:** `0xE735A7DA22E88359`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe735a7da22e88359`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE735A7DA22E88359

## Signature

```c
void _0xE735A7DA22E88359(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe735a7da22e88359(p0)

-- always available, by hash
Citizen.InvokeNative(0xE735A7DA22E88359, p0)
```

### JavaScript

```js
N_0xe735a7da22e88359(p0);

// by hash
Citizen.invokeNative('0xE735A7DA22E88359', p0);
```

### C#

```csharp
Function.Call((Hash)0xE735A7DA22E88359, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe735a7da22e88359` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE737D5F14304A2EC

- **Hash:** `0xE737D5F14304A2EC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe737d5f14304a2ec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE737D5F14304A2EC

## Signature

```c
void _0xE737D5F14304A2EC(Ped ped, Player player, int p2);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)
- `p2` (`int`)

## Returns

`void`

## Description

Only used in R* Script nb_animal_attack: p2 = 120000
_SET_PED_SH* - _SET_PED_SP*

## Usage

### Lua

```lua
N_0xe737d5f14304a2ec(ped, player, p2)

-- always available, by hash
Citizen.InvokeNative(0xE737D5F14304A2EC, ped, player, p2)
```

### JavaScript

```js
N_0xe737d5f14304a2ec(ped, player, p2);

// by hash
Citizen.invokeNative('0xE737D5F14304A2EC', ped, player, p2);
```

### C#

```csharp
Function.Call((Hash)0xE737D5F14304A2EC, ped, player, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe737d5f14304a2ec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE8ABE3B73FC7FE17

- **Hash:** `0xE8ABE3B73FC7FE17`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe8abe3b73fc7fe17`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE8ABE3B73FC7FE17

## Signature

```c
void _0xE8ABE3B73FC7FE17(Ped ped, Entity targetEntity, const char* propItemId, const char* conditionalAnimName);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `propItemId` (`const char*`)
- `conditionalAnimName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe8abe3b73fc7fe17(ped, targetEntity, propItemId, conditionalAnimName)

-- always available, by hash
Citizen.InvokeNative(0xE8ABE3B73FC7FE17, ped, targetEntity, propItemId, conditionalAnimName)
```

### JavaScript

```js
N_0xe8abe3b73fc7fe17(ped, targetEntity, propItemId, conditionalAnimName);

// by hash
Citizen.invokeNative('0xE8ABE3B73FC7FE17', ped, targetEntity, propItemId, conditionalAnimName);
```

### C#

```csharp
Function.Call((Hash)0xE8ABE3B73FC7FE17, ped, targetEntity, propItemId, conditionalAnimName);
```

- This native has no known name, so the runtime exposes it only as `N_0xe8abe3b73fc7fe17` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xE9E06EA514A69061

- **Hash:** `0xE9E06EA514A69061`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe9e06ea514a69061`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE9E06EA514A69061

## Signature

```c
void _0xE9E06EA514A69061(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe9e06ea514a69061(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE9E06EA514A69061, p0, p1)
```

### JavaScript

```js
N_0xe9e06ea514a69061(p0, p1);

// by hash
Citizen.invokeNative('0xE9E06EA514A69061', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE9E06EA514A69061, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9e06ea514a69061` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEA8763E505AFD49A

- **Hash:** `0xEA8763E505AFD49A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xea8763e505afd49a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEA8763E505AFD49A

## Signature

```c
void _0xEA8763E505AFD49A(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xea8763e505afd49a(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xEA8763E505AFD49A, p0, p1, p2)
```

### JavaScript

```js
N_0xea8763e505afd49a(p0, p1, p2);

// by hash
Citizen.invokeNative('0xEA8763E505AFD49A', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xEA8763E505AFD49A, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xea8763e505afd49a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEB8886E1065654CD

- **Hash:** `0xEB8886E1065654CD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xeb8886e1065654cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEB8886E1065654CD

## Signature

```c
void _0xEB8886E1065654CD(Ped ped, int p1, const char* p2, float p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`const char*`)
- `p3` (`float`)

## Returns

`void`

## Description

Washing player's face/hands now
_FA* - _FI*

## Usage

### Lua

```lua
N_0xeb8886e1065654cd(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xEB8886E1065654CD, ped, p1, p2, p3)
```

### JavaScript

```js
N_0xeb8886e1065654cd(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0xEB8886E1065654CD', ped, p1, p2, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEB8886E1065654CD, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xeb8886e1065654cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEBAAC9A750E7563B

- **Hash:** `0xEBAAC9A750E7563B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xebaac9a750e7563b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEBAAC9A750E7563B

## Signature

```c
BOOL _0xEBAAC9A750E7563B(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

If returned true: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling UP the bounds due to tracking
If returned false: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling DOWN the bounds due to tracking
_IS_PED_T* - _IS_PED_U*

## Usage

### Lua

```lua
local retval = N_0xebaac9a750e7563b(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEBAAC9A750E7563B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xebaac9a750e7563b(ped);

// by hash
const retval = Citizen.invokeNative('0xEBAAC9A750E7563B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEBAAC9A750E7563B, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xebaac9a750e7563b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEBD49472BCCF7642

- **Hash:** `0xEBD49472BCCF7642`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xebd49472bccf7642`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEBD49472BCCF7642

## Signature

```c
void _0xEBD49472BCCF7642(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xebd49472bccf7642(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xEBD49472BCCF7642, p0, p1)
```

### JavaScript

```js
N_0xebd49472bccf7642(p0, p1);

// by hash
Citizen.invokeNative('0xEBD49472BCCF7642', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xEBD49472BCCF7642, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xebd49472bccf7642` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEC60D1D225BC50AA

- **Hash:** `0xEC60D1D225BC50AA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xec60d1d225bc50aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEC60D1D225BC50AA

## Signature

```c
void _0xEC60D1D225BC50AA(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

_SET_C*

## Usage

### Lua

```lua
N_0xec60d1d225bc50aa(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xEC60D1D225BC50AA, ped, p1)
```

### JavaScript

```js
N_0xec60d1d225bc50aa(ped, p1);

// by hash
Citizen.invokeNative('0xEC60D1D225BC50AA', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEC60D1D225BC50AA, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xec60d1d225bc50aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xED1C764997A86D5A

- **Hash:** `0xED1C764997A86D5A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xed1c764997a86d5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xED1C764997A86D5A

## Signature

```c
void _0xED1C764997A86D5A(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Description

Only used in R* Script nb_stalking_hunter

## Usage

### Lua

```lua
N_0xed1c764997a86d5a(ped1, ped2)

-- always available, by hash
Citizen.InvokeNative(0xED1C764997A86D5A, ped1, ped2)
```

### JavaScript

```js
N_0xed1c764997a86d5a(ped1, ped2);

// by hash
Citizen.invokeNative('0xED1C764997A86D5A', ped1, ped2);
```

### C#

```csharp
Function.Call((Hash)0xED1C764997A86D5A, ped1, ped2);
```

- This native has no known name, so the runtime exposes it only as `N_0xed1c764997a86d5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEEDC9B29314B2733

- **Hash:** `0xEEDC9B29314B2733`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xeedc9b29314b2733`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEEDC9B29314B2733

## Signature

```c
void _0xEEDC9B29314B2733(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeedc9b29314b2733(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xEEDC9B29314B2733, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
N_0xeedc9b29314b2733(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0xEEDC9B29314B2733', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0xEEDC9B29314B2733, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- This native has no known name, so the runtime exposes it only as `N_0xeedc9b29314b2733` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xEF371232BC6053E1

- **Hash:** `0xEF371232BC6053E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xef371232bc6053e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xEF371232BC6053E1

## Signature

```c
void _0xEF371232BC6053E1(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

_ADD_*

## Usage

### Lua

```lua
N_0xef371232bc6053e1(ped)

-- always available, by hash
Citizen.InvokeNative(0xEF371232BC6053E1, ped)
```

### JavaScript

```js
N_0xef371232bc6053e1(ped);

// by hash
Citizen.invokeNative('0xEF371232BC6053E1', ped);
```

### C#

```csharp
Function.Call((Hash)0xEF371232BC6053E1, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xef371232bc6053e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF47D54B986F0A346

- **Hash:** `0xF47D54B986F0A346`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf47d54b986f0a346`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF47D54B986F0A346

## Signature

```c
void _0xF47D54B986F0A346(Ped ped, int danceIntensity);
```

## Parameters

- `ped` (`Ped`)
- `danceIntensity` (`int`)

## Returns

`void`

## Description

Used in Script Function MOONSHINE_BAND_CLIENT_PATRON_UPDATE

## Usage

### Lua

```lua
N_0xf47d54b986f0a346(ped, danceIntensity)

-- always available, by hash
Citizen.InvokeNative(0xF47D54B986F0A346, ped, danceIntensity)
```

### JavaScript

```js
N_0xf47d54b986f0a346(ped, danceIntensity);

// by hash
Citizen.invokeNative('0xF47D54B986F0A346', ped, danceIntensity);
```

### C#

```csharp
Function.Call((Hash)0xF47D54B986F0A346, ped, danceIntensity);
```

- This native has no known name, so the runtime exposes it only as `N_0xf47d54b986f0a346` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF634E2892220EF34

- **Hash:** `0xF634E2892220EF34`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf634e2892220ef34`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF634E2892220EF34

## Signature

```c
void _0xF634E2892220EF34(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf634e2892220ef34(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xF634E2892220EF34, ped, p1)
```

### JavaScript

```js
N_0xf634e2892220ef34(ped, p1);

// by hash
Citizen.invokeNative('0xF634E2892220EF34', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xF634E2892220EF34, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf634e2892220ef34` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF6A8C4B4A11AE89C

- **Hash:** `0xF6A8C4B4A11AE89C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf6a8c4b4a11ae89c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF6A8C4B4A11AE89C

## Signature

```c
Any _0xF6A8C4B4A11AE89C(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf6a8c4b4a11ae89c(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6A8C4B4A11AE89C, p0, p1, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf6a8c4b4a11ae89c(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xF6A8C4B4A11AE89C', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF6A8C4B4A11AE89C, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0xf6a8c4b4a11ae89c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF7327ACC7A89AEF1

- **Hash:** `0xF7327ACC7A89AEF1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf7327acc7a89aef1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF7327ACC7A89AEF1

## Signature

```c
Any _0xF7327ACC7A89AEF1(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf7327acc7a89aef1(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF7327ACC7A89AEF1, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf7327acc7a89aef1(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xF7327ACC7A89AEF1', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF7327ACC7A89AEF1, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xf7327acc7a89aef1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF917F92BF22ECBAB

- **Hash:** `0xF917F92BF22ECBAB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf917f92bf22ecbab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF917F92BF22ECBAB

## Signature

```c
void _0xF917F92BF22ECBAB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf917f92bf22ecbab(p0)

-- always available, by hash
Citizen.InvokeNative(0xF917F92BF22ECBAB, p0)
```

### JavaScript

```js
N_0xf917f92bf22ecbab(p0);

// by hash
Citizen.invokeNative('0xF917F92BF22ECBAB', p0);
```

### C#

```csharp
Function.Call((Hash)0xF917F92BF22ECBAB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf917f92bf22ecbab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF9331B3A314EB49D

- **Hash:** `0xF9331B3A314EB49D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf9331b3a314eb49d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF9331B3A314EB49D

## Signature

```c
BOOL _0xF9331B3A314EB49D(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xf9331b3a314eb49d(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9331B3A314EB49D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xf9331b3a314eb49d(ped);

// by hash
const retval = Citizen.invokeNative('0xF9331B3A314EB49D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9331B3A314EB49D, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xf9331b3a314eb49d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xF9CBD46433E36713

- **Hash:** `0xF9CBD46433E36713`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xf9cbd46433e36713`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xF9CBD46433E36713

## Signature

```c
void _0xF9CBD46433E36713(Ped ped, Entity targetEntity, float p2, float p3, float p4, float p5, float p6, float p7, float p8, const char* p9);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`const char*`)

## Returns

`void`

## Description

Used in Script Function PLAYER_HEAD_TRACKING_MAINTAIN

## Usage

### Lua

```lua
N_0xf9cbd46433e36713(ped, targetEntity, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xF9CBD46433E36713, ped, targetEntity, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
N_0xf9cbd46433e36713(ped, targetEntity, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0xF9CBD46433E36713', ped, targetEntity, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9);
```

### C#

```csharp
Function.Call((Hash)0xF9CBD46433E36713, ped, targetEntity, p2, p3, p4, p5, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xf9cbd46433e36713` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xFA0D206B489A6846

- **Hash:** `0xFA0D206B489A6846`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xfa0d206b489a6846`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xFA0D206B489A6846

## Signature

```c
void _0xFA0D206B489A6846(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfa0d206b489a6846(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xFA0D206B489A6846, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xfa0d206b489a6846(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xFA0D206B489A6846', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xFA0D206B489A6846, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa0d206b489a6846` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xFA742B82D093D848

- **Hash:** `0xFA742B82D093D848`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xfa742b82d093d848`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xFA742B82D093D848

## Signature

```c
void _0xFA742B82D093D848(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfa742b82d093d848(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xFA742B82D093D848, p0, p1, p2)
```

### JavaScript

```js
N_0xfa742b82d093d848(p0, p1, p2);

// by hash
Citizen.invokeNative('0xFA742B82D093D848', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xFA742B82D093D848, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa742b82d093d848` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xFC23348F0F4E245F

- **Hash:** `0xFC23348F0F4E245F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xfc23348f0f4e245f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xFC23348F0F4E245F

## Signature

```c
void _0xFC23348F0F4E245F(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfc23348f0f4e245f(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xFC23348F0F4E245F, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xfc23348f0f4e245f(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xFC23348F0F4E245F', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xFC23348F0F4E245F, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xfc23348f0f4e245f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xFD3C31A2E45671E7

- **Hash:** `0xFD3C31A2E45671E7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xfd3c31a2e45671e7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xFD3C31A2E45671E7

## Signature

```c
void _0xFD3C31A2E45671E7(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

_DISABLE_A* - _DISABLE_C*

## Usage

### Lua

```lua
N_0xfd3c31a2e45671e7(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xFD3C31A2E45671E7, ped, p1)
```

### JavaScript

```js
N_0xfd3c31a2e45671e7(ped, p1);

// by hash
Citizen.invokeNative('0xFD3C31A2E45671E7', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xFD3C31A2E45671E7, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfd3c31a2e45671e7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xFD8E853F0BC2E942

- **Hash:** `0xFD8E853F0BC2E942`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xfd8e853f0bc2e942`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xFD8E853F0BC2E942

## Signature

```c
void _0xFD8E853F0BC2E942(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfd8e853f0bc2e942(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFD8E853F0BC2E942, p0, p1)
```

### JavaScript

```js
N_0xfd8e853f0bc2e942(p0, p1);

// by hash
Citizen.invokeNative('0xFD8E853F0BC2E942', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFD8E853F0BC2E942, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfd8e853f0bc2e942` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_0xFEA6126C34DF2532

- **Hash:** `0xFEA6126C34DF2532`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xfea6126c34df2532`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xFEA6126C34DF2532

## Signature

```c
void _0xFEA6126C34DF2532(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility
_SET_M* - _SET_P*

## Usage

### Lua

```lua
N_0xfea6126c34df2532(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xFEA6126C34DF2532, ped, p1)
```

### JavaScript

```js
N_0xfea6126c34df2532(ped, p1);

// by hash
Citizen.invokeNative('0xFEA6126C34DF2532', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xFEA6126C34DF2532, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfea6126c34df2532` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::ADD_ARMOUR_TO_PED

- **Hash:** `0x5BA652A0CD14DF2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddArmourToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/ADD_ARMOUR_TO_PED

## Signature

```c
void ADD_ARMOUR_TO_PED(Ped ped, int amount);
```

## Parameters

- `ped` (`Ped`)
- `amount` (`int`)

## Returns

`void`

## Description

Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.

## Usage

### Lua

```lua
AddArmourToPed(ped, amount)

-- always available, by hash
Citizen.InvokeNative(0x5BA652A0CD14DF2F, ped, amount)
```

### JavaScript

```js
AddArmourToPed(ped, amount);

// by hash
Citizen.invokeNative('0x5BA652A0CD14DF2F', ped, amount);
```

### C#

```csharp
Function.Call((Hash)0x5BA652A0CD14DF2F, ped, amount);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::ADD_CUSTOM_FORMATION_LOCATION

- **Hash:** `0x4E23CD07BD161E06`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddCustomFormationLocation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/ADD_CUSTOM_FORMATION_LOCATION

## Signature

```c
void ADD_CUSTOM_FORMATION_LOCATION(int groupId, float x, float y, float z, int position);
```

## Parameters

- `groupId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `position` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AddCustomFormationLocation(groupId, x, y, z, position)

-- always available, by hash
Citizen.InvokeNative(0x4E23CD07BD161E06, groupId, x, y, z, position)
```

### JavaScript

```js
AddCustomFormationLocation(groupId, x, y, z, position);

// by hash
Citizen.invokeNative('0x4E23CD07BD161E06', groupId, x + 0.0000001, y + 0.0000001, z + 0.0000001, position);
```

### C#

```csharp
Function.Call((Hash)0x4E23CD07BD161E06, groupId, x, y, z, position);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::ADD_FORMATION_LOCATION

- **Hash:** `0xB05945C1E9E60D91`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddFormationLocation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/ADD_FORMATION_LOCATION

## Signature

```c
BOOL ADD_FORMATION_LOCATION(int groupId, float p1, float p2, float p3);
```

## Parameters

- `groupId` (`int`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AddFormationLocation(groupId, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB05945C1E9E60D91, groupId, p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AddFormationLocation(groupId, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xB05945C1E9E60D91', groupId, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB05945C1E9E60D91, groupId, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ADD_PED_STAY_OUT_VOLUME

- **Hash:** `0xE9B168527B337BF0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddPedStayOutVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_PED_STAY_OUT_VOLUME

## Signature

```c
BOOL _ADD_PED_STAY_OUT_VOLUME(Ped ped, Volume volume);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AddPedStayOutVolume(ped, volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE9B168527B337BF0, ped, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AddPedStayOutVolume(ped, volume);

// by hash
const retval = Citizen.invokeNative('0xE9B168527B337BF0', ped, volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE9B168527B337BF0, ped, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_STAY_OUT_VOLUME](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_STAY_OUT_VOLUME.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ADD_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS

- **Hash:** `0xE37287EE358939C3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddPedSubscribeToLegendaryBlips`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS

## Signature

```c
BOOL _ADD_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AddPedSubscribeToLegendaryBlips(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE37287EE358939C3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xE37287EE358939C3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE37287EE358939C3, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::ADD_RELATIONSHIP_GROUP

- **Hash:** `0xF372BC22FCB88606`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddRelationshipGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/ADD_RELATIONSHIP_GROUP

## Signature

```c
BOOL ADD_RELATIONSHIP_GROUP(const char* name, Hash* groupHash);
```

## Parameters

- `name` (`const char*`)
- `groupHash` (`Hash*`)

## Returns

`BOOL`

## Description

The hash of the created relationship group is output in the second parameter.

## Usage

### Lua

```lua
local retval, groupHash = AddRelationshipGroup(name, groupHash)

-- always available, by hash
local retval, groupHash = Citizen.InvokeNative(0xF372BC22FCB88606, name, Citizen.PointerValueIntInitialized(groupHash), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, groupHash] = AddRelationshipGroup(name, groupHash);

// by hash
const [retval, groupHash] = Citizen.invokeNative('0xF372BC22FCB88606', name, Citizen.pointerValueIntInitialized(groupHash), Citizen.returnResultAnyway());
```

### C#

```csharp
var groupHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF372BC22FCB88606, name, groupHash);
// groupHash.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [PED::REMOVE_RELATIONSHIP_GROUP](https://natives.borderlinerp.com/natives/PED/REMOVE_RELATIONSHIP_GROUP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::ADD_SCENARIO_BLOCKING_AREA

- **Hash:** `0x1B5C85C612E5256E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddScenarioBlockingArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/ADD_SCENARIO_BLOCKING_AREA

## Signature

```c
int ADD_SCENARIO_BLOCKING_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, int blockingFlags);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p6` (`BOOL`)
- `blockingFlags` (`int`)

## Returns

`int`

## Description

blockingFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScenarioBlockingFlags

## Usage

### Lua

```lua
local retval = AddScenarioBlockingArea(x1, y1, z1, x2, y2, z2, p6, blockingFlags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B5C85C612E5256E, x1, y1, z1, x2, y2, z2, p6, blockingFlags, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddScenarioBlockingArea(x1, y1, z1, x2, y2, z2, p6, blockingFlags);

// by hash
const retval = Citizen.invokeNative('0x1B5C85C612E5256E', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p6, blockingFlags, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1B5C85C612E5256E, x1, y1, z1, x2, y2, z2, p6, blockingFlags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eScenarioBlockingFlags](https://natives.borderlinerp.com/enums/eScenarioBlockingFlags.md) — 8 values

## See also

- [PED::REMOVE_SCENARIO_BLOCKING_AREA](https://natives.borderlinerp.com/natives/PED/REMOVE_SCENARIO_BLOCKING_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ADD_SCENARIO_BLOCKING_VOLUME

- **Hash:** `0x4C39C95AE5DB1329`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddScenarioBlockingVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_SCENARIO_BLOCKING_VOLUME

## Signature

```c
Any _ADD_SCENARIO_BLOCKING_VOLUME(Volume volume, BOOL p1, int flag);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `flag` (`int`)

## Returns

`Any`

## Description

flag: see ADD_SCENARIO_BLOCKING_AREA

## Usage

### Lua

```lua
local retval = AddScenarioBlockingVolume(volume, p1, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C39C95AE5DB1329, volume, p1, flag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddScenarioBlockingVolume(volume, p1, flag);

// by hash
const retval = Citizen.invokeNative('0x4C39C95AE5DB1329', volume, p1, flag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C39C95AE5DB1329, volume, p1, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eScenarioBlockingFlags](https://natives.borderlinerp.com/enums/eScenarioBlockingFlags.md) — 8 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ADD_SCENARIO_TRANSITION

- **Hash:** `0x6D07B371E9439019`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddScenarioTransition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_SCENARIO_TRANSITION

## Signature

```c
void _ADD_SCENARIO_TRANSITION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Forces transition now, called together with 0xD65FDC686A031C83

## Usage

### Lua

```lua
AddScenarioTransition(ped)

-- always available, by hash
Citizen.InvokeNative(0x6D07B371E9439019, ped)
```

### JavaScript

```js
AddScenarioTransition(ped);

// by hash
Citizen.invokeNative('0x6D07B371E9439019', ped);
```

### C#

```csharp
Function.Call((Hash)0x6D07B371E9439019, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ADD_TEXTURE_LAYER

- **Hash:** `0x86BB5FF45F193A02`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddTextureLayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_TEXTURE_LAYER

## Signature

```c
int _ADD_TEXTURE_LAYER(int textureId, Hash albedoHash, Hash normalHash, Hash materialHash, int blendType, float texAlpha, int sheetGridIndex);
```

## Parameters

- `textureId` (`int`)
- `albedoHash` (`Hash`)
- `normalHash` (`Hash`)
- `materialHash` (`Hash`)
- `blendType` (`int`)
- `texAlpha` (`float`)
- `sheetGridIndex` (`int`)

## Returns

`int`

## Description

Creates ped overlay in texture override data and returns it's index.
This index are used for further overlay editing.

albedoHash: a hash of overlay's albedo texture
colorType: a color type(from 0 to 2). 0 is used for overlays with RGB colors usually.

## Usage

### Lua

```lua
local retval = AddTextureLayer(textureId, albedoHash, normalHash, materialHash, blendType, texAlpha, sheetGridIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x86BB5FF45F193A02, textureId, albedoHash, normalHash, materialHash, blendType, texAlpha, sheetGridIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddTextureLayer(textureId, albedoHash, normalHash, materialHash, blendType, texAlpha, sheetGridIndex);

// by hash
const retval = Citizen.invokeNative('0x86BB5FF45F193A02', textureId, albedoHash, normalHash, materialHash, blendType, texAlpha + 0.0000001, sheetGridIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x86BB5FF45F193A02, textureId, albedoHash, normalHash, materialHash, blendType, texAlpha, sheetGridIndex);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_APPLY_COLD_TO_PED

- **Hash:** `0x1F8215D0E446F593`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyColdToPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_APPLY_COLD_TO_PED

## Signature

```c
void _APPLY_COLD_TO_PED(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Apply cold intensity to ped from 0.0 to 1.0

## Usage

### Lua

```lua
ApplyColdToPed(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1F8215D0E446F593, p0, p1, p2)
```

### JavaScript

```js
ApplyColdToPed(p0, p1, p2);

// by hash
Citizen.invokeNative('0x1F8215D0E446F593', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x1F8215D0E446F593, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::APPLY_DAMAGE_TO_PED

- **Hash:** `0x697157CED63F18D4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyDamageToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/APPLY_DAMAGE_TO_PED

## Signature

```c
void APPLY_DAMAGE_TO_PED(Ped ped, int damageAmount, BOOL damageArmour, int boneId, Ped pedKiller);
```

## Parameters

- `ped` (`Ped`)
- `damageAmount` (`int`)
- `damageArmour` (`BOOL`)
- `boneId` (`int`)
- `pedKiller` (`Ped`)

## Returns

`void`

## Description

damages a ped with the given amount

## Usage

### Lua

```lua
ApplyDamageToPed(ped, damageAmount, damageArmour, boneId, pedKiller)

-- always available, by hash
Citizen.InvokeNative(0x697157CED63F18D4, ped, damageAmount, damageArmour, boneId, pedKiller)
```

### JavaScript

```js
ApplyDamageToPed(ped, damageAmount, damageArmour, boneId, pedKiller);

// by hash
Citizen.invokeNative('0x697157CED63F18D4', ped, damageAmount, damageArmour, boneId, pedKiller);
```

### C#

```csharp
Function.Call((Hash)0x697157CED63F18D4, ped, damageAmount, damageArmour, boneId, pedKiller);
```

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::APPLY_PED_BLOOD_SPECIFIC

- **Hash:** `0xEF0D582CBF2D9B0F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyPedBloodSpecific`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/APPLY_PED_BLOOD_SPECIFIC

## Signature

```c
void APPLY_PED_BLOOD_SPECIFIC(Ped ped, Any p1, float p2, float p3, float p4, float p5, Any p6, float p7, Any* p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`Any`)
- `p7` (`float`)
- `p8` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p8 = ApplyPedBloodSpecific(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
local p8 = Citizen.InvokeNative(0xEF0D582CBF2D9B0F, ped, p1, p2, p3, p4, p5, p6, p7, Citizen.PointerValueIntInitialized(p8))
```

### JavaScript

```js
const p8 = ApplyPedBloodSpecific(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
const p8 = Citizen.invokeNative('0xEF0D582CBF2D9B0F', ped, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6, p7 + 0.0000001, Citizen.pointerValueIntInitialized(p8));
```

### C#

```csharp
var p8 = new OutputArgument();
Function.Call((Hash)0xEF0D582CBF2D9B0F, ped, p1, p2, p3, p4, p5, p6, p7, p8);
// p8.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::APPLY_PED_DAMAGE_PACK

- **Hash:** `0x46DF918788CB093F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyPedDamagePack`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/APPLY_PED_DAMAGE_PACK

## Signature

```c
void APPLY_PED_DAMAGE_PACK(Ped ped, const char* damagePack, float damage, float mult);
```

## Parameters

- `ped` (`Ped`)
- `damagePack` (`const char*`)
- `damage` (`float`)
- `mult` (`float`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_decals.lua

## Usage

### Lua

```lua
ApplyPedDamagePack(ped, damagePack, damage, mult)

-- always available, by hash
Citizen.InvokeNative(0x46DF918788CB093F, ped, damagePack, damage, mult)
```

### JavaScript

```js
ApplyPedDamagePack(ped, damagePack, damage, mult);

// by hash
Citizen.invokeNative('0x46DF918788CB093F', ped, damagePack, damage + 0.0000001, mult + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x46DF918788CB093F, ped, damagePack, damage, mult);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_APPLY_PED_DAMAGE_PACK_TO_BONE

- **Hash:** `0x58D32261AE0F0843`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyPedDamagePackToBone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_APPLY_PED_DAMAGE_PACK_TO_BONE

## Signature

```c
void _APPLY_PED_DAMAGE_PACK_TO_BONE(Ped ped, int boneId, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, const char* damagePack);
```

## Parameters

- `ped` (`Ped`)
- `boneId` (`int`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `damagePack` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies damage pack to a ped bone with offset and rotation.
Note: for boneId only PD_Vomit seems to work.

Preview: https://imgur.com/a/qwEGXEu

*Source: VORPCORE RDR3natives*

seems to only work with PD_Vomit ?

## Usage

### Lua

```lua
ApplyPedDamagePackToBone(ped, boneId, xOffset, yOffset, zOffset, xRot, yRot, zRot, damagePack)

-- always available, by hash
Citizen.InvokeNative(0x58D32261AE0F0843, ped, boneId, xOffset, yOffset, zOffset, xRot, yRot, zRot, damagePack)
```

### JavaScript

```js
ApplyPedDamagePackToBone(ped, boneId, xOffset, yOffset, zOffset, xRot, yRot, zRot, damagePack);

// by hash
Citizen.invokeNative('0x58D32261AE0F0843', ped, boneId, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, damagePack);
```

### C#

```csharp
Function.Call((Hash)0x58D32261AE0F0843, ped, boneId, xOffset, yOffset, zOffset, xRot, yRot, zRot, damagePack);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_APPLY_PED_META_PED_OUTFIT

- **Hash:** `0x74F512E29CB717E2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyPedMetaPedOutfit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_APPLY_PED_META_PED_OUTFIT

## Signature

```c
BOOL _APPLY_PED_META_PED_OUTFIT(int requestId, Ped ped, BOOL p2, BOOL p3);
```

## Parameters

- `requestId` (`int`)
- `ped` (`Ped`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua

## Usage

### Lua

```lua
local retval = ApplyPedMetaPedOutfit(requestId, ped, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x74F512E29CB717E2, requestId, ped, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ApplyPedMetaPedOutfit(requestId, ped, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x74F512E29CB717E2', requestId, ped, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x74F512E29CB717E2, requestId, ped, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_APPLY_SHOP_ITEM_TO_PED

- **Hash:** `0xD3A7B003ED343FD9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyShopItemToPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_APPLY_SHOP_ITEM_TO_PED

## Signature

```c
void _APPLY_SHOP_ITEM_TO_PED(Ped ped, Hash componentHash, BOOL immediately, BOOL isMp, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `immediately` (`BOOL`)
- `isMp` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ApplyShopItemToPed(ped, componentHash, immediately, isMp, p4)

-- always available, by hash
Citizen.InvokeNative(0xD3A7B003ED343FD9, ped, componentHash, immediately, isMp, p4)
```

### JavaScript

```js
ApplyShopItemToPed(ped, componentHash, immediately, isMp, p4);

// by hash
Citizen.invokeNative('0xD3A7B003ED343FD9', ped, componentHash, immediately, isMp, p4);
```

### C#

```csharp
Function.Call((Hash)0xD3A7B003ED343FD9, ped, componentHash, immediately, isMp, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_APPLY_TEXTURE_ON_PED

- **Hash:** `0x0B46E25761519058`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ApplyTextureOnPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_APPLY_TEXTURE_ON_PED

## Signature

```c
void _APPLY_TEXTURE_ON_PED(Ped ped, Hash componentHash, int textureId);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `textureId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ApplyTextureOnPed(ped, componentHash, textureId)

-- always available, by hash
Citizen.InvokeNative(0x0B46E25761519058, ped, componentHash, textureId)
```

### JavaScript

```js
ApplyTextureOnPed(ped, componentHash, textureId);

// by hash
Citizen.invokeNative('0x0B46E25761519058', ped, componentHash, textureId);
```

### C#

```csharp
Function.Call((Hash)0x0B46E25761519058, ped, componentHash, textureId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ARE_ALL_AMBIENT_PED_RESERVATIONS_READY

- **Hash:** `0x5E420FF293EE5472`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AreAllAmbientPedReservationsReady`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ARE_ALL_AMBIENT_PED_RESERVATIONS_READY

## Signature

```c
BOOL _ARE_ALL_AMBIENT_PED_RESERVATIONS_READY();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AreAllAmbientPedReservationsReady()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E420FF293EE5472, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreAllAmbientPedReservationsReady();

// by hash
const retval = Citizen.invokeNative('0x5E420FF293EE5472', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5E420FF293EE5472);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_ATTACH_VOLUME_TO_ENTITY

- **Hash:** `0x7C00CFC48A782DC0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AttachVolumeToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ATTACH_VOLUME_TO_ENTITY

## Signature

```c
void _ATTACH_VOLUME_TO_ENTITY(Volume volume, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int p8, BOOL p9);
```

## Parameters

- `volume` (`Volume`)
- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `p8` (`int`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AttachVolumeToEntity(volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x7C00CFC48A782DC0, volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9)
```

### JavaScript

```js
AttachVolumeToEntity(volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9);

// by hash
Citizen.invokeNative('0x7C00CFC48A782DC0', volume, entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x7C00CFC48A782DC0, volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CAN_KNOCK_PED_OFF_VEHICLE

- **Hash:** `0x51AC07A44D4F5B8A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanKnockPedOffVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CAN_KNOCK_PED_OFF_VEHICLE

## Signature

```c
BOOL CAN_KNOCK_PED_OFF_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanKnockPedOffVehicle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51AC07A44D4F5B8A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x51AC07A44D4F5B8A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x51AC07A44D4F5B8A, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CAN_PED_BE_MOUNTED

- **Hash:** `0x2D64376CF437363E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedBeMounted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CAN_PED_BE_MOUNTED

## Signature

```c
BOOL CAN_PED_BE_MOUNTED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanPedBeMounted(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D64376CF437363E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2D64376CF437363E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2D64376CF437363E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CAN_PED_HEAR_TARGET_PED

- **Hash:** `0x0EA9EACBA3B01601`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedHearTargetPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CAN_PED_HEAR_TARGET_PED

## Signature

```c
BOOL _CAN_PED_HEAR_TARGET_PED(Ped source, Ped listener, BOOL includeNoiseBoost);
```

## Parameters

- `source` (`Ped`)
- `listener` (`Ped`)
- `includeNoiseBoost` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if `listener` can hear `source`.
If `includeNoiseBoost` is true, the source's noise radius is applied (easier to hear).
It treats the source as louder. Its current noise expands the effective hearing range (by subtracting noiseRadius² from dist²), while false uses the baseline distance-only check (stealth).

*Source: VORPCORE RDR3natives*

Returns true if `listener` can hear `source`.
If `includeNoiseBoost` is true, the source's noise radius is applied (easier to hear).
It treats the source as louder—its current noise expands the effective hearing range (by subtracting noiseRadius² from dist²), while false uses the baseline distance-only check (stealth).

## Usage

### Lua

```lua
local retval = CanPedHearTargetPed(source, listener, includeNoiseBoost)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EA9EACBA3B01601, source, listener, includeNoiseBoost, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanPedHearTargetPed(source, listener, includeNoiseBoost);

// by hash
const retval = Citizen.invokeNative('0x0EA9EACBA3B01601', source, listener, includeNoiseBoost, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EA9EACBA3B01601, source, listener, includeNoiseBoost);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::CAN_PED_IN_COMBAT_SEE_TARGET

- **Hash:** `0xEAD42DE3610D0721`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedInCombatSeeTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CAN_PED_IN_COMBAT_SEE_TARGET

## Signature

```c
BOOL CAN_PED_IN_COMBAT_SEE_TARGET(Ped ped, Ped target);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanPedInCombatSeeTarget(ped, target)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEAD42DE3610D0721, ped, target, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanPedInCombatSeeTarget(ped, target);

// by hash
const retval = Citizen.invokeNative('0xEAD42DE3610D0721', ped, target, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEAD42DE3610D0721, ped, target);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CAN_PED_RAGDOLL

- **Hash:** `0x128F79EDCECE4FD5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedRagdoll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CAN_PED_RAGDOLL

## Signature

```c
BOOL CAN_PED_RAGDOLL(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanPedRagdoll(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x128F79EDCECE4FD5, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x128F79EDCECE4FD5', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x128F79EDCECE4FD5, ped);
```

## See also

- [PED::IS_PED_RAGDOLL](https://natives.borderlinerp.com/natives/PED/IS_PED_RAGDOLL.md) — If the ped handle passed through the parenthesis is in a ragdoll state this will return true.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CAN_PED_SEE_ENTITY

- **Hash:** `0x7F9B9791D4CB71F6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedSeeEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CAN_PED_SEE_ENTITY

## Signature

```c
int CAN_PED_SEE_ENTITY(Ped ped, Entity targetEntity, BOOL p2, BOOL doFoliageCheck);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `p2` (`BOOL`)
- `doFoliageCheck` (`BOOL`)

## Returns

`int`

## Description

Returns:
0 - CTR_CANNOT_TARGET
1 - CTR_CAN_TARGET
2 - CTR_NOT_SURE_YET

## Usage

### Lua

```lua
local retval = CanPedSeeEntity(ped, targetEntity, p2, doFoliageCheck)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7F9B9791D4CB71F6, ped, targetEntity, p2, doFoliageCheck, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CanPedSeeEntity(ped, targetEntity, p2, doFoliageCheck);

// by hash
const retval = Citizen.invokeNative('0x7F9B9791D4CB71F6', ped, targetEntity, p2, doFoliageCheck, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7F9B9791D4CB71F6, ped, targetEntity, p2, doFoliageCheck);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CAN_PED_SEE_PED_CACHED

- **Hash:** `0x9D9473CB82D83A30`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedSeePedCached`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CAN_PED_SEE_PED_CACHED

## Signature

```c
int CAN_PED_SEE_PED_CACHED(Ped ped, Ped targetPed, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CanPedSeePedCached(ped, targetPed, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D9473CB82D83A30, ped, targetPed, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CanPedSeePedCached(ped, targetPed, p2);

// by hash
const retval = Citizen.invokeNative('0x9D9473CB82D83A30', ped, targetPed, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9D9473CB82D83A30, ped, targetPed, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CAN_PED_USE_SCENARIO_POINT

- **Hash:** `0xAB643407D0B26F07`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CanPedUseScenarioPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CAN_PED_USE_SCENARIO_POINT

## Signature

```c
BOOL _CAN_PED_USE_SCENARIO_POINT(Ped ped, int scenario, Any p2, Any p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `scenario` (`int`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`BOOL`

## Description

p2 is always 0, p3 is always 0, p4 is always 1

## Usage

### Lua

```lua
local retval = CanPedUseScenarioPoint(ped, scenario, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAB643407D0B26F07, ped, scenario, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanPedUseScenarioPoint(ped, scenario, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xAB643407D0B26F07', ped, scenario, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAB643407D0B26F07, ped, scenario, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CHANGE_PED_STAMINA

- **Hash:** `0xC3D4B754C0E86B9E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ChangePedStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CHANGE_PED_STAMINA

## Signature

```c
BOOL _CHANGE_PED_STAMINA(Ped ped, float amount);
```

## Parameters

- `ped` (`Ped`)
- `amount` (`float`)

## Returns

`BOOL`

## Description

Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0

## Usage

### Lua

```lua
local retval = ChangePedStamina(ped, amount)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC3D4B754C0E86B9E, ped, amount, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ChangePedStamina(ped, amount);

// by hash
const retval = Citizen.invokeNative('0xC3D4B754C0E86B9E', ped, amount + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC3D4B754C0E86B9E, ped, amount);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_GET_PED_STAMINA.md)
- [PED::_RESET_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_RESET_PED_STAMINA.md)
- [PED::_RESTORE_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_RESTORE_PED_STAMINA.md) — 0.0 <= stamina <= 100.0

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_ACTIVE_ANIMAL_OWNER

- **Hash:** `0xBCC76708E5677E1D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearActiveAnimalOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_ACTIVE_ANIMAL_OWNER

## Signature

```c
void _CLEAR_ACTIVE_ANIMAL_OWNER(Ped horse, BOOL clear);
```

## Parameters

- `horse` (`Ped`)
- `clear` (`BOOL`)

## Returns

`void`

## Description

Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false)
Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE

## Usage

### Lua

```lua
ClearActiveAnimalOwner(horse, clear)

-- always available, by hash
Citizen.InvokeNative(0xBCC76708E5677E1D, horse, clear)
```

### JavaScript

```js
ClearActiveAnimalOwner(horse, clear);

// by hash
Citizen.invokeNative('0xBCC76708E5677E1D', horse, clear);
```

### C#

```csharp
Function.Call((Hash)0xBCC76708E5677E1D, horse, clear);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_ACTIVE_ANIMAL_OWNER](https://natives.borderlinerp.com/natives/PED/_GET_ACTIVE_ANIMAL_OWNER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_FACIAL_IDLE_ANIM_OVERRIDE

- **Hash:** `0x726256CC1EEB182F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearFacialIdleAnimOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_FACIAL_IDLE_ANIM_OVERRIDE

## Signature

```c
void CLEAR_FACIAL_IDLE_ANIM_OVERRIDE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearFacialIdleAnimOverride(ped)

-- always available, by hash
Citizen.InvokeNative(0x726256CC1EEB182F, ped)
```

### JavaScript

```js
ClearFacialIdleAnimOverride(ped);

// by hash
Citizen.invokeNative('0x726256CC1EEB182F', ped);
```

### C#

```csharp
Function.Call((Hash)0x726256CC1EEB182F, ped);
```

## See also

- [PED::SET_FACIAL_IDLE_ANIM_OVERRIDE](https://natives.borderlinerp.com/natives/PED/SET_FACIAL_IDLE_ANIM_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_ACTION_DISABLE_FLAG

- **Hash:** `0x949B2F9ED2917F5D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedActionDisableFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_ACTION_DISABLE_FLAG

## Signature

```c
void _CLEAR_PED_ACTION_DISABLE_FLAG(Ped ped, int actionDisableFlag);
```

## Parameters

- `ped` (`Ped`)
- `actionDisableFlag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedActionDisableFlag(ped, actionDisableFlag)

-- always available, by hash
Citizen.InvokeNative(0x949B2F9ED2917F5D, ped, actionDisableFlag)
```

### JavaScript

```js
ClearPedActionDisableFlag(ped, actionDisableFlag);

// by hash
Citizen.invokeNative('0x949B2F9ED2917F5D', ped, actionDisableFlag);
```

### C#

```csharp
Function.Call((Hash)0x949B2F9ED2917F5D, ped, actionDisableFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CActionFlags__DisableFlag](https://natives.borderlinerp.com/enums/CActionFlags__DisableFlag.md) — 35 values

## See also

- [PED::_SET_PED_ACTION_DISABLE_FLAG](https://natives.borderlinerp.com/natives/PED/_SET_PED_ACTION_DISABLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_BLOOD_DAMAGE

- **Hash:** `0x8FE22675A5A45817`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedBloodDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_BLOOD_DAMAGE

## Signature

```c
void CLEAR_PED_BLOOD_DAMAGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedBloodDamage(ped)

-- always available, by hash
Citizen.InvokeNative(0x8FE22675A5A45817, ped)
```

### JavaScript

```js
ClearPedBloodDamage(ped);

// by hash
Citizen.invokeNative('0x8FE22675A5A45817', ped);
```

### C#

```csharp
Function.Call((Hash)0x8FE22675A5A45817, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_BLOOD_DAMAGE_BY_ZONE

- **Hash:** `0x56E3B78C5408D9F4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedBloodDamageByZone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_BLOOD_DAMAGE_BY_ZONE

## Signature

```c
void CLEAR_PED_BLOOD_DAMAGE_BY_ZONE(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedBloodDamageByZone(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x56E3B78C5408D9F4, ped, p1)
```

### JavaScript

```js
ClearPedBloodDamageByZone(ped, p1);

// by hash
Citizen.invokeNative('0x56E3B78C5408D9F4', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x56E3B78C5408D9F4, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_BLOOD_DAMAGE_FACIAL

- **Hash:** `0x7F5D88333EE8A86F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedBloodDamageFacial`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_BLOOD_DAMAGE_FACIAL

## Signature

```c
void _CLEAR_PED_BLOOD_DAMAGE_FACIAL(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedBloodDamageFacial(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x7F5D88333EE8A86F, ped, p1)
```

### JavaScript

```js
ClearPedBloodDamageFacial(ped, p1);

// by hash
Citizen.invokeNative('0x7F5D88333EE8A86F', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x7F5D88333EE8A86F, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_COMBAT_STYLE

- **Hash:** `0x78815FC52832B690`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedCombatStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_COMBAT_STYLE

## Signature

```c
void _CLEAR_PED_COMBAT_STYLE(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

Params: p1 = 1 in R* Scripts

## Usage

### Lua

```lua
ClearPedCombatStyle(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x78815FC52832B690, ped, p1)
```

### JavaScript

```js
ClearPedCombatStyle(ped, p1);

// by hash
Citizen.invokeNative('0x78815FC52832B690', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x78815FC52832B690, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_COMBAT_STYLE](https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_STYLE.md) — duration in seconds, -1.0 = forever

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_COMBAT_STYLE_MOD

- **Hash:** `0x1FA132CBCD7CB239`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedCombatStyleMod`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_COMBAT_STYLE_MOD

## Signature

```c
void _CLEAR_PED_COMBAT_STYLE_MOD(Ped ped, Hash combatStyleModHash);
```

## Parameters

- `ped` (`Ped`)
- `combatStyleModHash` (`Hash`)

## Returns

`void`

## Description

_CLEAR_PED_COMBAT_*

## Usage

### Lua

```lua
ClearPedCombatStyleMod(ped, combatStyleModHash)

-- always available, by hash
Citizen.InvokeNative(0x1FA132CBCD7CB239, ped, combatStyleModHash)
```

### JavaScript

```js
ClearPedCombatStyleMod(ped, combatStyleModHash);

// by hash
Citizen.invokeNative('0x1FA132CBCD7CB239', ped, combatStyleModHash);
```

### C#

```csharp
Function.Call((Hash)0x1FA132CBCD7CB239, ped, combatStyleModHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_COMBAT_STYLE_MOD](https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_STYLE_MOD.md) — duration in seconds, -1.0 = forever

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_DAMAGE_DECAL_BY_ZONE

- **Hash:** `0x523C79AEEFCC4A2A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedDamageDecalByZone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_DAMAGE_DECAL_BY_ZONE

## Signature

```c
void CLEAR_PED_DAMAGE_DECAL_BY_ZONE(Ped ped, int p1, const char* p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedDamageDecalByZone(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x523C79AEEFCC4A2A, ped, p1, p2)
```

### JavaScript

```js
ClearPedDamageDecalByZone(ped, p1, p2);

// by hash
Citizen.invokeNative('0x523C79AEEFCC4A2A', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x523C79AEEFCC4A2A, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_DECORATIONS

- **Hash:** `0x0E5173C163976E38`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedDecorations`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_DECORATIONS

## Signature

```c
void CLEAR_PED_DECORATIONS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedDecorations(ped)

-- always available, by hash
Citizen.InvokeNative(0x0E5173C163976E38, ped)
```

### JavaScript

```js
ClearPedDecorations(ped);

// by hash
Citizen.invokeNative('0x0E5173C163976E38', ped);
```

### C#

```csharp
Function.Call((Hash)0x0E5173C163976E38, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_DESIRED_LOCO_FOR_MODEL

- **Hash:** `0x4FD80C3DD84B817B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedDesiredLocoForModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_DESIRED_LOCO_FOR_MODEL

## Signature

```c
void _CLEAR_PED_DESIRED_LOCO_FOR_MODEL(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Clears locomotion archetype

## Usage

### Lua

```lua
ClearPedDesiredLocoForModel(ped)

-- always available, by hash
Citizen.InvokeNative(0x4FD80C3DD84B817B, ped)
```

### JavaScript

```js
ClearPedDesiredLocoForModel(ped);

// by hash
Citizen.invokeNative('0x4FD80C3DD84B817B', ped);
```

### C#

```csharp
Function.Call((Hash)0x4FD80C3DD84B817B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_DESIRED_LOCO_FOR_MODEL](https://natives.borderlinerp.com/natives/PED/_SET_PED_DESIRED_LOCO_FOR_MODEL.md) — Values used in the scripts: algie angry_female arthur_healthy cowboy cowboy_f default default_female free_slave_01 free_slave_02 gold_panner guard_lantern injured_general john_marston lilly_millet lone_prisoner lost_man mp_ova_hunter mp_…

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_DESIRED_LOCO_MOTION_TYPE

- **Hash:** `0x58F7DB5BD8FA2288`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedDesiredLocoMotionType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_DESIRED_LOCO_MOTION_TYPE

## Signature

```c
void _CLEAR_PED_DESIRED_LOCO_MOTION_TYPE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedDesiredLocoMotionType(ped)

-- always available, by hash
Citizen.InvokeNative(0x58F7DB5BD8FA2288, ped)
```

### JavaScript

```js
ClearPedDesiredLocoMotionType(ped);

// by hash
Citizen.invokeNative('0x58F7DB5BD8FA2288', ped);
```

### C#

```csharp
Function.Call((Hash)0x58F7DB5BD8FA2288, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_DESIRED_LOCO_MOTION_TYPE](https://natives.borderlinerp.com/natives/PED/_SET_PED_DESIRED_LOCO_MOTION_TYPE.md) — Sets peds motion type

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_ENV_DIRT

- **Hash:** `0x6585D955A68452A5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedEnvDirt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_ENV_DIRT

## Signature

```c
void CLEAR_PED_ENV_DIRT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedEnvDirt(ped)

-- always available, by hash
Citizen.InvokeNative(0x6585D955A68452A5, ped)
```

### JavaScript

```js
ClearPedEnvDirt(ped);

// by hash
Citizen.invokeNative('0x6585D955A68452A5', ped);
```

### C#

```csharp
Function.Call((Hash)0x6585D955A68452A5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_GRAPPLE_FLAG

- **Hash:** `0xEAE3B5B019C8D23F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedGrappleFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_GRAPPLE_FLAG

## Signature

```c
void _CLEAR_PED_GRAPPLE_FLAG(Ped ped, int flag);
```

## Parameters

- `ped` (`Ped`)
- `flag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedGrappleFlag(ped, flag)

-- always available, by hash
Citizen.InvokeNative(0xEAE3B5B019C8D23F, ped, flag)
```

### JavaScript

```js
ClearPedGrappleFlag(ped, flag);

// by hash
Citizen.invokeNative('0xEAE3B5B019C8D23F', ped, flag);
```

### C#

```csharp
Function.Call((Hash)0xEAE3B5B019C8D23F, ped, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_GRAPPLE_FLAG](https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_FLAG.md)
- [PED::_GET_PED_GRAPPLE_FLAG](https://natives.borderlinerp.com/natives/PED/_GET_PED_GRAPPLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_LAST_DAMAGE_BONE

- **Hash:** `0x8EF6B7AC68E2F01B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedLastDamageBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_LAST_DAMAGE_BONE

## Signature

```c
void CLEAR_PED_LAST_DAMAGE_BONE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedLastDamageBone(ped)

-- always available, by hash
Citizen.InvokeNative(0x8EF6B7AC68E2F01B, ped)
```

### JavaScript

```js
ClearPedLastDamageBone(ped);

// by hash
Citizen.invokeNative('0x8EF6B7AC68E2F01B', ped);
```

### C#

```csharp
Function.Call((Hash)0x8EF6B7AC68E2F01B, ped);
```

## See also

- [PED::GET_PED_LAST_DAMAGE_BONE](https://natives.borderlinerp.com/natives/PED/GET_PED_LAST_DAMAGE_BONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_NON_CREATION_AREA

- **Hash:** `0x2E05208086BA0651`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedNonCreationArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_NON_CREATION_AREA

## Signature

```c
void CLEAR_PED_NON_CREATION_AREA();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearPedNonCreationArea()

-- always available, by hash
Citizen.InvokeNative(0x2E05208086BA0651)
```

### JavaScript

```js
ClearPedNonCreationArea();

// by hash
Citizen.invokeNative('0x2E05208086BA0651');
```

### C#

```csharp
Function.Call((Hash)0x2E05208086BA0651);
```

## See also

- [PED::SET_PED_NON_CREATION_AREA](https://natives.borderlinerp.com/natives/PED/SET_PED_NON_CREATION_AREA.md) — The distance between these points, is the diagonal of a box (remember it's 3D).

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_TARGET_ACTION_DISABLE_FLAG

- **Hash:** `0xBBF6D1D07C02D00A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedTargetActionDisableFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_TARGET_ACTION_DISABLE_FLAG

## Signature

```c
void _CLEAR_PED_TARGET_ACTION_DISABLE_FLAG(Ped ped, int actionDisableFlag);
```

## Parameters

- `ped` (`Ped`)
- `actionDisableFlag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedTargetActionDisableFlag(ped, actionDisableFlag)

-- always available, by hash
Citizen.InvokeNative(0xBBF6D1D07C02D00A, ped, actionDisableFlag)
```

### JavaScript

```js
ClearPedTargetActionDisableFlag(ped, actionDisableFlag);

// by hash
Citizen.invokeNative('0xBBF6D1D07C02D00A', ped, actionDisableFlag);
```

### C#

```csharp
Function.Call((Hash)0xBBF6D1D07C02D00A, ped, actionDisableFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CActionFlags__DisableFlag](https://natives.borderlinerp.com/enums/CActionFlags__DisableFlag.md) — 35 values

## See also

- [PED::_SET_PED_TARGET_ACTION_DISABLE_FLAG](https://natives.borderlinerp.com/natives/PED/_SET_PED_TARGET_ACTION_DISABLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PED_TEXTURE

- **Hash:** `0xB63B9178D0F58D82`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_TEXTURE

## Signature

```c
void _CLEAR_PED_TEXTURE(int textureId);
```

## Parameters

- `textureId` (`int`)

## Returns

`void`

## Description

Removes every texture layer
Old Name: _RESET_PED_TEXTURE_2

## Usage

### Lua

```lua
ClearPedTexture(textureId)

-- always available, by hash
Citizen.InvokeNative(0xB63B9178D0F58D82, textureId)
```

### JavaScript

```js
ClearPedTexture(textureId);

// by hash
Citizen.invokeNative('0xB63B9178D0F58D82', textureId);
```

### C#

```csharp
Function.Call((Hash)0xB63B9178D0F58D82, textureId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_UPDATE_PED_TEXTURE](https://natives.borderlinerp.com/natives/PED/_UPDATE_PED_TEXTURE.md) — Should be called at least once for any new texture override.
- [PED::_RESET_PED_TEXTURE](https://natives.borderlinerp.com/natives/PED/_RESET_PED_TEXTURE.md) — Removes every texture layer but the base layer Clearing texture's data: setting params to default values, but keep overlays.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_PED_WETNESS

- **Hash:** `0x9C720776DAA43E7E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPedWetness`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_PED_WETNESS

## Signature

```c
void CLEAR_PED_WETNESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.

## Usage

### Lua

```lua
ClearPedWetness(ped)

-- always available, by hash
Citizen.InvokeNative(0x9C720776DAA43E7E, ped)
```

### JavaScript

```js
ClearPedWetness(ped);

// by hash
Citizen.invokeNative('0x9C720776DAA43E7E', ped);
```

### C#

```csharp
Function.Call((Hash)0x9C720776DAA43E7E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CLEAR_PELT_FROM_HORSE

- **Hash:** `0x627F7F3A0C4C51FF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearPeltFromHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CLEAR_PELT_FROM_HORSE

## Signature

```c
void _CLEAR_PELT_FROM_HORSE(Ped horse, int peltId);
```

## Parameters

- `horse` (`Ped`)
- `peltId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPeltFromHorse(horse, peltId)

-- always available, by hash
Citizen.InvokeNative(0x627F7F3A0C4C51FF, horse, peltId)
```

### JavaScript

```js
ClearPeltFromHorse(horse, peltId);

// by hash
Citizen.invokeNative('0x627F7F3A0C4C51FF', horse, peltId);
```

### C#

```csharp
Function.Call((Hash)0x627F7F3A0C4C51FF, horse, peltId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PELT_FROM_HORSE](https://natives.borderlinerp.com/natives/PED/_GET_PELT_FROM_HORSE.md) — Returns peltId

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_RAGDOLL_BLOCKING_FLAGS

- **Hash:** `0xD86D101FCFD00A4B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearRagdollBlockingFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_RAGDOLL_BLOCKING_FLAGS

## Signature

```c
void CLEAR_RAGDOLL_BLOCKING_FLAGS(Ped ped, int flags);
```

## Parameters

- `ped` (`Ped`)
- `flags` (`int`)

## Returns

`void`

## Description

flags: see SET_RAGDOLL_BLOCKING_FLAGS

## Usage

### Lua

```lua
ClearRagdollBlockingFlags(ped, flags)

-- always available, by hash
Citizen.InvokeNative(0xD86D101FCFD00A4B, ped, flags)
```

### JavaScript

```js
ClearRagdollBlockingFlags(ped, flags);

// by hash
Citizen.invokeNative('0xD86D101FCFD00A4B', ped, flags);
```

### C#

```csharp
Function.Call((Hash)0xD86D101FCFD00A4B, ped, flags);
```

## See also

- [PED::SET_RAGDOLL_BLOCKING_FLAGS](https://natives.borderlinerp.com/natives/PED/SET_RAGDOLL_BLOCKING_FLAGS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS

- **Hash:** `0x5E29243FB56FC6D4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClearRelationshipBetweenGroups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLEAR_RELATIONSHIP_BETWEEN_GROUPS

## Signature

```c
void CLEAR_RELATIONSHIP_BETWEEN_GROUPS(int relationship, Hash group1, Hash group2);
```

## Parameters

- `relationship` (`int`)
- `group1` (`Hash`)
- `group2` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ClearRelationshipBetweenGroups(relationship, group1, group2)

-- always available, by hash
Citizen.InvokeNative(0x5E29243FB56FC6D4, relationship, group1, group2)
```

### JavaScript

```js
ClearRelationshipBetweenGroups(relationship, group1, group2);

// by hash
Citizen.invokeNative('0x5E29243FB56FC6D4', relationship, group1, group2);
```

### C#

```csharp
Function.Call((Hash)0x5E29243FB56FC6D4, relationship, group1, group2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eRelationType](https://natives.borderlinerp.com/enums/eRelationType.md) — 10 values

## See also

- [PED::SET_RELATIONSHIP_BETWEEN_GROUPS](https://natives.borderlinerp.com/natives/PED/SET_RELATIONSHIP_BETWEEN_GROUPS.md)
- [PED::GET_RELATIONSHIP_BETWEEN_GROUPS](https://natives.borderlinerp.com/natives/PED/GET_RELATIONSHIP_BETWEEN_GROUPS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLONE_PED

- **Hash:** `0xEF29A16337FACADB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClonePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLONE_PED

## Signature

```c
Ped CLONE_PED(Ped ped, BOOL isNetwork, BOOL bScriptHostPed, BOOL copyHeadBlendFlag);
```

## Parameters

- `ped` (`Ped`)
- `isNetwork` (`BOOL`)
- `bScriptHostPed` (`BOOL`)
- `copyHeadBlendFlag` (`BOOL`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = ClonePed(ped, isNetwork, bScriptHostPed, copyHeadBlendFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF29A16337FACADB, ped, isNetwork, bScriptHostPed, copyHeadBlendFlag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ClonePed(ped, isNetwork, bScriptHostPed, copyHeadBlendFlag);

// by hash
const retval = Citizen.invokeNative('0xEF29A16337FACADB', ped, isNetwork, bScriptHostPed, copyHeadBlendFlag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEF29A16337FACADB, ped, isNetwork, bScriptHostPed, copyHeadBlendFlag);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CLONE_PED_TO_TARGET

- **Hash:** `0xE952D6431689AD9A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ClonePedToTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CLONE_PED_TO_TARGET

## Signature

```c
void CLONE_PED_TO_TARGET(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`void`

## Description

Copies ped's components and props to targetPed.
Can be used to clear anything from a ped by cloning it, including bullet holes.

## Usage

### Lua

```lua
ClonePedToTarget(ped, targetPed)

-- always available, by hash
Citizen.InvokeNative(0xE952D6431689AD9A, ped, targetPed)
```

### JavaScript

```js
ClonePedToTarget(ped, targetPed);

// by hash
Citizen.invokeNative('0xE952D6431689AD9A', ped, targetPed);
```

### C#

```csharp
Function.Call((Hash)0xE952D6431689AD9A, ped, targetPed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_COMPUTE_LOOT_FOR_PED_CARCASS

- **Hash:** `0xB29C553BA582D09E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputeLootForPedCarcass`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_LOOT_FOR_PED_CARCASS

## Signature

```c
int _COMPUTE_LOOT_FOR_PED_CARCASS(Any* outLoot, Hash model, int damageCleanliness, int skinningQuality);
```

## Parameters

- `outLoot` (`Any*`)
- `model` (`Hash`)
- `damageCleanliness` (`int`)
- `skinningQuality` (`int`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Computes the loot table for an animal/human carcass given its model and processing quality.
Returns the number of loot entries written. Results are written into outLoot starting at index 1.
Usage/Example: https://pastebin.com/LffcaAXy

*Source: VORPCORE RDR3natives*

Used in Script Function SATCHEL_COUNT_BREAKDOWN_COMPONENTS

## Usage

### Lua

```lua
local retval, outLoot = ComputeLootForPedCarcass(model, damageCleanliness, skinningQuality)

-- always available, by hash
local retval, outLoot = Citizen.InvokeNative(0xB29C553BA582D09E, Citizen.PointerValueInt(), model, damageCleanliness, skinningQuality, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outLoot] = ComputeLootForPedCarcass(model, damageCleanliness, skinningQuality);

// by hash
const [retval, outLoot] = Citizen.invokeNative('0xB29C553BA582D09E', Citizen.pointerValueInt(), model, damageCleanliness, skinningQuality, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outLoot = new OutputArgument();
int retval = Function.Call<int>((Hash)0xB29C553BA582D09E, outLoot, model, damageCleanliness, skinningQuality);
// outLoot.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_COMPUTE_PED_MOVE_BLEND_RATIO_FOR_MAX_SPEED

- **Hash:** `0x46BF2A810679D6E6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputePedMoveBlendRatioForMaxSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_PED_MOVE_BLEND_RATIO_FOR_MAX_SPEED

## Signature

```c
float _COMPUTE_PED_MOVE_BLEND_RATIO_FOR_MAX_SPEED(Ped ped, float maxMoveBlendRatio);
```

## Parameters

- `ped` (`Ped`)
- `maxMoveBlendRatio` (`float`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns estimated max speed (m/s) for the ped move blend ratio. Move blend ratio is in a range of 0.0 - 3.0.
_COMPUTE_S*

*Source: VORPCORE RDR3natives*

Returns vehicle (desired) speed
_COMPUTE_(VEHICLE_SPEED_USING_BLEND_RATIO?)*

## Usage

### Lua

```lua
local retval = ComputePedMoveBlendRatioForMaxSpeed(ped, maxMoveBlendRatio)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46BF2A810679D6E6, ped, maxMoveBlendRatio, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = ComputePedMoveBlendRatioForMaxSpeed(ped, maxMoveBlendRatio);

// by hash
const retval = Citizen.invokeNative('0x46BF2A810679D6E6', ped, maxMoveBlendRatio + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x46BF2A810679D6E6, ped, maxMoveBlendRatio);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS

- **Hash:** `0x6B89FAA36FC909A3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputeSatchelItemForPedCarcass`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS

## Signature

```c
int _COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS(Any* outInventoryItemArray, Ped ped, int damageCleanliness, int skinningQuality);
```

## Parameters

- `outInventoryItemArray` (`Any*`)
- `ped` (`Ped`)
- `damageCleanliness` (`int`)
- `skinningQuality` (`int`)

## Returns

`int`

## Description

Related to dead animals items/loots
Notice: skinningQuality is partially calculated using pedQuality

## Usage

### Lua

```lua
local retval, outInventoryItemArray = ComputeSatchelItemForPedCarcass(ped, damageCleanliness, skinningQuality)

-- always available, by hash
local retval, outInventoryItemArray = Citizen.InvokeNative(0x6B89FAA36FC909A3, Citizen.PointerValueInt(), ped, damageCleanliness, skinningQuality, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outInventoryItemArray] = ComputeSatchelItemForPedCarcass(ped, damageCleanliness, skinningQuality);

// by hash
const [retval, outInventoryItemArray] = Citizen.invokeNative('0x6B89FAA36FC909A3', Citizen.pointerValueInt(), ped, damageCleanliness, skinningQuality, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outInventoryItemArray = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6B89FAA36FC909A3, outInventoryItemArray, ped, damageCleanliness, skinningQuality);
// outInventoryItemArray.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::COMPUTE_SATCHEL_ITEM_FOR_PED_DAMAGE

- **Hash:** `0x9E7738B291706746`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputeSatchelItemForPedDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/COMPUTE_SATCHEL_ITEM_FOR_PED_DAMAGE

## Signature

```c
BOOL COMPUTE_SATCHEL_ITEM_FOR_PED_DAMAGE(Any p0, Ped pedAttached, int damageCleanliness);
```

## Parameters

- `p0` (`Any`)
- `pedAttached` (`Ped`)
- `damageCleanliness` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ComputeSatchelItemForPedDamage(p0, pedAttached, damageCleanliness)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E7738B291706746, p0, pedAttached, damageCleanliness, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ComputeSatchelItemForPedDamage(p0, pedAttached, damageCleanliness);

// by hash
const retval = Citizen.invokeNative('0x9E7738B291706746', p0, pedAttached, damageCleanliness, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E7738B291706746, p0, pedAttached, damageCleanliness);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_COMPUTE_SPEED_FOR_PED_MOVE_BLEND_RATIO

- **Hash:** `0xCA95924C893A0C91`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputeSpeedForPedMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_SPEED_FOR_PED_MOVE_BLEND_RATIO

## Signature

```c
float _COMPUTE_SPEED_FOR_PED_MOVE_BLEND_RATIO(Ped ped, float speed);
```

## Parameters

- `ped` (`Ped`)
- `speed` (`float`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns ped move blend ratio corresponding to the specified speed.

*Source: VORPCORE RDR3natives*

Returns vehicle speed

## Usage

### Lua

```lua
local retval = ComputeSpeedForPedMoveBlendRatio(ped, speed)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA95924C893A0C91, ped, speed, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = ComputeSpeedForPedMoveBlendRatio(ped, speed);

// by hash
const retval = Citizen.invokeNative('0xCA95924C893A0C91', ped, speed + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xCA95924C893A0C91, ped, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_COUNT_PEDS_AWARE_OF_EVENT

- **Hash:** `0xF4860514AD354226`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CountPedsAwareOfEvent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COUNT_PEDS_AWARE_OF_EVENT

## Signature

```c
int _COUNT_PEDS_AWARE_OF_EVENT(ScrHandle shockingEvent, float x, float y, float z, float radius, Any* entities);
```

## Parameters

- `shockingEvent` (`ScrHandle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `entities` (`Any*`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Counts how many peds are aware of a shocking event within a radius.
The eventHandle is from ADD_SHOCKING_EVENT_FOR_ENTITY. The entities output collection is capped at 15 in observed code and is used to drive reactions/tasks for the affected peds.

*Source: VORPCORE RDR3natives*

Only used in SP Scripts
counts how many peds that the ADD_SHOCKING_EVENT_FOR_ENTITY were add to based on position and radius, p0 is handleId from ADD_SHOCKING_EVENT_FOR_ENTITY
p3 is a collection of entities where max is 15 (in source code), its using itemSet to get them from a volume
this count seems to be used to add a task reactions etc to these peds

## Usage

### Lua

```lua
local retval, entities = CountPedsAwareOfEvent(shockingEvent, x, y, z, radius, entities)

-- always available, by hash
local retval, entities = Citizen.InvokeNative(0xF4860514AD354226, shockingEvent, x, y, z, radius, Citizen.PointerValueIntInitialized(entities), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, entities] = CountPedsAwareOfEvent(shockingEvent, x, y, z, radius, entities);

// by hash
const [retval, entities] = Citizen.invokeNative('0xF4860514AD354226', shockingEvent, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.pointerValueIntInitialized(entities), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var entities = new OutputArgument();
int retval = Function.Call<int>((Hash)0xF4860514AD354226, shockingEvent, x, y, z, radius, entities);
// entities.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::COUNT_PEDS_IN_COMBAT_WITH_TARGET

- **Hash:** `0x5407B7288D0478B7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CountPedsInCombatWithTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/COUNT_PEDS_IN_COMBAT_WITH_TARGET

## Signature

```c
int COUNT_PEDS_IN_COMBAT_WITH_TARGET(Ped ped, int flag);
```

## Parameters

- `ped` (`Ped`)
- `flag` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CountPedsInCombatWithTarget(ped, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5407B7288D0478B7, ped, flag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CountPedsInCombatWithTarget(ped, flag);

// by hash
const retval = Citizen.invokeNative('0x5407B7288D0478B7', ped, flag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5407B7288D0478B7, ped, flag);
```

## See also

- [PED::_GET_PEDS_IN_COMBAT_WITH_TARGET](https://natives.borderlinerp.com/natives/PED/_GET_PEDS_IN_COMBAT_WITH_TARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::COUNT_PEDS_IN_COMBAT_WITH_TARGET_WITHIN_RADIUS

- **Hash:** `0x336B3D200AB007CB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CountPedsInCombatWithTargetWithinRadius`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/COUNT_PEDS_IN_COMBAT_WITH_TARGET_WITHIN_RADIUS

## Signature

```c
int COUNT_PEDS_IN_COMBAT_WITH_TARGET_WITHIN_RADIUS(Ped ped, float x, float y, float z, float radius, int flag);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `flag` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = CountPedsInCombatWithTargetWithinRadius(ped, x, y, z, radius, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x336B3D200AB007CB, ped, x, y, z, radius, flag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CountPedsInCombatWithTargetWithinRadius(ped, x, y, z, radius, flag);

// by hash
const retval = Citizen.invokeNative('0x336B3D200AB007CB', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, flag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x336B3D200AB007CB, ped, x, y, z, radius, flag);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CREATE_GRAVITY_WELL

- **Hash:** `0x4F5EBE70081E5A20`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreateGravityWell`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CREATE_GRAVITY_WELL

## Signature

```c
int _CREATE_GRAVITY_WELL(float xPos, float yPos, float zPos, float heading, float radius, float p5, float p6, float p7, BOOL stopAtDestination);
```

## Parameters

- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `heading` (`float`)
- `radius` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `stopAtDestination` (`BOOL`)

## Returns

`int`

## Description

Creates a handle to an instance of "CScriptResource_GravityWell", this system forces local ped to target specified position when moving, however player still can interrupt this.
Can be useful to "point" player at some specific position.
Only works while on-foot.

_CREATE_[P-Z]

## Usage

### Lua

```lua
local retval = CreateGravityWell(xPos, yPos, zPos, heading, radius, p5, p6, p7, stopAtDestination)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4F5EBE70081E5A20, xPos, yPos, zPos, heading, radius, p5, p6, p7, stopAtDestination, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateGravityWell(xPos, yPos, zPos, heading, radius, p5, p6, p7, stopAtDestination);

// by hash
const retval = Citizen.invokeNative('0x4F5EBE70081E5A20', xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, heading + 0.0000001, radius + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, stopAtDestination, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4F5EBE70081E5A20, xPos, yPos, zPos, heading, radius, p5, p6, p7, stopAtDestination);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_GRAVITY_WELL](https://natives.borderlinerp.com/natives/PED/_REMOVE_GRAVITY_WELL.md) — Removes gravity well by handle returned from 0x4F5EBE70081E5A20

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CREATE_GROUP

- **Hash:** `0x90370EBE0FEE1A3D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreateGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CREATE_GROUP

## Signature

```c
int CREATE_GROUP(int taskAllocator);
```

## Parameters

- `taskAllocator` (`int`)

## Returns

`int`

## Description

Creates a new ped group.
Groups can contain up to 8 peds.

The parameter is unused.

Returns a handle to the created group, or 0 if a group couldn't be created.

## Usage

### Lua

```lua
local retval = CreateGroup(taskAllocator)

-- always available, by hash
local retval = Citizen.InvokeNative(0x90370EBE0FEE1A3D, taskAllocator, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateGroup(taskAllocator);

// by hash
const retval = Citizen.invokeNative('0x90370EBE0FEE1A3D', taskAllocator, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x90370EBE0FEE1A3D, taskAllocator);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CREATE_META_PED

- **Hash:** `0x0BCD4091C8EABA42`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreateMetaPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CREATE_META_PED

## Signature

```c
Ped _CREATE_META_PED(int requestId, float x, float y, float z, float heading, BOOL p5, BOOL p6, BOOL p7, BOOL p8, BOOL p9);
```

## Parameters

- `requestId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`Ped`

## Description

Only used in SP scripts, for example odriscolls1: BOOLS: true, true, true, false, false

## Usage

### Lua

```lua
local retval = CreateMetaPed(requestId, x, y, z, heading, p5, p6, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0BCD4091C8EABA42, requestId, x, y, z, heading, p5, p6, p7, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMetaPed(requestId, x, y, z, heading, p5, p6, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x0BCD4091C8EABA42', requestId, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p5, p6, p7, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0BCD4091C8EABA42, requestId, x, y, z, heading, p5, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REQUEST_META_PED](https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED.md) — Returns requestId

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CREATE_META_PED_ASSET

- **Hash:** `0x9641A9A20310F6B8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreateMetaPedAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CREATE_META_PED_ASSET

## Signature

```c
Entity _CREATE_META_PED_ASSET(Hash asset, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, BOOL p7, BOOL p8, BOOL p9);
```

## Parameters

- `asset` (`Hash`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`Entity`

## Description

Creates prop from metaped asset bundle
https://github.com/femga/rdr3_discoveries/blob/master/objects/metaped_asset_bundles_list.lua
Creates a pickup-able metaped component. asset doesn't seems to be related to component hashes. Hash example : 0xD20354AB (https ://i.imgur.com/dzHkcDb.png)

## Usage

### Lua

```lua
local retval = CreateMetaPedAsset(asset, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9641A9A20310F6B8, asset, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMetaPedAsset(asset, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x9641A9A20310F6B8', asset, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, p7, p8, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9641A9A20310F6B8, asset, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_CREATE_META_PED_OUTFIT_PED

- **Hash:** `0xEAF682A14F8E5F53`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreateMetaPedOutfitPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CREATE_META_PED_OUTFIT_PED

## Signature

```c
Ped _CREATE_META_PED_OUTFIT_PED(int requestId, float x, float y, float z, float heading, BOOL p5, BOOL p6, BOOL p7, BOOL p8);
```

## Parameters

- `requestId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`Ped`

## Description

Creates metaped from ped outfit requestId. See _REQUEST_METAPED_OUTFIT

## Usage

### Lua

```lua
local retval = CreateMetaPedOutfitPed(requestId, x, y, z, heading, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEAF682A14F8E5F53, requestId, x, y, z, heading, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMetaPedOutfitPed(requestId, x, y, z, heading, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xEAF682A14F8E5F53', requestId, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p5, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEAF682A14F8E5F53, requestId, x, y, z, heading, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CREATE_PED

- **Hash:** `0xD49F9B0955C367DE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreatePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CREATE_PED

## Signature

```c
Ped CREATE_PED(Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostPed, BOOL p7, BOOL p8);
```

## Parameters

- `modelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `isNetwork` (`BOOL`)
- `bScriptHostPed` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = CreatePed(modelHash, x, y, z, heading, isNetwork, bScriptHostPed, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD49F9B0955C367DE, modelHash, x, y, z, heading, isNetwork, bScriptHostPed, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePed(modelHash, x, y, z, heading, isNetwork, bScriptHostPed, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xD49F9B0955C367DE', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, isNetwork, bScriptHostPed, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD49F9B0955C367DE, modelHash, x, y, z, heading, isNetwork, bScriptHostPed, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CREATE_PED_INSIDE_VEHICLE

- **Hash:** `0x7DD959874C1FD534`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreatePedInsideVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CREATE_PED_INSIDE_VEHICLE

## Signature

```c
Ped CREATE_PED_INSIDE_VEHICLE(Vehicle vehicle, Hash modelHash, int seatIndex, BOOL p3, BOOL p4, BOOL p5);
```

## Parameters

- `vehicle` (`Vehicle`)
- `modelHash` (`Hash`)
- `seatIndex` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`Ped`

## Description

seatIndex:
enum eVehicleSeat
{
	VS_ANY_PASSENGER = -2,
	VS_DRIVER,
	VS_FRONT_RIGHT,
	VS_BACK_LEFT,
	VS_BACK_RIGHT,
	VS_EXTRA_LEFT_1,
	VS_EXTRA_RIGHT_1,
	VS_EXTRA_LEFT_2,
	VS_EXTRA_RIGHT_2,
	VS_EXTRA_LEFT_3,
	VS_EXTRA_RIGHT_3,
	VS_NUM_SEATS
};

## Usage

### Lua

```lua
local retval = CreatePedInsideVehicle(vehicle, modelHash, seatIndex, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7DD959874C1FD534, vehicle, modelHash, seatIndex, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePedInsideVehicle(vehicle, modelHash, seatIndex, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x7DD959874C1FD534', vehicle, modelHash, seatIndex, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7DD959874C1FD534, vehicle, modelHash, seatIndex, p3, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::CREATE_PED_ON_MOUNT

- **Hash:** `0xF89AA2BD01FC06B7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreatePedOnMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/CREATE_PED_ON_MOUNT

## Signature

```c
Ped CREATE_PED_ON_MOUNT(Ped mount, Hash modelHash, int index, BOOL p3, BOOL p4, BOOL p5, BOOL p6);
```

## Parameters

- `mount` (`Ped`)
- `modelHash` (`Hash`)
- `index` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = CreatePedOnMount(mount, modelHash, index, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF89AA2BD01FC06B7, mount, modelHash, index, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePedOnMount(mount, modelHash, index, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xF89AA2BD01FC06B7', mount, modelHash, index, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF89AA2BD01FC06B7, mount, modelHash, index, p3, p4, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [PED::IS_PED_ON_MOUNT](https://natives.borderlinerp.com/natives/PED/IS_PED_ON_MOUNT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::DELETE_PED

- **Hash:** `0xCC0EF140F99365C5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DeletePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/DELETE_PED

## Signature

```c
void DELETE_PED(Ped* ped);
```

## Parameters

- `ped` (`Ped*`)

## Returns

`void`

## Description

Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.

## Usage

### Lua

```lua
local ped = DeletePed(ped)

-- always available, by hash
local ped = Citizen.InvokeNative(0xCC0EF140F99365C5, Citizen.PointerValueIntInitialized(ped))
```

### JavaScript

```js
const ped = DeletePed(ped);

// by hash
const ped = Citizen.invokeNative('0xCC0EF140F99365C5', Citizen.pointerValueIntInitialized(ped));
```

### C#

```csharp
var ped = new OutputArgument();
Function.Call((Hash)0xCC0EF140F99365C5, ped);
// ped.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::DETACH_CARRIABLE_ENTITY

- **Hash:** `0xED00D72F81CF7278`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DetachCarriableEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/DETACH_CARRIABLE_ENTITY

## Signature

```c
void DETACH_CARRIABLE_ENTITY(Entity entity, BOOL p1, BOOL p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DetachCarriableEntity(entity, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xED00D72F81CF7278, entity, p1, p2)
```

### JavaScript

```js
DetachCarriableEntity(entity, p1, p2);

// by hash
Citizen.invokeNative('0xED00D72F81CF7278', entity, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xED00D72F81CF7278, entity, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_DETACH_VOLUME_FROM_ENTITY

- **Hash:** `0x19C975B81BE53C28`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DetachVolumeFromEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_DETACH_VOLUME_FROM_ENTITY

## Signature

```c
void _DETACH_VOLUME_FROM_ENTITY(Volume volume, Entity entity);
```

## Parameters

- `volume` (`Volume`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
DetachVolumeFromEntity(volume, entity)

-- always available, by hash
Citizen.InvokeNative(0x19C975B81BE53C28, volume, entity)
```

### JavaScript

```js
DetachVolumeFromEntity(volume, entity);

// by hash
Citizen.invokeNative('0x19C975B81BE53C28', volume, entity);
```

### C#

```csharp
Function.Call((Hash)0x19C975B81BE53C28, volume, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_DETECT_PLAYER_SHOT_NEAR_PED

- **Hash:** `0x9C81338B2E62CE0A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DetectPlayerShotNearPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HAS_PED_BEEN_SHOT_BY_PLAYER_RECENTLY`
- **URL:** https://natives.borderlinerp.com/natives/PED/_DETECT_PLAYER_SHOT_NEAR_PED

## Signature

```c
BOOL _DETECT_PLAYER_SHOT_NEAR_PED(Player player, Ped ped, int shotNearTimeMs);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `shotNearTimeMs` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

The time of the shot must've occured <= shotNearTimeMs for this native to return true

*Source: VORPCORE RDR3natives*

this native checks if player has shot a specific ped for the duration passed p2 is in milliseconds

## Usage

### Lua

```lua
local retval = DetectPlayerShotNearPed(player, ped, shotNearTimeMs)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9C81338B2E62CE0A, player, ped, shotNearTimeMs, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DetectPlayerShotNearPed(player, ped, shotNearTimeMs);

// by hash
const retval = Citizen.invokeNative('0x9C81338B2E62CE0A', player, ped, shotNearTimeMs, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9C81338B2E62CE0A, player, ped, shotNearTimeMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_DISABLE_ALL_LOOK_AT_REQUESTS

- **Hash:** `0xE1965A380342BE1F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DisableAllLookAtRequests`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/_DISABLE_ALL_LOOK_AT_REQUESTS

## Signature

```c
void _DISABLE_ALL_LOOK_AT_REQUESTS(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DisableAllLookAtRequests(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xE1965A380342BE1F, ped, p1)
```

### JavaScript

```js
DisableAllLookAtRequests(ped, p1);

// by hash
Citizen.invokeNative('0xE1965A380342BE1F', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xE1965A380342BE1F, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_DISABLE_AMBIENT_LOOK_AT_REQUESTS

- **Hash:** `0x80038740C96AD17F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DisableAmbientLookAtRequests`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_DISABLE_AMBIENT_LOOK_AT_REQUESTS

## Signature

```c
void _DISABLE_AMBIENT_LOOK_AT_REQUESTS(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DisableAmbientLookAtRequests(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x80038740C96AD17F, p0, p1)
```

### JavaScript

```js
DisableAmbientLookAtRequests(p0, p1);

// by hash
Citizen.invokeNative('0x80038740C96AD17F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x80038740C96AD17F, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR

- **Hash:** `0x733C87D4CE22BEA2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DisablePedInjuredOnGroundBehaviour`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR

## Signature

```c
void DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
DisablePedInjuredOnGroundBehaviour(ped)

-- always available, by hash
Citizen.InvokeNative(0x733C87D4CE22BEA2, ped)
```

### JavaScript

```js
DisablePedInjuredOnGroundBehaviour(ped);

// by hash
Citizen.invokeNative('0x733C87D4CE22BEA2', ped);
```

### C#

```csharp
Function.Call((Hash)0x733C87D4CE22BEA2, ped);
```

## See also

- [PED::SET_PED_INJURED_ON_GROUND_BEHAVIOUR](https://natives.borderlinerp.com/natives/PED/SET_PED_INJURED_ON_GROUND_BEHAVIOUR.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::DOES_GROUP_EXIST

- **Hash:** `0x7C6B0C22F9F40BBE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DoesGroupExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/DOES_GROUP_EXIST

## Signature

```c
BOOL DOES_GROUP_EXIST(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesGroupExist(groupId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C6B0C22F9F40BBE, groupId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesGroupExist(groupId);

// by hash
const retval = Citizen.invokeNative('0x7C6B0C22F9F40BBE', groupId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C6B0C22F9F40BBE, groupId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_DOES_META_PED_OUTFIT_EXIST_FOR_PED_MODEL

- **Hash:** `0xC0E880B7A441164D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DoesMetaPedOutfitExistForPedModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_DOES_META_PED_OUTFIT_EXIST_FOR_PED_MODEL

## Signature

```c
BOOL _DOES_META_PED_OUTFIT_EXIST_FOR_PED_MODEL(Hash outfit, Hash model);
```

## Parameters

- `outfit` (`Hash`)
- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesMetaPedOutfitExistForPedModel(outfit, model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0E880B7A441164D, outfit, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesMetaPedOutfitExistForPedModel(outfit, model);

// by hash
const retval = Citizen.invokeNative('0xC0E880B7A441164D', outfit, model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC0E880B7A441164D, outfit, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_DOES_META_PED_SUBOUTFIT_EXIST_FOR_PED_MODEL

- **Hash:** `0x4FF3C2B4E6A196C1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `DoesMetaPedSuboutfitExistForPedModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_DOES_META_PED_SUBOUTFIT_EXIST_FOR_PED_MODEL

## Signature

```c
BOOL _DOES_META_PED_SUBOUTFIT_EXIST_FOR_PED_MODEL(Hash outfit, Hash suboutfit, Hash model);
```

## Parameters

- `outfit` (`Hash`)
- `suboutfit` (`Hash`)
- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesMetaPedSuboutfitExistForPedModel(outfit, suboutfit, model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4FF3C2B4E6A196C1, outfit, suboutfit, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesMetaPedSuboutfitExistForPedModel(outfit, suboutfit, model);

// by hash
const retval = Citizen.invokeNative('0x4FF3C2B4E6A196C1', outfit, suboutfit, model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4FF3C2B4E6A196C1, outfit, suboutfit, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_EQUIP_META_PED_OUTFIT

- **Hash:** `0x1902C4CFCC5BE57C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `EquipMetaPedOutfit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_EQUIP_META_PED_OUTFIT

## Signature

```c
void _EQUIP_META_PED_OUTFIT(Ped ped, Hash hash);
```

## Parameters

- `ped` (`Ped`)
- `hash` (`Hash`)

## Returns

`void`

## Description

Note: you have to update your ped's variation after calling (using 0xCC8CA3E88256E58F)

Body Types:
MPCREATOR_NEUTRAL
MPCREATOR_SKINNY
MPCREATOR_SKINNY_MUSCULAR
MPCREATOR_HEAVY
MPCREATOR_HEAVY_MUSCULAR

eBodyWeightOutfit (pedattributes.ymt):
-2045421226 (smallest)
-1745814259
-325933489
-1065791927
-844699484
-1273449080
927185840
149872391
399015098
-644349862
1745919061 (default)
1004225511
1278600348
502499352
-2093198664
-1837436619
1736416063
2040610690
-1173634986
-867801909
1960266524 (biggest)

https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_outfits.lua

Alt name: _EQUIP_META_PED_OUTFIT_COMPONENT

## Usage

### Lua

```lua
EquipMetaPedOutfit(ped, hash)

-- always available, by hash
Citizen.InvokeNative(0x1902C4CFCC5BE57C, ped, hash)
```

### JavaScript

```js
EquipMetaPedOutfit(ped, hash);

// by hash
Citizen.invokeNative('0x1902C4CFCC5BE57C', ped, hash);
```

### C#

```csharp
Function.Call((Hash)0x1902C4CFCC5BE57C, ped, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REQUEST_META_PED_OUTFIT](https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED_OUTFIT.md) — Returns requestId, to be used with 0x74F512E29CB717E2

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_EQUIP_META_PED_OUTFIT_EXTRA

- **Hash:** `0xA5BAE410B03E7371`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `EquipMetaPedOutfitExtra`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_EQUIP_META_PED_OUTFIT_EXTRA

## Signature

```c
void _EQUIP_META_PED_OUTFIT_EXTRA(Ped ped, int component, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `component` (`int`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

Changes Multiplayer ped face and body type components, they can be stacked
Params: p3 = 1
Body shape for mp_male from 124 - 128, 110 - 115 for mp_female
Face shape for mp_male from 110 - 123, 96 - 109 for mp_female
Cloth type for mp_male from 0 - 109, 0 - 95 for mp_female

## Usage

### Lua

```lua
EquipMetaPedOutfitExtra(ped, component, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xA5BAE410B03E7371, ped, component, p2, p3)
```

### JavaScript

```js
EquipMetaPedOutfitExtra(ped, component, p2, p3);

// by hash
Citizen.invokeNative('0xA5BAE410B03E7371', ped, component, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xA5BAE410B03E7371, ped, component, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_EQUIP_META_PED_OUTFIT_PRESET

- **Hash:** `0x77FF8D35EEC6BBC4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `EquipMetaPedOutfitPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_EQUIP_META_PED_OUTFIT_PRESET

## Signature

```c
void _EQUIP_META_PED_OUTFIT_PRESET(Ped ped, int presetId, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `presetId` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Sets the outfit preset for the ped. The presetId is an index which determines its preset outfit. p2 is always false in the scripts.
If p2 is true as player, then certain components like facial hair and hair will not be removed.
Old name: _SET_PED_OUTFIT_PRESET

## Usage

### Lua

```lua
EquipMetaPedOutfitPreset(ped, presetId, p2)

-- always available, by hash
Citizen.InvokeNative(0x77FF8D35EEC6BBC4, ped, presetId, p2)
```

### JavaScript

```js
EquipMetaPedOutfitPreset(ped, presetId, p2);

// by hash
Citizen.invokeNative('0x77FF8D35EEC6BBC4', ped, presetId, p2);
```

### C#

```csharp
Function.Call((Hash)0x77FF8D35EEC6BBC4, ped, presetId, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_EQUIP_META_PED_SUBOUTFIT

- **Hash:** `0x66FF395445A88A6E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `EquipMetaPedSuboutfit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_EQUIP_META_PED_SUBOUTFIT

## Signature

```c
void _EQUIP_META_PED_SUBOUTFIT(Ped ped, Hash suboutfit, int p2);
```

## Parameters

- `ped` (`Ped`)
- `suboutfit` (`Hash`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EquipMetaPedSuboutfit(ped, suboutfit, p2)

-- always available, by hash
Citizen.InvokeNative(0x66FF395445A88A6E, ped, suboutfit, p2)
```

### JavaScript

```js
EquipMetaPedSuboutfit(ped, suboutfit, p2);

// by hash
Citizen.invokeNative('0x66FF395445A88A6E', ped, suboutfit, p2);
```

### C#

```csharp
Function.Call((Hash)0x66FF395445A88A6E, ped, suboutfit, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::EXPLODE_PED_HEAD

- **Hash:** `0x2D05CED3A38D0F3A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ExplodePedHead`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/EXPLODE_PED_HEAD

## Signature

```c
void EXPLODE_PED_HEAD(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Description

Forces the ped to fall back and kills it.

It doesn't really explode the ped's head but it kills the ped

## Usage

### Lua

```lua
ExplodePedHead(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x2D05CED3A38D0F3A, ped, weaponHash)
```

### JavaScript

```js
ExplodePedHead(ped, weaponHash);

// by hash
Citizen.invokeNative('0x2D05CED3A38D0F3A', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x2D05CED3A38D0F3A, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::FADE_AND_DESTROY_PED

- **Hash:** `0x7043D0681285BA2D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `FadeAndDestroyPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/FADE_AND_DESTROY_PED

## Signature

```c
void FADE_AND_DESTROY_PED(Ped* ped);
```

## Parameters

- `ped` (`Ped*`)

## Returns

`void`

## Usage

### Lua

```lua
local ped = FadeAndDestroyPed(ped)

-- always available, by hash
local ped = Citizen.InvokeNative(0x7043D0681285BA2D, Citizen.PointerValueIntInitialized(ped))
```

### JavaScript

```js
const ped = FadeAndDestroyPed(ped);

// by hash
const ped = Citizen.invokeNative('0x7043D0681285BA2D', Citizen.pointerValueIntInitialized(ped));
```

### C#

```csharp
var ped = new OutputArgument();
Function.Call((Hash)0x7043D0681285BA2D, ped);
// ped.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_FAKE_SET_PED_LOCO_INJURED

- **Hash:** `0x8B3CB08158E98481`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `FakeSetPedLocoInjured`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_FAKE_SET_PED_LOCO_INJURED

## Signature

```c
void _FAKE_SET_PED_LOCO_INJURED(Ped ped, BOOL enabled);
```

## Parameters

- `ped` (`Ped`)
- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
FakeSetPedLocoInjured(ped, enabled)

-- always available, by hash
Citizen.InvokeNative(0x8B3CB08158E98481, ped, enabled)
```

### JavaScript

```js
FakeSetPedLocoInjured(ped, enabled);

// by hash
Citizen.invokeNative('0x8B3CB08158E98481', ped, enabled);
```

### C#

```csharp
Function.Call((Hash)0x8B3CB08158E98481, ped, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::FIND_ALL_ATTACHED_CARRIABLE_ENTITIES

- **Hash:** `0xB5ACE8B23A438EC0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `FindAllAttachedCarriableEntities`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/FIND_ALL_ATTACHED_CARRIABLE_ENTITIES

## Signature

```c
void FIND_ALL_ATTACHED_CARRIABLE_ENTITIES(Ped ped, ItemSet itemset);
```

## Parameters

- `ped` (`Ped`)
- `itemset` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
FindAllAttachedCarriableEntities(ped, itemset)

-- always available, by hash
Citizen.InvokeNative(0xB5ACE8B23A438EC0, ped, itemset)
```

### JavaScript

```js
FindAllAttachedCarriableEntities(ped, itemset);

// by hash
Citizen.invokeNative('0xB5ACE8B23A438EC0', ped, itemset);
```

### C#

```csharp
Function.Call((Hash)0xB5ACE8B23A438EC0, ped, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::FORCE_ALL_HEADING_VALUES_TO_ALIGN

- **Hash:** `0xFF287323B0E2C69A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ForceAllHeadingValuesToAlign`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/FORCE_ALL_HEADING_VALUES_TO_ALIGN

## Signature

```c
void FORCE_ALL_HEADING_VALUES_TO_ALIGN(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Old name: _FREEZE_PED_CAMERA_ROTATION

## Usage

### Lua

```lua
ForceAllHeadingValuesToAlign(ped)

-- always available, by hash
Citizen.InvokeNative(0xFF287323B0E2C69A, ped)
```

### JavaScript

```js
ForceAllHeadingValuesToAlign(ped);

// by hash
Citizen.invokeNative('0xFF287323B0E2C69A', ped);
```

### C#

```csharp
Function.Call((Hash)0xFF287323B0E2C69A, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::FORCE_PED_AI_AND_ANIMATION_UPDATE

- **Hash:** `0x2208438012482A1A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ForcePedAiAndAnimationUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/FORCE_PED_AI_AND_ANIMATION_UPDATE

## Signature

```c
void FORCE_PED_AI_AND_ANIMATION_UPDATE(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ForcePedAiAndAnimationUpdate(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x2208438012482A1A, ped, p1, p2)
```

### JavaScript

```js
ForcePedAiAndAnimationUpdate(ped, p1, p2);

// by hash
Citizen.invokeNative('0x2208438012482A1A', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x2208438012482A1A, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_FORCE_PED_DEATH

- **Hash:** `0x1CE875505D45338A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ForcePedDeath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_FORCE_PED_DEATH

## Signature

```c
void _FORCE_PED_DEATH(Ped ped, Ped pedKiller, Hash weapon);
```

## Parameters

- `ped` (`Ped`)
- `pedKiller` (`Ped`)
- `weapon` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ForcePedDeath(ped, pedKiller, weapon)

-- always available, by hash
Citizen.InvokeNative(0x1CE875505D45338A, ped, pedKiller, weapon)
```

### JavaScript

```js
ForcePedDeath(ped, pedKiller, weapon);

// by hash
Citizen.invokeNative('0x1CE875505D45338A', ped, pedKiller, weapon);
```

### C#

```csharp
Function.Call((Hash)0x1CE875505D45338A, ped, pedKiller, weapon);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::FORCE_PED_MOTION_STATE

- **Hash:** `0xF28965D04F570DCA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ForcePedMotionState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/FORCE_PED_MOTION_STATE

## Signature

```c
BOOL FORCE_PED_MOTION_STATE(Ped ped, Hash motionStateHash, BOOL p2, int p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `motionStateHash` (`Hash`)
- `p2` (`BOOL`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CPedMotionStates__eMotionState

## Usage

### Lua

```lua
local retval = ForcePedMotionState(ped, motionStateHash, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF28965D04F570DCA, ped, motionStateHash, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ForcePedMotionState(ped, motionStateHash, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xF28965D04F570DCA', ped, motionStateHash, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF28965D04F570DCA, ped, motionStateHash, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [CPedMotionStates__eMotionState](https://natives.borderlinerp.com/enums/CPedMotionStates__eMotionState.md) — 83 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER

- **Hash:** `0xDC9273D95976BA22`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetAccuracyAgainstLocalPlayerModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER

## Signature

```c
float _GET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAccuracyAgainstLocalPlayerModifier(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC9273D95976BA22, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDC9273D95976BA22', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xDC9273D95976BA22, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER](https://natives.borderlinerp.com/natives/PED/_SET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_ACTIVE_ANIMAL_OWNER

- **Hash:** `0xF103823FFE72BB49`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetActiveAnimalOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_ACTIVE_ANIMAL_OWNER

## Signature

```c
Ped _GET_ACTIVE_ANIMAL_OWNER(Ped animal);
```

## Parameters

- `animal` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetActiveAnimalOwner(animal)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF103823FFE72BB49, animal, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetActiveAnimalOwner(animal);

// by hash
const retval = Citizen.invokeNative('0xF103823FFE72BB49', animal, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF103823FFE72BB49, animal);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_ACTIVE_ANIMAL_OWNER](https://natives.borderlinerp.com/natives/PED/_CLEAR_ACTIVE_ANIMAL_OWNER.md) — Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false) Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse?…

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_ACTIVE_DYNAMIC_SCENARIO

- **Hash:** `0x569F1E1237508DEB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetActiveDynamicScenario`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_ACTIVE_DYNAMIC_SCENARIO

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns kneeling, sitting, squating, and sleeping scenario hashes

## Usage

### Lua

```lua
local retval = GetActiveDynamicScenario(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x569F1E1237508DEB, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x569F1E1237508DEB', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x569F1E1237508DEB, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_ACTIVE_DYNAMIC_SCENARIO_2

- **Hash:** `0xC22AA08A8ADB87D4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetActiveDynamicScenario_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_ACTIVE_DYNAMIC_SCENARIO_2

## Signature

```c
Hash _GET_ACTIVE_DYNAMIC_SCENARIO_2(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns kneeling, sitting, squating, and sleeping scenario hashes

## Usage

### Lua

```lua
local retval = GetActiveDynamicScenario_2(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC22AA08A8ADB87D4, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetActiveDynamicScenario_2(ped);

// by hash
const retval = Citizen.invokeNative('0xC22AA08A8ADB87D4', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC22AA08A8ADB87D4, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_ANIM_INITIAL_OFFSET_POSITION

- **Hash:** `0xBE22B26DD764C040`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetAnimInitialOffsetPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_ANIM_INITIAL_OFFSET_POSITION

## Signature

```c
Vector3 GET_ANIM_INITIAL_OFFSET_POSITION(const char* animDict, const char* animName, float x, float y, float z, float xRot, float yRot, float zRot, float p8, int p9);
```

## Parameters

- `animDict` (`const char*`)
- `animName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `p8` (`float`)
- `p9` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetAnimInitialOffsetPosition(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBE22B26DD764C040, animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetAnimInitialOffsetPosition(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9);

// by hash
const retval = Citizen.invokeNative('0xBE22B26DD764C040', animDict, animName, x + 0.0000001, y + 0.0000001, z + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, p8 + 0.0000001, p9, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xBE22B26DD764C040, animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_ANIM_INITIAL_OFFSET_ROTATION

- **Hash:** `0x4B805E6046EE9E47`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetAnimInitialOffsetRotation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_ANIM_INITIAL_OFFSET_ROTATION

## Signature

```c
Vector3 GET_ANIM_INITIAL_OFFSET_ROTATION(const char* animDict, const char* animName, float x, float y, float z, float xRot, float yRot, float zRot, float p8, int p9);
```

## Parameters

- `animDict` (`const char*`)
- `animName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `p8` (`float`)
- `p9` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetAnimInitialOffsetRotation(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4B805E6046EE9E47, animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetAnimInitialOffsetRotation(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9);

// by hash
const retval = Citizen.invokeNative('0x4B805E6046EE9E47', animDict, animName, x + 0.0000001, y + 0.0000001, z + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, p8 + 0.0000001, p9, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x4B805E6046EE9E47, animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_BLOCKING_OF_NON_TEMPORARY_EVENTS

- **Hash:** `0x268B3AEBF032A88D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetBlockingOfNonTemporaryEvents`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_BLOCKING_OF_NON_TEMPORARY_EVENTS

## Signature

```c
BOOL _GET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetBlockingOfNonTemporaryEvents(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x268B3AEBF032A88D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x268B3AEBF032A88D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x268B3AEBF032A88D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS](https://natives.borderlinerp.com/natives/PED/SET_BLOCKING_OF_NON_TEMPORARY_EVENTS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_CARRIED_ATTACHED_INFO_FOR_SLOT

- **Hash:** `0x608BC6A6AACD5036`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCarriedAttachedInfoForSlot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **Other names:** `_GET_CARRIED_ATTACHED_INFO_FOR_SLOT`
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_CARRIED_ATTACHED_INFO_FOR_SLOT

## Signature

```c
BOOL GET_CARRIED_ATTACHED_INFO_FOR_SLOT(Any* outData, Ped ped, int carriableSlot, int p3);
```

## Parameters

- `outData` (`Any*`)
- `ped` (`Ped`)
- `carriableSlot` (`int`)
- `p3` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Outputs carriable info for a ped's carriable slot (see TASK_CARRIABLE slot indices). p3 is always 0 in R* scripts. Returns true if outData was filled.

outData: script struct<4> (32 bytes); each field is 8-byte (alignas(8)):
	struct CarriedAttachedInfo
	{
		alignas(8) Hash   model;         // carried entity model
		alignas(8) Hash   carryConfig;   // carry config (e.g. DEAD_CARRIABLE_FOX)
		alignas(8) int    carriableSlot; // slot index queried
		alignas(8) Entity entity;        // carried entity handle (0 if none)
	};

Example image: https://imgur.com/a/2wjt6PT

*Source: VORPCORE RDR3natives*

Outputs carriable infos for selected ped carriable slot.

Parameters:
- outData: Any* — A structure of 4 explained below
- ped: Ped to check
- carriableSlot: int See TASK_CARRIABLE for available slots
- p3: int always 0 in R* scripts

## Usage

### Lua

```lua
local retval, outData = GetCarriedAttachedInfoForSlot(ped, carriableSlot, p3)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x608BC6A6AACD5036, Citizen.PointerValueInt(), ped, carriableSlot, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = GetCarriedAttachedInfoForSlot(ped, carriableSlot, p3);

// by hash
const [retval, outData] = Citizen.invokeNative('0x608BC6A6AACD5036', Citizen.pointerValueInt(), ped, carriableSlot, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x608BC6A6AACD5036, outData, ped, carriableSlot, p3);
// outData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Examples

*Source: VORPCORE RDR3natives*

```lua
struct outData
{
  Hash model;
  Hash carryConfig;
  Hash carriableSlot;
  Entity entityCarried;
}
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_CARRIED_PELT_SKINS

- **Hash:** `0x6F43C351A5D51E2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCarriedPeltSkins`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_CARRIED_PELT_SKINS

## Signature

```c
int _GET_CARRIED_PELT_SKINS(Ped mount, Any* outData);
```

## Parameters

- `mount` (`Ped`)
- `outData` (`Any*`)

## Returns

`int`

## Description

https://github.com/nativewrappers/nativewrappers/blob/main/src/redm/entities/HorsePeltEntries.ts
https://pastebin.com/D58XgYBm

## Usage

### Lua

```lua
local retval, outData = GetCarriedPeltSkins(mount, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x6F43C351A5D51E2F, mount, Citizen.PointerValueIntInitialized(outData), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outData] = GetCarriedPeltSkins(mount, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x6F43C351A5D51E2F', mount, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outData = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6F43C351A5D51E2F, mount, outData);
// outData.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_CARRIER_AS_HUMAN

- **Hash:** `0x79443D56C8DF45EE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCarrierAsHuman`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_CARRIER_AS_HUMAN

## Signature

```c
Ped _GET_CARRIER_AS_HUMAN(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetCarrierAsHuman(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79443D56C8DF45EE, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCarrierAsHuman(entity);

// by hash
const retval = Citizen.invokeNative('0x79443D56C8DF45EE', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x79443D56C8DF45EE, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_CARRIER_AS_MOUNT

- **Hash:** `0xA033D7E4BBF9844D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCarrierAsMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_CARRIER_AS_MOUNT

## Signature

```c
Ped _GET_CARRIER_AS_MOUNT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetCarrierAsMount(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA033D7E4BBF9844D, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCarrierAsMount(entity);

// by hash
const retval = Citizen.invokeNative('0xA033D7E4BBF9844D', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA033D7E4BBF9844D, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_CARRIER_AS_PED

- **Hash:** `0x09B83E68DE004CD4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCarrierAsPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_CARRIER_AS_PED

## Signature

```c
Ped _GET_CARRIER_AS_PED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetCarrierAsPed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x09B83E68DE004CD4, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCarrierAsPed(entity);

// by hash
const retval = Citizen.invokeNative('0x09B83E68DE004CD4', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x09B83E68DE004CD4, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_CATEGORY_OF_COMPONENT_AT_INDEX

- **Hash:** `0x9B90842304C938A7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCategoryOfComponentAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_CATEGORY_OF_COMPONENT_AT_INDEX

## Signature

```c
Hash _GET_CATEGORY_OF_COMPONENT_AT_INDEX(Ped ped, int componentIndex, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `componentIndex` (`int`)
- `p2` (`Any`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetCategoryOfComponentAtIndex(ped, componentIndex, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9B90842304C938A7, ped, componentIndex, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCategoryOfComponentAtIndex(ped, componentIndex, p2);

// by hash
const retval = Citizen.invokeNative('0x9B90842304C938A7', ped, componentIndex, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9B90842304C938A7, ped, componentIndex, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_CHAR_EXPRESSION

- **Hash:** `0xFD1BA1EEF7985BB8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCharExpression`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_CHAR_EXPRESSION

## Signature

```c
float _GET_CHAR_EXPRESSION(Ped ped, int index);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)

## Returns

`float`

## Description

Gets MetaPedExpression at index specified

For index, see: _SET_CHAR_EXPRESSION

Old name: _GET_PED_FACE_FEATURE

## Usage

### Lua

```lua
local retval = GetCharExpression(ped, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD1BA1EEF7985BB8, ped, index, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetCharExpression(ped, index);

// by hash
const retval = Citizen.invokeNative('0xFD1BA1EEF7985BB8', ped, index, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFD1BA1EEF7985BB8, ped, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_CHAR_EXPRESSION](https://natives.borderlinerp.com/natives/PED/_SET_CHAR_EXPRESSION.md) — Sets MetaPedExpression at index specified.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::GET_CLOSEST_PED

- **Hash:** `0xC33AB876A77F8164`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetClosestPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_CLOSEST_PED

## Signature

```c
BOOL GET_CLOSEST_PED(float x, float y, float z, float radius, BOOL p4, BOOL p5, Ped* outPed, BOOL p7, BOOL p8, BOOL p9, int pedType);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `outPed` (`Ped*`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `pedType` (`int`)

## Returns

`BOOL`

## Description

Gets the closest ped in a radius.

## Usage

### Lua

```lua
local retval, outPed = GetClosestPed(x, y, z, radius, p4, p5, p7, p8, p9, pedType)

-- always available, by hash
local retval, outPed = Citizen.InvokeNative(0xC33AB876A77F8164, x, y, z, radius, p4, p5, Citizen.PointerValueInt(), p7, p8, p9, pedType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPed] = GetClosestPed(x, y, z, radius, p4, p5, p7, p8, p9, pedType);

// by hash
const [retval, outPed] = Citizen.invokeNative('0xC33AB876A77F8164', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, Citizen.pointerValueInt(), p7, p8, p9, pedType, Citizen.returnResultAnyway());
```

### C#

```csharp
var outPed = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xC33AB876A77F8164, x, y, z, radius, p4, p5, outPed, p7, p8, p9, pedType);
// outPed.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_COMBAT_FLOAT

- **Hash:** `0x52DFF8A10508090A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCombatFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_COMBAT_FLOAT

## Signature

```c
float GET_COMBAT_FLOAT(Ped ped, int combatType);
```

## Parameters

- `ped` (`Ped`)
- `combatType` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetCombatFloat(ped, combatType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52DFF8A10508090A, ped, combatType, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetCombatFloat(ped, combatType);

// by hash
const retval = Citizen.invokeNative('0x52DFF8A10508090A', ped, combatType, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x52DFF8A10508090A, ped, combatType);
```

## Related enums

- [eCombatAttributeFloats](https://natives.borderlinerp.com/enums/eCombatAttributeFloats.md) — 72 values

## See also

- [PED::SET_COMBAT_FLOAT](https://natives.borderlinerp.com/natives/PED/SET_COMBAT_FLOAT.md) — combatType can be between 0-14.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_CURRENT_TARGET_FOR_PED

- **Hash:** `0xCD66FEA29400A0B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetCurrentTargetForPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_CURRENT_TARGET_FOR_PED

## Signature

```c
Entity GET_CURRENT_TARGET_FOR_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetCurrentTargetForPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD66FEA29400A0B5, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xCD66FEA29400A0B5', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCD66FEA29400A0B5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_DEAD_PED_PICKUP_COORDS

- **Hash:** `0xCD5003B097200F36`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetDeadPedPickupCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_DEAD_PED_PICKUP_COORDS

## Signature

```c
Vector3 GET_DEAD_PED_PICKUP_COORDS(Ped ped, float p1, float p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetDeadPedPickupCoords(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD5003B097200F36, ped, p1, p2, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetDeadPedPickupCoords(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xCD5003B097200F36', ped, p1 + 0.0000001, p2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xCD5003B097200F36, ped, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_DEFAULT_RELATIONSHIP_GROUP_HASH

- **Hash:** `0x3CC4A718C258BDD0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetDefaultRelationshipGroupHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_DEFAULT_RELATIONSHIP_GROUP_HASH

## Signature

```c
Hash _GET_DEFAULT_RELATIONSHIP_GROUP_HASH(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetDefaultRelationshipGroupHash(modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CC4A718C258BDD0, modelHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultRelationshipGroupHash(modelHash);

// by hash
const retval = Citizen.invokeNative('0x3CC4A718C258BDD0', modelHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3CC4A718C258BDD0, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_FIRST_ENTITY_PED_IS_CARRYING

- **Hash:** `0xD806CD2A4F2C2996`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetFirstEntityPedIsCarrying`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_FIRST_ENTITY_PED_IS_CARRYING

## Signature

```c
Entity _GET_FIRST_ENTITY_PED_IS_CARRYING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetFirstEntityPedIsCarrying(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD806CD2A4F2C2996, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD806CD2A4F2C2996', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD806CD2A4F2C2996, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_GET_GROUP_FORMATION

- **Hash:** `0x13A1B061007C906B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetGroupFormation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_GROUP_FORMATION

## Signature

```c
int _GET_GROUP_FORMATION(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetGroupFormation(groupId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13A1B061007C906B, groupId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetGroupFormation(groupId);

// by hash
const retval = Citizen.invokeNative('0x13A1B061007C906B', groupId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13A1B061007C906B, groupId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [Ped Group Formation](https://natives.borderlinerp.com/enums/Ped-Group-Formation.md) — 13 values

## See also

- [PED::SET_GROUP_FORMATION](https://natives.borderlinerp.com/natives/PED/SET_GROUP_FORMATION.md) — eFormationType

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_GROUP_SIZE

- **Hash:** `0x8DE69FE35CA09A45`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetGroupSize`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_GROUP_SIZE

## Signature

```c
void GET_GROUP_SIZE(int groupId, BOOL* hasLeader, int* numberOfFollowers);
```

## Parameters

- `groupId` (`int`)
- `hasLeader` (`BOOL*`)
- `numberOfFollowers` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local hasLeader, numberOfFollowers = GetGroupSize(groupId)

-- always available, by hash
local hasLeader, numberOfFollowers = Citizen.InvokeNative(0x8DE69FE35CA09A45, groupId, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt())
```

### JavaScript

```js
const [hasLeader, numberOfFollowers] = GetGroupSize(groupId);

// by hash
const [hasLeader, numberOfFollowers] = Citizen.invokeNative('0x8DE69FE35CA09A45', groupId, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt());
```

### C#

```csharp
var hasLeader = new OutputArgument();
var numberOfFollowers = new OutputArgument();
Function.Call((Hash)0x8DE69FE35CA09A45, groupId, hasLeader, numberOfFollowers);
// hasLeader.GetResult<bool>()
// numberOfFollowers.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_HEALTH_RECHARGE_MULTIPLIER

- **Hash:** `0x95B8E397B8F4360F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetHealthRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_HEALTH_RECHARGE_MULTIPLIER

## Signature

```c
float _GET_HEALTH_RECHARGE_MULTIPLIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetHealthRechargeMultiplier(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x95B8E397B8F4360F, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x95B8E397B8F4360F', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x95B8E397B8F4360F, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_HEALTH_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_SET_HEALTH_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_HORSE_TAMING_STATE

- **Hash:** `0x454AD4DA6C41B5BD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetHorseTamingState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_HORSE_TAMING_STATE

## Signature

```c
int _GET_HORSE_TAMING_STATE(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`int`

## Description

Returns an int based on enum eTamingState

enum eTamingState
{
	ATS_INVALID = 0,
	ATS_INACTIVE,
	ATS_TARGET_DETECTED,
	ATS_CALLED_OUT,
	ATS_MOUNTABLE,
	ATS_BEING_PATTED,
	ATS_BREAKING_ACTIVE,
	ATS_SPOOKED,
	ATS_RETREATING,
	ATS_FLEEING
};

## Usage

### Lua

```lua
local retval = GetHorseTamingState(horse)

-- always available, by hash
local retval = Citizen.InvokeNative(0x454AD4DA6C41B5BD, horse, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHorseTamingState(horse);

// by hash
const retval = Citizen.invokeNative('0x454AD4DA6C41B5BD', horse, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x454AD4DA6C41B5BD, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_INCAPACITATION_TIME_REMAINING

- **Hash:** `0x88D9D76D78065487`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIncapacitationTimeRemaining`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_INCAPACITATION_TIME_REMAINING

## Signature

```c
int _GET_INCAPACITATION_TIME_REMAINING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetIncapacitationTimeRemaining(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x88D9D76D78065487, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x88D9D76D78065487', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x88D9D76D78065487, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_IS_PED_BEING_ROBBED

- **Hash:** `0xE33F98BD76490ABC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIsPedBeingRobbed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_IS_PED_BEING_ROBBED

## Signature

```c
BOOL _GET_IS_PED_BEING_ROBBED(Ped ped, Player player, BOOL trueUntilPlayerPocketsItem);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)
- `trueUntilPlayerPocketsItem` (`BOOL`)

## Returns

`BOOL`

## Description

If p2 is false, then this native will return true until the interaction is complete. If true, the native will return true until player pockets robbery item.
_GET_IS_PED_[M-R]*

## Usage

### Lua

```lua
local retval = GetIsPedBeingRobbed(ped, player, trueUntilPlayerPocketsItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE33F98BD76490ABC, ped, player, trueUntilPlayerPocketsItem, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedBeingRobbed(ped, player, trueUntilPlayerPocketsItem);

// by hash
const retval = Citizen.invokeNative('0xE33F98BD76490ABC', ped, player, trueUntilPlayerPocketsItem, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE33F98BD76490ABC, ped, player, trueUntilPlayerPocketsItem);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_IS_PED_COMMAND_HASH_PRESENT

- **Hash:** `0x68821369A2CEADD5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIsPedCommandHashPresent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_IS_PED_COMMAND_HASH_PRESENT

## Signature

```c
BOOL _GET_IS_PED_COMMAND_HASH_PRESENT(Ped ped, Hash commandHash);
```

## Parameters

- `ped` (`Ped`)
- `commandHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsPedCommandHashPresent(ped, commandHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x68821369A2CEADD5, ped, commandHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedCommandHashPresent(ped, commandHash);

// by hash
const retval = Citizen.invokeNative('0x68821369A2CEADD5', ped, commandHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x68821369A2CEADD5, ped, commandHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_IS_PED_IN_DISPUTE_WITH_PED

- **Hash:** `0x331550B212014B92`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIsPedInDisputeWithPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_IS_PED_IN_DISPUTE_WITH_PED

## Signature

```c
BOOL _GET_IS_PED_IN_DISPUTE_WITH_PED(Ped ped, Ped pedInDisputeWith);
```

## Parameters

- `ped` (`Ped`)
- `pedInDisputeWith` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if ped is in a dispute another ped (pedInDisputeWith can also be 0)

## Usage

### Lua

```lua
local retval = GetIsPedInDisputeWithPed(ped, pedInDisputeWith)

-- always available, by hash
local retval = Citizen.InvokeNative(0x331550B212014B92, ped, pedInDisputeWith, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedInDisputeWithPed(ped, pedInDisputeWith);

// by hash
const retval = Citizen.invokeNative('0x331550B212014B92', ped, pedInDisputeWith, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x331550B212014B92, ped, pedInDisputeWith);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_IS_PED_MOTIVATION_STATE_ENABLED

- **Hash:** `0x33FA048675821DA7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIsPedMotivationStateEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_IS_PED_MOTIVATION_STATE_ENABLED

## Signature

```c
BOOL _GET_IS_PED_MOTIVATION_STATE_ENABLED(Ped ped, int motivationState);
```

## Parameters

- `ped` (`Ped`)
- `motivationState` (`int`)

## Returns

`BOOL`

## Description

motivationState: see _SET_PED_MOTIVATION

## Usage

### Lua

```lua
local retval = GetIsPedMotivationStateEnabled(ped, motivationState)

-- always available, by hash
local retval = Citizen.InvokeNative(0x33FA048675821DA7, ped, motivationState, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedMotivationStateEnabled(ped, motivationState);

// by hash
const retval = Citizen.invokeNative('0x33FA048675821DA7', ped, motivationState, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x33FA048675821DA7, ped, motivationState);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedMotivationState](https://natives.borderlinerp.com/enums/PedMotivationState.md) — 11 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_IS_PED_RESPONDING_TO_NEGATIVE_INTERACTION

- **Hash:** `0xA454D234E45BB6E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIsPedRespondingToNegativeInteraction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_IS_PED_RESPONDING_TO_NEGATIVE_INTERACTION

## Signature

```c
BOOL GET_IS_PED_RESPONDING_TO_NEGATIVE_INTERACTION(Ped ped, Player player);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsPedRespondingToNegativeInteraction(ped, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA454D234E45BB6E5, ped, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedRespondingToNegativeInteraction(ped, player);

// by hash
const retval = Citizen.invokeNative('0xA454D234E45BB6E5', ped, player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA454D234E45BB6E5, ped, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_IS_PED_RESPONDING_TO_POSITIVE_INTERACTION

- **Hash:** `0x9337183FDA2E9035`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetIsPedRespondingToPositiveInteraction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_IS_PED_RESPONDING_TO_POSITIVE_INTERACTION

## Signature

```c
BOOL GET_IS_PED_RESPONDING_TO_POSITIVE_INTERACTION(Ped ped, Player player);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsPedRespondingToPositiveInteraction(ped, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9337183FDA2E9035, ped, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedRespondingToPositiveInteraction(ped, player);

// by hash
const retval = Citizen.invokeNative('0x9337183FDA2E9035', ped, player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9337183FDA2E9035, ped, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_JACK_TARGET

- **Hash:** `0x5486A79D9FBD342D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetJackTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_JACK_TARGET

## Signature

```c
Ped GET_JACK_TARGET(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetJackTarget(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5486A79D9FBD342D, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5486A79D9FBD342D', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5486A79D9FBD342D, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LASSO_TARGET

- **Hash:** `0xB65A4DAB460A19BD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLassoTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LASSO_TARGET

## Signature

```c
Entity _GET_LASSO_TARGET(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetLassoTarget(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB65A4DAB460A19BD, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB65A4DAB460A19BD', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB65A4DAB460A19BD, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LASSOED_LASSOER

- **Hash:** `0x0C31C51168E80365`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLassoedLassoer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LASSOED_LASSOER

## Signature

```c
Ped _GET_LASSOED_LASSOER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetLassoedLassoer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C31C51168E80365, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0C31C51168E80365', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0C31C51168E80365, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LASSOER_OF_PED

- **Hash:** `0x833F0053340EF413`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLassoerOfPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LASSOER_OF_PED

## Signature

```c
Entity _GET_LASSOER_OF_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Description

_IS_PED_S* - _IS_PED_U*
This native name may or may not be misleading.

## Usage

### Lua

```lua
local retval = GetLassoerOfPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x833F0053340EF413, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x833F0053340EF413', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x833F0053340EF413, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LAST_LED_MOUNT

- **Hash:** `0x693126B5D0457D0D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLastLedMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LAST_LED_MOUNT

## Signature

```c
Ped _GET_LAST_LED_MOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Description

Returns last horse the ped was leading

## Usage

### Lua

```lua
local retval = GetLastLedMount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x693126B5D0457D0D, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x693126B5D0457D0D', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x693126B5D0457D0D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LAST_MOUNT

- **Hash:** `0x4C8B59171957BCF7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLastMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LAST_MOUNT

## Signature

```c
Ped _GET_LAST_MOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetLastMount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C8B59171957BCF7, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x4C8B59171957BCF7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C8B59171957BCF7, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LAST_VEHICLE_DRAFT_HORSE_WAS_ATTACHED_TO

- **Hash:** `0x5064DB5083C29921`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLastVehicleDraftHorseWasAttachedTo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LAST_VEHICLE_DRAFT_HORSE_WAS_ATTACHED_TO

## Signature

```c
Vehicle _GET_LAST_VEHICLE_DRAFT_HORSE_WAS_ATTACHED_TO(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetLastVehicleDraftHorseWasAttachedTo(horse)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5064DB5083C29921, horse, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLastVehicleDraftHorseWasAttachedTo(horse);

// by hash
const retval = Citizen.invokeNative('0x5064DB5083C29921', horse, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5064DB5083C29921, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_LOOTING_FLAG

- **Hash:** `0xE4C11F104620DDCE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLootingFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_LOOTING_FLAG

## Signature

```c
BOOL _GET_LOOTING_FLAG(Ped ped, int lootFlag);
```

## Parameters

- `ped` (`Ped`)
- `lootFlag` (`int`)

## Returns

`BOOL`

## Description

lootFlag: see SET_LOOTING_FLAG

## Usage

### Lua

```lua
local retval = GetLootingFlag(ped, lootFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4C11F104620DDCE, ped, lootFlag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetLootingFlag(ped, lootFlag);

// by hash
const retval = Citizen.invokeNative('0xE4C11F104620DDCE', ped, lootFlag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE4C11F104620DDCE, ped, lootFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CLootingFlags__Flags](https://natives.borderlinerp.com/enums/CLootingFlags__Flags.md) — 29 values

## See also

- [PED::SET_LOOTING_FLAG](https://natives.borderlinerp.com/natives/PED/SET_LOOTING_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_LOOTING_PICKUP_TARGET_ENTITY

- **Hash:** `0x14169FA823679E41`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetLootingPickupTargetEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_LOOTING_PICKUP_TARGET_ENTITY

## Signature

```c
Entity GET_LOOTING_PICKUP_TARGET_ENTITY(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetLootingPickupTargetEntity(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x14169FA823679E41, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x14169FA823679E41', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x14169FA823679E41, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_MELEE_TARGET_FOR_PED

- **Hash:** `0x18A3E9EE1297FD39`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMeleeTargetForPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_MELEE_TARGET_FOR_PED

## Signature

```c
Ped GET_MELEE_TARGET_FOR_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetMeleeTargetForPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x18A3E9EE1297FD39, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x18A3E9EE1297FD39', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x18A3E9EE1297FD39, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_META_PED_ASSET_GUIDS

- **Hash:** `0xA9C28516A6DC9D56`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMetaPedAssetGuids`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_META_PED_ASSET_GUIDS

## Signature

```c
BOOL GET_META_PED_ASSET_GUIDS(Ped ped, int index, Hash* drawable, Hash* albedo, Hash* normal, Hash* material);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)
- `drawable` (`Hash*`)
- `albedo` (`Hash*`)
- `normal` (`Hash*`)
- `material` (`Hash*`)

## Returns

`BOOL`

## Description

This is a way to get what drawables a ped has equipped
Example: you are able to tell if the ped has the drawable PLAYER_ZERO_HAT_017 attached
Note: this works with non shop components, direct .ydd files.

## Usage

### Lua

```lua
local retval, drawable, albedo, normal, material = GetMetaPedAssetGuids(ped, index)

-- always available, by hash
local retval, drawable, albedo, normal, material = Citizen.InvokeNative(0xA9C28516A6DC9D56, ped, index, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, drawable, albedo, normal, material] = GetMetaPedAssetGuids(ped, index);

// by hash
const [retval, drawable, albedo, normal, material] = Citizen.invokeNative('0xA9C28516A6DC9D56', ped, index, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var drawable = new OutputArgument();
var albedo = new OutputArgument();
var normal = new OutputArgument();
var material = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA9C28516A6DC9D56, ped, index, drawable, albedo, normal, material);
// drawable.GetResult<int>()
// albedo.GetResult<int>()
// normal.GetResult<int>()
// material.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_META_PED_ASSET_TINT

- **Hash:** `0xE7998FEC53A33BBE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMetaPedAssetTint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_META_PED_ASSET_TINT

## Signature

```c
BOOL GET_META_PED_ASSET_TINT(Ped ped, int index, Hash* pallete, int* tint0, int* tint1, int* tint2);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)
- `pallete` (`Hash*`)
- `tint0` (`int*`)
- `tint1` (`int*`)
- `tint2` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, pallete, tint0, tint1, tint2 = GetMetaPedAssetTint(ped, index)

-- always available, by hash
local retval, pallete, tint0, tint1, tint2 = Citizen.InvokeNative(0xE7998FEC53A33BBE, ped, index, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, pallete, tint0, tint1, tint2] = GetMetaPedAssetTint(ped, index);

// by hash
const [retval, pallete, tint0, tint1, tint2] = Citizen.invokeNative('0xE7998FEC53A33BBE', ped, index, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var pallete = new OutputArgument();
var tint0 = new OutputArgument();
var tint1 = new OutputArgument();
var tint2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE7998FEC53A33BBE, ped, index, pallete, tint0, tint1, tint2);
// pallete.GetResult<int>()
// tint0.GetResult<int>()
// tint1.GetResult<int>()
// tint2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_META_PED_RACE

- **Hash:** `0xB292203008EBBAAC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMetaPedRace`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_META_PED_RACE

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetMetaPedRace(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB292203008EBBAAC, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB292203008EBBAAC', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB292203008EBBAAC, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_META_PED_TYPE

- **Hash:** `0xEC9A1261BF0CE510`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMetaPedType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_META_PED_TYPE

## Signature

```c
int _GET_META_PED_TYPE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

enum eMetaPedType
{
	MPT_MALE,
	MPT_FEMALE,
	MPT_TEEN,
	MPT_ANIMAL,
	MPT_NONE
};

## Usage

### Lua

```lua
local retval = GetMetaPedType(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC9A1261BF0CE510, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xEC9A1261BF0CE510', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC9A1261BF0CE510, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_METAPED_OUTFIT_BY_INDEX

- **Hash:** `0x62FDF4E678E40CC6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMetapedOutfitByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_METAPED_OUTFIT_BY_INDEX

## Signature

```c
Any _GET_METAPED_OUTFIT_BY_INDEX(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`Any`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns p1 value for 0x8E84119A23C16623

*Source: VORPCORE RDR3natives*

Returns p1 value for 0x8E84119A23C16623,  get index outfit using GET_NUM_META_PED_OUTFITS

## Usage

### Lua

```lua
local retval = GetMetapedOutfitByIndex(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62FDF4E678E40CC6, entity, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMetapedOutfitByIndex(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x62FDF4E678E40CC6', entity, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x62FDF4E678E40CC6, entity, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::GET_MOUNT

- **Hash:** `0xE7E11B8DCBED1058`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_MOUNT

## Signature

```c
Ped GET_MOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetMount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE7E11B8DCBED1058, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xE7E11B8DCBED1058', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE7E11B8DCBED1058, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_COMPONENT_CATEGORIES_IN_PED

- **Hash:** `0xA622E66EEE92A08D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumComponentCategoriesInPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_COMPONENT_CATEGORIES_IN_PED

## Signature

```c
int _GET_NUM_COMPONENT_CATEGORIES_IN_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

Works similar to 0x90403E8107B60E81 (_GET_NUM_COMPONENTS_IN_PED) but is used to get category hashes instead

## Usage

### Lua

```lua
local retval = GetNumComponentCategoriesInPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA622E66EEE92A08D, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA622E66EEE92A08D', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA622E66EEE92A08D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_COMPONENTS_IN_PED

- **Hash:** `0x90403E8107B60E81`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumComponentsInPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_COMPONENTS_IN_PED

## Signature

```c
int _GET_NUM_COMPONENTS_IN_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumComponentsInPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x90403E8107B60E81, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x90403E8107B60E81', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x90403E8107B60E81, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_FREE_SLOTS_IN_PED_POOL

- **Hash:** `0x313778EDCA9158E2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumFreeSlotsInPedPool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_FREE_SLOTS_IN_PED_POOL

## Signature

```c
int _GET_NUM_FREE_SLOTS_IN_PED_POOL();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumFreeSlotsInPedPool()

-- always available, by hash
local retval = Citizen.InvokeNative(0x313778EDCA9158E2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumFreeSlotsInPedPool();

// by hash
const retval = Citizen.invokeNative('0x313778EDCA9158E2', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x313778EDCA9158E2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_NUM_META_PED_OUTFITS

- **Hash:** `0x10C70A515BC03707`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumMetaPedOutfits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_NUM_META_PED_OUTFITS

## Signature

```c
int GET_NUM_META_PED_OUTFITS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumMetaPedOutfits(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x10C70A515BC03707, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x10C70A515BC03707', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x10C70A515BC03707, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_RESERVED_AMBIENT_PEDS_DESIRED

- **Hash:** `0x62DE46F061CAA468`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumReservedAmbientPedsDesired`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_RESERVED_AMBIENT_PEDS_DESIRED

## Signature

```c
int _GET_NUM_RESERVED_AMBIENT_PEDS_DESIRED();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumReservedAmbientPedsDesired()

-- always available, by hash
local retval = Citizen.InvokeNative(0x62DE46F061CAA468, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumReservedAmbientPedsDesired();

// by hash
const retval = Citizen.invokeNative('0x62DE46F061CAA468', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x62DE46F061CAA468);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_RESERVED_AMBIENT_PEDS_READY

- **Hash:** `0x5C16855277819BBF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumReservedAmbientPedsReady`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_RESERVED_AMBIENT_PEDS_READY

## Signature

```c
int _GET_NUM_RESERVED_AMBIENT_PEDS_READY();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumReservedAmbientPedsReady()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C16855277819BBF, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumReservedAmbientPedsReady();

// by hash
const retval = Citizen.invokeNative('0x5C16855277819BBF', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5C16855277819BBF);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_RESERVED_HEALTH

- **Hash:** `0x16F2C8C084AB2092`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumReservedHealth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_RESERVED_HEALTH

## Signature

```c
Any _GET_NUM_RESERVED_HEALTH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = GetNumReservedHealth(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x16F2C8C084AB2092, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x16F2C8C084AB2092', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x16F2C8C084AB2092, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_NUM_RESERVED_STAMINA

- **Hash:** `0xFC3B580C4380B5B7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetNumReservedStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_NUM_RESERVED_STAMINA

## Signature

```c
int _GET_NUM_RESERVED_STAMINA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

returns the number of reserved stamina similar to _GET_NUM_RESERVED_HEALTH

## Usage

### Lua

```lua
local retval = GetNumReservedStamina(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC3B580C4380B5B7, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFC3B580C4380B5B7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFC3B580C4380B5B7, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::GET_PED_ACCURACY

- **Hash:** `0x37F4AD56ECBC0CD6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedAccuracy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_ACCURACY

## Signature

```c
int GET_PED_ACCURACY(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedAccuracy(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37F4AD56ECBC0CD6, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x37F4AD56ECBC0CD6', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37F4AD56ECBC0CD6, ped);
```

## See also

- [PED::SET_PED_ACCURACY](https://natives.borderlinerp.com/natives/PED/SET_PED_ACCURACY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_AS_GROUP_LEADER

- **Hash:** `0x5CCE68DBD5FE93EC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedAsGroupLeader`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_AS_GROUP_LEADER

## Signature

```c
Ped GET_PED_AS_GROUP_LEADER(int groupID);
```

## Parameters

- `groupID` (`int`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedAsGroupLeader(groupID)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CCE68DBD5FE93EC, groupID, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedAsGroupLeader(groupID);

// by hash
const retval = Citizen.invokeNative('0x5CCE68DBD5FE93EC', groupID, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5CCE68DBD5FE93EC, groupID);
```

## See also

- [PED::SET_PED_AS_GROUP_LEADER](https://natives.borderlinerp.com/natives/PED/SET_PED_AS_GROUP_LEADER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_AS_GROUP_MEMBER

- **Hash:** `0x51455483CF23ED97`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedAsGroupMember`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_AS_GROUP_MEMBER

## Signature

```c
Ped GET_PED_AS_GROUP_MEMBER(int groupID, int memberNumber);
```

## Parameters

- `groupID` (`int`)
- `memberNumber` (`int`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedAsGroupMember(groupID, memberNumber)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51455483CF23ED97, groupID, memberNumber, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedAsGroupMember(groupID, memberNumber);

// by hash
const retval = Citizen.invokeNative('0x51455483CF23ED97', groupID, memberNumber, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x51455483CF23ED97, groupID, memberNumber);
```

## See also

- [PED::SET_PED_AS_GROUP_MEMBER](https://natives.borderlinerp.com/natives/PED/SET_PED_AS_GROUP_MEMBER.md) — Adds a ped to a ped group. In RDR3 it is also what keeps a second player seated behind another player on a horse.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_ATTITUDE

- **Hash:** `0x7CC2186C32D3540A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedAttitude`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_ATTITUDE

## Signature

```c
int _GET_PED_ATTITUDE(Ped ped, Player player);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)

## Returns

`int`

## Description

AI_ATTITUDE_NEUTRAL = 0,
AI_ATTITUDE_FRIENDLY,
AI_ATTITUDE_WARY,
AI_ATTITUDE_COMBATIVE,
AI_ATTITUDE_NEVER_MET

## Usage

### Lua

```lua
local retval = GetPedAttitude(ped, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7CC2186C32D3540A, ped, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedAttitude(ped, player);

// by hash
const retval = Citizen.invokeNative('0x7CC2186C32D3540A', ped, player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7CC2186C32D3540A, ped, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_BLACKBOARD_BOOL

- **Hash:** `0x498F2E77982D6945`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBlackboardBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_BOOL

## Signature

```c
BOOL _GET_PED_BLACKBOARD_BOOL(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`BOOL`

## Description

Can be used to get a peds foliage active status: variableName = FoliageActive

## Usage

### Lua

```lua
local retval = GetPedBlackboardBool(ped, variableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x498F2E77982D6945, ped, variableName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedBlackboardBool(ped, variableName);

// by hash
const retval = Citizen.invokeNative('0x498F2E77982D6945', ped, variableName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x498F2E77982D6945, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_BOOL](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_BOOL.md)
- [PED::_REMOVE_PED_BLACKBOARD_BOOL](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_BOOL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_BLACKBOARD_FLOAT

- **Hash:** `0x56E58D4D118FB45E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBlackboardFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_FLOAT

## Signature

```c
float _GET_PED_BLACKBOARD_FLOAT(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`float`

## Description

Can be used to get a peds foliage raw height: variableName = FoliageHeight

## Usage

### Lua

```lua
local retval = GetPedBlackboardFloat(ped, variableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x56E58D4D118FB45E, ped, variableName, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPedBlackboardFloat(ped, variableName);

// by hash
const retval = Citizen.invokeNative('0x56E58D4D118FB45E', ped, variableName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x56E58D4D118FB45E, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_FLOAT](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_FLOAT.md)
- [PED::_REMOVE_PED_BLACKBOARD_FLOAT](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_BLACKBOARD_HASH

- **Hash:** `0xBF5E791BBBF90A3C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBlackboardHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_HASH

## Signature

```c
Hash _GET_PED_BLACKBOARD_HASH(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedBlackboardHash(ped, variableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF5E791BBBF90A3C, ped, variableName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedBlackboardHash(ped, variableName);

// by hash
const retval = Citizen.invokeNative('0xBF5E791BBBF90A3C', ped, variableName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBF5E791BBBF90A3C, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_HASH](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_HASH.md) — BodyPartChained OverloadMostInjuredBodyPart LeftLeg Legs RightArm
- [PED::_REMOVE_PED_BLACKBOARD_HASH](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_BLACKBOARD_SCRIPT_BOOL

- **Hash:** `0x4912DFE492DB98CD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBlackboardScriptBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_BLACKBOARD_SCRIPT_BOOL

## Signature

```c
BOOL GET_PED_BLACKBOARD_SCRIPT_BOOL(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedBlackboardScriptBool(ped, variableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4912DFE492DB98CD, ped, variableName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedBlackboardScriptBool(ped, variableName);

// by hash
const retval = Citizen.invokeNative('0x4912DFE492DB98CD', ped, variableName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4912DFE492DB98CD, ped, variableName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_BLACKBOARD_SCRIPT_FLOAT

- **Hash:** `0xA29FD00D45311EB7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBlackboardScriptFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_BLACKBOARD_SCRIPT_FLOAT

## Signature

```c
float GET_PED_BLACKBOARD_SCRIPT_FLOAT(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedBlackboardScriptFloat(ped, variableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA29FD00D45311EB7, ped, variableName, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPedBlackboardScriptFloat(ped, variableName);

// by hash
const retval = Citizen.invokeNative('0xA29FD00D45311EB7', ped, variableName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA29FD00D45311EB7, ped, variableName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_BLACKBOARD_SCRIPT_INT

- **Hash:** `0xB71B91B398F8F067`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBlackboardScriptInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_BLACKBOARD_SCRIPT_INT

## Signature

```c
int GET_PED_BLACKBOARD_SCRIPT_INT(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedBlackboardScriptInt(ped, variableName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB71B91B398F8F067, ped, variableName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedBlackboardScriptInt(ped, variableName);

// by hash
const retval = Citizen.invokeNative('0xB71B91B398F8F067', ped, variableName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB71B91B398F8F067, ped, variableName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_BONE_COORDS

- **Hash:** `0x17C07FC640E86B4E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBoneCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_BONE_COORDS

## Signature

```c
Vector3 GET_PED_BONE_COORDS(Ped ped, int boneId, float offsetX, float offsetY, float offsetZ);
```

## Parameters

- `ped` (`Ped`)
- `boneId` (`int`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)

## Returns

`Vector3`

## Description

Gets the position of the specified bone of the specified ped.

ped: The ped to get the position of a bone from.
boneId: The ID of the bone to get the position from. This is NOT the index.
offsetX: The X-component of the offset to add to the position relative to the bone's rotation.
offsetY: The Y-component of the offset to add to the position relative to the bone's rotation.
offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation.

## Usage

### Lua

```lua
local retval = GetPedBoneCoords(ped, boneId, offsetX, offsetY, offsetZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x17C07FC640E86B4E, ped, boneId, offsetX, offsetY, offsetZ, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPedBoneCoords(ped, boneId, offsetX, offsetY, offsetZ);

// by hash
const retval = Citizen.invokeNative('0x17C07FC640E86B4E', ped, boneId, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x17C07FC640E86B4E, ped, boneId, offsetX, offsetY, offsetZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_BONE_INDEX

- **Hash:** `0x3F428D08BE5AAE31`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBoneIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_BONE_INDEX

## Signature

```c
int GET_PED_BONE_INDEX(Ped ped, int boneId);
```

## Parameters

- `ped` (`Ped`)
- `boneId` (`int`)

## Returns

`int`

## Description

no bone = -1

## Usage

### Lua

```lua
local retval = GetPedBoneIndex(ped, boneId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F428D08BE5AAE31, ped, boneId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedBoneIndex(ped, boneId);

// by hash
const retval = Citizen.invokeNative('0x3F428D08BE5AAE31', ped, boneId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3F428D08BE5AAE31, ped, boneId);
```

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_BRAWLING_STYLE

- **Hash:** `0xEC6B59BE445FEC51`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedBrawlingStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_BRAWLING_STYLE

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedBrawlingStyle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC6B59BE445FEC51, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xEC6B59BE445FEC51', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC6B59BE445FEC51, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BRAWLING_STYLE](https://natives.borderlinerp.com/natives/PED/_SET_PED_BRAWLING_STYLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_CAN_BE_INCAPACITATED_THIS_FRAME

- **Hash:** `0x7A4E00364B5D727B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCanBeIncapacitatedThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_CAN_BE_INCAPACITATED_THIS_FRAME

## Signature

```c
BOOL _GET_PED_CAN_BE_INCAPACITATED_THIS_FRAME(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedCanBeIncapacitatedThisFrame(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A4E00364B5D727B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x7A4E00364B5D727B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7A4E00364B5D727B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_CAUSE_OF_DEATH

- **Hash:** `0x16FFE42AB2D2DC59`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCauseOfDeath`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_CAUSE_OF_DEATH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns the hash of the weapon/model/object that killed the ped.

## Usage

### Lua

```lua
local retval = GetPedCauseOfDeath(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x16FFE42AB2D2DC59, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x16FFE42AB2D2DC59', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x16FFE42AB2D2DC59, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_COMBAT_ATTRIBUTE

- **Hash:** `0xCC2B20596E29E4E3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCombatAttribute`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_COMBAT_ATTRIBUTE

## Signature

```c
BOOL _GET_PED_COMBAT_ATTRIBUTE(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedCombatAttribute(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC2B20596E29E4E3, ped, attributeIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedCombatAttribute(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0xCC2B20596E29E4E3', ped, attributeIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCC2B20596E29E4E3, ped, attributeIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [Combat__Attribute__Enum](https://natives.borderlinerp.com/enums/Combat__Attribute__Enum.md) — 135 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_COMBAT_MOVEMENT

- **Hash:** `0xDEA92412FCAEB3F5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCombatMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_COMBAT_MOVEMENT

## Signature

```c
int GET_PED_COMBAT_MOVEMENT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedCombatMovement(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDEA92412FCAEB3F5, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDEA92412FCAEB3F5', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDEA92412FCAEB3F5, ped);
```

## Related enums

- [CCombatData__Movement](https://natives.borderlinerp.com/enums/CCombatData__Movement.md) — 5 values

## See also

- [PED::SET_PED_COMBAT_MOVEMENT](https://natives.borderlinerp.com/natives/PED/SET_PED_COMBAT_MOVEMENT.md) — 0 - Stationary (Will just stand in place) 1 - Defensive (Will try to find cover and very likely to blind fire) 2 - Offensive (Will attempt to charge at enemy but take cover as well) 3 - Suicidal Offensive (Will try to flank enemy in a su…

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_COMBAT_SPEED

- **Hash:** `0xFFDE295662405B25`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCombatSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_COMBAT_SPEED

## Signature

```c
int _GET_PED_COMBAT_SPEED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Gets the ped combat speed enum. See _SET_PED_COMBAT_SPEED for CCombatData__Speed values.

*Source: VORPCORE RDR3natives*

_GET_PED_COMBAT_M* - _GET_PED_C*

## Usage

### Lua

```lua
local retval = GetPedCombatSpeed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFDE295662405B25, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFFDE295662405B25', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFFDE295662405B25, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_COMBAT_SPEED](https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_SPEED.md) — Sets the ped combat speed enum.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_PED_COMPONENT_CATEGORY_BY_INDEX

- **Hash:** `0xCCB97B51893C662F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedComponentCategoryByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_COMPONENT_CATEGORY_BY_INDEX

## Signature

```c
Hash _GET_PED_COMPONENT_CATEGORY_BY_INDEX(Ped ped, int index);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)

## Returns

`Hash`

## Description

Returns category hash that each ped component has. Hash examples: MASKS, HATS, HEADS, HORSE_MANES

## Usage

### Lua

```lua
local retval = GetPedComponentCategoryByIndex(ped, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCCB97B51893C662F, ped, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedComponentCategoryByIndex(ped, index);

// by hash
const retval = Citizen.invokeNative('0xCCB97B51893C662F', ped, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCCB97B51893C662F, ped, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_CONFIG_FLAG

- **Hash:** `0x7EE53118C892B513`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedConfigFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_CONFIG_FLAG

## Signature

```c
BOOL GET_PED_CONFIG_FLAG(Ped ped, int flagId, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

flagId: see SET_PED_CONFIG_FLAG

## Usage

### Lua

```lua
local retval = GetPedConfigFlag(ped, flagId, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7EE53118C892B513, ped, flagId, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedConfigFlag(ped, flagId, p2);

// by hash
const retval = Citizen.invokeNative('0x7EE53118C892B513', ped, flagId, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7EE53118C892B513, ped, flagId, p2);
```

## Related enums

- [ePedScriptConfigFlags](https://natives.borderlinerp.com/enums/ePedScriptConfigFlags.md) — 603 values

## See also

- [PED::SET_PED_CONFIG_FLAG](https://natives.borderlinerp.com/natives/PED/SET_PED_CONFIG_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_CROUCH_MOVEMENT

- **Hash:** `0xD5FE956C70FF370B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCrouchMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_CROUCH_MOVEMENT

## Signature

```c
BOOL GET_PED_CROUCH_MOVEMENT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedCrouchMovement(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD5FE956C70FF370B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD5FE956C70FF370B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD5FE956C70FF370B, ped);
```

## See also

- [PED::_SET_PED_CROUCH_MOVEMENT](https://natives.borderlinerp.com/natives/PED/_SET_PED_CROUCH_MOVEMENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_CURRENT_MOVE_BLEND_RATIO

- **Hash:** `0xF60165E1D2C5370B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCurrentMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_CURRENT_MOVE_BLEND_RATIO

## Signature

```c
BOOL GET_PED_CURRENT_MOVE_BLEND_RATIO(Ped ped, float* speedX, float* speedY);
```

## Parameters

- `ped` (`Ped`)
- `speedX` (`float*`)
- `speedY` (`float*`)

## Returns

`BOOL`

## Description

Old name: _GET_PED_CURRENT_MOVEMENT_SPEED

## Usage

### Lua

```lua
local retval, speedX, speedY = GetPedCurrentMoveBlendRatio(ped)

-- always available, by hash
local retval, speedX, speedY = Citizen.InvokeNative(0xF60165E1D2C5370B, ped, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, speedX, speedY] = GetPedCurrentMoveBlendRatio(ped);

// by hash
const [retval, speedX, speedY] = Citizen.invokeNative('0xF60165E1D2C5370B', ped, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var speedX = new OutputArgument();
var speedY = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF60165E1D2C5370B, ped, speedX, speedY);
// speedX.GetResult<float>()
// speedY.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_DAMAGE_CLEANLINESS

- **Hash:** `0x88EFFED5FE8B0B4A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedDamageCleanliness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_DAMAGE_CLEANLINESS

## Signature

```c
int _GET_PED_DAMAGE_CLEANLINESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

enum ePedDamageCleanliness
{
	PED_DAMAGE_CLEANLINESS_POOR,
	PED_DAMAGE_CLEANLINESS_GOOD,
	PED_DAMAGE_CLEANLINESS_PERFECT
};

## Usage

### Lua

```lua
local retval = GetPedDamageCleanliness(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x88EFFED5FE8B0B4A, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x88EFFED5FE8B0B4A', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x88EFFED5FE8B0B4A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_DAMAGE_CLEANLINESS](https://natives.borderlinerp.com/natives/PED/_SET_PED_DAMAGE_CLEANLINESS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_DAMAGED

- **Hash:** `0x6CFC373008A1EDAF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedDamaged`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_DAMAGED

## Signature

```c
BOOL _GET_PED_DAMAGED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2

## Usage

### Lua

```lua
local retval = GetPedDamaged(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CFC373008A1EDAF, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6CFC373008A1EDAF', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6CFC373008A1EDAF, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_DAMAGED](https://natives.borderlinerp.com/natives/PED/_SET_PED_DAMAGED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_DEFENSIVE_AREA_POSITION

- **Hash:** `0x3C06B8786DD94CD1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedDefensiveAreaPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_DEFENSIVE_AREA_POSITION

## Signature

```c
Vector3 GET_PED_DEFENSIVE_AREA_POSITION(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetPedDefensiveAreaPosition(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3C06B8786DD94CD1, ped, p1, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPedDefensiveAreaPosition(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x3C06B8786DD94CD1', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x3C06B8786DD94CD1, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_DEFENSIVE_VOLUME

- **Hash:** `0xEF2E6F870783369B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedDefensiveVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_DEFENSIVE_VOLUME

## Signature

```c
Volume _GET_PED_DEFENSIVE_VOLUME(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = GetPedDefensiveVolume(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF2E6F870783369B, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedDefensiveVolume(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xEF2E6F870783369B', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEF2E6F870783369B, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_DIRT_LEVEL

- **Hash:** `0x0105FEE8F9091255`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedDirtLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_DIRT_LEVEL

## Signature

```c
float _GET_PED_DIRT_LEVEL(Ped ped, BOOL useCompositeLayer);
```

## Parameters

- `ped` (`Ped`)
- `useCompositeLayer` (`BOOL`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the ped's dirt amount as a scalar in [0.0, 1.0].
Notes:
- The second parameter is treated as a boolean selector (0 or 1). Internally it indexes a 2-slot graphics/appearance bank (base + 0xB8 * index + 0xE4); Rockstar scripts pass 1.
- Use 1 for the "active/composite" layer to match in-game usage.
- SP scripts often read, adjust, clamp, then feed back into _SET_PED_DIRT_CLEANED.
Example (C++):
	float lvl = PED::_GET_PED_DIRT_LEVEL(ped, true);
	lvl = std::clamp(lvl + 0.1f, 0.0f, 1.0f);
	PED::_SET_PED_DIRT_CLEANED(ped, lvl, -1, true, true);

*Source: VORPCORE RDR3natives*

Return the dirt level of the ped (0.0 - 1.0). p1 is always set to 1.
The second parameter is treated as a boolean selector (0 or 1). Internally it indexes a 2-slot graphics/appearance bank (base + 0xB8 * index + 0xE4); Rockstar scripts pass 1.

## Usage

### Lua

```lua
local retval = GetPedDirtLevel(ped, useCompositeLayer)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0105FEE8F9091255, ped, useCompositeLayer, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPedDirtLevel(ped, useCompositeLayer);

// by hash
const retval = Citizen.invokeNative('0x0105FEE8F9091255', ped, useCompositeLayer, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0105FEE8F9091255, ped, useCompositeLayer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_PED_DRUNKNESS

- **Hash:** `0x6FB76442469ABD68`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedDrunkness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_DRUNKNESS

## Signature

```c
float _GET_PED_DRUNKNESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

Returns ped drunk level
_H* or _I*

## Usage

### Lua

```lua
local retval = GetPedDrunkness(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6FB76442469ABD68, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6FB76442469ABD68', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x6FB76442469ABD68, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_DRUNKNESS](https://natives.borderlinerp.com/natives/PED/_SET_PED_DRUNKNESS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_GRAPPLE_FLAG

- **Hash:** `0xF3C873ED0C595109`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedGrappleFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_GRAPPLE_FLAG

## Signature

```c
int _GET_PED_GRAPPLE_FLAG(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedGrappleFlag(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF3C873ED0C595109, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xF3C873ED0C595109', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF3C873ED0C595109, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_GRAPPLE_FLAG](https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_FLAG.md)
- [PED::_CLEAR_PED_GRAPPLE_FLAG](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_GRAPPLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_GRAPPLE_STATE

- **Hash:** `0x2311F15D971AA680`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedGrappleState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_GRAPPLE_STATE

## Signature

```c
int GET_PED_GRAPPLE_STATE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedGrappleState(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2311F15D971AA680, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2311F15D971AA680', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2311F15D971AA680, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_GRAPPLE_STYLE

- **Hash:** `0x753B15AD0FD6F3E3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedGrappleStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_GRAPPLE_STYLE

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedGrappleStyle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x753B15AD0FD6F3E3, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x753B15AD0FD6F3E3', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x753B15AD0FD6F3E3, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_GRAPPLE_STYLE](https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_STYLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_GRAPPLER

- **Hash:** `0xD0B7AEB56229D317`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedGrappler`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_GRAPPLER

## Signature

```c
Ped _GET_PED_GRAPPLER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedGrappler(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0B7AEB56229D317, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD0B7AEB56229D317', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD0B7AEB56229D317, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_GROUP_INDEX

- **Hash:** `0xF162E133B4E7A675`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedGroupIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_GROUP_INDEX

## Signature

```c
int GET_PED_GROUP_INDEX(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

Returns the groupId of which the specified ped is a member of.

## Usage

### Lua

```lua
local retval = GetPedGroupIndex(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF162E133B4E7A675, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xF162E133B4E7A675', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF162E133B4E7A675, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_HAS_INTERACTED_WITH_PLAYER

- **Hash:** `0x947E43F544B6AB34`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedHasInteractedWithPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HAS_PED_INTERACTED_WITH_PLAYER_RECENTLY`
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_HAS_INTERACTED_WITH_PLAYER

## Signature

```c
BOOL _GET_PED_HAS_INTERACTED_WITH_PLAYER(Ped targetPed, Player player, int flag, int durationMs);
```

## Parameters

- `targetPed` (`Ped`)
- `player` (`Player`)
- `flag` (`int`)
- `durationMs` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether given ped has recently interacted with a player in a specific way or not (determined by the given flag)
flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34

*Source: VORPCORE RDR3natives*

Returns whether a ped has interacted with a player recently.
flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34

## Usage

### Lua

```lua
local retval = GetPedHasInteractedWithPlayer(targetPed, player, flag, durationMs)

-- always available, by hash
local retval = Citizen.InvokeNative(0x947E43F544B6AB34, targetPed, player, flag, durationMs, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedHasInteractedWithPlayer(targetPed, player, flag, durationMs);

// by hash
const retval = Citizen.invokeNative('0x947E43F544B6AB34', targetPed, player, flag, durationMs, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x947E43F544B6AB34, targetPed, player, flag, durationMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [0x947E43F544B6AB34](https://natives.borderlinerp.com/enums/0x947E43F544B6AB34.md) — 70 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_PED_HAS_SIMPLE_PLAYER_MEMORY_CHANGED

- **Hash:** `0xC3995D396F1D97B6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedHasSimplePlayerMemoryChanged`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_HAS_SIMPLE_PLAYER_MEMORY_CHANGED

## Signature

```c
BOOL _GET_PED_HAS_SIMPLE_PLAYER_MEMORY_CHANGED(Ped ped, int memoryType, int ms);
```

## Parameters

- `ped` (`Ped`)
- `memoryType` (`int`)
- `ms` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedHasSimplePlayerMemoryChanged(ped, memoryType, ms)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC3995D396F1D97B6, ped, memoryType, ms, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedHasSimplePlayerMemoryChanged(ped, memoryType, ms);

// by hash
const retval = Citizen.invokeNative('0xC3995D396F1D97B6', ped, memoryType, ms, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC3995D396F1D97B6, ped, memoryType, ms);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_HEARING_RANGE

- **Hash:** `0x900CA00CE703E1E2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedHearingRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_HEARING_RANGE

## Signature

```c
float _GET_PED_HEARING_RANGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the hearing range of a ped. Counterpart to SET_PED_HEARING_RANGE.

*Source: VORPCORE RDR3natives*

Returns the hearing range of a ped. To use with SET_PED_HEARING_RANGE

## Usage

### Lua

```lua
local retval = GetPedHearingRange(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x900CA00CE703E1E2, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x900CA00CE703E1E2', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x900CA00CE703E1E2, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::SET_PED_HEARING_RANGE](https://natives.borderlinerp.com/natives/PED/SET_PED_HEARING_RANGE.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_PED_HEIGHT

- **Hash:** `0x1D491CCF7211FB74`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedHeight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_HEIGHT

## Signature

```c
float _GET_PED_HEIGHT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedHeight(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1D491CCF7211FB74, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1D491CCF7211FB74', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x1D491CCF7211FB74, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_ID_RANGE

- **Hash:** `0x31167ED4324B758D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedIdRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_ID_RANGE

## Signature

```c
float _GET_PED_ID_RANGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedIdRange(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31167ED4324B758D, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x31167ED4324B758D', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x31167ED4324B758D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::SET_PED_ID_RANGE](https://natives.borderlinerp.com/natives/PED/SET_PED_ID_RANGE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_INCAPACITATION_HEALTH

- **Hash:** `0x89BFDF6D53145545`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedIncapacitationHealth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_INCAPACITATION_HEALTH

## Signature

```c
int _GET_PED_INCAPACITATION_HEALTH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedIncapacitationHealth(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89BFDF6D53145545, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x89BFDF6D53145545', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x89BFDF6D53145545, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_INDEX_FROM_PERSCHAR_HASH

- **Hash:** `0xE76687023D8C8505`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedIndexFromPerscharHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_INDEX_FROM_PERSCHAR_HASH

## Signature

```c
Ped _GET_PED_INDEX_FROM_PERSCHAR_HASH(Hash persCharHash, int p1);
```

## Parameters

- `persCharHash` (`Hash`)
- `p1` (`int`)

## Returns

`Ped`

## Description

*Source: alloc8or RDR3 NativeDB*

Used for AUDIO / ANIMSCENE (REFERENCE_REGIONAL_CHARACTER)
Params: p1 = 0

*Source: VORPCORE RDR3natives*

Used for AUDIO / ANIMSCENE (REFERENCE_REGIONAL_CHARACTER)
Params: p1 = 0
_GET_PED_IN*

## Usage

### Lua

```lua
local retval = GetPedIndexFromPerscharHash(persCharHash, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE76687023D8C8505, persCharHash, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedIndexFromPerscharHash(persCharHash, p1);

// by hash
const retval = Citizen.invokeNative('0xE76687023D8C8505', persCharHash, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE76687023D8C8505, persCharHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_PED_INTERACTION_PERSONALITY

- **Hash:** `0xD7AD3C7EBAF88C92`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedInteractionPersonality`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_INTERACTION_PERSONALITY

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedInteractionPersonality(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7AD3C7EBAF88C92, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD7AD3C7EBAF88C92', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD7AD3C7EBAF88C92, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_INTERACTION_PERSONALITY](https://natives.borderlinerp.com/natives/PED/_SET_PED_INTERACTION_PERSONALITY.md) — personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYD…

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_IS_BEING_GRAPPLED

- **Hash:** `0x3BDFCF25B58B0415`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedIsBeingGrappled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_IS_BEING_GRAPPLED

## Signature

```c
BOOL GET_PED_IS_BEING_GRAPPLED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedIsBeingGrappled(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3BDFCF25B58B0415, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3BDFCF25B58B0415', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3BDFCF25B58B0415, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_IS_DOING_COMBAT_ROLL

- **Hash:** `0xC48A9EB0D499B3E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedIsDoingCombatRoll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_IS_DOING_COMBAT_ROLL

## Signature

```c
BOOL GET_PED_IS_DOING_COMBAT_ROLL(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedIsDoingCombatRoll(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC48A9EB0D499B3E5, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC48A9EB0D499B3E5', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC48A9EB0D499B3E5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_IS_GRAPPLING

- **Hash:** `0x0E99E3BF11BB6367`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedIsGrappling`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_IS_GRAPPLING

## Signature

```c
BOOL GET_PED_IS_GRAPPLING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedIsGrappling(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E99E3BF11BB6367, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0E99E3BF11BB6367', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E99E3BF11BB6367, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_LASSO_HOGTIE_FLAG

- **Hash:** `0x2C76FA0E01681F8D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedLassoHogtieFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_LASSO_HOGTIE_FLAG

## Signature

```c
BOOL _GET_PED_LASSO_HOGTIE_FLAG(Ped ped, int flagId);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLassoHogtieFlags__Flags
https://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG

*Source: VORPCORE RDR3natives*

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Lasso%20Hogtie%20Flags
https://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG

## Usage

### Lua

```lua
local retval = GetPedLassoHogtieFlag(ped, flagId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C76FA0E01681F8D, ped, flagId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedLassoHogtieFlag(ped, flagId);

// by hash
const retval = Citizen.invokeNative('0x2C76FA0E01681F8D', ped, flagId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2C76FA0E01681F8D, ped, flagId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CLassoHogtieFlags__Flags](https://natives.borderlinerp.com/enums/CLassoHogtieFlags__Flags.md) — 12 values

## See also

- [PED::SET_PED_LASSO_HOGTIE_FLAG](https://natives.borderlinerp.com/natives/PED/SET_PED_LASSO_HOGTIE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::GET_PED_LAST_DAMAGE_BONE

- **Hash:** `0xD75960F6BD9EA49C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedLastDamageBone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_LAST_DAMAGE_BONE

## Signature

```c
BOOL GET_PED_LAST_DAMAGE_BONE(Ped ped, int* outBone);
```

## Parameters

- `ped` (`Ped`)
- `outBone` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outBone = GetPedLastDamageBone(ped, outBone)

-- always available, by hash
local retval, outBone = Citizen.InvokeNative(0xD75960F6BD9EA49C, ped, Citizen.PointerValueIntInitialized(outBone), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outBone] = GetPedLastDamageBone(ped, outBone);

// by hash
const [retval, outBone] = Citizen.invokeNative('0xD75960F6BD9EA49C', ped, Citizen.pointerValueIntInitialized(outBone), Citizen.returnResultAnyway());
```

### C#

```csharp
var outBone = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD75960F6BD9EA49C, ped, outBone);
// outBone.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

## See also

- [PED::CLEAR_PED_LAST_DAMAGE_BONE](https://natives.borderlinerp.com/natives/PED/CLEAR_PED_LAST_DAMAGE_BONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_LAST_DROPPED_HAT

- **Hash:** `0x1F714E7A9DADFC42`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedLastDroppedHat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_LAST_DROPPED_HAT

## Signature

```c
Object _GET_PED_LAST_DROPPED_HAT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = GetPedLastDroppedHat(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F714E7A9DADFC42, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1F714E7A9DADFC42', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F714E7A9DADFC42, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_LOD_MULTIPLIER

- **Hash:** `0x1B710E6F4AB69341`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedLodMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_LOD_MULTIPLIER

## Signature

```c
float _GET_PED_LOD_MULTIPLIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedLodMultiplier(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B710E6F4AB69341, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1B710E6F4AB69341', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x1B710E6F4AB69341, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::SET_PED_LOD_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/SET_PED_LOD_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_LOOT_STATUS_MP

- **Hash:** `0xC737697C41628340`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedLootStatusMp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_LOOT_STATUS_MP

## Signature

```c
int GET_PED_LOOT_STATUS_MP(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

enum ePedLootStatus
{
	PLS_NONE,
	PLS_PRE_LOOT,
	PLS_SAMPLING,
	PLS_SKINNING
};

## Usage

### Lua

```lua
local retval = GetPedLootStatusMp(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC737697C41628340, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC737697C41628340', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC737697C41628340, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_MAX_HEALTH

- **Hash:** `0x4700A416E8324EF3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMaxHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_MAX_HEALTH

## Signature

```c
int GET_PED_MAX_HEALTH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedMaxHealth(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4700A416E8324EF3, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x4700A416E8324EF3', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4700A416E8324EF3, ped);
```

## See also

- [PED::SET_PED_MAX_HEALTH](https://natives.borderlinerp.com/natives/PED/SET_PED_MAX_HEALTH.md) — Sets the maximum health of a ped.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_MAX_STAMINA

- **Hash:** `0xCB42AFE2B613EE55`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMaxStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_MAX_STAMINA

## Signature

```c
float _GET_PED_MAX_STAMINA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedMaxStamina(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB42AFE2B613EE55, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xCB42AFE2B613EE55', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xCB42AFE2B613EE55, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_MELEE_ACTION_PHASE

- **Hash:** `0x6127F25ED21C533C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMeleeActionPhase`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_MELEE_ACTION_PHASE

## Signature

```c
float _GET_PED_MELEE_ACTION_PHASE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedMeleeActionPhase(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6127F25ED21C533C, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6127F25ED21C533C', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x6127F25ED21C533C, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_META_OUTFIT_HASH

- **Hash:** `0x30569F348D126A5A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMetaOutfitHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_META_OUTFIT_HASH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedMetaOutfitHash(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30569F348D126A5A, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x30569F348D126A5A', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x30569F348D126A5A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_MODEL_SIZE_FROM_HASH

- **Hash:** `0xA65AA1ACE81E5A77`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedModelSizeFromHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_MODEL_SIZE_FROM_HASH

## Signature

```c
int _GET_PED_MODEL_SIZE_FROM_HASH(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`int`

## Description

PS_SMALL = 0,
PS_MEDIUM,
PS_MEDIUM_LARGE,
PS_LARGE,
PS_EXTRA_LARGE

## Usage

### Lua

```lua
local retval = GetPedModelSizeFromHash(modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA65AA1ACE81E5A77, modelHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedModelSizeFromHash(modelHash);

// by hash
const retval = Citizen.invokeNative('0xA65AA1ACE81E5A77', modelHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA65AA1ACE81E5A77, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_MONEY

- **Hash:** `0x3F69145BBA87BAE7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMoney`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_MONEY

## Signature

```c
int GET_PED_MONEY(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedMoney(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F69145BBA87BAE7, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3F69145BBA87BAE7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3F69145BBA87BAE7, ped);
```

## See also

- [PED::SET_PED_MONEY](https://natives.borderlinerp.com/natives/PED/SET_PED_MONEY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_MOTION_FOCUS_ENTITY

- **Hash:** `0x243E1B4607040057`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMotionFocusEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_MOTION_FOCUS_ENTITY

## Signature

```c
Entity GET_PED_MOTION_FOCUS_ENTITY(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetPedMotionFocusEntity(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x243E1B4607040057, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x243E1B4607040057', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x243E1B4607040057, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_MOTIVATION

- **Hash:** `0x42688E94E96FD9B4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedMotivation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_MOTIVATION

## Signature

```c
float _GET_PED_MOTIVATION(Ped ped, int motivationState, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `motivationState` (`int`)
- `targetPed` (`Ped`)

## Returns

`float`

## Description

If targetPed is set to 0 the ped motivationState affects everyone

## Usage

### Lua

```lua
local retval = GetPedMotivation(ped, motivationState, targetPed)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42688E94E96FD9B4, ped, motivationState, targetPed, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPedMotivation(ped, motivationState, targetPed);

// by hash
const retval = Citizen.invokeNative('0x42688E94E96FD9B4', ped, motivationState, targetPed, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x42688E94E96FD9B4, ped, motivationState, targetPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedMotivationState](https://natives.borderlinerp.com/enums/PedMotivationState.md) — 11 values

## See also

- [PED::_SET_PED_MOTIVATION](https://natives.borderlinerp.com/natives/PED/_SET_PED_MOTIVATION.md) — TOILET_STATE, FEAR_STATE, ANGRY_STATE, AGITATION_STATE, HUNGRY_STATE, TIRED_STATE, SAD_STATE, BRAVE_STATE, OFFER_ITEM_STATE, SUSPICION, DRUNK_STATE If targetPed is set to 0 the ped motivationState affects everyone

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_NEARBY_PEDS

- **Hash:** `0x23F8F5FC7E8C4A6B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedNearbyPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_NEARBY_PEDS

## Signature

```c
int GET_PED_NEARBY_PEDS(Ped ped, Any* sizeAndPeds, int ignoredPedType, int p3);
```

## Parameters

- `ped` (`Ped`)
- `sizeAndPeds` (`Any*`)
- `ignoredPedType` (`int`)
- `p3` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, sizeAndPeds = GetPedNearbyPeds(ped, ignoredPedType, p3)

-- always available, by hash
local retval, sizeAndPeds = Citizen.InvokeNative(0x23F8F5FC7E8C4A6B, ped, Citizen.PointerValueInt(), ignoredPedType, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, sizeAndPeds] = GetPedNearbyPeds(ped, ignoredPedType, p3);

// by hash
const [retval, sizeAndPeds] = Citizen.invokeNative('0x23F8F5FC7E8C4A6B', ped, Citizen.pointerValueInt(), ignoredPedType, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var sizeAndPeds = new OutputArgument();
int retval = Function.Call<int>((Hash)0x23F8F5FC7E8C4A6B, ped, sizeAndPeds, ignoredPedType, p3);
// sizeAndPeds.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_NEARBY_VEHICLES

- **Hash:** `0xCFF869CBFA210D82`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedNearbyVehicles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_NEARBY_VEHICLES

## Signature

```c
int GET_PED_NEARBY_VEHICLES(Ped ped, Any* sizeAndVehs);
```

## Parameters

- `ped` (`Ped`)
- `sizeAndVehs` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, sizeAndVehs = GetPedNearbyVehicles(ped, sizeAndVehs)

-- always available, by hash
local retval, sizeAndVehs = Citizen.InvokeNative(0xCFF869CBFA210D82, ped, Citizen.PointerValueIntInitialized(sizeAndVehs), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, sizeAndVehs] = GetPedNearbyVehicles(ped, sizeAndVehs);

// by hash
const [retval, sizeAndVehs] = Citizen.invokeNative('0xCFF869CBFA210D82', ped, Citizen.pointerValueIntInitialized(sizeAndVehs), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var sizeAndVehs = new OutputArgument();
int retval = Function.Call<int>((Hash)0xCFF869CBFA210D82, ped, sizeAndVehs);
// sizeAndVehs.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_QUALITY

- **Hash:** `0x7BCC6087D130312A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedQuality`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_QUALITY

## Signature

```c
int _GET_PED_QUALITY(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

Returns Ped Quality to be used to calculate Skinning Quality

enum ePedQuality
{
	PQ_INVALID = -1,
	PQ_LOW,
	PQ_MEDIUM,
	PQ_HIGH,
	PQ_MAX
};

## Usage

### Lua

```lua
local retval = GetPedQuality(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7BCC6087D130312A, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x7BCC6087D130312A', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7BCC6087D130312A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_QUALITY](https://natives.borderlinerp.com/natives/PED/_SET_PED_QUALITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_RAGDOLL_BONE_INDEX

- **Hash:** `0xC5303F460A40D21D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedRagdollBoneIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_RAGDOLL_BONE_INDEX

## Signature

```c
int _GET_PED_RAGDOLL_BONE_INDEX(Ped ped, int boneId);
```

## Parameters

- `ped` (`Ped`)
- `boneId` (`int`)

## Returns

`int`

## Description

Returns boneIndex

## Usage

### Lua

```lua
local retval = GetPedRagdollBoneIndex(ped, boneId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5303F460A40D21D, ped, boneId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedRagdollBoneIndex(ped, boneId);

// by hash
const retval = Citizen.invokeNative('0xC5303F460A40D21D', ped, boneId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC5303F460A40D21D, ped, boneId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_REGISTER_PROP

- **Hash:** `0x4D0D2E3D8BC000EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedRegisterProp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_REGISTER_PROP

## Signature

```c
Entity _GET_PED_REGISTER_PROP(Ped ped, const char* propName, BOOL detachProp);
```

## Parameters

- `ped` (`Ped`)
- `propName` (`const char*`)
- `detachProp` (`BOOL`)

## Returns

`Entity`

## Description

Gets a registered/attached prop entity for a particular ped. Second parameter will detach the prop entity from the ped if true. Props primarily appear to come from scenarios, such as a broom or hay bale.

Known props: https://pastebin.com/ap2NEJqB

## Usage

### Lua

```lua
local retval = GetPedRegisterProp(ped, propName, detachProp)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4D0D2E3D8BC000EB, ped, propName, detachProp, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedRegisterProp(ped, propName, detachProp);

// by hash
const retval = Citizen.invokeNative('0x4D0D2E3D8BC000EB', ped, propName, detachProp, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4D0D2E3D8BC000EB, ped, propName, detachProp);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH

- **Hash:** `0x42FDD0F017B1E38E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedRelationshipGroupDefaultHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedRelationshipGroupDefaultHash(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42FDD0F017B1E38E, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x42FDD0F017B1E38E', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x42FDD0F017B1E38E, ped);
```

## See also

- [PED::SET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH](https://natives.borderlinerp.com/natives/PED/SET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_RELATIONSHIP_GROUP_HASH

- **Hash:** `0x7DBDD04862D95F04`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedRelationshipGroupHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_RELATIONSHIP_GROUP_HASH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedRelationshipGroupHash(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7DBDD04862D95F04, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x7DBDD04862D95F04', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7DBDD04862D95F04, ped);
```

## See also

- [PED::SET_PED_RELATIONSHIP_GROUP_HASH](https://natives.borderlinerp.com/natives/PED/SET_PED_RELATIONSHIP_GROUP_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_REMAINING_REVIVAL_TIME

- **Hash:** `0xEBE89623EB861271`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedRemainingRevivalTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_REMAINING_REVIVAL_TIME

## Signature

```c
float _GET_PED_REMAINING_REVIVAL_TIME(Ped ped, BOOL normalized);
```

## Parameters

- `ped` (`Ped`)
- `normalized` (`BOOL`)

## Returns

`float`

## Description

normalized / non normalized
0.0        / 1000.0         STARTED IN WRITHE STAGE
1.0        / 0.0            END OF WRITHE, DEAD
-1.0                        DEAD

Returns some value from AI task 562 (unknown).

## Usage

### Lua

```lua
local retval = GetPedRemainingRevivalTime(ped, normalized)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEBE89623EB861271, ped, normalized, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPedRemainingRevivalTime(ped, normalized);

// by hash
const retval = Citizen.invokeNative('0xEBE89623EB861271', ped, normalized, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xEBE89623EB861271, ped, normalized);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_RESET_FLAG

- **Hash:** `0xAF9E59B1B1FBF2A0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedResetFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_RESET_FLAG

## Signature

```c
BOOL GET_PED_RESET_FLAG(Ped ped, int flagId);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedResetFlag(ped, flagId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF9E59B1B1FBF2A0, ped, flagId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedResetFlag(ped, flagId);

// by hash
const retval = Citizen.invokeNative('0xAF9E59B1B1FBF2A0', ped, flagId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAF9E59B1B1FBF2A0, ped, flagId);
```

## Related enums

- [ePedScriptResetFlags](https://natives.borderlinerp.com/enums/ePedScriptResetFlags.md) — 372 values

## See also

- [PED::SET_PED_RESET_FLAG](https://natives.borderlinerp.com/natives/PED/SET_PED_RESET_FLAG.md) — Needs to be called every frame

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_SEEING_RANGE

- **Hash:** `0x2BA9D7BF629F920C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedSeeingRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_SEEING_RANGE

## Signature

```c
float _GET_PED_SEEING_RANGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the seeing range of a ped. Counterpart to SET_PED_SEEING_RANGE.

*Source: VORPCORE RDR3natives*

Returns the seeing range of a ped. To use with SET_PED_SEEING_RANGE

## Usage

### Lua

```lua
local retval = GetPedSeeingRange(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2BA9D7BF629F920C, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2BA9D7BF629F920C', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2BA9D7BF629F920C, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::SET_PED_SEEING_RANGE](https://natives.borderlinerp.com/natives/PED/SET_PED_SEEING_RANGE.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::GET_PED_SOURCE_OF_DEATH

- **Hash:** `0x93C8B64DEB84728C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedSourceOfDeath`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_SOURCE_OF_DEATH

## Signature

```c
Entity GET_PED_SOURCE_OF_DEATH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Description

Returns the entity that killed the ped

It is best to check if the Ped is dead before asking for its killer.

## Usage

### Lua

```lua
local retval = GetPedSourceOfDeath(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x93C8B64DEB84728C, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x93C8B64DEB84728C', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x93C8B64DEB84728C, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_SPEECH_RELATIONSHIP

- **Hash:** `0x7C8AA850617651D9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedSpeechRelationship`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_SPEECH_RELATIONSHIP

## Signature

```c
BOOL _GET_PED_SPEECH_RELATIONSHIP(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks weather a speech relationship hash was applied on given ped or not.
_GET_PED_G* - _GET_PED_I* (INTERACTION?)

*Source: VORPCORE RDR3natives*

Returns wether `0x1E017404784AA6A3` was applied on the ped.
 some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1

## Usage

### Lua

```lua
local retval = GetPedSpeechRelationship(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C8AA850617651D9, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPedSpeechRelationship(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x7C8AA850617651D9', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C8AA850617651D9, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_PED_STAMINA

- **Hash:** `0x775A1CA7893AA8B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_STAMINA

## Signature

```c
float _GET_PED_STAMINA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedStamina(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x775A1CA7893AA8B5, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x775A1CA7893AA8B5', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x775A1CA7893AA8B5, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CHANGE_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_CHANGE_PED_STAMINA.md) — Alters entity's stamina by 'amount'.
- [PED::_RESET_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_RESET_PED_STAMINA.md)
- [PED::_RESTORE_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_RESTORE_PED_STAMINA.md) — 0.0 <= stamina <= 100.0

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_STAMINA_NORMALIZED

- **Hash:** `0x22F2A386D43048A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedStaminaNormalized`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_STAMINA_NORMALIZED

## Signature

```c
float _GET_PED_STAMINA_NORMALIZED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

Returns stamina normalizedValue / normalizedUnlockedMax

## Usage

### Lua

```lua
local retval = GetPedStaminaNormalized(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x22F2A386D43048A9, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x22F2A386D43048A9', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x22F2A386D43048A9, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_STEALTH_MOVEMENT

- **Hash:** `0x7C2AC9CA66575FBF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedStealthMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_STEALTH_MOVEMENT

## Signature

```c
BOOL GET_PED_STEALTH_MOVEMENT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns whether the entity is in stealth mode

## Usage

### Lua

```lua
local retval = GetPedStealthMovement(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C2AC9CA66575FBF, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x7C2AC9CA66575FBF', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7C2AC9CA66575FBF, ped);
```

## See also

- [PED::SET_PED_STEALTH_MOVEMENT](https://natives.borderlinerp.com/natives/PED/SET_PED_STEALTH_MOVEMENT.md) — Not implemented.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_TIME_OF_DEATH

- **Hash:** `0x1E98817B311AE98A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedTimeOfDeath`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_TIME_OF_DEATH

## Signature

```c
int GET_PED_TIME_OF_DEATH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedTimeOfDeath(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E98817B311AE98A, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1E98817B311AE98A', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1E98817B311AE98A, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0x936E7CAD0AE2EE14`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedToPlayerWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER

## Signature

```c
float GET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedToPlayerWeaponDamageModifier(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x936E7CAD0AE2EE14, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x936E7CAD0AE2EE14', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x936E7CAD0AE2EE14, ped);
```

## See also

- [PED::SET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/SET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER.md) — Old name: _SET_PED_DAMAGE_MODIFIER

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_TRANQUILIZER

- **Hash:** `0x65C75FDCCAC86464`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedTranquilizer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_TRANQUILIZER

## Signature

```c
Ped _GET_PED_TRANQUILIZER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedTranquilizer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x65C75FDCCAC86464, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x65C75FDCCAC86464', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x65C75FDCCAC86464, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PED_TYPE

- **Hash:** `0xFF059E1E4C01E63C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_TYPE

## Signature

```c
int GET_PED_TYPE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedType(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF059E1E4C01E63C, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFF059E1E4C01E63C', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFF059E1E4C01E63C, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PED_WHO_HOGITIED_THIS_PED

- **Hash:** `0x3D9F958834AB9C30`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedWhoHogitiedThisPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PED_WHO_HOGITIED_THIS_PED

## Signature

```c
Ped _GET_PED_WHO_HOGITIED_THIS_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedWhoHogitiedThisPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D9F958834AB9C30, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3D9F958834AB9C30', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3D9F958834AB9C30, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PEDS_IN_COMBAT_WITH_TARGET

- **Hash:** `0x7BE607DAFF382FD2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedsInCombatWithTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PEDS_IN_COMBAT_WITH_TARGET

## Signature

```c
int _GET_PEDS_IN_COMBAT_WITH_TARGET(Ped ped, ItemSet itemset, int flag);
```

## Parameters

- `ped` (`Ped`)
- `itemset` (`ItemSet`)
- `flag` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedsInCombatWithTarget(ped, itemset, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7BE607DAFF382FD2, ped, itemset, flag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedsInCombatWithTarget(ped, itemset, flag);

// by hash
const retval = Citizen.invokeNative('0x7BE607DAFF382FD2', ped, itemset, flag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7BE607DAFF382FD2, ped, itemset, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::COUNT_PEDS_IN_COMBAT_WITH_TARGET](https://natives.borderlinerp.com/natives/PED/COUNT_PEDS_IN_COMBAT_WITH_TARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_PEDS_JACKER

- **Hash:** `0x9B128DC36C1E04CF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedsJacker`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PEDS_JACKER

## Signature

```c
Ped GET_PEDS_JACKER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedsJacker(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9B128DC36C1E04CF, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9B128DC36C1E04CF', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9B128DC36C1E04CF, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PELT_FROM_HORSE

- **Hash:** `0x0CEEB6F4780B1F2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPeltFromHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PELT_FROM_HORSE

## Signature

```c
int _GET_PELT_FROM_HORSE(Ped horse, int index);
```

## Parameters

- `horse` (`Ped`)
- `index` (`int`)

## Returns

`int`

## Description

Returns peltId

## Usage

### Lua

```lua
local retval = GetPeltFromHorse(horse, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CEEB6F4780B1F2F, horse, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPeltFromHorse(horse, index);

// by hash
const retval = Citizen.invokeNative('0x0CEEB6F4780B1F2F', horse, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0CEEB6F4780B1F2F, horse, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_PELT_FROM_HORSE](https://natives.borderlinerp.com/natives/PED/_CLEAR_PELT_FROM_HORSE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

- **Hash:** `0xEE2D5C819A65BF26`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPlayerCurrentAnimalDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

## Signature

```c
float _GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

Returns animal skin quality modifier

## Usage

### Lua

```lua
local retval = GetPlayerCurrentAnimalDamageModifier(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE2D5C819A65BF26, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerCurrentAnimalDamageModifier(player);

// by hash
const retval = Citizen.invokeNative('0xEE2D5C819A65BF26', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xEE2D5C819A65BF26, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER.md) — Animal Skin Quality Modifier

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PLAYER_DISMOUNT_TIMESTAMP

- **Hash:** `0xE8D1CCB9375C101B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPlayerDismountTimestamp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PLAYER_DISMOUNT_TIMESTAMP

## Signature

```c
int _GET_PLAYER_DISMOUNT_TIMESTAMP(Ped mount, Player player);
```

## Parameters

- `mount` (`Ped`)
- `player` (`Player`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

Returns dismounted timestamp

## Usage

### Lua

```lua
local retval = GetPlayerDismountTimestamp(mount, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE8D1CCB9375C101B, mount, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerDismountTimestamp(mount, player);

// by hash
const retval = Citizen.invokeNative('0xE8D1CCB9375C101B', mount, player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE8D1CCB9375C101B, mount, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PLAYER_DISMOUNT_TIMESTAMP](https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_DISMOUNT_TIMESTAMP.md) — dismountTimer gets called with the data from `_GET_PLAYER_DISMOUNT_TIMESTAMP`

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::GET_PLAYER_PED_IS_FOLLOWING

- **Hash:** `0x6A3975DEA89F9A17`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPlayerPedIsFollowing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PLAYER_PED_IS_FOLLOWING

## Signature

```c
Player GET_PLAYER_PED_IS_FOLLOWING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = GetPlayerPedIsFollowing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6A3975DEA89F9A17, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6A3975DEA89F9A17', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6A3975DEA89F9A17, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_PLAYER_PED_WATER_DEPTH

- **Hash:** `0x2942457417A5FD24`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPlayerPedWaterDepth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_PLAYER_PED_WATER_DEPTH

## Signature

```c
float _GET_PLAYER_PED_WATER_DEPTH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

Returns how deep the water is below the ped (if in water)
-1.0f = Not in water
10.0f = Max water depth

## Usage

### Lua

```lua
local retval = GetPlayerPedWaterDepth(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2942457417A5FD24, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2942457417A5FD24', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2942457417A5FD24, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_RELATIONSHIP_BETWEEN_GROUPS

- **Hash:** `0x9E6B70061662AE5C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetRelationshipBetweenGroups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_RELATIONSHIP_BETWEEN_GROUPS

## Signature

```c
int GET_RELATIONSHIP_BETWEEN_GROUPS(Hash group1, Hash group2);
```

## Parameters

- `group1` (`Hash`)
- `group2` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetRelationshipBetweenGroups(group1, group2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E6B70061662AE5C, group1, group2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRelationshipBetweenGroups(group1, group2);

// by hash
const retval = Citizen.invokeNative('0x9E6B70061662AE5C', group1, group2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9E6B70061662AE5C, group1, group2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eRelationType](https://natives.borderlinerp.com/enums/eRelationType.md) — 10 values

## See also

- [PED::SET_RELATIONSHIP_BETWEEN_GROUPS](https://natives.borderlinerp.com/natives/PED/SET_RELATIONSHIP_BETWEEN_GROUPS.md)
- [PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS](https://natives.borderlinerp.com/natives/PED/CLEAR_RELATIONSHIP_BETWEEN_GROUPS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_RELATIONSHIP_BETWEEN_PEDS

- **Hash:** `0xEBA5AD3A0EAF7121`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetRelationshipBetweenPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_RELATIONSHIP_BETWEEN_PEDS

## Signature

```c
int GET_RELATIONSHIP_BETWEEN_PEDS(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetRelationshipBetweenPeds(ped1, ped2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEBA5AD3A0EAF7121, ped1, ped2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRelationshipBetweenPeds(ped1, ped2);

// by hash
const retval = Citizen.invokeNative('0xEBA5AD3A0EAF7121', ped1, ped2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEBA5AD3A0EAF7121, ped1, ped2);
```

## Related enums

- [eRelationType](https://natives.borderlinerp.com/enums/eRelationType.md) — 10 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_RIDER_OF_MOUNT

- **Hash:** `0xB676EFDA03DADA52`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetRiderOfMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_RIDER_OF_MOUNT

## Signature

```c
Ped _GET_RIDER_OF_MOUNT(Ped mount, BOOL p1);
```

## Parameters

- `mount` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetRiderOfMount(mount, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB676EFDA03DADA52, mount, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRiderOfMount(mount, p1);

// by hash
const retval = Citizen.invokeNative('0xB676EFDA03DADA52', mount, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB676EFDA03DADA52, mount, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_SEAT_PED_IS_TRYING_TO_ENTER

- **Hash:** `0x6F4C85ACD641BCD2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetSeatPedIsTryingToEnter`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_SEAT_PED_IS_TRYING_TO_ENTER

## Signature

```c
int GET_SEAT_PED_IS_TRYING_TO_ENTER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetSeatPedIsTryingToEnter(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F4C85ACD641BCD2, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6F4C85ACD641BCD2', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6F4C85ACD641BCD2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_SEAT_PED_IS_USING

- **Hash:** `0x4E76CB57222A00E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetSeatPedIsUsing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_SEAT_PED_IS_USING

## Signature

```c
int GET_SEAT_PED_IS_USING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetSeatPedIsUsing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4E76CB57222A00E5, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x4E76CB57222A00E5', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4E76CB57222A00E5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_SHOP_ITEM_BASE_LAYERS

- **Hash:** `0x63342C50EC115CE8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemBaseLayers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_BASE_LAYERS

## Signature

```c
BOOL _GET_SHOP_ITEM_BASE_LAYERS(Hash shopItem, Any p1, Ped ped, int metapedType, BOOL p4, Hash* drawable, Hash* albedo, Hash* normal, Hash* material, Hash* p9, Hash* p10, Hash* p11, Hash* p12);
```

## Parameters

- `shopItem` (`Hash`)
- `p1` (`Any`)
- `ped` (`Ped`)
- `metapedType` (`int`)
- `p4` (`BOOL`)
- `drawable` (`Hash*`)
- `albedo` (`Hash*`)
- `normal` (`Hash*`)
- `material` (`Hash*`)
- `p9` (`Hash*`)
- `p10` (`Hash*`)
- `p11` (`Hash*`)
- `p12` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, drawable, albedo, normal, material, p9, p10, p11, p12 = GetShopItemBaseLayers(shopItem, p1, ped, metapedType, p4)

-- always available, by hash
local retval, drawable, albedo, normal, material, p9, p10, p11, p12 = Citizen.InvokeNative(0x63342C50EC115CE8, shopItem, p1, ped, metapedType, p4, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, drawable, albedo, normal, material, p9, p10, p11, p12] = GetShopItemBaseLayers(shopItem, p1, ped, metapedType, p4);

// by hash
const [retval, drawable, albedo, normal, material, p9, p10, p11, p12] = Citizen.invokeNative('0x63342C50EC115CE8', shopItem, p1, ped, metapedType, p4, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var drawable = new OutputArgument();
var albedo = new OutputArgument();
var normal = new OutputArgument();
var material = new OutputArgument();
var p9 = new OutputArgument();
var p10 = new OutputArgument();
var p11 = new OutputArgument();
var p12 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x63342C50EC115CE8, shopItem, p1, ped, metapedType, p4, drawable, albedo, normal, material, p9, p10, p11, p12);
// drawable.GetResult<int>()
// albedo.GetResult<int>()
// normal.GetResult<int>()
// material.GetResult<int>()
// p9.GetResult<int>()
// p10.GetResult<int>()
// p11.GetResult<int>()
// p12.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_SHOP_ITEM_COMPONENT_AT_INDEX

- **Hash:** `0x77BA37622E22023B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemComponentAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_COMPONENT_AT_INDEX

## Signature

```c
Hash _GET_SHOP_ITEM_COMPONENT_AT_INDEX(Ped ped, int index, BOOL resolveSelection, BOOL* outStatusFlag, Hash* outWearableState);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)
- `resolveSelection` (`BOOL`)
- `outStatusFlag` (`BOOL*`)
- `outWearableState` (`Hash*`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns 0 if index invalid/unresolvable; else the shop component hash.
resolveSelection: true -> run the resolver (rebuild from ped meta/outfit - MP “net shop” style); false -> use cached entry only (singleplayer - offline).
outStatusFlag: Set to 1 if the entry's internal status byte != 0.
outWearableState: See _UPDATE_SHOP_ITEM_WEARABLE_STATE

*Source: VORPCORE RDR3natives*

Returns the current shop item component at index and it's wearable state

## Usage

### Lua

```lua
local retval, outStatusFlag, outWearableState = GetShopItemComponentAtIndex(ped, index, resolveSelection)

-- always available, by hash
local retval, outStatusFlag, outWearableState = Citizen.InvokeNative(0x77BA37622E22023B, ped, index, resolveSelection, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outStatusFlag, outWearableState] = GetShopItemComponentAtIndex(ped, index, resolveSelection);

// by hash
const [retval, outStatusFlag, outWearableState] = Citizen.invokeNative('0x77BA37622E22023B', ped, index, resolveSelection, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outStatusFlag = new OutputArgument();
var outWearableState = new OutputArgument();
int retval = Function.Call<int>((Hash)0x77BA37622E22023B, ped, index, resolveSelection, outStatusFlag, outWearableState);
// outStatusFlag.GetResult<bool>()
// outWearableState.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local ped = PlayerPedId()
local numComponent = GetNumComponentsInPed(ped)
for index = 0, numComponent -1 do
	local componentHash,_,wearableState = GetShopItemComponentAtIndex(ped, index, true, Citizen.ResultAsInteger(), Citizen.ResultAsInteger())
	print('Index:',index,'Hash:',componentHash,'wearable state:', wearableState)
end
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_GET_SHOP_ITEM_COMPONENT_CATEGORY

- **Hash:** `0x5FF9A878C3D115B8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemComponentCategory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_COMPONENT_CATEGORY

## Signature

```c
Hash _GET_SHOP_ITEM_COMPONENT_CATEGORY(Hash componentHash, int metapedType, BOOL isMP);
```

## Parameters

- `componentHash` (`Hash`)
- `metapedType` (`int`)
- `isMP` (`BOOL`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetShopItemComponentCategory(componentHash, metapedType, isMP)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5FF9A878C3D115B8, componentHash, metapedType, isMP, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetShopItemComponentCategory(componentHash, metapedType, isMP);

// by hash
const retval = Citizen.invokeNative('0x5FF9A878C3D115B8', componentHash, metapedType, isMP, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5FF9A878C3D115B8, componentHash, metapedType, isMP);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_GET_SHOP_ITEM_HAT_COMPONENT

- **Hash:** `0x7E02E4218D916B94`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemHatComponent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_HAT_COMPONENT

## Signature

```c
Any _GET_SHOP_ITEM_HAT_COMPONENT(Ped ped, int metapedType, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `metapedType` (`int`)
- `p2` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = GetShopItemHatComponent(ped, metapedType, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7E02E4218D916B94, ped, metapedType, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetShopItemHatComponent(ped, metapedType, p2);

// by hash
const retval = Citizen.invokeNative('0x7E02E4218D916B94', ped, metapedType, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7E02E4218D916B94, ped, metapedType, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_SHOP_ITEM_NUM_WEARABLE_STATES

- **Hash:** `0xFFCC2DB2D9953401`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemNumWearableStates`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_NUM_WEARABLE_STATES

## Signature

```c
int _GET_SHOP_ITEM_NUM_WEARABLE_STATES(Hash componentHash, BOOL isMpFemale, BOOL p2);
```

## Parameters

- `componentHash` (`Hash`)
- `isMpFemale` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Returns the number of wearable states available for a shop item / component. p2 seems to be true in scripts.

For use with 0x6243635AF2F1B826 (_GET_SHOP_ITEM_AVAILABLE_WEARABLE_STATE_BY_INDEX)

## Usage

### Lua

```lua
local retval = GetShopItemNumWearableStates(componentHash, isMpFemale, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFCC2DB2D9953401, componentHash, isMpFemale, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetShopItemNumWearableStates(componentHash, isMpFemale, p2);

// by hash
const retval = Citizen.invokeNative('0xFFCC2DB2D9953401', componentHash, isMpFemale, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFFCC2DB2D9953401, componentHash, isMpFemale, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_SHOP_ITEM_WEARABLE_STATE_BY_INDEX

- **Hash:** `0x6243635AF2F1B826`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemWearableStateByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_WEARABLE_STATE_BY_INDEX

## Signature

```c
Hash _GET_SHOP_ITEM_WEARABLE_STATE_BY_INDEX(Hash componentHash, int wearableStateIndex, BOOL isMpFemale, BOOL p3);
```

## Parameters

- `componentHash` (`Hash`)
- `wearableStateIndex` (`int`)
- `isMpFemale` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`Hash`

## Description

Gets an available wearable state by index for a shop item / component - it does not retreive what the current state is. p3 seems to be true in scripts.

Use 0xFFCC2DB2D9953401 (_GET_SHOP_ITEM_NUM_WEARABLE_STATES) to get the number of available wearable states

## Usage

### Lua

```lua
local retval = GetShopItemWearableStateByIndex(componentHash, wearableStateIndex, isMpFemale, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6243635AF2F1B826, componentHash, wearableStateIndex, isMpFemale, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetShopItemWearableStateByIndex(componentHash, wearableStateIndex, isMpFemale, p3);

// by hash
const retval = Citizen.invokeNative('0x6243635AF2F1B826', componentHash, wearableStateIndex, isMpFemale, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6243635AF2F1B826, componentHash, wearableStateIndex, isMpFemale, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_STAMINA_DEPLETION_MULTIPLIER

- **Hash:** `0x825F6DD559A0895B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetStaminaDepletionMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_STAMINA_DEPLETION_MULTIPLIER

## Signature

```c
float _GET_STAMINA_DEPLETION_MULTIPLIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetStaminaDepletionMultiplier(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x825F6DD559A0895B, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x825F6DD559A0895B', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x825F6DD559A0895B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_STAMINA_DEPLETION_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_SET_STAMINA_DEPLETION_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_STAMINA_RECHARGE_MULTIPLIER

- **Hash:** `0xE7687EB2F634ABF0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetStaminaRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_STAMINA_RECHARGE_MULTIPLIER

## Signature

```c
float _GET_STAMINA_RECHARGE_MULTIPLIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetStaminaRechargeMultiplier(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE7687EB2F634ABF0, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xE7687EB2F634ABF0', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE7687EB2F634ABF0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_STAMINA_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_SET_STAMINA_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_TOTAL_PED_DAMAGE_FROM_AI

- **Hash:** `0x92C8EACA29F6BED6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetTotalPedDamageFromAi`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_TOTAL_PED_DAMAGE_FROM_AI

## Signature

```c
float _GET_TOTAL_PED_DAMAGE_FROM_AI(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

_GET_WA*

## Usage

### Lua

```lua
local retval = GetTotalPedDamageFromAi(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x92C8EACA29F6BED6, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x92C8EACA29F6BED6', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x92C8EACA29F6BED6, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_TOTAL_PED_DAMAGE_FROM_AI](https://natives.borderlinerp.com/natives/PED/_SET_TOTAL_PED_DAMAGE_FROM_AI.md) — _SET_W(EAPON?)*

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_TRACKED_PED_PIXELCOUNT

- **Hash:** `0x511F1A683387C7E2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetTrackedPedPixelcount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_TRACKED_PED_PIXELCOUNT

## Signature

```c
int GET_TRACKED_PED_PIXELCOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetTrackedPedPixelcount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x511F1A683387C7E2, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x511F1A683387C7E2', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x511F1A683387C7E2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_TRANSPORT_PED_IS_SEATED_ON

- **Hash:** `0x849BD6C6314793D0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetTransportPedIsSeatedOn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_TRANSPORT_PED_IS_SEATED_ON

## Signature

```c
Entity _GET_TRANSPORT_PED_IS_SEATED_ON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetTransportPedIsSeatedOn(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x849BD6C6314793D0, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x849BD6C6314793D0', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x849BD6C6314793D0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GET_VEHICLE_DRAFT_HORSE_IS_ATTACHED_TO

- **Hash:** `0xE4770DA1B8FF4FD1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetVehicleDraftHorseIsAttachedTo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_VEHICLE_DRAFT_HORSE_IS_ATTACHED_TO

## Signature

```c
Vehicle _GET_VEHICLE_DRAFT_HORSE_IS_ATTACHED_TO(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetVehicleDraftHorseIsAttachedTo(horse)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4770DA1B8FF4FD1, horse, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleDraftHorseIsAttachedTo(horse);

// by hash
const retval = Citizen.invokeNative('0xE4770DA1B8FF4FD1', horse, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE4770DA1B8FF4FD1, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_VEHICLE_PED_IS_ENTERING

- **Hash:** `0xF92691AED837A5FC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetVehiclePedIsEntering`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_VEHICLE_PED_IS_ENTERING

## Signature

```c
Vehicle GET_VEHICLE_PED_IS_ENTERING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetVehiclePedIsEntering(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF92691AED837A5FC, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xF92691AED837A5FC', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF92691AED837A5FC, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_VEHICLE_PED_IS_IN

- **Hash:** `0x9A9112A0FE9A4713`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetVehiclePedIsIn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_VEHICLE_PED_IS_IN

## Signature

```c
Vehicle GET_VEHICLE_PED_IS_IN(Ped ped, BOOL lastVehicle);
```

## Parameters

- `ped` (`Ped`)
- `lastVehicle` (`BOOL`)

## Returns

`Vehicle`

## Description

Gets the vehicle the specified Ped is in.

If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned.

## Usage

### Lua

```lua
local retval = GetVehiclePedIsIn(ped, lastVehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A9112A0FE9A4713, ped, lastVehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehiclePedIsIn(ped, lastVehicle);

// by hash
const retval = Citizen.invokeNative('0x9A9112A0FE9A4713', ped, lastVehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9A9112A0FE9A4713, ped, lastVehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GET_VEHICLE_PED_IS_USING

- **Hash:** `0x6094AD011A2EA87D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetVehiclePedIsUsing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_VEHICLE_PED_IS_USING

## Signature

```c
Vehicle GET_VEHICLE_PED_IS_USING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetVehiclePedIsUsing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6094AD011A2EA87D, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6094AD011A2EA87D', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6094AD011A2EA87D, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GIVE_PED_HASH_COMMAND

- **Hash:** `0xD65FDC686A031C83`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedHashCommand`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GIVE_PED_HASH_COMMAND

## Signature

```c
void _GIVE_PED_HASH_COMMAND(Ped ped, Hash commandHash, float activationDuration);
```

## Parameters

- `ped` (`Ped`)
- `commandHash` (`Hash`)
- `activationDuration` (`float`)

## Returns

`void`

## Description

Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims.
https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios

## Usage

### Lua

```lua
GivePedHashCommand(ped, commandHash, activationDuration)

-- always available, by hash
Citizen.InvokeNative(0xD65FDC686A031C83, ped, commandHash, activationDuration)
```

### JavaScript

```js
GivePedHashCommand(ped, commandHash, activationDuration);

// by hash
Citizen.invokeNative('0xD65FDC686A031C83', ped, commandHash, activationDuration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD65FDC686A031C83, ped, commandHash, activationDuration);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::GIVE_PED_HASH_SCENARIO_PROP

- **Hash:** `0x2B02DB082258625F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedHashScenarioProp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GIVE_PED_HASH_SCENARIO_PROP

## Signature

```c
BOOL GIVE_PED_HASH_SCENARIO_PROP(Ped ped, Object object, const char* conditionalAnim, Hash scenarioType, Hash p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `conditionalAnim` (`const char*`)
- `scenarioType` (`Hash`)
- `p4` (`Hash`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GivePedHashScenarioProp(ped, object, conditionalAnim, scenarioType, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B02DB082258625F, ped, object, conditionalAnim, scenarioType, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GivePedHashScenarioProp(ped, object, conditionalAnim, scenarioType, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x2B02DB082258625F', ped, object, conditionalAnim, scenarioType, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2B02DB082258625F, ped, object, conditionalAnim, scenarioType, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GIVE_PED_SCENARIO_PROP

- **Hash:** `0x3BBDD6143FF16F98`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedScenarioProp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GIVE_PED_SCENARIO_PROP

## Signature

```c
BOOL _GIVE_PED_SCENARIO_PROP(Ped ped, Object object, const char* conditionalAnim, const char* p3, const char* p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `conditionalAnim` (`const char*`)
- `p3` (`const char*`)
- `p4` (`const char*`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GivePedScenarioProp(ped, object, conditionalAnim, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3BBDD6143FF16F98, ped, object, conditionalAnim, p3, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GivePedScenarioProp(ped, object, conditionalAnim, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x3BBDD6143FF16F98', ped, object, conditionalAnim, p3, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3BBDD6143FF16F98, ped, object, conditionalAnim, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_GIVE_PED_SCENARIO_PROP_DYNAMIC

- **Hash:** `0xA0774E388CE4A679`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedScenarioPropDynamic`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GIVE_PED_SCENARIO_PROP_DYNAMIC

## Signature

```c
BOOL _GIVE_PED_SCENARIO_PROP_DYNAMIC(Ped ped, Object object, const char* p2, const char* p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `p2` (`const char*`)
- `p3` (`const char*`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

Only used in SP R* Script rcm_jack2

## Usage

### Lua

```lua
local retval = GivePedScenarioPropDynamic(ped, object, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0774E388CE4A679, ped, object, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GivePedScenarioPropDynamic(ped, object, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xA0774E388CE4A679', ped, object, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA0774E388CE4A679, ped, object, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_META_PED_ASSET_LOADED

- **Hash:** `0xB0B2C6D170B0E8E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasMetaPedAssetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_META_PED_ASSET_LOADED

## Signature

```c
BOOL _HAS_META_PED_ASSET_LOADED(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasMetaPedAssetLoaded(requestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB0B2C6D170B0E8E5, requestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasMetaPedAssetLoaded(requestId);

// by hash
const retval = Citizen.invokeNative('0xB0B2C6D170B0E8E5', requestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB0B2C6D170B0E8E5, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_META_PED_OUTFIT_LOADED

- **Hash:** `0x610438375E5D1801`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasMetaPedOutfitLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_META_PED_OUTFIT_LOADED

## Signature

```c
BOOL _HAS_META_PED_OUTFIT_LOADED(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasMetaPedOutfitLoaded(requestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x610438375E5D1801, requestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasMetaPedOutfitLoaded(requestId);

// by hash
const retval = Citizen.invokeNative('0x610438375E5D1801', requestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x610438375E5D1801, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_META_PED_REQUEST_LOADED

- **Hash:** `0xC0940AC858C1E126`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasMetaPedRequestLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_META_PED_REQUEST_LOADED

## Signature

```c
BOOL _HAS_META_PED_REQUEST_LOADED(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasMetaPedRequestLoaded(requestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0940AC858C1E126, requestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasMetaPedRequestLoaded(requestId);

// by hash
const retval = Citizen.invokeNative('0xC0940AC858C1E126', requestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC0940AC858C1E126, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::HAS_MOTION_TYPE_ASSET_LOADED

- **Hash:** `0x854BC9B1A1CCD034`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasMotionTypeAssetLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/HAS_MOTION_TYPE_ASSET_LOADED

## Signature

```c
BOOL HAS_MOTION_TYPE_ASSET_LOADED(Hash nameHash, Ped ped);
```

## Parameters

- `nameHash` (`Hash`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasMotionTypeAssetLoaded(nameHash, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x854BC9B1A1CCD034, nameHash, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasMotionTypeAssetLoaded(nameHash, ped);

// by hash
const retval = Citizen.invokeNative('0x854BC9B1A1CCD034', nameHash, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x854BC9B1A1CCD034, nameHash, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_PED_BEEN_SHOVED_RECENTLY

- **Hash:** `0x29FCE825613FEFCA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasPedBeenShovedRecently`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_PED_BEEN_SHOVED_RECENTLY

## Signature

```c
BOOL _HAS_PED_BEEN_SHOVED_RECENTLY(Ped ped, int ms);
```

## Parameters

- `ped` (`Ped`)
- `ms` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPedBeenShovedRecently(ped, ms)

-- always available, by hash
local retval = Citizen.InvokeNative(0x29FCE825613FEFCA, ped, ms, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedBeenShovedRecently(ped, ms);

// by hash
const retval = Citizen.invokeNative('0x29FCE825613FEFCA', ped, ms, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x29FCE825613FEFCA, ped, ms);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_PED_EMOTIONAL_PRESET_LOADED

- **Hash:** `0xDE3904B22695D9F9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasPedEmotionalPresetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_PED_EMOTIONAL_PRESET_LOADED

## Signature

```c
BOOL _HAS_PED_EMOTIONAL_PRESET_LOADED(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`BOOL`

## Description

See _REQUEST_PED_EMOTIONAL_PRESET

## Usage

### Lua

```lua
local retval = HasPedEmotionalPresetLoaded(ped, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE3904B22695D9F9, ped, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedEmotionalPresetLoaded(ped, name);

// by hash
const retval = Citizen.invokeNative('0xDE3904B22695D9F9', ped, name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE3904B22695D9F9, ped, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_PED_KNOCKED_ON_DOOR

- **Hash:** `0xFA8C10DCE0706D43`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasPedKnockedOnDoor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_PED_KNOCKED_ON_DOOR

## Signature

```c
BOOL _HAS_PED_KNOCKED_ON_DOOR(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks whether the specified ped has completed a door knocking interaction.
Typically used with _SET_DOOR_KNOCKING_WHEN_LOCKED. Returns true after the knocking interaction/animation has completed, not while it is still playing. Does not detect normal door-handle interaction.

*Source: VORPCORE RDR3natives*

Checks whether the specified ped has performed a door knocking interaction
This is typically used together with SET_DOOR_KNOCKING_WHEN_LOCKED.
If a door is configured to use knocking behavior when locked, and the player interacts
with it, this native returns true AFTER the knocking interaction/animation has completed

## Usage

### Lua

```lua
local retval = HasPedKnockedOnDoor(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA8C10DCE0706D43, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFA8C10DCE0706D43', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFA8C10DCE0706D43, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_HAS_PED_SHOT_RECENTLY

- **Hash:** `0xB7DBB2986B87E230`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasPedShotRecently`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_PED_SHOT_RECENTLY

## Signature

```c
BOOL _HAS_PED_SHOT_RECENTLY(Ped ped, float seconds);
```

## Parameters

- `ped` (`Ped`)
- `seconds` (`float`)

## Returns

`BOOL`

## Description

True if the ped fired a weapon within the last `seconds` (seconds -> compared in ms internally). Returns false if no recent shot is recorded.

## Usage

### Lua

```lua
local retval = HasPedShotRecently(ped, seconds)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB7DBB2986B87E230, ped, seconds, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedShotRecently(ped, seconds);

// by hash
const retval = Citizen.invokeNative('0xB7DBB2986B87E230', ped, seconds + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB7DBB2986B87E230, ped, seconds);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HAS_PED_TAKEN_GORE_DAMAGE

- **Hash:** `0xBA208A8D6399A3AC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasPedTakenGoreDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_PED_TAKEN_GORE_DAMAGE

## Signature

```c
BOOL _HAS_PED_TAKEN_GORE_DAMAGE(Ped ped, int limb);
```

## Parameters

- `ped` (`Ped`)
- `limb` (`int`)

## Returns

`BOOL`

## Description

limb: 3 = Left Hand, 4 = Left Arm, 6 = Right Hand, 7 = Right Arm, 9 = Left Foot, 10 = Left Leg, 12 = Right Foot, 13 = Right Leg, 37 = Head

## Usage

### Lua

```lua
local retval = HasPedTakenGoreDamage(ped, limb)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA208A8D6399A3AC, ped, limb, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedTakenGoreDamage(ped, limb);

// by hash
const retval = Citizen.invokeNative('0xBA208A8D6399A3AC', ped, limb, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBA208A8D6399A3AC, ped, limb);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_HIDE_PED_REINS

- **Hash:** `0xCAC43D060099EA72`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HidePedReins`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HIDE_MOUNT_REINS`
- **URL:** https://natives.borderlinerp.com/natives/PED/_HIDE_PED_REINS

## Signature

```c
void _HIDE_PED_REINS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Hides the visible reins/lead straps associated with the specified ped.
In practical use this is expected to be a horse ped, causing the hanging rein geometry to disappear.

*Source: VORPCORE RDR3natives*

Hides the reins of the mount

## Usage

### Lua

```lua
HidePedReins(ped)

-- always available, by hash
Citizen.InvokeNative(0xCAC43D060099EA72, ped)
```

### JavaScript

```js
HidePedReins(ped);

// by hash
Citizen.invokeNative('0xCAC43D060099EA72', ped);
```

### C#

```csharp
Function.Call((Hash)0xCAC43D060099EA72, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_HORSE_AGITATE

- **Hash:** `0xBAE08F00021BFFB2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HorseAgitate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HORSE_AGITATE

## Signature

```c
void _HORSE_AGITATE(Ped mount, BOOL kickOffRider);
```

## Parameters

- `mount` (`Ped`)
- `kickOffRider` (`BOOL`)

## Returns

`void`

## Description

_H* - _I*

## Usage

### Lua

```lua
HorseAgitate(mount, kickOffRider)

-- always available, by hash
Citizen.InvokeNative(0xBAE08F00021BFFB2, mount, kickOffRider)
```

### JavaScript

```js
HorseAgitate(mount, kickOffRider);

// by hash
Citizen.invokeNative('0xBAE08F00021BFFB2', mount, kickOffRider);
```

### C#

```csharp
Function.Call((Hash)0xBAE08F00021BFFB2, mount, kickOffRider);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_INCAPACITATED_REVIVE

- **Hash:** `0xF6262491C7704A63`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IncapacitatedRevive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_INCAPACITATED_REVIVE

## Signature

```c
void _INCAPACITATED_REVIVE(Ped ped, Ped ped2);
```

## Parameters

- `ped` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
IncapacitatedRevive(ped, ped2)

-- always available, by hash
Citizen.InvokeNative(0xF6262491C7704A63, ped, ped2)
```

### JavaScript

```js
IncapacitatedRevive(ped, ped2);

// by hash
Citizen.invokeNative('0xF6262491C7704A63', ped, ped2);
```

### C#

```csharp
Function.Call((Hash)0xF6262491C7704A63, ped, ped2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::INIT_PED_DEFAULT_HEALTH

- **Hash:** `0x7DD7FB3480D8083E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `InitPedDefaultHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/INIT_PED_DEFAULT_HEALTH

## Signature

```c
void INIT_PED_DEFAULT_HEALTH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
InitPedDefaultHealth(ped)

-- always available, by hash
Citizen.InvokeNative(0x7DD7FB3480D8083E, ped)
```

### JavaScript

```js
InitPedDefaultHealth(ped);

// by hash
Citizen.invokeNative('0x7DD7FB3480D8083E', ped);
```

### C#

```csharp
Function.Call((Hash)0x7DD7FB3480D8083E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::INSTANTLY_FILL_PED_POPULATION

- **Hash:** `0x4759CC730F947C81`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `InstantlyFillPedPopulation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/INSTANTLY_FILL_PED_POPULATION

## Signature

```c
void INSTANTLY_FILL_PED_POPULATION();
```

## Returns

`void`

## Usage

### Lua

```lua
InstantlyFillPedPopulation()

-- always available, by hash
Citizen.InvokeNative(0x4759CC730F947C81)
```

### JavaScript

```js
InstantlyFillPedPopulation();

// by hash
Citizen.invokeNative('0x4759CC730F947C81');
```

### C#

```csharp
Function.Call((Hash)0x4759CC730F947C81);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_ANIMAL_CONTROLLED_BY_A_PLAYER

- **Hash:** `0x0E2F43516F998269`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnimalControlledByAPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_ANIMAL_CONTROLLED_BY_A_PLAYER

## Signature

```c
BOOL _IS_ANIMAL_CONTROLLED_BY_A_PLAYER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true only if it's a player ped and an animal as well.
_IS_ANY_* - _IS_CONTROL_*

## Usage

### Lua

```lua
local retval = IsAnimalControlledByAPlayer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E2F43516F998269, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0E2F43516F998269', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E2F43516F998269, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_ANIMAL_INTERACTION_POSSIBLE

- **Hash:** `0xD543D3A8FDE4F185`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnimalInteractionPossible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_ANIMAL_INTERACTION_POSSIBLE

## Signature

```c
BOOL IS_ANIMAL_INTERACTION_POSSIBLE(Ped ped, Ped animal);
```

## Parameters

- `ped` (`Ped`)
- `animal` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimalInteractionPossible(ped, animal)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD543D3A8FDE4F185, ped, animal, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimalInteractionPossible(ped, animal);

// by hash
const retval = Citizen.invokeNative('0xD543D3A8FDE4F185', ped, animal, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD543D3A8FDE4F185, ped, animal);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_ANIMAL_INTERACTION_RUNNING

- **Hash:** `0x7FC84E85D98F063D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnimalInteractionRunning`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_ANIMAL_INTERACTION_RUNNING

## Signature

```c
BOOL _IS_ANIMAL_INTERACTION_RUNNING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimalInteractionRunning(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7FC84E85D98F063D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x7FC84E85D98F063D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7FC84E85D98F063D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_ANIMAL_SKINNED

- **Hash:** `0x88A5564B19C15391`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnimalSkinned`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_ANIMAL_SKINNED

## Signature

```c
BOOL _IS_ANIMAL_SKINNED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimalSkinned(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x88A5564B19C15391, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x88A5564B19C15391', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x88A5564B19C15391, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_ANY_HOSTILE_PED_NEAR_POINT

- **Hash:** `0x68772DB2B2526F9F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnyHostilePedNearPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_ANY_HOSTILE_PED_NEAR_POINT

## Signature

```c
BOOL IS_ANY_HOSTILE_PED_NEAR_POINT(Ped ped, float x, float y, float z, float radius);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyHostilePedNearPoint(ped, x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x68772DB2B2526F9F, ped, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyHostilePedNearPoint(ped, x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x68772DB2B2526F9F', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x68772DB2B2526F9F, ped, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_ANY_PED_NEAR_POINT

- **Hash:** `0x083961498679DC9F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnyPedNearPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_ANY_PED_NEAR_POINT

## Signature

```c
BOOL IS_ANY_PED_NEAR_POINT(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyPedNearPoint(x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x083961498679DC9F, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyPedNearPoint(x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x083961498679DC9F', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x083961498679DC9F, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_ANY_PED_SHOOTING_IN_AREA

- **Hash:** `0xA0D3D71EA1086C55`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsAnyPedShootingInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_ANY_PED_SHOOTING_IN_AREA

## Signature

```c
BOOL IS_ANY_PED_SHOOTING_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyPedShootingInArea(x1, y1, z1, x2, y2, z2, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0D3D71EA1086C55, x1, y1, z1, x2, y2, z2, p6, p7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyPedShootingInArea(x1, y1, z1, x2, y2, z2, p6, p7);

// by hash
const retval = Citizen.invokeNative('0xA0D3D71EA1086C55', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p6, p7, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA0D3D71EA1086C55, x1, y1, z1, x2, y2, z2, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_EVENT_IN_QUEUE

- **Hash:** `0xC8D523BF5BBD3808`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsEventInQueue`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_EVENT_IN_QUEUE

## Signature

```c
BOOL IS_EVENT_IN_QUEUE(Ped ped, Hash eventType);
```

## Parameters

- `ped` (`Ped`)
- `eventType` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEventInQueue(ped, eventType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC8D523BF5BBD3808, ped, eventType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEventInQueue(ped, eventType);

// by hash
const retval = Citizen.invokeNative('0xC8D523BF5BBD3808', ped, eventType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC8D523BF5BBD3808, ped, eventType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_GROUP_LOCALLY_CONTROLLED

- **Hash:** `0x909AD9E9A92A10DF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsGroupLocallyControlled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_GROUP_LOCALLY_CONTROLLED

## Signature

```c
BOOL IS_GROUP_LOCALLY_CONTROLLED(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsGroupLocallyControlled(groupId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x909AD9E9A92A10DF, groupId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGroupLocallyControlled(groupId);

// by hash
const retval = Citizen.invokeNative('0x909AD9E9A92A10DF', groupId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x909AD9E9A92A10DF, groupId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_INSTANTLY_FILL_PED_POPULATION_FINISHED

- **Hash:** `0x0EE3F0D7FECCC54F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsInstantlyFillPedPopulationFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_INSTANTLY_FILL_PED_POPULATION_FINISHED

## Signature

```c
BOOL IS_INSTANTLY_FILL_PED_POPULATION_FINISHED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsInstantlyFillPedPopulationFinished()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EE3F0D7FECCC54F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsInstantlyFillPedPopulationFinished();

// by hash
const retval = Citizen.invokeNative('0x0EE3F0D7FECCC54F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0EE3F0D7FECCC54F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_LOCATION_SPAWN_SAFE

- **Hash:** `0xFB1E7998B8595825`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsLocationSpawnSafe`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_LOCATION_SPAWN_SAFE

## Signature

```c
BOOL IS_LOCATION_SPAWN_SAFE(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsLocationSpawnSafe(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB1E7998B8595825, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsLocationSpawnSafe(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xFB1E7998B8595825', ped, p1 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB1E7998B8595825, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_META_PED_ASSET_VALID

- **Hash:** `0x93FFD92F05EC32FD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMetaPedAssetValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_META_PED_ASSET_VALID

## Signature

```c
BOOL _IS_META_PED_ASSET_VALID(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMetaPedAssetValid(requestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x93FFD92F05EC32FD, requestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMetaPedAssetValid(requestId);

// by hash
const retval = Citizen.invokeNative('0x93FFD92F05EC32FD', requestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x93FFD92F05EC32FD, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_META_PED_FISH

- **Hash:** `0x118D476A6F1A13F1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMetaPedFish`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_META_PED_FISH

## Signature

```c
BOOL _IS_META_PED_FISH(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if given ped is a fish.
_IS_ME* - _IS_MO*

## Usage

### Lua

```lua
local retval = IsMetaPedFish(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x118D476A6F1A13F1, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x118D476A6F1A13F1', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x118D476A6F1A13F1, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_META_PED_OUTFIT_EQUIPPED

- **Hash:** `0x98082246107A6ACF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMetaPedOutfitEquipped`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_META_PED_OUTFIT_EQUIPPED

## Signature

```c
BOOL _IS_META_PED_OUTFIT_EQUIPPED(Ped ped, Hash outfit);
```

## Parameters

- `ped` (`Ped`)
- `outfit` (`Hash`)

## Returns

`BOOL`

## Description

Used in script function HORSE_IS_META_PED_OUTFIT_SADDLE_EQUIPPED

## Usage

### Lua

```lua
local retval = IsMetaPedOutfitEquipped(ped, outfit)

-- always available, by hash
local retval = Citizen.InvokeNative(0x98082246107A6ACF, ped, outfit, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMetaPedOutfitEquipped(ped, outfit);

// by hash
const retval = Citizen.invokeNative('0x98082246107A6ACF', ped, outfit, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x98082246107A6ACF, ped, outfit);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_META_PED_OUTFIT_REQUEST_VALID

- **Hash:** `0xB25E57FC8E37114D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMetaPedOutfitRequestValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_META_PED_OUTFIT_REQUEST_VALID

## Signature

```c
BOOL _IS_META_PED_OUTFIT_REQUEST_VALID(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMetaPedOutfitRequestValid(requestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB25E57FC8E37114D, requestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMetaPedOutfitRequestValid(requestId);

// by hash
const retval = Citizen.invokeNative('0xB25E57FC8E37114D', requestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB25E57FC8E37114D, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_META_PED_REQUEST_VALID

- **Hash:** `0x43E4DA469541A9C9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMetaPedRequestValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_META_PED_REQUEST_VALID

## Signature

```c
BOOL _IS_META_PED_REQUEST_VALID(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMetaPedRequestValid(requestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43E4DA469541A9C9, requestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMetaPedRequestValid(requestId);

// by hash
const retval = Citizen.invokeNative('0x43E4DA469541A9C9', requestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x43E4DA469541A9C9, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_META_PED_USING_COMPONENT

- **Hash:** `0xFB4891BD7578CDC1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMetaPedUsingComponent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_META_PED_USING_COMPONENT_CATEGORY`
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_META_PED_USING_COMPONENT

## Signature

```c
BOOL _IS_META_PED_USING_COMPONENT(Ped ped, Hash component);
```

## Parameters

- `ped` (`Ped`)
- `component` (`Hash`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

checks if a ped is using a component category
see component category hashes here https://raw.githubusercontent.com/femga/rdr3_discoveries/refs/heads/master/clothes/cloth_hash_names.lua
Old name: _IS_META_PED_USING_COMPONENT

## Usage

### Lua

```lua
local retval = IsMetaPedUsingComponent(ped, component)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB4891BD7578CDC1, ped, component, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMetaPedUsingComponent(ped, component);

// by hash
const retval = Citizen.invokeNative('0xFB4891BD7578CDC1', ped, component, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB4891BD7578CDC1, ped, component);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# PED::_IS_MOUNT_SEAT_FREE

- **Hash:** `0xAAB0FE202E9FC9F0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsMountSeatFree`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_MOUNT_SEAT_FREE

## Signature

```c
BOOL _IS_MOUNT_SEAT_FREE(Ped mount, int seat);
```

## Parameters

- `mount` (`Ped`)
- `seat` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMountSeatFree(mount, seat)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAAB0FE202E9FC9F0, mount, seat, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMountSeatFree(mount, seat);

// by hash
const retval = Citizen.invokeNative('0xAAB0FE202E9FC9F0', mount, seat, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAAB0FE202E9FC9F0, mount, seat);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_A_PLAYER

- **Hash:** `0x12534C348C6CB68B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedAPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_A_PLAYER

## Signature

```c
BOOL IS_PED_A_PLAYER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedAPlayer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x12534C348C6CB68B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x12534C348C6CB68B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x12534C348C6CB68B, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_ACTION_DISABLE_FLAG_ENABLED

- **Hash:** `0xB346C85D49CC998E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedActionDisableFlagEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_ACTION_DISABLE_FLAG_ENABLED

## Signature

```c
BOOL _IS_PED_ACTION_DISABLE_FLAG_ENABLED(Ped ped, int actionDisableFlag);
```

## Parameters

- `ped` (`Ped`)
- `actionDisableFlag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedActionDisableFlagEnabled(ped, actionDisableFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB346C85D49CC998E, ped, actionDisableFlag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedActionDisableFlagEnabled(ped, actionDisableFlag);

// by hash
const retval = Citizen.invokeNative('0xB346C85D49CC998E', ped, actionDisableFlag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB346C85D49CC998E, ped, actionDisableFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CActionFlags__DisableFlag](https://natives.borderlinerp.com/enums/CActionFlags__DisableFlag.md) — 35 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_AIMING_FROM_COVER

- **Hash:** `0x3998B1276A3300E5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedAimingFromCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_AIMING_FROM_COVER

## Signature

```c
BOOL IS_PED_AIMING_FROM_COVER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedAimingFromCover(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3998B1276A3300E5, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3998B1276A3300E5', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3998B1276A3300E5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_BEING_DRAGGED

- **Hash:** `0xEF3A8772F085B4AA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedBeingDragged`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_BEING_DRAGGED

## Signature

```c
BOOL IS_PED_BEING_DRAGGED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedBeingDragged(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF3A8772F085B4AA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xEF3A8772F085B4AA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEF3A8772F085B4AA, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_BEING_HOGTIED

- **Hash:** `0xD453BB601D4A606E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedBeingHogtied`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_BEING_HOGTIED

## Signature

```c
BOOL IS_PED_BEING_HOGTIED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedBeingHogtied(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD453BB601D4A606E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD453BB601D4A606E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD453BB601D4A606E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_BEING_JACKED

- **Hash:** `0x9A497FE2DF198913`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedBeingJacked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_BEING_JACKED

## Signature

```c
BOOL IS_PED_BEING_JACKED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedBeingJacked(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A497FE2DF198913, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9A497FE2DF198913', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9A497FE2DF198913, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_BEING_STEALTH_KILLED

- **Hash:** `0x863B23EFDE9C5DF2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedBeingStealthKilled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_BEING_STEALTH_KILLED

## Signature

```c
BOOL IS_PED_BEING_STEALTH_KILLED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedBeingStealthKilled(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x863B23EFDE9C5DF2, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x863B23EFDE9C5DF2', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x863B23EFDE9C5DF2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_BEING_STUNNED

- **Hash:** `0x4FBACCE3B4138EE8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedBeingStunned`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_BEING_STUNNED

## Signature

```c
BOOL IS_PED_BEING_STUNNED(Ped ped, Hash weaponType);
```

## Parameters

- `ped` (`Ped`)
- `weaponType` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedBeingStunned(ped, weaponType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4FBACCE3B4138EE8, ped, weaponType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedBeingStunned(ped, weaponType);

// by hash
const retval = Citizen.invokeNative('0x4FBACCE3B4138EE8', ped, weaponType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4FBACCE3B4138EE8, ped, weaponType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_CARRYING_SOMETHING

- **Hash:** `0xA911EE21EDF69DAF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedCarryingSomething`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_CARRYING_SOMETHING

## Signature

```c
BOOL IS_PED_CARRYING_SOMETHING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedCarryingSomething(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA911EE21EDF69DAF, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA911EE21EDF69DAF', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA911EE21EDF69DAF, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_CHILD

- **Hash:** `0x137772000DAF42C5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedChild`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_CHILD

## Signature

```c
BOOL _IS_PED_CHILD(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedChild(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x137772000DAF42C5, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x137772000DAF42C5', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x137772000DAF42C5, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_CLIMBING

- **Hash:** `0x53E8CB4F48BFE623`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedClimbing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_CLIMBING

## Signature

```c
BOOL IS_PED_CLIMBING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedClimbing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53E8CB4F48BFE623, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x53E8CB4F48BFE623', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x53E8CB4F48BFE623, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_CLIMBING_LADDER

- **Hash:** `0x59643424B68D52B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedClimbingLadder`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_CLIMBING_LADDER

## Signature

```c
BOOL _IS_PED_CLIMBING_LADDER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedClimbingLadder(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59643424B68D52B5, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x59643424B68D52B5', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x59643424B68D52B5, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_COWERING

- **Hash:** `0xB086C8C0F5701D14`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedCowering`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_COWERING

## Signature

```c
BOOL _IS_PED_COWERING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedCowering(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB086C8C0F5701D14, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB086C8C0F5701D14', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB086C8C0F5701D14, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_DEAD_OR_DYING

- **Hash:** `0x3317DEDB88C95038`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedDeadOrDying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_DEAD_OR_DYING

## Signature

```c
BOOL IS_PED_DEAD_OR_DYING(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDeadOrDying(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3317DEDB88C95038, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedDeadOrDying(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x3317DEDB88C95038', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3317DEDB88C95038, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_DEFENSIVE_AREA_ACTIVE

- **Hash:** `0xBA63D9FE45412247`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedDefensiveAreaActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_DEFENSIVE_AREA_ACTIVE

## Signature

```c
BOOL IS_PED_DEFENSIVE_AREA_ACTIVE(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDefensiveAreaActive(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA63D9FE45412247, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedDefensiveAreaActive(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xBA63D9FE45412247', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBA63D9FE45412247, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_DIVING

- **Hash:** `0x5527B8246FEF9B11`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedDiving`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_DIVING

## Signature

```c
BOOL IS_PED_DIVING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDiving(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5527B8246FEF9B11, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5527B8246FEF9B11', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5527B8246FEF9B11, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_DOING_SCENARIO_TRANSITION

- **Hash:** `0xC488B8C0E52560D8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedDoingScenarioTransition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_DOING_SCENARIO_TRANSITION

## Signature

```c
BOOL _IS_PED_DOING_SCENARIO_TRANSITION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDoingScenarioTransition(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC488B8C0E52560D8, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC488B8C0E52560D8', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC488B8C0E52560D8, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_DRAGGING

- **Hash:** `0x226CF9B159E38F42`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedDragging`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_DRAGGING

## Signature

```c
BOOL _IS_PED_DRAGGING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDragging(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x226CF9B159E38F42, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x226CF9B159E38F42', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x226CF9B159E38F42, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_DRUNK

- **Hash:** `0x50F124E6EF188B22`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedDrunk`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_DRUNK

## Signature

```c
BOOL _IS_PED_DRUNK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDrunk(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x50F124E6EF188B22, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x50F124E6EF188B22', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x50F124E6EF188B22, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_ENTERING_ANY_TRANSPORT

- **Hash:** `0x1D46B417F926D34D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedEnteringAnyTransport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_ENTERING_ANY_TRANSPORT

## Signature

```c
BOOL IS_PED_ENTERING_ANY_TRANSPORT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedEnteringAnyTransport(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1D46B417F926D34D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1D46B417F926D34D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1D46B417F926D34D, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_EVASIVE_DIVING

- **Hash:** `0x414641C26E105898`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedEvasiveDiving`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_EVASIVE_DIVING

## Signature

```c
BOOL IS_PED_EVASIVE_DIVING(Ped ped, Entity* evadingEntity);
```

## Parameters

- `ped` (`Ped`)
- `evadingEntity` (`Entity*`)

## Returns

`BOOL`

## Description

Presumably returns the Entity that the Ped is currently diving out of the way of.

## Usage

### Lua

```lua
local retval, evadingEntity = IsPedEvasiveDiving(ped, evadingEntity)

-- always available, by hash
local retval, evadingEntity = Citizen.InvokeNative(0x414641C26E105898, ped, Citizen.PointerValueIntInitialized(evadingEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, evadingEntity] = IsPedEvasiveDiving(ped, evadingEntity);

// by hash
const [retval, evadingEntity] = Citizen.invokeNative('0x414641C26E105898', ped, Citizen.pointerValueIntInitialized(evadingEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var evadingEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x414641C26E105898, ped, evadingEntity);
// evadingEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_FACING_PED

- **Hash:** `0xD71649DB0A545AA3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedFacingPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_FACING_PED

## Signature

```c
BOOL IS_PED_FACING_PED(Ped ped, Ped otherPed, float angle);
```

## Parameters

- `ped` (`Ped`)
- `otherPed` (`Ped`)
- `angle` (`float`)

## Returns

`BOOL`

## Description

angle is ped's view cone

## Usage

### Lua

```lua
local retval = IsPedFacingPed(ped, otherPed, angle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD71649DB0A545AA3, ped, otherPed, angle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedFacingPed(ped, otherPed, angle);

// by hash
const retval = Citizen.invokeNative('0xD71649DB0A545AA3', ped, otherPed, angle + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD71649DB0A545AA3, ped, otherPed, angle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_FALLING

- **Hash:** `0xFB92A102F1C4DFA3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedFalling`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_FALLING

## Signature

```c
BOOL IS_PED_FALLING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedFalling(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB92A102F1C4DFA3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFB92A102F1C4DFA3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB92A102F1C4DFA3, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_FALLING_OVER

- **Hash:** `0x3E592D0486DEC0F6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedFallingOver`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_FALLING_OVER

## Signature

```c
BOOL IS_PED_FALLING_OVER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedFallingOver(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E592D0486DEC0F6, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3E592D0486DEC0F6', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3E592D0486DEC0F6, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_FATALLY_INJURED

- **Hash:** `0xD839450756ED5A80`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedFatallyInjured`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_FATALLY_INJURED

## Signature

```c
BOOL IS_PED_FATALLY_INJURED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100.
If the handle is invalid, the function returns true.

## Usage

### Lua

```lua
local retval = IsPedFatallyInjured(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD839450756ED5A80, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD839450756ED5A80', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD839450756ED5A80, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_FLEEING

- **Hash:** `0xBBCCE00B381F8482`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedFleeing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_FLEEING

## Signature

```c
BOOL IS_PED_FLEEING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedFleeing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBCCE00B381F8482, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xBBCCE00B381F8482', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBBCCE00B381F8482, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_FULLY_ON_MOUNT

- **Hash:** `0x95CBC65780DE7EB1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedFullyOnMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_FULLY_ON_MOUNT

## Signature

```c
BOOL IS_PED_FULLY_ON_MOUNT(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedFullyOnMount(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x95CBC65780DE7EB1, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedFullyOnMount(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x95CBC65780DE7EB1', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x95CBC65780DE7EB1, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_GETTING_INTO_A_VEHICLE

- **Hash:** `0xBB062B2B5722478E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedGettingIntoAVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_GETTING_INTO_A_VEHICLE

## Signature

```c
BOOL IS_PED_GETTING_INTO_A_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedGettingIntoAVehicle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBB062B2B5722478E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xBB062B2B5722478E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBB062B2B5722478E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_GOING_INTO_COVER

- **Hash:** `0x9F65DBC537E59AD5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedGoingIntoCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_GOING_INTO_COVER

## Signature

```c
BOOL IS_PED_GOING_INTO_COVER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedGoingIntoCover(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9F65DBC537E59AD5, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9F65DBC537E59AD5', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9F65DBC537E59AD5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_GROUP_LEADER

- **Hash:** `0x878B68960C1C2A35`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedGroupLeader`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Other names:** `IS_PED_GROUP_LEADER`
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_GROUP_LEADER

## Signature

```c
BOOL _IS_PED_GROUP_LEADER(Ped ped, int groupId);
```

## Parameters

- `ped` (`Ped`)
- `groupId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedGroupLeader(ped, groupId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x878B68960C1C2A35, ped, groupId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedGroupLeader(ped, groupId);

// by hash
const retval = Citizen.invokeNative('0x878B68960C1C2A35', ped, groupId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x878B68960C1C2A35, ped, groupId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_GROUP_MEMBER

- **Hash:** `0x9BB01E3834671191`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedGroupMember`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_GROUP_MEMBER

## Signature

```c
BOOL IS_PED_GROUP_MEMBER(Ped ped, int groupId, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `groupId` (`int`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedGroupMember(ped, groupId, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9BB01E3834671191, ped, groupId, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedGroupMember(ped, groupId, p2);

// by hash
const retval = Citizen.invokeNative('0x9BB01E3834671191', ped, groupId, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9BB01E3834671191, ped, groupId, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HANGING_ON_TO_VEHICLE

- **Hash:** `0x1C86D8AEF8254B78`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHangingOnToVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HANGING_ON_TO_VEHICLE

## Signature

```c
BOOL IS_PED_HANGING_ON_TO_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedHangingOnToVehicle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1C86D8AEF8254B78, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1C86D8AEF8254B78', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1C86D8AEF8254B78, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HEADING_TOWARDS_POSITION

- **Hash:** `0xFCF37A457CB96DC0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHeadingTowardsPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HEADING_TOWARDS_POSITION

## Signature

```c
BOOL IS_PED_HEADING_TOWARDS_POSITION(Ped ped, float x, float y, float z, float p4);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedHeadingTowardsPosition(ped, x, y, z, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCF37A457CB96DC0, ped, x, y, z, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedHeadingTowardsPosition(ped, x, y, z, p4);

// by hash
const retval = Citizen.invokeNative('0xFCF37A457CB96DC0', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFCF37A457CB96DC0, ped, x, y, z, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HEADTRACKING_ENTITY

- **Hash:** `0x813A0A7C9D2E831F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHeadtrackingEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HEADTRACKING_ENTITY

## Signature

```c
BOOL IS_PED_HEADTRACKING_ENTITY(Ped ped, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedHeadtrackingEntity(ped, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x813A0A7C9D2E831F, ped, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedHeadtrackingEntity(ped, entity);

// by hash
const retval = Citizen.invokeNative('0x813A0A7C9D2E831F', ped, entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x813A0A7C9D2E831F, ped, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HEADTRACKING_PED

- **Hash:** `0x5CD3CB88A7F8850D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHeadtrackingPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HEADTRACKING_PED

## Signature

```c
BOOL IS_PED_HEADTRACKING_PED(Ped ped1, Ped ped2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedHeadtrackingPed(ped1, ped2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CD3CB88A7F8850D, ped1, ped2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedHeadtrackingPed(ped1, ped2);

// by hash
const retval = Citizen.invokeNative('0x5CD3CB88A7F8850D', ped1, ped2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5CD3CB88A7F8850D, ped1, ped2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HOGTIED

- **Hash:** `0x3AA24CCC0D451379`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHogtied`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HOGTIED

## Signature

```c
BOOL IS_PED_HOGTIED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedHogtied(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AA24CCC0D451379, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3AA24CCC0D451379', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3AA24CCC0D451379, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HOGTYING

- **Hash:** `0x42429C674B61238B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHogtying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HOGTYING

## Signature

```c
BOOL IS_PED_HOGTYING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedHogtying(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42429C674B61238B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x42429C674B61238B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x42429C674B61238B, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_HUMAN

- **Hash:** `0xB980061DA992779D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedHuman`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_HUMAN

## Signature

```c
BOOL IS_PED_HUMAN(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true/false if the ped is/isn't humanoid.

## Usage

### Lua

```lua
local retval = IsPedHuman(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB980061DA992779D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB980061DA992779D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB980061DA992779D, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_ANY_BOAT

- **Hash:** `0x2E0E1C2B4F6CB339`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInAnyBoat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_ANY_BOAT

## Signature

```c
BOOL IS_PED_IN_ANY_BOAT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInAnyBoat(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E0E1C2B4F6CB339, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2E0E1C2B4F6CB339', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2E0E1C2B4F6CB339, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_ANY_HELI

- **Hash:** `0x298B91AE825E5705`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInAnyHeli`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_ANY_HELI

## Signature

```c
BOOL IS_PED_IN_ANY_HELI(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInAnyHeli(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x298B91AE825E5705, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x298B91AE825E5705', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x298B91AE825E5705, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_ANY_PLANE

- **Hash:** `0x5FFF4CFC74D8FB80`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInAnyPlane`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_ANY_PLANE

## Signature

```c
BOOL IS_PED_IN_ANY_PLANE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInAnyPlane(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5FFF4CFC74D8FB80, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5FFF4CFC74D8FB80', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5FFF4CFC74D8FB80, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_ANY_TAXI

- **Hash:** `0x6E575D6A898AB852`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInAnyTaxi`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_ANY_TAXI

## Signature

```c
BOOL IS_PED_IN_ANY_TAXI(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInAnyTaxi(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E575D6A898AB852, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6E575D6A898AB852', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6E575D6A898AB852, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_ANY_TRAIN

- **Hash:** `0x6F972C1AB75A1ED0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInAnyTrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_ANY_TRAIN

## Signature

```c
BOOL IS_PED_IN_ANY_TRAIN(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInAnyTrain(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F972C1AB75A1ED0, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6F972C1AB75A1ED0', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6F972C1AB75A1ED0, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_ANY_VEHICLE

- **Hash:** `0x997ABD671D25CA0B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInAnyVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_ANY_VEHICLE

## Signature

```c
BOOL IS_PED_IN_ANY_VEHICLE(Ped ped, BOOL atGetIn);
```

## Parameters

- `ped` (`Ped`)
- `atGetIn` (`BOOL`)

## Returns

`BOOL`

## Description

Gets a value indicating whether the specified ped is in any vehicle.

## Usage

### Lua

```lua
local retval = IsPedInAnyVehicle(ped, atGetIn)

-- always available, by hash
local retval = Citizen.InvokeNative(0x997ABD671D25CA0B, ped, atGetIn, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInAnyVehicle(ped, atGetIn);

// by hash
const retval = Citizen.invokeNative('0x997ABD671D25CA0B', ped, atGetIn, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x997ABD671D25CA0B, ped, atGetIn);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_COMBAT

- **Hash:** `0x4859F1FC66A6278E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInCombat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_COMBAT

## Signature

```c
BOOL IS_PED_IN_COMBAT(Ped ped, Ped target);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInCombat(ped, target)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4859F1FC66A6278E, ped, target, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInCombat(ped, target);

// by hash
const retval = Citizen.invokeNative('0x4859F1FC66A6278E', ped, target, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4859F1FC66A6278E, ped, target);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_COVER

- **Hash:** `0x60DFD0691A170B88`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_COVER

## Signature

```c
BOOL IS_PED_IN_COVER(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInCover(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x60DFD0691A170B88, ped, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInCover(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x60DFD0691A170B88', ped, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x60DFD0691A170B88, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_COVER_FACING_LEFT

- **Hash:** `0x845333B3150583AB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInCoverFacingLeft`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_COVER_FACING_LEFT

## Signature

```c
BOOL IS_PED_IN_COVER_FACING_LEFT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInCoverFacingLeft(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x845333B3150583AB, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x845333B3150583AB', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x845333B3150583AB, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_FLYING_VEHICLE

- **Hash:** `0x9134873537FA419C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInFlyingVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_FLYING_VEHICLE

## Signature

```c
BOOL IS_PED_IN_FLYING_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInFlyingVehicle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9134873537FA419C, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9134873537FA419C', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9134873537FA419C, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_GROUP

- **Hash:** `0x5891CAC5D4ACFF74`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_GROUP

## Signature

```c
BOOL IS_PED_IN_GROUP(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInGroup(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5891CAC5D4ACFF74, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5891CAC5D4ACFF74', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5891CAC5D4ACFF74, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_MELEE_COMBAT

- **Hash:** `0x4E209B2C1EAD5159`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInMeleeCombat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_MELEE_COMBAT

## Signature

```c
BOOL IS_PED_IN_MELEE_COMBAT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Notes: The function only returns true while the ped is: 
A.) Swinging a random melee attack (including pistol-whipping)

B.) Reacting to being hit by a melee attack (including pistol-whipping)

C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter). 

You don't have to be holding the melee-targeting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds

## Usage

### Lua

```lua
local retval = IsPedInMeleeCombat(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4E209B2C1EAD5159, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x4E209B2C1EAD5159', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4E209B2C1EAD5159, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_MODEL

- **Hash:** `0x796D90EFB19AA332`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_MODEL

## Signature

```c
BOOL IS_PED_IN_MODEL(Ped ped, Hash modelHash);
```

## Parameters

- `ped` (`Ped`)
- `modelHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInModel(ped, modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x796D90EFB19AA332, ped, modelHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInModel(ped, modelHash);

// by hash
const retval = Citizen.invokeNative('0x796D90EFB19AA332', ped, modelHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x796D90EFB19AA332, ped, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_IN_NAVIGABLE_WATER

- **Hash:** `0xDC88D06719070C39`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInNavigableWater`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_PED_AFLOAT`
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_IN_NAVIGABLE_WATER

## Signature

```c
BOOL _IS_PED_IN_NAVIGABLE_WATER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Detects if ped is afloat in water like swimming or in a boat (driving or standing on it)

## Usage

### Lua

```lua
local retval = IsPedInNavigableWater(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC88D06719070C39, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDC88D06719070C39', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDC88D06719070C39, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_IN_POINT

- **Hash:** `0x078076AB50FB117F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_IN_POINT

## Signature

```c
BOOL _IS_PED_IN_POINT(Ped ped, float x, float y, float z, float radius, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Description

If returned true: There are enemy peds near friendly turn in ped. Going to aggro.
If returned false: Moving back to idle as there aren't any remaining enemy peds near ped
_IS_PED_IN_*

## Usage

### Lua

```lua
local retval = IsPedInPoint(ped, x, y, z, radius, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x078076AB50FB117F, ped, x, y, z, radius, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInPoint(ped, x, y, z, radius, p5);

// by hash
const retval = Citizen.invokeNative('0x078076AB50FB117F', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x078076AB50FB117F, ped, x, y, z, radius, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_IN_VEHICLE

- **Hash:** `0xA3EE4A07279BB9DB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_IN_VEHICLE

## Signature

```c
BOOL IS_PED_IN_VEHICLE(Ped ped, Vehicle vehicle, BOOL atGetIn);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `atGetIn` (`BOOL`)

## Returns

`BOOL`

## Description

Gets a value indicating whether the specified ped is in the specified vehicle.

## Usage

### Lua

```lua
local retval = IsPedInVehicle(ped, vehicle, atGetIn)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA3EE4A07279BB9DB, ped, vehicle, atGetIn, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedInVehicle(ped, vehicle, atGetIn);

// by hash
const retval = Citizen.invokeNative('0xA3EE4A07279BB9DB', ped, vehicle, atGetIn, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA3EE4A07279BB9DB, ped, vehicle, atGetIn);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_INCAPACITATED

- **Hash:** `0xB655DB7582AEC805`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedIncapacitated`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_INCAPACITATED

## Signature

```c
BOOL IS_PED_INCAPACITATED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedIncapacitated(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB655DB7582AEC805, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB655DB7582AEC805', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB655DB7582AEC805, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_INJURED

- **Hash:** `0x84A2DD9AC37C35C1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInjured`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_INJURED

## Signature

```c
BOOL IS_PED_INJURED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Gets a value indicating whether this ped's health is below its injured threshold.

The default threshold is 100.

## Usage

### Lua

```lua
local retval = IsPedInjured(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x84A2DD9AC37C35C1, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x84A2DD9AC37C35C1', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x84A2DD9AC37C35C1, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_INTIMIDATED

- **Hash:** `0x57779B55B83E2BEA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedIntimidated`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_INTIMIDATED

## Signature

```c
BOOL _IS_PED_INTIMIDATED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedIntimidated(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57779B55B83E2BEA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x57779B55B83E2BEA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x57779B55B83E2BEA, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_INVESTIGATING

- **Hash:** `0x7583A9D35248B83F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedInvestigating`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_INVESTIGATING

## Signature

```c
BOOL _IS_PED_INVESTIGATING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_IN*

## Usage

### Lua

```lua
local retval = IsPedInvestigating(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7583A9D35248B83F, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x7583A9D35248B83F', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7583A9D35248B83F, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_JACKING

- **Hash:** `0x4AE4FF911DFB61DA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedJacking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_JACKING

## Signature

```c
BOOL IS_PED_JACKING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedJacking(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4AE4FF911DFB61DA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x4AE4FF911DFB61DA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4AE4FF911DFB61DA, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_JUMPING

- **Hash:** `0xCEDABC5900A0BF97`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedJumping`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_JUMPING

## Signature

```c
BOOL IS_PED_JUMPING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedJumping(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCEDABC5900A0BF97, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xCEDABC5900A0BF97', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCEDABC5900A0BF97, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_LASSOED

- **Hash:** `0x9682F850056C9ADE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedLassoed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_LASSOED

## Signature

```c
BOOL IS_PED_LASSOED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedLassoed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9682F850056C9ADE, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9682F850056C9ADE', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9682F850056C9ADE, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_LEADING_ANY_GROUP

- **Hash:** `0x917760CFE7A0E0F1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedLeadingAnyGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_LEADING_ANY_GROUP

## Signature

```c
BOOL _IS_PED_LEADING_ANY_GROUP(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PED_L* - _IS_PED_M*

## Usage

### Lua

```lua
local retval = IsPedLeadingAnyGroup(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x917760CFE7A0E0F1, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x917760CFE7A0E0F1', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x917760CFE7A0E0F1, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_MALE

- **Hash:** `0x6D9F5FAA7488BA46`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedMale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_MALE

## Signature

```c
BOOL IS_PED_MALE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true/false if the ped is/isn't male.

## Usage

### Lua

```lua
local retval = IsPedMale(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D9F5FAA7488BA46, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6D9F5FAA7488BA46', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6D9F5FAA7488BA46, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_MODEL

- **Hash:** `0xC9D55B1A358A5BF7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_MODEL

## Signature

```c
BOOL IS_PED_MODEL(Ped ped, Hash modelHash);
```

## Parameters

- `ped` (`Ped`)
- `modelHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedModel(ped, modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC9D55B1A358A5BF7, ped, modelHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedModel(ped, modelHash);

// by hash
const retval = Citizen.invokeNative('0xC9D55B1A358A5BF7', ped, modelHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC9D55B1A358A5BF7, ped, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_MODEL_SUPPRESSED

- **Hash:** `0xAA9F048DCF69B6DC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedModelSuppressed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_MODEL_SUPPRESSED

## Signature

```c
BOOL _IS_PED_MODEL_SUPPRESSED(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedModelSuppressed(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA9F048DCF69B6DC, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedModelSuppressed(model);

// by hash
const retval = Citizen.invokeNative('0xAA9F048DCF69B6DC', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA9F048DCF69B6DC, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_ON_FOOT

- **Hash:** `0x01FEE67DB37F59B2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedOnFoot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_ON_FOOT

## Signature

```c
BOOL IS_PED_ON_FOOT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedOnFoot(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01FEE67DB37F59B2, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x01FEE67DB37F59B2', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x01FEE67DB37F59B2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_ON_MOUNT

- **Hash:** `0x460BC76A0E10655E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedOnMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_ON_MOUNT

## Signature

```c
BOOL IS_PED_ON_MOUNT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedOnMount(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x460BC76A0E10655E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x460BC76A0E10655E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x460BC76A0E10655E, ped);
```

## See also

- [PED::CREATE_PED_ON_MOUNT](https://natives.borderlinerp.com/natives/PED/CREATE_PED_ON_MOUNT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_ON_SPECIFIC_VEHICLE

- **Hash:** `0xEC5F66E459AF3BB2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedOnSpecificVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_ON_SPECIFIC_VEHICLE

## Signature

```c
BOOL IS_PED_ON_SPECIFIC_VEHICLE(Ped ped, Vehicle vehicle);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedOnSpecificVehicle(ped, vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC5F66E459AF3BB2, ped, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedOnSpecificVehicle(ped, vehicle);

// by hash
const retval = Citizen.invokeNative('0xEC5F66E459AF3BB2', ped, vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEC5F66E459AF3BB2, ped, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_ON_VEHICLE

- **Hash:** `0x67722AEB798E5FAB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedOnVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_ON_VEHICLE

## Signature

```c
BOOL IS_PED_ON_VEHICLE(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

Gets a value indicating whether the specified ped is on top of any vehicle.

Return 1 when ped is on vehicle.
Return 0 when ped is not on a vehicle.

## Usage

### Lua

```lua
local retval = IsPedOnVehicle(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x67722AEB798E5FAB, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedOnVehicle(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x67722AEB798E5FAB', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x67722AEB798E5FAB, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_OPENING_DOOR

- **Hash:** `0x26AF0E8E30BD2A2C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedOpeningDoor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_OPENING_DOOR

## Signature

```c
BOOL IS_PED_OPENING_DOOR(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if the ped is currently opening a door (CTaskOpenDoor).

Old name: _IS_PED_OPENING_A_DOOR

## Usage

### Lua

```lua
local retval = IsPedOpeningDoor(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x26AF0E8E30BD2A2C, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x26AF0E8E30BD2A2C', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x26AF0E8E30BD2A2C, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_PERFORMING_MELEE_ACTION

- **Hash:** `0xDCCA191DF9980FD7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedPerformingMeleeAction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_PERFORMING_MELEE_ACTION

## Signature

```c
BOOL IS_PED_PERFORMING_MELEE_ACTION(Ped ped, int p1, Hash p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedPerformingMeleeAction(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCCA191DF9980FD7, ped, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedPerformingMeleeAction(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xDCCA191DF9980FD7', ped, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCCA191DF9980FD7, ped, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_PLANTING_BOMB

- **Hash:** `0xC70B5FAE151982D8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedPlantingBomb`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_PLANTING_BOMB

## Signature

```c
BOOL IS_PED_PLANTING_BOMB(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedPlantingBomb(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC70B5FAE151982D8, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC70B5FAE151982D8', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC70B5FAE151982D8, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_PRONE

- **Hash:** `0xD6A86331A537A7B9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedProne`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_PRONE

## Signature

```c
BOOL IS_PED_PRONE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedProne(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6A86331A537A7B9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD6A86331A537A7B9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD6A86331A537A7B9, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_QUEUED_FOR_DELETION

- **Hash:** `0x8D9BFCE3352DE47F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedQueuedForDeletion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_QUEUED_FOR_DELETION

## Signature

```c
BOOL _IS_PED_QUEUED_FOR_DELETION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedQueuedForDeletion(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8D9BFCE3352DE47F, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8D9BFCE3352DE47F', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8D9BFCE3352DE47F, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_RAGDOLL

- **Hash:** `0x47E4E977581C5B55`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedRagdoll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_RAGDOLL

## Signature

```c
BOOL IS_PED_RAGDOLL(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

If the ped handle passed through the parenthesis is in a ragdoll state this will return true.

## Usage

### Lua

```lua
local retval = IsPedRagdoll(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x47E4E977581C5B55, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x47E4E977581C5B55', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x47E4E977581C5B55, ped);
```

## See also

- [PED::CAN_PED_RAGDOLL](https://natives.borderlinerp.com/natives/PED/CAN_PED_RAGDOLL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_READY_TO_RENDER

- **Hash:** `0xA0BC8FAED8CFEB3C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedReadyToRender`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_READY_TO_RENDER

## Signature

```c
BOOL IS_PED_READY_TO_RENDER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedReadyToRender(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0BC8FAED8CFEB3C, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA0BC8FAED8CFEB3C', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA0BC8FAED8CFEB3C, ped);
```

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::IS_PED_RELOADING

- **Hash:** `0x24B100C68C645951`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedReloading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_RELOADING

## Signature

```c
BOOL IS_PED_RELOADING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns whether the specified ped is reloading.

## Usage

### Lua

```lua
local retval = IsPedReloading(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x24B100C68C645951, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x24B100C68C645951', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x24B100C68C645951, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_RESPONDING_TO_EVENT

- **Hash:** `0x625B774D75C87068`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedRespondingToEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_RESPONDING_TO_EVENT

## Signature

```c
BOOL IS_PED_RESPONDING_TO_EVENT(Ped ped, Hash eventType);
```

## Parameters

- `ped` (`Ped`)
- `eventType` (`Hash`)

## Returns

`BOOL`

## Description

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

## Usage

### Lua

```lua
local retval = IsPedRespondingToEvent(ped, eventType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x625B774D75C87068, ped, eventType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedRespondingToEvent(ped, eventType);

// by hash
const retval = Citizen.invokeNative('0x625B774D75C87068', ped, eventType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x625B774D75C87068, ped, eventType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_RESPONDING_TO_THREAT

- **Hash:** `0x77525BBF433F2CD6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedRespondingToThreat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_RESPONDING_TO_THREAT

## Signature

```c
BOOL IS_PED_RESPONDING_TO_THREAT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedRespondingToThreat(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x77525BBF433F2CD6, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x77525BBF433F2CD6', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x77525BBF433F2CD6, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_RUNNING_MOBILE_PHONE_TASK

- **Hash:** `0x2AFE52F782F25775`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedRunningMobilePhoneTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_RUNNING_MOBILE_PHONE_TASK

## Signature

```c
BOOL IS_PED_RUNNING_MOBILE_PHONE_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedRunningMobilePhoneTask(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2AFE52F782F25775, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2AFE52F782F25775', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2AFE52F782F25775, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_RUNNING_RAGDOLL_TASK

- **Hash:** `0xE3B6097CC25AA69E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedRunningRagdollTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_RUNNING_RAGDOLL_TASK

## Signature

```c
BOOL IS_PED_RUNNING_RAGDOLL_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedRunningRagdollTask(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE3B6097CC25AA69E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xE3B6097CC25AA69E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE3B6097CC25AA69E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_SHOOTING

- **Hash:** `0x34616828CD07F1A1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedShooting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_SHOOTING

## Signature

```c
BOOL IS_PED_SHOOTING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns whether the specified ped is shooting.

## Usage

### Lua

```lua
local retval = IsPedShooting(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x34616828CD07F1A1, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x34616828CD07F1A1', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x34616828CD07F1A1, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_SITTING

- **Hash:** `0x84D0BF2B21862059`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedSitting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_SITTING

## Signature

```c
BOOL IS_PED_SITTING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedSitting(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x84D0BF2B21862059, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x84D0BF2B21862059', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x84D0BF2B21862059, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_SITTING_IN_ANY_VEHICLE

- **Hash:** `0x826AA586EDB9FEF8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedSittingInAnyVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_SITTING_IN_ANY_VEHICLE

## Signature

```c
BOOL IS_PED_SITTING_IN_ANY_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Detect if ped is in any vehicle
[True/False]

## Usage

### Lua

```lua
local retval = IsPedSittingInAnyVehicle(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x826AA586EDB9FEF8, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x826AA586EDB9FEF8', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x826AA586EDB9FEF8, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_SITTING_IN_VEHICLE

- **Hash:** `0xA808AA1D79230FC2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedSittingInVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_SITTING_IN_VEHICLE

## Signature

```c
BOOL IS_PED_SITTING_IN_VEHICLE(Ped ped, Vehicle vehicle);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Detect if ped is sitting in the specified vehicle
[True/False]

## Usage

### Lua

```lua
local retval = IsPedSittingInVehicle(ped, vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA808AA1D79230FC2, ped, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedSittingInVehicle(ped, vehicle);

// by hash
const retval = Citizen.invokeNative('0xA808AA1D79230FC2', ped, vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA808AA1D79230FC2, ped, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_SLIDING

- **Hash:** `0xD6740E14E4CEFC0B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedSliding`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_SLIDING

## Signature

```c
BOOL _IS_PED_SLIDING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedSliding(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6740E14E4CEFC0B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD6740E14E4CEFC0B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD6740E14E4CEFC0B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_STOPPED

- **Hash:** `0x530944F6F4B8A214`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedStopped`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_STOPPED

## Signature

```c
BOOL IS_PED_STOPPED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedStopped(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x530944F6F4B8A214, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x530944F6F4B8A214', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x530944F6F4B8A214, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_SWIMMING

- **Hash:** `0x9DE327631295B4C2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedSwimming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_SWIMMING

## Signature

```c
BOOL IS_PED_SWIMMING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedSwimming(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9DE327631295B4C2, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9DE327631295B4C2', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9DE327631295B4C2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_SWIMMING_UNDER_WATER

- **Hash:** `0xC024869A53992F34`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedSwimmingUnderWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_SWIMMING_UNDER_WATER

## Signature

```c
BOOL IS_PED_SWIMMING_UNDER_WATER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedSwimmingUnderWater(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC024869A53992F34, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC024869A53992F34', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC024869A53992F34, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_TARGET_ACTION_DISABLE_FLAG_ENABLED

- **Hash:** `0x02AA2096FE00F3E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedTargetActionDisableFlagEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_TARGET_ACTION_DISABLE_FLAG_ENABLED

## Signature

```c
BOOL _IS_PED_TARGET_ACTION_DISABLE_FLAG_ENABLED(Ped ped, int actionDisableFlag);
```

## Parameters

- `ped` (`Ped`)
- `actionDisableFlag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedTargetActionDisableFlagEnabled(ped, actionDisableFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x02AA2096FE00F3E1, ped, actionDisableFlag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedTargetActionDisableFlagEnabled(ped, actionDisableFlag);

// by hash
const retval = Citizen.invokeNative('0x02AA2096FE00F3E1', ped, actionDisableFlag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x02AA2096FE00F3E1, ped, actionDisableFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CActionFlags__DisableFlag](https://natives.borderlinerp.com/enums/CActionFlags__DisableFlag.md) — 35 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_USING_ACTION_MODE

- **Hash:** `0x00E73468D085F745`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedUsingActionMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_USING_ACTION_MODE

## Signature

```c
BOOL IS_PED_USING_ACTION_MODE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedUsingActionMode(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00E73468D085F745, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x00E73468D085F745', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x00E73468D085F745, ped);
```

## See also

- [PED::SET_PED_USING_ACTION_MODE](https://natives.borderlinerp.com/natives/PED/SET_PED_USING_ACTION_MODE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_USING_ACTION_MODE_2

- **Hash:** `0xEBB208D6AE712C03`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedUsingActionMode_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_USING_ACTION_MODE_2

## Signature

```c
BOOL _IS_PED_USING_ACTION_MODE_2(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedUsingActionMode_2(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEBB208D6AE712C03, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedUsingActionMode_2(ped);

// by hash
const retval = Citizen.invokeNative('0xEBB208D6AE712C03', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEBB208D6AE712C03, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_USING_ANY_SCENARIO

- **Hash:** `0x57AB4A3080F85143`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedUsingAnyScenario`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_USING_ANY_SCENARIO

## Signature

```c
BOOL IS_PED_USING_ANY_SCENARIO(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedUsingAnyScenario(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57AB4A3080F85143, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x57AB4A3080F85143', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x57AB4A3080F85143, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_USING_SCENARIO_HASH

- **Hash:** `0x34D6AC1157C8226C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedUsingScenarioHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_USING_SCENARIO_HASH

## Signature

```c
BOOL IS_PED_USING_SCENARIO_HASH(Ped ped, Hash scenarioHash);
```

## Parameters

- `ped` (`Ped`)
- `scenarioHash` (`Hash`)

## Returns

`BOOL`

## Description

Equivalent to IS_PED_USING_SCENARIO from V but takes a hash instead of a string.

## Usage

### Lua

```lua
local retval = IsPedUsingScenarioHash(ped, scenarioHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x34D6AC1157C8226C, ped, scenarioHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedUsingScenarioHash(ped, scenarioHash);

// by hash
const retval = Citizen.invokeNative('0x34D6AC1157C8226C', ped, scenarioHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x34D6AC1157C8226C, ped, scenarioHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_USING_THIS_SCENARIO

- **Hash:** `0x9C54041BB66BCF9E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedUsingThisScenario`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_USING_THIS_SCENARIO

## Signature

```c
BOOL IS_PED_USING_THIS_SCENARIO(Ped ped, int scenario);
```

## Parameters

- `ped` (`Ped`)
- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedUsingThisScenario(ped, scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9C54041BB66BCF9E, ped, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedUsingThisScenario(ped, scenario);

// by hash
const retval = Citizen.invokeNative('0x9C54041BB66BCF9E', ped, scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9C54041BB66BCF9E, ped, scenario);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_PED_VAULTING

- **Hash:** `0x117C70D1F5730B5E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedVaulting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_PED_VAULTING

## Signature

```c
BOOL IS_PED_VAULTING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedVaulting(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x117C70D1F5730B5E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x117C70D1F5730B5E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x117C70D1F5730B5E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_PED_VISIBILITY_TRACKED

- **Hash:** `0x5102307CE88798EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsPedVisibilityTracked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_PED_VISIBILITY_TRACKED

## Signature

```c
BOOL _IS_PED_VISIBILITY_TRACKED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedVisibilityTracked(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5102307CE88798EB, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5102307CE88798EB', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5102307CE88798EB, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_SCENARIO_BLOCKING_AREA_VALID

- **Hash:** `0x91A5F9CBEBB9D936`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsScenarioBlockingAreaValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_SCENARIO_BLOCKING_AREA_VALID

## Signature

```c
BOOL _IS_SCENARIO_BLOCKING_AREA_VALID(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioBlockingAreaValid(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x91A5F9CBEBB9D936, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioBlockingAreaValid(p0);

// by hash
const retval = Citizen.invokeNative('0x91A5F9CBEBB9D936', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x91A5F9CBEBB9D936, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_TARGET

- **Hash:** `0x6E5CBCB3941D7D08`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_TARGET

## Signature

```c
BOOL _IS_TARGET(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTarget(ped, targetPed)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E5CBCB3941D7D08, ped, targetPed, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTarget(ped, targetPed);

// by hash
const retval = Citizen.invokeNative('0x6E5CBCB3941D7D08', ped, targetPed, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6E5CBCB3941D7D08, ped, targetPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_TARGET_PED_IN_PERCEPTION_AREA

- **Hash:** `0x06087579E7AA85A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsTargetPedInPerceptionArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_TARGET_PED_IN_PERCEPTION_AREA

## Signature

```c
BOOL IS_TARGET_PED_IN_PERCEPTION_AREA(Ped ped, Ped targetPed, float p2, float customDistance, float p4, float p5);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`float`)
- `customDistance` (`float`)
- `p4` (`float`)
- `p5` (`float`)

## Returns

`BOOL`

## Description

Returns true if ped is in perception (focused and looking at target ped)
Most float params are -1.f in R* Scripts

## Usage

### Lua

```lua
local retval = IsTargetPedInPerceptionArea(ped, targetPed, p2, customDistance, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x06087579E7AA85A9, ped, targetPed, p2, customDistance, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTargetPedInPerceptionArea(ped, targetPed, p2, customDistance, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x06087579E7AA85A9', ped, targetPed, p2 + 0.0000001, customDistance + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x06087579E7AA85A9, ped, targetPed, p2, customDistance, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_TEXTURE_VALID

- **Hash:** `0x31DC8D3F216D8509`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsTextureValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_TEXTURE_VALID

## Signature

```c
BOOL _IS_TEXTURE_VALID(int textureId);
```

## Parameters

- `textureId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTextureValid(textureId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31DC8D3F216D8509, textureId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTextureValid(textureId);

// by hash
const retval = Citizen.invokeNative('0x31DC8D3F216D8509', textureId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x31DC8D3F216D8509, textureId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_IS_THIS_MODEL_A_HORSE

- **Hash:** `0x772A1969F649E902`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsThisModelAHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_THIS_MODEL_A_HORSE

## Signature

```c
BOOL _IS_THIS_MODEL_A_HORSE(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThisModelAHorse(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x772A1969F649E902, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsThisModelAHorse(model);

// by hash
const retval = Citizen.invokeNative('0x772A1969F649E902', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x772A1969F649E902, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_IS_TRACKED_PED_VISIBILITY_PERCENTAGE_NOT_LESS_THAN

- **Hash:** `0x164CECC59E70DF86`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsTrackedPedVisibilityPercentageNotLessThan`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_TRACKED_PED_VISIBILITY_PERCENTAGE_NOT_LESS_THAN

## Signature

```c
BOOL _IS_TRACKED_PED_VISIBILITY_PERCENTAGE_NOT_LESS_THAN(Ped ped, float percent);
```

## Parameters

- `ped` (`Ped`)
- `percent` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTrackedPedVisibilityPercentageNotLessThan(ped, percent)

-- always available, by hash
local retval = Citizen.InvokeNative(0x164CECC59E70DF86, ped, percent, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTrackedPedVisibilityPercentageNotLessThan(ped, percent);

// by hash
const retval = Citizen.invokeNative('0x164CECC59E70DF86', ped, percent + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x164CECC59E70DF86, ped, percent);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::IS_TRACKED_PED_VISIBLE

- **Hash:** `0x91C8E617F64188AC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsTrackedPedVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/IS_TRACKED_PED_VISIBLE

## Signature

```c
BOOL IS_TRACKED_PED_VISIBLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance.
Target needs to be tracked first, won't work otherwise.

## Usage

### Lua

```lua
local retval = IsTrackedPedVisible(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x91C8E617F64188AC, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x91C8E617F64188AC', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x91C8E617F64188AC, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_IS_USING_SLIPSTREAM

- **Hash:** `0xAF61B3CD8C3B82C3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `IsUsingSlipstream`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_IS_USING_SLIPSTREAM

## Signature

```c
BOOL _IS_USING_SLIPSTREAM(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_TRACKED_* - IS_V*

## Usage

### Lua

```lua
local retval = IsUsingSlipstream(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF61B3CD8C3B82C3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xAF61B3CD8C3B82C3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAF61B3CD8C3B82C3, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::KNOCK_OFF_PED_PROP

- **Hash:** `0x6FD7816A36615F48`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `KnockOffPedProp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/KNOCK_OFF_PED_PROP

## Signature

```c
void KNOCK_OFF_PED_PROP(Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
KnockOffPedProp(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x6FD7816A36615F48, ped, p1, p2, p3, p4)
```

### JavaScript

```js
KnockOffPedProp(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x6FD7816A36615F48', ped, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x6FD7816A36615F48, ped, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::KNOCK_PED_OFF_VEHICLE

- **Hash:** `0x45BBCBA77C29A841`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `KnockPedOffVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/KNOCK_PED_OFF_VEHICLE

## Signature

```c
void KNOCK_PED_OFF_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
KnockPedOffVehicle(ped)

-- always available, by hash
Citizen.InvokeNative(0x45BBCBA77C29A841, ped)
```

### JavaScript

```js
KnockPedOffVehicle(ped);

// by hash
Citizen.invokeNative('0x45BBCBA77C29A841', ped);
```

### C#

```csharp
Function.Call((Hash)0x45BBCBA77C29A841, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PED_APPLY_SPEECH_RELATIONSHIP

- **Hash:** `0x1E017404784AA6A3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedApplySpeechRelationship`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_APPLY_SPEECH_RELATIONSHIP

## Signature

```c
BOOL _PED_APPLY_SPEECH_RELATIONSHIP(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies speech relationship hash on given ped.

*Source: VORPCORE RDR3natives*

something to do with speech lines? 
 some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1

## Usage

### Lua

```lua
local retval = PedApplySpeechRelationship(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E017404784AA6A3, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PedApplySpeechRelationship(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x1E017404784AA6A3', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1E017404784AA6A3, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_PED_CLEAR_LOCO_MOTION

- **Hash:** `0x935CF6E42BAF7F4D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedClearLocoMotion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_CLEAR_LOCO_MOTION

## Signature

```c
void _PED_CLEAR_LOCO_MOTION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
PedClearLocoMotion(ped)

-- always available, by hash
Citizen.InvokeNative(0x935CF6E42BAF7F4D, ped)
```

### JavaScript

```js
PedClearLocoMotion(ped);

// by hash
Citizen.invokeNative('0x935CF6E42BAF7F4D', ped);
```

### C#

```csharp
Function.Call((Hash)0x935CF6E42BAF7F4D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::PED_COWER_IN_PLACE

- **Hash:** `0xF6E1E9F47A7686F8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedCowerInPlace`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/PED_COWER_IN_PLACE

## Signature

```c
void PED_COWER_IN_PLACE(Ped ped, Ped ped2);
```

## Parameters

- `ped` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
PedCowerInPlace(ped, ped2)

-- always available, by hash
Citizen.InvokeNative(0xF6E1E9F47A7686F8, ped, ped2)
```

### JavaScript

```js
PedCowerInPlace(ped, ped2);

// by hash
Citizen.invokeNative('0xF6E1E9F47A7686F8', ped, ped2);
```

### C#

```csharp
Function.Call((Hash)0xF6E1E9F47A7686F8, ped, ped2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::PED_COWER_MOVE_TO_POINT

- **Hash:** `0x1E4C940233FC0C6F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedCowerMoveToPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/PED_COWER_MOVE_TO_POINT

## Signature

```c
void PED_COWER_MOVE_TO_POINT(Ped ped, float p1, float p2, float p3, Ped ped2, float p5);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `ped2` (`Ped`)
- `p5` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
PedCowerMoveToPoint(ped, p1, p2, p3, ped2, p5)

-- always available, by hash
Citizen.InvokeNative(0x1E4C940233FC0C6F, ped, p1, p2, p3, ped2, p5)
```

### JavaScript

```js
PedCowerMoveToPoint(ped, p1, p2, p3, ped2, p5);

// by hash
Citizen.invokeNative('0x1E4C940233FC0C6F', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, ped2, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1E4C940233FC0C6F, ped, p1, p2, p3, ped2, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PED_DUELING_DID_PLAYER_HEADSHOT_OPPONENT

- **Hash:** `0xBD6B242B8BD5543A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedDuelingDidPlayerHeadshotOpponent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_DUELING_DID_PLAYER_HEADSHOT_OPPONENT

## Signature

```c
BOOL _PED_DUELING_DID_PLAYER_HEADSHOT_OPPONENT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedDuelingDidPlayerHeadshotOpponent(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD6B242B8BD5543A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xBD6B242B8BD5543A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBD6B242B8BD5543A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PED_EMOTIONAL_PRESET_LOCO_MOTION

- **Hash:** `0xAAB050DA48B57978`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedEmotionalPresetLocoMotion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_EMOTIONAL_PRESET_LOCO_MOTION

## Signature

```c
void _PED_EMOTIONAL_PRESET_LOCO_MOTION(Ped ped, const char* presetName, Ped targetPed, int duration, int flag);
```

## Parameters

- `ped` (`Ped`)
- `presetName` (`const char*`)
- `targetPed` (`Ped`)
- `duration` (`int`)
- `flag` (`int`)

## Returns

`void`

## Description

target: 0 affects everyone
duration: -1 indefinite
flag: always 4 in R* Scripts

## Usage

### Lua

```lua
PedEmotionalPresetLocoMotion(ped, presetName, targetPed, duration, flag)

-- always available, by hash
Citizen.InvokeNative(0xAAB050DA48B57978, ped, presetName, targetPed, duration, flag)
```

### JavaScript

```js
PedEmotionalPresetLocoMotion(ped, presetName, targetPed, duration, flag);

// by hash
Citizen.invokeNative('0xAAB050DA48B57978', ped, presetName, targetPed, duration, flag);
```

### C#

```csharp
Function.Call((Hash)0xAAB050DA48B57978, ped, presetName, targetPed, duration, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PED_REMOVE_SPEECH_RELATIONSHIP

- **Hash:** `0x2B4CE170DE09F346`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedRemoveSpeechRelationship`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_REMOVE_SPEECH_RELATIONSHIP

## Signature

```c
void _PED_REMOVE_SPEECH_RELATIONSHIP(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Description

Removes speech relationship hash on given ped.

## Usage

### Lua

```lua
PedRemoveSpeechRelationship(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x2B4CE170DE09F346, ped, p1)
```

### JavaScript

```js
PedRemoveSpeechRelationship(ped, p1);

// by hash
Citizen.invokeNative('0x2B4CE170DE09F346', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x2B4CE170DE09F346, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PED_SET_SIMPLE_PLAYER_MEMORY

- **Hash:** `0xC494C76A34266E82`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedSetSimplePlayerMemory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_SET_SIMPLE_PLAYER_MEMORY

## Signature

```c
void _PED_SET_SIMPLE_PLAYER_MEMORY(Ped ped, int memoryType);
```

## Parameters

- `ped` (`Ped`)
- `memoryType` (`int`)

## Returns

`void`

## Description

memoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_PED_SET_SIMPLE_PLAYER_MEMORY

## Usage

### Lua

```lua
PedSetSimplePlayerMemory(ped, memoryType)

-- always available, by hash
Citizen.InvokeNative(0xC494C76A34266E82, ped, memoryType)
```

### JavaScript

```js
PedSetSimplePlayerMemory(ped, memoryType);

// by hash
Citizen.invokeNative('0xC494C76A34266E82', ped, memoryType);
```

### C#

```csharp
Function.Call((Hash)0xC494C76A34266E82, ped, memoryType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [_PED_SET_SIMPLE_PLAYER_MEMORY](https://natives.borderlinerp.com/enums/_PED_SET_SIMPLE_PLAYER_MEMORY.md) — 29 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PED_WAS_KILLED_BY_HEADSHOT

- **Hash:** `0x06FA94C835787C64`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedWasKilledByHeadshot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_WAS_KILLED_BY_HEADSHOT

## Signature

```c
BOOL _PED_WAS_KILLED_BY_HEADSHOT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedWasKilledByHeadshot(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x06FA94C835787C64, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x06FA94C835787C64', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x06FA94C835787C64, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT

- **Hash:** `0xCE7A6C1D5CDE1F9D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PropitemPlayConditionalAnimWithObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_PLAY_CONDITIONAL_ANIM_WITH_PROPITEM`
- **URL:** https://natives.borderlinerp.com/natives/PED/_PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT

## Signature

```c
void _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT(Ped ped, Entity targetEntity, const char* propItemId, const char* conditionalAnimName);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `propItemId` (`const char*`)
- `conditionalAnimName` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Plays a conditional locomotion animation with a prop item (commonly used for carry/attach interactions like crates).

Notes:
- propItemId is a ConditionalAnims.propitem identifier (e.g. "P_CS_CRATETNT01X_PH_R_HAND").
- conditionalAnimName is the conditional locomotion anim name/key (e.g. "LOCO_ATTACH_CRATE_TNT").
- targetEntity is the linked/context entity (often the object being manipulated).
- This primarily drives the conditional anim + propitem state; scripts often still attach/detach the physical entity manually.
- Pair with _REMOVE_CONDITIONAL_ANIM_PROPITEM to stop/clear the state.
- Example video: https://imgur.com/a/1H3xmbv

*Source: VORPCORE RDR3natives*

Plays a conditional locomotion animation with an attached prop item,commonly used for LOCO attachment interactions (e.g., attaching/carrying a crate) ex conditionalAnimName: LOCO_ATTACH_CRATE_TNT

## Usage

### Lua

```lua
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName)

-- always available, by hash
Citizen.InvokeNative(0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName)
```

### JavaScript

```js
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName);

// by hash
Citizen.invokeNative('0xCE7A6C1D5CDE1F9D', ped, targetEntity, propItemId, conditionalAnimName);
```

### C#

```csharp
Function.Call((Hash)0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_REFRESH_CARRIED_PED_FOR_PED

- **Hash:** `0x6B67320E0D57856A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RefreshCarriedPedForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REFRESH_CARRIED_PED_FOR_PED

## Signature

```c
void _REFRESH_CARRIED_PED_FOR_PED(Ped ped, Ped* carriedPed, int p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `carriedPed` (`Ped*`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Outputs the carried ped.
Params: p2 is alsways 2, p3 is always false.

*Source: VORPCORE RDR3natives*

Retruns the carried ped

## Usage

### Lua

```lua
local carriedPed = RefreshCarriedPedForPed(ped, p2, p3)

-- always available, by hash
local carriedPed = Citizen.InvokeNative(0x6B67320E0D57856A, ped, Citizen.PointerValueInt(), p2, p3)
```

### JavaScript

```js
const carriedPed = RefreshCarriedPedForPed(ped, p2, p3);

// by hash
const carriedPed = Citizen.invokeNative('0x6B67320E0D57856A', ped, Citizen.pointerValueInt(), p2, p3);
```

### C#

```csharp
var carriedPed = new OutputArgument();
Function.Call((Hash)0x6B67320E0D57856A, ped, carriedPed, p2, p3);
// carriedPed.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local carriedPed = Citizen.InvokeNative(0x6B67320E0D57856A, PlayerPedId(), Citizen.PointerValueInt(), 2,false)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_REFRESH_CARRY_STATE_FOR_PED

- **Hash:** `0x4642182A298187D0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RefreshCarryStateForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **Other names:** `_REQUEST_PED_CARRYING_STATE`
- **URL:** https://natives.borderlinerp.com/natives/PED/_REFRESH_CARRY_STATE_FOR_PED

## Signature

```c
int _REFRESH_CARRY_STATE_FOR_PED(Ped ped, int carryType, Any* outEnts, int outEntsCount, int filterFlags);
```

## Parameters

- `ped` (`Ped`)
- `carryType` (`int`)
- `outEnts` (`Any*`)
- `outEntsCount` (`int`)
- `filterFlags` (`int`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Queries/refreshes the current 'carry' action for a ped and (optionally) returns involved entities.
Usage/Example: https://pastebin.com/qVstcVfz

*Source: VORPCORE RDR3natives*

Return the status of the wanted carrying action of a ped. unk3 is usually 4.You can also get the entity being carried and the entity it was taken from with a buffer.

Status:
`INVALID = 0,
STARTING = 1,
PROGRESSING = 2,
FINISHING = 3`
CARRYING TYPES:
`UNK_0 = -1,
UNK_1 = 0,
UNK_2 = 1,
UNK_3 = 2,
UNK_4 = 3,
CARRYING_FROM_GROUND = 4,
CARRYING_FROM_MOUNT = 5,
PUTTING_DOWN_GROUND = 6,
PUTTING_DOWN_MOUNT = 7,
UNK_9 = 8,
UNK_10 = 9,
UNK_11 = 10`
Filters:
`ENTITY_ONLY = 0,
NOTHING = 1,
ENTITY_AND_TAKEN_FROM_ENTITY = 2`

## Usage

### Lua

```lua
local retval, outEnts = RefreshCarryStateForPed(ped, carryType, outEntsCount, filterFlags)

-- always available, by hash
local retval, outEnts = Citizen.InvokeNative(0x4642182A298187D0, ped, carryType, Citizen.PointerValueInt(), outEntsCount, filterFlags, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEnts] = RefreshCarryStateForPed(ped, carryType, outEntsCount, filterFlags);

// by hash
const [retval, outEnts] = Citizen.invokeNative('0x4642182A298187D0', ped, carryType, Citizen.pointerValueInt(), outEntsCount, filterFlags, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEnts = new OutputArgument();
int retval = Function.Call<int>((Hash)0x4642182A298187D0, ped, carryType, outEnts, outEntsCount, filterFlags);
// outEnts.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local retval, entity = Citizen.InvokeNative(0x4642182A298187D0, PlayerPedId(), 1, Citizen.PointerValueInt(), 4, 0, Citizen.ResultAsInteger())
local struct = DataView.ArrayBuffer(2*8)
local retval = Citizen.InvokeNative(0x4642182A298187D0, PlayerPedId(), 5, struct:Buffer(), 4, 2, Citizen.ResultAsInteger())
if retval ~= 0 then
local entity = struct:GetInt32(0*8)
local fromEntity = struct:GetInt32(1*8)
end
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_REFRESH_LOOT_STATE_FOR_PED

- **Hash:** `0x5463C962BC7777C3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RefreshLootStateForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REFRESH_LOOT_STATE_FOR_PED

## Signature

```c
int _REFRESH_LOOT_STATE_FOR_PED(Ped ped, int p1, Ped* lootTarget, int p3, int p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `lootTarget` (`Ped*`)
- `p3` (`int`)
- `p4` (`int`)

## Returns

`int`

## Description

Returns loot state
enum eLootState
{
	LAP_NONE,
	LAP_RESUMING,
	LAP_GETTING_ON_FOOT,
	LAP_DISTANT_NAV,
	LAP_CHOOSING_ACTION,
	LAP_APPROACHING,
	LAP_ENTERING,
	LAP_LOOTING,
	LAP_EXITING
};

_POSSE_* - _REGISTER_HATED*

## Usage

### Lua

```lua
local retval, lootTarget = RefreshLootStateForPed(ped, p1, p3, p4)

-- always available, by hash
local retval, lootTarget = Citizen.InvokeNative(0x5463C962BC7777C3, ped, p1, Citizen.PointerValueInt(), p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, lootTarget] = RefreshLootStateForPed(ped, p1, p3, p4);

// by hash
const [retval, lootTarget] = Citizen.invokeNative('0x5463C962BC7777C3', ped, p1, Citizen.pointerValueInt(), p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var lootTarget = new OutputArgument();
int retval = Function.Call<int>((Hash)0x5463C962BC7777C3, ped, p1, lootTarget, p3, p4);
// lootTarget.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REFRESH_META_PED_SHOP_ITEMS

- **Hash:** `0x59BD177A1A48600A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RefreshMetaPedShopItems`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REFRESH_META_PED_SHOP_ITEMS

## Signature

```c
void _REFRESH_META_PED_SHOP_ITEMS(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

p1 is always 1

## Usage

### Lua

```lua
RefreshMetaPedShopItems(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x59BD177A1A48600A, ped, p1)
```

### JavaScript

```js
RefreshMetaPedShopItems(ped, p1);

// by hash
Citizen.invokeNative('0x59BD177A1A48600A', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x59BD177A1A48600A, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REGISTER_HATED_TARGETS_AROUND_PED

- **Hash:** `0x9222F300BF8354FE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RegisterHatedTargetsAroundPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REGISTER_HATED_TARGETS_AROUND_PED

## Signature

```c
void REGISTER_HATED_TARGETS_AROUND_PED(Ped ped, float radius);
```

## Parameters

- `ped` (`Ped`)
- `radius` (`float`)

## Returns

`void`

## Description

Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).

## Usage

### Lua

```lua
RegisterHatedTargetsAroundPed(ped, radius)

-- always available, by hash
Citizen.InvokeNative(0x9222F300BF8354FE, ped, radius)
```

### JavaScript

```js
RegisterHatedTargetsAroundPed(ped, radius);

// by hash
Citizen.invokeNative('0x9222F300BF8354FE', ped, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9222F300BF8354FE, ped, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REGISTER_HATED_TARGETS_IN_AREA

- **Hash:** `0xD8736EFDA38EDC5C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RegisterHatedTargetsInArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REGISTER_HATED_TARGETS_IN_AREA

## Signature

```c
void _REGISTER_HATED_TARGETS_IN_AREA(Ped ped, float x, float y, float z, float radius);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterHatedTargetsInArea(ped, x, y, z, radius)

-- always available, by hash
Citizen.InvokeNative(0xD8736EFDA38EDC5C, ped, x, y, z, radius)
```

### JavaScript

```js
RegisterHatedTargetsInArea(ped, x, y, z, radius);

// by hash
Citizen.invokeNative('0xD8736EFDA38EDC5C', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD8736EFDA38EDC5C, ped, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REGISTER_TARGET

- **Hash:** `0x2F25D9AEFA34FBA2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RegisterTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REGISTER_TARGET

## Signature

```c
void REGISTER_TARGET(Ped ped, Ped targetPed, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterTarget(ped, targetPed, p2)

-- always available, by hash
Citizen.InvokeNative(0x2F25D9AEFA34FBA2, ped, targetPed, p2)
```

### JavaScript

```js
RegisterTarget(ped, targetPed, p2);

// by hash
Citizen.invokeNative('0x2F25D9AEFA34FBA2', ped, targetPed, p2);
```

### C#

```csharp
Function.Call((Hash)0x2F25D9AEFA34FBA2, ped, targetPed, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RELEASE_META_PED_ASSET_REQUEST

- **Hash:** `0x13E7320C762F0477`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReleaseMetaPedAssetRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RELEASE_META_PED_ASSET_REQUEST

## Signature

```c
void _RELEASE_META_PED_ASSET_REQUEST(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseMetaPedAssetRequest(requestId)

-- always available, by hash
Citizen.InvokeNative(0x13E7320C762F0477, requestId)
```

### JavaScript

```js
ReleaseMetaPedAssetRequest(requestId);

// by hash
Citizen.invokeNative('0x13E7320C762F0477', requestId);
```

### C#

```csharp
Function.Call((Hash)0x13E7320C762F0477, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RELEASE_META_PED_OUTFIT_REQUEST

- **Hash:** `0x4592B8B9B0EF5F48`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReleaseMetaPedOutfitRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RELEASE_META_PED_OUTFIT_REQUEST

## Signature

```c
void _RELEASE_META_PED_OUTFIT_REQUEST(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseMetaPedOutfitRequest(requestId)

-- always available, by hash
Citizen.InvokeNative(0x4592B8B9B0EF5F48, requestId)
```

### JavaScript

```js
ReleaseMetaPedOutfitRequest(requestId);

// by hash
Citizen.invokeNative('0x4592B8B9B0EF5F48', requestId);
```

### C#

```csharp
Function.Call((Hash)0x4592B8B9B0EF5F48, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RELEASE_META_PED_REQUEST

- **Hash:** `0x3972F78A78B5D9DF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReleaseMetaPedRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RELEASE_META_PED_REQUEST

## Signature

```c
void _RELEASE_META_PED_REQUEST(int requestId);
```

## Parameters

- `requestId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseMetaPedRequest(requestId)

-- always available, by hash
Citizen.InvokeNative(0x3972F78A78B5D9DF, requestId)
```

### JavaScript

```js
ReleaseMetaPedRequest(requestId);

// by hash
Citizen.invokeNative('0x3972F78A78B5D9DF', requestId);
```

### C#

```csharp
Function.Call((Hash)0x3972F78A78B5D9DF, requestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RELEASE_PED_VISIBILITY_TRACKING

- **Hash:** `0x3088634CF8C819CF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReleasePedVisibilityTracking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RELEASE_PED_VISIBILITY_TRACKING

## Signature

```c
void RELEASE_PED_VISIBILITY_TRACKING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ReleasePedVisibilityTracking(ped)

-- always available, by hash
Citizen.InvokeNative(0x3088634CF8C819CF, ped)
```

### JavaScript

```js
ReleasePedVisibilityTracking(ped);

// by hash
Citizen.invokeNative('0x3088634CF8C819CF', ped);
```

### C#

```csharp
Function.Call((Hash)0x3088634CF8C819CF, ped);
```

## See also

- [PED::REQUEST_PED_VISIBILITY_TRACKING](https://natives.borderlinerp.com/natives/PED/REQUEST_PED_VISIBILITY_TRACKING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RELEASE_TEXTURE

- **Hash:** `0x6BEFAA907B076859`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReleaseTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RELEASE_TEXTURE

## Signature

```c
void _RELEASE_TEXTURE(int textureId);
```

## Parameters

- `textureId` (`int`)

## Returns

`void`

## Description

Removes a texture created by 0xC5E7204F322E49EB.

## Usage

### Lua

```lua
ReleaseTexture(textureId)

-- always available, by hash
Citizen.InvokeNative(0x6BEFAA907B076859, textureId)
```

### JavaScript

```js
ReleaseTexture(textureId);

// by hash
Citizen.invokeNative('0x6BEFAA907B076859', textureId);
```

### C#

```csharp
Function.Call((Hash)0x6BEFAA907B076859, textureId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_CONDITIONAL_ANIM_PROPITEM

- **Hash:** `0x3A50753042B6891B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveConditionalAnimPropitem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_REMOVE_PED_PROPITEM_CONDITONAL_ANIM`
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_CONDITIONAL_ANIM_PROPITEM

## Signature

```c
void _REMOVE_CONDITIONAL_ANIM_PROPITEM(Ped ped, const char* propItemId);
```

## Parameters

- `ped` (`Ped`)
- `propItemId` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Stops and clears a running conditional locomotion animation state on the ped for the given prop item id (started via _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT).

Notes:
- Ends the conditional locomotion/propitem state; it does not delete/detach any physical object entity.

Old name: _REMOVE_PED_PROP

*Source: VORPCORE RDR3natives*

Stops and clears a running conditional locomotion animation previously started by _PLAY_CONDITIONAL_ANIM_WITH_PROPITEM ex: P_CS_CRATETNT01X_PH_R_HAND
This does not remove the physical prop entity itself, but rather ends the active locomotion/conditional animation associated with it.

## Usage

### Lua

```lua
RemoveConditionalAnimPropitem(ped, propItemId)

-- always available, by hash
Citizen.InvokeNative(0x3A50753042B6891B, ped, propItemId)
```

### JavaScript

```js
RemoveConditionalAnimPropitem(ped, propItemId);

// by hash
Citizen.invokeNative('0x3A50753042B6891B', ped, propItemId);
```

### C#

```csharp
Function.Call((Hash)0x3A50753042B6891B, ped, propItemId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_REMOVE_GRAVITY_WELL

- **Hash:** `0x87247BC60B60BED8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveGravityWell`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_GRAVITY_WELL

## Signature

```c
void _REMOVE_GRAVITY_WELL(int handle);
```

## Parameters

- `handle` (`int`)

## Returns

`void`

## Description

Removes gravity well by handle returned from 0x4F5EBE70081E5A20

## Usage

### Lua

```lua
RemoveGravityWell(handle)

-- always available, by hash
Citizen.InvokeNative(0x87247BC60B60BED8, handle)
```

### JavaScript

```js
RemoveGravityWell(handle);

// by hash
Citizen.invokeNative('0x87247BC60B60BED8', handle);
```

### C#

```csharp
Function.Call((Hash)0x87247BC60B60BED8, handle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CREATE_GRAVITY_WELL](https://natives.borderlinerp.com/natives/PED/_CREATE_GRAVITY_WELL.md) — Creates a handle to an instance of "CScriptResource_GravityWell", this system forces local ped to target specified position when moving, however player still can interrupt this.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_GROUP

- **Hash:** `0x8EB2F69076AF7053`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_GROUP

## Signature

```c
void REMOVE_GROUP(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveGroup(groupId)

-- always available, by hash
Citizen.InvokeNative(0x8EB2F69076AF7053, groupId)
```

### JavaScript

```js
RemoveGroup(groupId);

// by hash
Citizen.invokeNative('0x8EB2F69076AF7053', groupId);
```

### C#

```csharp
Function.Call((Hash)0x8EB2F69076AF7053, groupId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_MOTION_TYPE_ASSET

- **Hash:** `0xDE7B2B4144906CDF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveMotionTypeAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_MOTION_TYPE_ASSET

## Signature

```c
void _REMOVE_MOTION_TYPE_ASSET(Hash nameHash, Ped ped);
```

## Parameters

- `nameHash` (`Hash`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveMotionTypeAsset(nameHash, ped)

-- always available, by hash
Citizen.InvokeNative(0xDE7B2B4144906CDF, nameHash, ped)
```

### JavaScript

```js
RemoveMotionTypeAsset(nameHash, ped);

// by hash
Citizen.invokeNative('0xDE7B2B4144906CDF', nameHash, ped);
```

### C#

```csharp
Function.Call((Hash)0xDE7B2B4144906CDF, nameHash, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REQUEST_MOTION_TYPE_ASSET](https://natives.borderlinerp.com/natives/PED/_REQUEST_MOTION_TYPE_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_BLACKBOARD_BOOL

- **Hash:** `0xA6F67BEC53379A32`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedBlackboardBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_BOOL

## Signature

```c
void _REMOVE_PED_BLACKBOARD_BOOL(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedBlackboardBool(ped, variableName)

-- always available, by hash
Citizen.InvokeNative(0xA6F67BEC53379A32, ped, variableName)
```

### JavaScript

```js
RemovePedBlackboardBool(ped, variableName);

// by hash
Citizen.invokeNative('0xA6F67BEC53379A32', ped, variableName);
```

### C#

```csharp
Function.Call((Hash)0xA6F67BEC53379A32, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_BOOL](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_BOOL.md)
- [PED::_GET_PED_BLACKBOARD_BOOL](https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_BOOL.md) — Can be used to get a peds foliage active status: variableName = FoliageActive

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_BLACKBOARD_FLOAT

- **Hash:** `0x411189E51B8020BA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedBlackboardFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_FLOAT

## Signature

```c
void _REMOVE_PED_BLACKBOARD_FLOAT(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedBlackboardFloat(ped, variableName)

-- always available, by hash
Citizen.InvokeNative(0x411189E51B8020BA, ped, variableName)
```

### JavaScript

```js
RemovePedBlackboardFloat(ped, variableName);

// by hash
Citizen.invokeNative('0x411189E51B8020BA', ped, variableName);
```

### C#

```csharp
Function.Call((Hash)0x411189E51B8020BA, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_FLOAT](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_FLOAT.md)
- [PED::_GET_PED_BLACKBOARD_FLOAT](https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_FLOAT.md) — Can be used to get a peds foliage raw height: variableName = FoliageHeight

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_BLACKBOARD_HASH

- **Hash:** `0x0E17378642156790`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedBlackboardHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_HASH

## Signature

```c
void _REMOVE_PED_BLACKBOARD_HASH(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedBlackboardHash(ped, variableName)

-- always available, by hash
Citizen.InvokeNative(0x0E17378642156790, ped, variableName)
```

### JavaScript

```js
RemovePedBlackboardHash(ped, variableName);

// by hash
Citizen.invokeNative('0x0E17378642156790', ped, variableName);
```

### C#

```csharp
Function.Call((Hash)0x0E17378642156790, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_HASH](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_HASH.md) — BodyPartChained OverloadMostInjuredBodyPart LeftLeg Legs RightArm
- [PED::_GET_PED_BLACKBOARD_HASH](https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_BLACKBOARD_INT

- **Hash:** `0x81B75428A7813E67`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedBlackboardInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_INT

## Signature

```c
void _REMOVE_PED_BLACKBOARD_INT(Ped ped, const char* variableName);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedBlackboardInt(ped, variableName)

-- always available, by hash
Citizen.InvokeNative(0x81B75428A7813E67, ped, variableName)
```

### JavaScript

```js
RemovePedBlackboardInt(ped, variableName);

// by hash
Citizen.invokeNative('0x81B75428A7813E67', ped, variableName);
```

### C#

```csharp
Function.Call((Hash)0x81B75428A7813E67, ped, variableName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_BLACKBOARD_INT](https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_INT.md) — Blackboard natives allow you to apply and check certain data to/for peds.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_PED_DEFENSIVE_AREA

- **Hash:** `0x74D4E028107450A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedDefensiveArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_PED_DEFENSIVE_AREA

## Signature

```c
void REMOVE_PED_DEFENSIVE_AREA(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Ped will no longer get angry when you stay near him.

## Usage

### Lua

```lua
RemovePedDefensiveArea(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x74D4E028107450A9, ped, toggle)
```

### JavaScript

```js
RemovePedDefensiveArea(ped, toggle);

// by hash
Citizen.invokeNative('0x74D4E028107450A9', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x74D4E028107450A9, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_EMOTIONAL_PRESET

- **Hash:** `0xFC3BAB1801A8255A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedEmotionalPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_EMOTIONAL_PRESET

## Signature

```c
void _REMOVE_PED_EMOTIONAL_PRESET(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Description

See _REQUEST_PED_EMOTIONAL_PRESET

## Usage

### Lua

```lua
RemovePedEmotionalPreset(ped, name)

-- always available, by hash
Citizen.InvokeNative(0xFC3BAB1801A8255A, ped, name)
```

### JavaScript

```js
RemovePedEmotionalPreset(ped, name);

// by hash
Citizen.invokeNative('0xFC3BAB1801A8255A', ped, name);
```

### C#

```csharp
Function.Call((Hash)0xFC3BAB1801A8255A, ped, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REQUEST_PED_EMOTIONAL_PRESET](https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_EMOTIONAL_PRESET.md) — For more information, see common:/data/emotional_presets.meta

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_PED_FROM_GROUP

- **Hash:** `0xED74007FFB146BC2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedFromGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_PED_FROM_GROUP

## Signature

```c
void REMOVE_PED_FROM_GROUP(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedFromGroup(ped)

-- always available, by hash
Citizen.InvokeNative(0xED74007FFB146BC2, ped)
```

### JavaScript

```js
RemovePedFromGroup(ped);

// by hash
Citizen.invokeNative('0xED74007FFB146BC2', ped);
```

### C#

```csharp
Function.Call((Hash)0xED74007FFB146BC2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_FROM_MOUNT

- **Hash:** `0x5337B721C51883A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedFromMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_FROM_MOUNT

## Signature

```c
void _REMOVE_PED_FROM_MOUNT(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedFromMount(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x5337B721C51883A9, ped, p1, p2)
```

### JavaScript

```js
RemovePedFromMount(ped, p1, p2);

// by hash
Citizen.invokeNative('0x5337B721C51883A9', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x5337B721C51883A9, ped, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_OVERLAY

- **Hash:** `0x96C349DE04C49011`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedOverlay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_OVERLAY

## Signature

```c
void _REMOVE_PED_OVERLAY(int textureId, int overlayId);
```

## Parameters

- `textureId` (`int`)
- `overlayId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedOverlay(textureId, overlayId)

-- always available, by hash
Citizen.InvokeNative(0x96C349DE04C49011, textureId, overlayId)
```

### JavaScript

```js
RemovePedOverlay(textureId, overlayId);

// by hash
Citizen.invokeNative('0x96C349DE04C49011', textureId, overlayId);
```

### C#

```csharp
Function.Call((Hash)0x96C349DE04C49011, textureId, overlayId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_STAY_OUT_VOLUME

- **Hash:** `0x0CAB404CD2DB41F5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedStayOutVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_STAY_OUT_VOLUME

## Signature

```c
BOOL _REMOVE_PED_STAY_OUT_VOLUME(Ped ped, Volume volume);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RemovePedStayOutVolume(ped, volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CAB404CD2DB41F5, ped, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RemovePedStayOutVolume(ped, volume);

// by hash
const retval = Citizen.invokeNative('0x0CAB404CD2DB41F5', ped, volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CAB404CD2DB41F5, ped, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_ADD_PED_STAY_OUT_VOLUME](https://natives.borderlinerp.com/natives/PED/_ADD_PED_STAY_OUT_VOLUME.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS

- **Hash:** `0x011A42FD923D41CA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedSubscribeToLegendaryBlips`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS

## Signature

```c
BOOL _REMOVE_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RemovePedSubscribeToLegendaryBlips(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x011A42FD923D41CA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x011A42FD923D41CA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x011A42FD923D41CA, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_ADD_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS](https://natives.borderlinerp.com/natives/PED/_ADD_PED_SUBSCRIBE_TO_LEGENDARY_BLIPS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_RELATIONSHIP_GROUP

- **Hash:** `0xB6BA2444AB393DA2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveRelationshipGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_RELATIONSHIP_GROUP

## Signature

```c
void REMOVE_RELATIONSHIP_GROUP(Hash groupHash);
```

## Parameters

- `groupHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveRelationshipGroup(groupHash)

-- always available, by hash
Citizen.InvokeNative(0xB6BA2444AB393DA2, groupHash)
```

### JavaScript

```js
RemoveRelationshipGroup(groupHash);

// by hash
Citizen.invokeNative('0xB6BA2444AB393DA2', groupHash);
```

### C#

```csharp
Function.Call((Hash)0xB6BA2444AB393DA2, groupHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [PED::ADD_RELATIONSHIP_GROUP](https://natives.borderlinerp.com/natives/PED/ADD_RELATIONSHIP_GROUP.md) — The hash of the created relationship group is output in the second parameter.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_SCENARIO_BLOCKING_AREA

- **Hash:** `0x31D16B74C6E29D66`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveScenarioBlockingArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_SCENARIO_BLOCKING_AREA

## Signature

```c
void REMOVE_SCENARIO_BLOCKING_AREA(Any p0, BOOL p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveScenarioBlockingArea(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x31D16B74C6E29D66, p0, p1)
```

### JavaScript

```js
RemoveScenarioBlockingArea(p0, p1);

// by hash
Citizen.invokeNative('0x31D16B74C6E29D66', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x31D16B74C6E29D66, p0, p1);
```

## See also

- [PED::ADD_SCENARIO_BLOCKING_AREA](https://natives.borderlinerp.com/natives/PED/ADD_SCENARIO_BLOCKING_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_SCENARIO_BLOCKING_AREAS

- **Hash:** `0xD37401D78A929A49`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveScenarioBlockingAreas`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_SCENARIO_BLOCKING_AREAS

## Signature

```c
void REMOVE_SCENARIO_BLOCKING_AREAS();
```

## Returns

`void`

## Usage

### Lua

```lua
RemoveScenarioBlockingAreas()

-- always available, by hash
Citizen.InvokeNative(0xD37401D78A929A49)
```

### JavaScript

```js
RemoveScenarioBlockingAreas();

// by hash
Citizen.invokeNative('0xD37401D78A929A49');
```

### C#

```csharp
Function.Call((Hash)0xD37401D78A929A49);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_SHOP_ITEM_FROM_PED

- **Hash:** `0x0D7FFA1B2F69ED82`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveShopItemFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_SHOP_ITEM_FROM_PED

## Signature

```c
void _REMOVE_SHOP_ITEM_FROM_PED(Ped ped, Hash componentHash, int p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

Directly removes a shop item component from a ped
Params: p2 and p3 are always 0

## Usage

### Lua

```lua
RemoveShopItemFromPed(ped, componentHash, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x0D7FFA1B2F69ED82, ped, componentHash, p2, p3)
```

### JavaScript

```js
RemoveShopItemFromPed(ped, componentHash, p2, p3);

// by hash
Citizen.invokeNative('0x0D7FFA1B2F69ED82', ped, componentHash, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x0D7FFA1B2F69ED82, ped, componentHash, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_SHOP_ITEM_FROM_PED_BY_CATEGORY

- **Hash:** `0xDF631E4BCE1B1FC4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveShopItemFromPedByCategory`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_SHOP_ITEM_FROM_PED_BY_CATEGORY

## Signature

```c
void REMOVE_SHOP_ITEM_FROM_PED_BY_CATEGORY(Ped ped, Hash componentCategory, int p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `componentCategory` (`Hash`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

Params: p2, p3 usually 0 in R* Scripts

## Usage

### Lua

```lua
RemoveShopItemFromPedByCategory(ped, componentCategory, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xDF631E4BCE1B1FC4, ped, componentCategory, p2, p3)
```

### JavaScript

```js
RemoveShopItemFromPedByCategory(ped, componentCategory, p2, p3);

// by hash
Citizen.invokeNative('0xDF631E4BCE1B1FC4', ped, componentCategory, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xDF631E4BCE1B1FC4, ped, componentCategory, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REMOVE_TAG_FROM_META_PED

- **Hash:** `0xD710A5007C2AC539`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveTagFromMetaPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_TAG_FROM_META_PED

## Signature

```c
void REMOVE_TAG_FROM_META_PED(Ped ped, Hash component, int p2);
```

## Parameters

- `ped` (`Ped`)
- `component` (`Hash`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveTagFromMetaPed(ped, component, p2)

-- always available, by hash
Citizen.InvokeNative(0xD710A5007C2AC539, ped, component, p2)
```

### JavaScript

```js
RemoveTagFromMetaPed(ped, component, p2);

// by hash
Citizen.invokeNative('0xD710A5007C2AC539', ped, component, p2);
```

### C#

```csharp
Function.Call((Hash)0xD710A5007C2AC539, ped, component, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REMOVE_TARGET

- **Hash:** `0x4707E9C23D8CA3FE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_TARGET

## Signature

```c
void _REMOVE_TARGET(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveTarget(ped, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x4707E9C23D8CA3FE, ped, targetPed)
```

### JavaScript

```js
RemoveTarget(ped, targetPed);

// by hash
Citizen.invokeNative('0x4707E9C23D8CA3FE', ped, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x4707E9C23D8CA3FE, ped, targetPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_META_PED

- **Hash:** `0xF97C34C33487D569`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestMetaPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED

## Signature

```c
int _REQUEST_META_PED(Hash model, int p1);
```

## Parameters

- `model` (`Hash`)
- `p1` (`int`)

## Returns

`int`

## Description

Returns requestId
Params: p1 = 1 in R* Scripts (Used in SP only)

## Usage

### Lua

```lua
local retval = RequestMetaPed(model, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF97C34C33487D569, model, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestMetaPed(model, p1);

// by hash
const retval = Citizen.invokeNative('0xF97C34C33487D569', model, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF97C34C33487D569, model, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CREATE_META_PED](https://natives.borderlinerp.com/natives/PED/_CREATE_META_PED.md) — Only used in SP scripts, for example odriscolls1: BOOLS: true, true, true, false, false

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_META_PED_ASSET_BUNDLE

- **Hash:** `0x91FE941F9FCFB702`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestMetaPedAssetBundle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED_ASSET_BUNDLE

## Signature

```c
int _REQUEST_META_PED_ASSET_BUNDLE(Hash asset, int p1);
```

## Parameters

- `asset` (`Hash`)
- `p1` (`int`)

## Returns

`int`

## Description

Returns requestId
Params: p1 = 1 in R* Scripts

## Usage

### Lua

```lua
local retval = RequestMetaPedAssetBundle(asset, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x91FE941F9FCFB702, asset, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestMetaPedAssetBundle(asset, p1);

// by hash
const retval = Citizen.invokeNative('0x91FE941F9FCFB702', asset, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x91FE941F9FCFB702, asset, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_META_PED_COMPONENT

- **Hash:** `0xF6D9E1F3560CBF8E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestMetaPedComponent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED_COMPONENT

## Signature

```c
Any _REQUEST_META_PED_COMPONENT(int metaPedType, Any p1, int p2, int p3, int p4);
```

## Parameters

- `metaPedType` (`int`)
- `p1` (`Any`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = RequestMetaPedComponent(metaPedType, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6D9E1F3560CBF8E, metaPedType, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestMetaPedComponent(metaPedType, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xF6D9E1F3560CBF8E', metaPedType, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF6D9E1F3560CBF8E, metaPedType, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_META_PED_OUTFIT

- **Hash:** `0x13154A76CE0CF9AB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestMetaPedOutfit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED_OUTFIT

## Signature

```c
int _REQUEST_META_PED_OUTFIT(Hash model, Hash outfit);
```

## Parameters

- `model` (`Hash`)
- `outfit` (`Hash`)

## Returns

`int`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua
Returns requestId, to be used with 0x74F512E29CB717E2

## Usage

### Lua

```lua
local retval = RequestMetaPedOutfit(model, outfit)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13154A76CE0CF9AB, model, outfit, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestMetaPedOutfit(model, outfit);

// by hash
const retval = Citizen.invokeNative('0x13154A76CE0CF9AB', model, outfit, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13154A76CE0CF9AB, model, outfit);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_EQUIP_META_PED_OUTFIT](https://natives.borderlinerp.com/natives/PED/_EQUIP_META_PED_OUTFIT.md) — Body Types: MPCREATOR_NEUTRAL MPCREATOR_SKINNY MPCREATOR_SKINNY_MUSCULAR MPCREATOR_HEAVY MPCREATOR_HEAVY_MUSCULAR eBodyWeightOutfit (pedattributes.ymt): -2045421226 (smallest) 1745919061 (default) 1960266524 (biggest) Alt name: _EQUIP_ME…

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_MOTION_TYPE_ASSET

- **Hash:** `0xF7EA250B9A919E03`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestMotionTypeAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_MOTION_TYPE_ASSET

## Signature

```c
void _REQUEST_MOTION_TYPE_ASSET(Hash nameHash, Ped ped);
```

## Parameters

- `nameHash` (`Hash`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RequestMotionTypeAsset(nameHash, ped)

-- always available, by hash
Citizen.InvokeNative(0xF7EA250B9A919E03, nameHash, ped)
```

### JavaScript

```js
RequestMotionTypeAsset(nameHash, ped);

// by hash
Citizen.invokeNative('0xF7EA250B9A919E03', nameHash, ped);
```

### C#

```csharp
Function.Call((Hash)0xF7EA250B9A919E03, nameHash, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_MOTION_TYPE_ASSET](https://natives.borderlinerp.com/natives/PED/_REMOVE_MOTION_TYPE_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_PED_EMOTIONAL_PRESET

- **Hash:** `0x5C3C55EAAD19915F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedEmotionalPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_EMOTIONAL_PRESET

## Signature

```c
void _REQUEST_PED_EMOTIONAL_PRESET(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Description

For more information, see common:/data/emotional_presets.meta

## Usage

### Lua

```lua
RequestPedEmotionalPreset(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x5C3C55EAAD19915F, ped, name)
```

### JavaScript

```js
RequestPedEmotionalPreset(ped, name);

// by hash
Citizen.invokeNative('0x5C3C55EAAD19915F', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x5C3C55EAAD19915F, ped, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_EMOTIONAL_PRESET](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_EMOTIONAL_PRESET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_PED_FACIAL_MOOD_THIS_FRAME

- **Hash:** `0x8B3B71C80A29A4BB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedFacialMoodThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_FACIAL_MOOD_THIS_FRAME

## Signature

```c
void _REQUEST_PED_FACIAL_MOOD_THIS_FRAME(Ped ped, Hash mood, int p2);
```

## Parameters

- `ped` (`Ped`)
- `mood` (`Hash`)
- `p2` (`int`)

## Returns

`void`

## Description

mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/fwFacialAnimRequest__Mood
Params: p2 = 6 in R* Scripts

## Usage

### Lua

```lua
RequestPedFacialMoodThisFrame(ped, mood, p2)

-- always available, by hash
Citizen.InvokeNative(0x8B3B71C80A29A4BB, ped, mood, p2)
```

### JavaScript

```js
RequestPedFacialMoodThisFrame(ped, mood, p2);

// by hash
Citizen.invokeNative('0x8B3B71C80A29A4BB', ped, mood, p2);
```

### C#

```csharp
Function.Call((Hash)0x8B3B71C80A29A4BB, ped, mood, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [fwFacialAnimRequest__Mood](https://natives.borderlinerp.com/enums/fwFacialAnimRequest__Mood.md) — 121 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_PED_FOR_SCENARIO_TYPE

- **Hash:** `0xBDED916A9F9B0604`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedForScenarioType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_FOR_SCENARIO_TYPE

## Signature

```c
Any _REQUEST_PED_FOR_SCENARIO_TYPE(Ped ped, Object object, const char* p2, Hash scenarioType, const char* p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `p2` (`const char*`)
- `scenarioType` (`Hash`)
- `p4` (`const char*`)
- `p5` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = RequestPedForScenarioType(ped, object, p2, scenarioType, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBDED916A9F9B0604, ped, object, p2, scenarioType, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestPedForScenarioType(ped, object, p2, scenarioType, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xBDED916A9F9B0604', ped, object, p2, scenarioType, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBDED916A9F9B0604, ped, object, p2, scenarioType, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_PED_GETUP_ANIMATION

- **Hash:** `0xEAA8242C8479C27D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedGetupAnimation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_GETUP_ANIMATION

## Signature

```c
void _REQUEST_PED_GETUP_ANIMATION(Ped ped, const char* getUpType);
```

## Parameters

- `ped` (`Ped`)
- `getUpType` (`const char*`)

## Returns

`void`

## Description

Known get up animation types: REAR, FRONT

## Usage

### Lua

```lua
RequestPedGetupAnimation(ped, getUpType)

-- always available, by hash
Citizen.InvokeNative(0xEAA8242C8479C27D, ped, getUpType)
```

### JavaScript

```js
RequestPedGetupAnimation(ped, getUpType);

// by hash
Citizen.invokeNative('0xEAA8242C8479C27D', ped, getUpType);
```

### C#

```csharp
Function.Call((Hash)0xEAA8242C8479C27D, ped, getUpType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_GETUP_ANIMATION](https://natives.borderlinerp.com/natives/PED/_SET_PED_GETUP_ANIMATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REQUEST_PED_USE_SMALL_BBOX_VISIBILITY_TRACKING

- **Hash:** `0x75BA1CB3B7D40CAF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedUseSmallBboxVisibilityTracking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REQUEST_PED_USE_SMALL_BBOX_VISIBILITY_TRACKING

## Signature

```c
void REQUEST_PED_USE_SMALL_BBOX_VISIBILITY_TRACKING(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RequestPedUseSmallBboxVisibilityTracking(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x75BA1CB3B7D40CAF, ped, p1)
```

### JavaScript

```js
RequestPedUseSmallBboxVisibilityTracking(ped, p1);

// by hash
Citizen.invokeNative('0x75BA1CB3B7D40CAF', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x75BA1CB3B7D40CAF, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REQUEST_PED_VEHICLE_VISIBILITY_TRACKING

- **Hash:** `0x2BC338A7B21F4608`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedVehicleVisibilityTracking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REQUEST_PED_VEHICLE_VISIBILITY_TRACKING

## Signature

```c
void REQUEST_PED_VEHICLE_VISIBILITY_TRACKING(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RequestPedVehicleVisibilityTracking(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x2BC338A7B21F4608, ped, p1)
```

### JavaScript

```js
RequestPedVehicleVisibilityTracking(ped, p1);

// by hash
Citizen.invokeNative('0x2BC338A7B21F4608', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x2BC338A7B21F4608, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REQUEST_PED_VISIBILITY_TRACKING

- **Hash:** `0x7D7A2E43E74E2EB8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedVisibilityTracking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REQUEST_PED_VISIBILITY_TRACKING

## Signature

```c
void REQUEST_PED_VISIBILITY_TRACKING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RequestPedVisibilityTracking(ped)

-- always available, by hash
Citizen.InvokeNative(0x7D7A2E43E74E2EB8, ped)
```

### JavaScript

```js
RequestPedVisibilityTracking(ped);

// by hash
Citizen.invokeNative('0x7D7A2E43E74E2EB8', ped);
```

### C#

```csharp
Function.Call((Hash)0x7D7A2E43E74E2EB8, ped);
```

## See also

- [PED::RELEASE_PED_VISIBILITY_TRACKING](https://natives.borderlinerp.com/natives/PED/RELEASE_PED_VISIBILITY_TRACKING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_PROP_SCENARIO_PED

- **Hash:** `0xBEC65C6049B3219D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPropScenarioPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PROP_SCENARIO_PED

## Signature

```c
Any _REQUEST_PROP_SCENARIO_PED(Ped ped, Object object, const char* p2, const char* p3, const char* p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `p2` (`const char*`)
- `p3` (`const char*`)
- `p4` (`const char*`)
- `p5` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = RequestPropScenarioPed(ped, object, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBEC65C6049B3219D, ped, object, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestPropScenarioPed(ped, object, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xBEC65C6049B3219D', ped, object, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBEC65C6049B3219D, ped, object, p2, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_REQUEST_TEXTURE

- **Hash:** `0xC5E7204F322E49EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_TEXTURE

## Signature

```c
int _REQUEST_TEXTURE(Hash albedoHash, Hash normalHash, Hash materialHash);
```

## Parameters

- `albedoHash` (`Hash`)
- `normalHash` (`Hash`)
- `materialHash` (`Hash`)

## Returns

`int`

## Description

Creates a texture override data for ped and returns it's index.
So you can replace any texture of any ped's component.
Also, you can add overlays on it, such as aging, lipstick and more.
Textures can be reused by multiple peds at once.
You can keep only 32 textures at once(including other peds).

https://github.com/femga/rdr3_discoveries/blob/master/clothes/change_overlays_script.lua
materialHash: https://github.com/femga/rdr3_discoveries/blob/master/clothes/cloth_drawable_albedo_normal_material_TEMPORARY.lua

## Usage

### Lua

```lua
local retval = RequestTexture(albedoHash, normalHash, materialHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5E7204F322E49EB, albedoHash, normalHash, materialHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestTexture(albedoHash, normalHash, materialHash);

// by hash
const retval = Citizen.invokeNative('0xC5E7204F322E49EB', albedoHash, normalHash, materialHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC5E7204F322E49EB, albedoHash, normalHash, materialHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESERVE_AMBIENT_PEDS

- **Hash:** `0xED9582B3DA8F02B4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReserveAmbientPeds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESERVE_AMBIENT_PEDS

## Signature

```c
void _RESERVE_AMBIENT_PEDS(int numPeds);
```

## Parameters

- `numPeds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveAmbientPeds(numPeds)

-- always available, by hash
Citizen.InvokeNative(0xED9582B3DA8F02B4, numPeds)
```

### JavaScript

```js
ReserveAmbientPeds(numPeds);

// by hash
Citizen.invokeNative('0xED9582B3DA8F02B4', numPeds);
```

### C#

```csharp
Function.Call((Hash)0xED9582B3DA8F02B4, numPeds);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_UNRESERVE_AMBIENT_PEDS](https://natives.borderlinerp.com/natives/PED/_UNRESERVE_AMBIENT_PEDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESERVE_AMBIENT_PEDS_TOTAL

- **Hash:** `0xF008E0BA1FE1D644`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReserveAmbientPedsTotal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESERVE_AMBIENT_PEDS_TOTAL

## Signature

```c
void _RESERVE_AMBIENT_PEDS_TOTAL(int numPeds);
```

## Parameters

- `numPeds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReserveAmbientPedsTotal(numPeds)

-- always available, by hash
Citizen.InvokeNative(0xF008E0BA1FE1D644, numPeds)
```

### JavaScript

```js
ReserveAmbientPedsTotal(numPeds);

// by hash
Citizen.invokeNative('0xF008E0BA1FE1D644', numPeds);
```

### C#

```csharp
Function.Call((Hash)0xF008E0BA1FE1D644, numPeds);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_AI_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0xEA16670E7BA4743C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetAiWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_AI_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void RESET_AI_WEAPON_DAMAGE_MODIFIER();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetAiWeaponDamageModifier()

-- always available, by hash
Citizen.InvokeNative(0xEA16670E7BA4743C)
```

### JavaScript

```js
ResetAiWeaponDamageModifier();

// by hash
Citizen.invokeNative('0xEA16670E7BA4743C');
```

### C#

```csharp
Function.Call((Hash)0xEA16670E7BA4743C);
```

## See also

- [PED::SET_AI_WEAPON_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/SET_AI_WEAPON_DAMAGE_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_GROUP_FORMATION_DEFAULT_SPACING

- **Hash:** `0x63DAB4CCB3273205`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetGroupFormationDefaultSpacing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_GROUP_FORMATION_DEFAULT_SPACING

## Signature

```c
void RESET_GROUP_FORMATION_DEFAULT_SPACING(int groupId);
```

## Parameters

- `groupId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ResetGroupFormationDefaultSpacing(groupId)

-- always available, by hash
Citizen.InvokeNative(0x63DAB4CCB3273205, groupId)
```

### JavaScript

```js
ResetGroupFormationDefaultSpacing(groupId);

// by hash
Citizen.invokeNative('0x63DAB4CCB3273205', groupId);
```

### C#

```csharp
Function.Call((Hash)0x63DAB4CCB3273205, groupId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_HORSE_AVOIDANCE_LEVEL_TO_DEFAULT

- **Hash:** `0x2A5AFD2B8381A6E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetHorseAvoidanceLevelToDefault`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_HORSE_AVOIDANCE_LEVEL_TO_DEFAULT

## Signature

```c
void RESET_HORSE_AVOIDANCE_LEVEL_TO_DEFAULT(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetHorseAvoidanceLevelToDefault(horse)

-- always available, by hash
Citizen.InvokeNative(0x2A5AFD2B8381A6E1, horse)
```

### JavaScript

```js
ResetHorseAvoidanceLevelToDefault(horse);

// by hash
Citizen.invokeNative('0x2A5AFD2B8381A6E1', horse);
```

### C#

```csharp
Function.Call((Hash)0x2A5AFD2B8381A6E1, horse);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESET_PED_COMPONENTS

- **Hash:** `0x0BFA1BD465CDFEFD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedComponents`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESET_PED_COMPONENTS

## Signature

```c
void _RESET_PED_COMPONENTS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPedComponents(ped)

-- always available, by hash
Citizen.InvokeNative(0x0BFA1BD465CDFEFD, ped)
```

### JavaScript

```js
ResetPedComponents(ped);

// by hash
Citizen.invokeNative('0x0BFA1BD465CDFEFD', ped);
```

### C#

```csharp
Function.Call((Hash)0x0BFA1BD465CDFEFD, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_PED_IN_VEHICLE_CONTEXT

- **Hash:** `0x22EF8FF8778030EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedInVehicleContext`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_PED_IN_VEHICLE_CONTEXT

## Signature

```c
void RESET_PED_IN_VEHICLE_CONTEXT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPedInVehicleContext(ped)

-- always available, by hash
Citizen.InvokeNative(0x22EF8FF8778030EB, ped)
```

### JavaScript

```js
ResetPedInVehicleContext(ped);

// by hash
Citizen.invokeNative('0x22EF8FF8778030EB', ped);
```

### C#

```csharp
Function.Call((Hash)0x22EF8FF8778030EB, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESET_PED_INCAPACITATION_BLEED_OUT_DURATION

- **Hash:** `0x4B9668DB91DC39B8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedIncapacitationBleedOutDuration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESET_PED_INCAPACITATION_BLEED_OUT_DURATION

## Signature

```c
void _RESET_PED_INCAPACITATION_BLEED_OUT_DURATION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPedIncapacitationBleedOutDuration(ped)

-- always available, by hash
Citizen.InvokeNative(0x4B9668DB91DC39B8, ped)
```

### JavaScript

```js
ResetPedIncapacitationBleedOutDuration(ped);

// by hash
Citizen.invokeNative('0x4B9668DB91DC39B8', ped);
```

### C#

```csharp
Function.Call((Hash)0x4B9668DB91DC39B8, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESET_PED_LADDER_MOVEMENT_SPEED_MODIFIER

- **Hash:** `0x801917E7D7BCE418`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedLadderMovementSpeedModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESET_PED_LADDER_MOVEMENT_SPEED_MODIFIER

## Signature

```c
void _RESET_PED_LADDER_MOVEMENT_SPEED_MODIFIER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPedLadderMovementSpeedModifier(ped)

-- always available, by hash
Citizen.InvokeNative(0x801917E7D7BCE418, ped)
```

### JavaScript

```js
ResetPedLadderMovementSpeedModifier(ped);

// by hash
Citizen.invokeNative('0x801917E7D7BCE418', ped);
```

### C#

```csharp
Function.Call((Hash)0x801917E7D7BCE418, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_SET_PED_LADDER_MOVEMENT_SPEED_MODIFIER](https://natives.borderlinerp.com/natives/PED/_SET_PED_LADDER_MOVEMENT_SPEED_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_PED_LAST_VEHICLE

- **Hash:** `0xBB8DE8CF6A8DD8BB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedLastVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_PED_LAST_VEHICLE

## Signature

```c
void RESET_PED_LAST_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Resets the value for the last vehicle driven by the Ped.

## Usage

### Lua

```lua
ResetPedLastVehicle(ped)

-- always available, by hash
Citizen.InvokeNative(0xBB8DE8CF6A8DD8BB, ped)
```

### JavaScript

```js
ResetPedLastVehicle(ped);

// by hash
Citizen.invokeNative('0xBB8DE8CF6A8DD8BB', ped);
```

### C#

```csharp
Function.Call((Hash)0xBB8DE8CF6A8DD8BB, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_PED_RAGDOLL_TIMER

- **Hash:** `0x9FA4664CF62E47E8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedRagdollTimer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_PED_RAGDOLL_TIMER

## Signature

```c
void RESET_PED_RAGDOLL_TIMER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPedRagdollTimer(ped)

-- always available, by hash
Citizen.InvokeNative(0x9FA4664CF62E47E8, ped)
```

### JavaScript

```js
ResetPedRagdollTimer(ped);

// by hash
Citizen.invokeNative('0x9FA4664CF62E47E8', ped);
```

### C#

```csharp
Function.Call((Hash)0x9FA4664CF62E47E8, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESET_PED_STAMINA

- **Hash:** `0x36513AFFC703C60D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESET_PED_STAMINA

## Signature

```c
void _RESET_PED_STAMINA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Seems to set the peds stamina to 30%

## Usage

### Lua

```lua
ResetPedStamina(ped)

-- always available, by hash
Citizen.InvokeNative(0x36513AFFC703C60D, ped)
```

### JavaScript

```js
ResetPedStamina(ped);

// by hash
Citizen.invokeNative('0x36513AFFC703C60D', ped);
```

### C#

```csharp
Function.Call((Hash)0x36513AFFC703C60D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CHANGE_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_CHANGE_PED_STAMINA.md) — Alters entity's stamina by 'amount'.
- [PED::_GET_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_GET_PED_STAMINA.md)
- [PED::_RESTORE_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_RESTORE_PED_STAMINA.md) — 0.0 <= stamina <= 100.0

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESET_PED_TEXTURE

- **Hash:** `0x8472A1789478F82F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESET_PED_TEXTURE

## Signature

```c
void _RESET_PED_TEXTURE(int textureId);
```

## Parameters

- `textureId` (`int`)

## Returns

`void`

## Description

Removes every texture layer but the base layer
Clearing texture's data: setting params to default values, but keep overlays.

## Usage

### Lua

```lua
ResetPedTexture(textureId)

-- always available, by hash
Citizen.InvokeNative(0x8472A1789478F82F, textureId)
```

### JavaScript

```js
ResetPedTexture(textureId);

// by hash
Citizen.invokeNative('0x8472A1789478F82F', textureId);
```

### C#

```csharp
Function.Call((Hash)0x8472A1789478F82F, textureId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_UPDATE_PED_TEXTURE](https://natives.borderlinerp.com/natives/PED/_UPDATE_PED_TEXTURE.md) — Should be called at least once for any new texture override.
- [PED::_CLEAR_PED_TEXTURE](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_TEXTURE.md) — Removes every texture layer Old Name: _RESET_PED_TEXTURE_2

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESET_PED_WEAPON_MOVEMENT_CLIPSET

- **Hash:** `0x97B0DB5B4AA74E77`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResetPedWeaponMovementClipset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESET_PED_WEAPON_MOVEMENT_CLIPSET

## Signature

```c
void RESET_PED_WEAPON_MOVEMENT_CLIPSET(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPedWeaponMovementClipset(ped)

-- always available, by hash
Citizen.InvokeNative(0x97B0DB5B4AA74E77, ped)
```

### JavaScript

```js
ResetPedWeaponMovementClipset(ped);

// by hash
Citizen.invokeNative('0x97B0DB5B4AA74E77', ped);
```

### C#

```csharp
Function.Call((Hash)0x97B0DB5B4AA74E77, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_RESTORE_PED_STAMINA

- **Hash:** `0x675680D089BFA21F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RestorePedStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_RESTORE_PED_STAMINA

## Signature

```c
void _RESTORE_PED_STAMINA(Ped ped, float stamina);
```

## Parameters

- `ped` (`Ped`)
- `stamina` (`float`)

## Returns

`void`

## Description

0.0 <= stamina <= 100.0

## Usage

### Lua

```lua
RestorePedStamina(ped, stamina)

-- always available, by hash
Citizen.InvokeNative(0x675680D089BFA21F, ped, stamina)
```

### JavaScript

```js
RestorePedStamina(ped, stamina);

// by hash
Citizen.invokeNative('0x675680D089BFA21F', ped, stamina + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x675680D089BFA21F, ped, stamina);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CHANGE_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_CHANGE_PED_STAMINA.md) — Alters entity's stamina by 'amount'.
- [PED::_GET_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_GET_PED_STAMINA.md)
- [PED::_RESET_PED_STAMINA](https://natives.borderlinerp.com/natives/PED/_RESET_PED_STAMINA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::RESURRECT_PED

- **Hash:** `0x71BC8E838B9C6035`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ResurrectPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/RESURRECT_PED

## Signature

```c
void RESURRECT_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

This function will simply bring the dead ped back to life.

Before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at because theres a chance the ped will fall through the map

Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.

## Usage

### Lua

```lua
ResurrectPed(ped)

-- always available, by hash
Citizen.InvokeNative(0x71BC8E838B9C6035, ped)
```

### JavaScript

```js
ResurrectPed(ped);

// by hash
Citizen.invokeNative('0x71BC8E838B9C6035', ped);
```

### C#

```csharp
Function.Call((Hash)0x71BC8E838B9C6035, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::REVIVE_INJURED_PED

- **Hash:** `0x8D8ACD8388CD99CE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ReviveInjuredPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REVIVE_INJURED_PED

## Signature

```c
void REVIVE_INJURED_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ReviveInjuredPed(ped)

-- always available, by hash
Citizen.InvokeNative(0x8D8ACD8388CD99CE, ped)
```

### JavaScript

```js
ReviveInjuredPed(ped);

// by hash
Citizen.invokeNative('0x8D8ACD8388CD99CE', ped);
```

### C#

```csharp
Function.Call((Hash)0x8D8ACD8388CD99CE, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER

- **Hash:** `0xC2266AA617668AD3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetAccuracyAgainstLocalPlayerModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER

## Signature

```c
void _SET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAccuracyAgainstLocalPlayerModifier(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0xC2266AA617668AD3, ped, modifier)
```

### JavaScript

```js
SetAccuracyAgainstLocalPlayerModifier(ped, modifier);

// by hash
Citizen.invokeNative('0xC2266AA617668AD3', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC2266AA617668AD3, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER](https://natives.borderlinerp.com/natives/PED/_GET_ACCURACY_AGAINST_LOCAL_PLAYER_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_ACTIVE_META_PED_COMPONENTS_UPDATED

- **Hash:** `0xAAB86462966168CE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetActiveMetaPedComponentsUpdated`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_ACTIVE_META_PED_COMPONENTS_UPDATED

## Signature

```c
Any _SET_ACTIVE_META_PED_COMPONENTS_UPDATED(Ped ped, BOOL isMP);
```

## Parameters

- `ped` (`Ped`)
- `isMP` (`BOOL`)

## Returns

`Any`

## Description

*Source: alloc8or RDR3 NativeDB*

Related to _0x704C908E9C405136 for component loading
Can be used to fix missing outfit changes, always paired with _UPDATE_PED_VARIATION
Doesn't actually return anything.

*Source: VORPCORE RDR3natives*

Related to _0x704C908E9C405136 for component loading
Can be used to fix missing outfit changes, always paired with _UPDATE_PED_VARIATION
_S*
Doesn't actually return anything.

## Usage

### Lua

```lua
local retval = SetActiveMetaPedComponentsUpdated(ped, isMP)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAAB86462966168CE, ped, isMP, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetActiveMetaPedComponentsUpdated(ped, isMP);

// by hash
const retval = Citizen.invokeNative('0xAAB86462966168CE', ped, isMP, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAAB86462966168CE, ped, isMP);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_AI_MELEE_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0x66460DEDDD417254`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetAiMeleeWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_AI_MELEE_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void SET_AI_MELEE_WEAPON_DAMAGE_MODIFIER(float modifier);
```

## Parameters

- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAiMeleeWeaponDamageModifier(modifier)

-- always available, by hash
Citizen.InvokeNative(0x66460DEDDD417254, modifier)
```

### JavaScript

```js
SetAiMeleeWeaponDamageModifier(modifier);

// by hash
Citizen.invokeNative('0x66460DEDDD417254', modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x66460DEDDD417254, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_AI_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0x1B1E2A40A65B8521`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetAiWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_AI_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void SET_AI_WEAPON_DAMAGE_MODIFIER(float value);
```

## Parameters

- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAiWeaponDamageModifier(value)

-- always available, by hash
Citizen.InvokeNative(0x1B1E2A40A65B8521, value)
```

### JavaScript

```js
SetAiWeaponDamageModifier(value);

// by hash
Citizen.invokeNative('0x1B1E2A40A65B8521', value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1B1E2A40A65B8521, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::RESET_AI_WEAPON_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/RESET_AI_WEAPON_DAMAGE_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_AMBIENT_ANIMAL_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0xC0258742B034DFAF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetAmbientAnimalDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_AMBIENT_ANIMAL_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void _SET_AMBIENT_ANIMAL_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientAnimalDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xC0258742B034DFAF, multiplier)
```

### JavaScript

```js
SetAmbientAnimalDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0xC0258742B034DFAF', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC0258742B034DFAF, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_AMBIENT_HUMAN_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0xBA0980B5C0A11924`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetAmbientHumanDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_AMBIENT_HUMAN_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void _SET_AMBIENT_HUMAN_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientHumanDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xBA0980B5C0A11924, multiplier)
```

### JavaScript

```js
SetAmbientHumanDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0xBA0980B5C0A11924', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBA0980B5C0A11924, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_AMBIENT_PED_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0xAB0D553FE20A6E25`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetAmbientPedDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_AMBIENT_PED_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void _SET_AMBIENT_PED_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmbientPedDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xAB0D553FE20A6E25, multiplier)
```

### JavaScript

```js
SetAmbientPedDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0xAB0D553FE20A6E25', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAB0D553FE20A6E25, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS

- **Hash:** `0x9F8AA94D6D97DBF4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetBlockingOfNonTemporaryEvents`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_BLOCKING_OF_NON_TEMPORARY_EVENTS

## Signature

```c
void SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlockingOfNonTemporaryEvents(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9F8AA94D6D97DBF4, ped, toggle)
```

### JavaScript

```js
SetBlockingOfNonTemporaryEvents(ped, toggle);

// by hash
Citizen.invokeNative('0x9F8AA94D6D97DBF4', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9F8AA94D6D97DBF4, ped, toggle);
```

## See also

- [PED::_GET_BLOCKING_OF_NON_TEMPORARY_EVENTS](https://natives.borderlinerp.com/natives/PED/_GET_BLOCKING_OF_NON_TEMPORARY_EVENTS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS_FOR_AMBIENT_PEDS_THIS_FRAME

- **Hash:** `0x9911F4A24485F653`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetBlockingOfNonTemporaryEventsForAmbientPedsThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_BLOCKING_OF_NON_TEMPORARY_EVENTS_FOR_AMBIENT_PEDS_THIS_FRAME

## Signature

```c
void SET_BLOCKING_OF_NON_TEMPORARY_EVENTS_FOR_AMBIENT_PEDS_THIS_FRAME(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlockingOfNonTemporaryEventsForAmbientPedsThisFrame(p0)

-- always available, by hash
Citizen.InvokeNative(0x9911F4A24485F653, p0)
```

### JavaScript

```js
SetBlockingOfNonTemporaryEventsForAmbientPedsThisFrame(p0);

// by hash
Citizen.invokeNative('0x9911F4A24485F653', p0);
```

### C#

```csharp
Function.Call((Hash)0x9911F4A24485F653, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_CHAR_EXPRESSION

- **Hash:** `0x5653AB26C82938CF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetCharExpression`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_CHAR_EXPRESSION

## Signature

```c
void _SET_CHAR_EXPRESSION(Ped ped, int index, float value);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)
- `value` (`float`)

## Returns

`void`

## Description

Sets MetaPedExpression at index specified. Morphs components, such as changing body size or facial features.

Note: You have to update the ped's variation (using 0xCC8CA3E88256E58F) after calling this native

index = MetaPedExpression IDs
List of face features: https://pastebin.com/9jb88FXW
Full list of MetaPedExpressions: https://pastebin.com/Ld76cAn7
value: -1.0 to 1.0 (values beyond this likely won't sync to other clients)

This native also allows you to change a horse's gender.

Old name: _SET_PED_FACE_FEATURE

## Usage

### Lua

```lua
SetCharExpression(ped, index, value)

-- always available, by hash
Citizen.InvokeNative(0x5653AB26C82938CF, ped, index, value)
```

### JavaScript

```js
SetCharExpression(ped, index, value);

// by hash
Citizen.invokeNative('0x5653AB26C82938CF', ped, index, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5653AB26C82938CF, ped, index, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_CHAR_EXPRESSION](https://natives.borderlinerp.com/natives/PED/_GET_CHAR_EXPRESSION.md) — Gets MetaPedExpression at index specified For index, see: _SET_CHAR_EXPRESSION Old name: _GET_PED_FACE_FEATURE

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::SET_COMBAT_FLOAT

- **Hash:** `0xFF41B4B141ED981C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetCombatFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_COMBAT_FLOAT

## Signature

```c
void SET_COMBAT_FLOAT(Ped ped, int combatType, float newValue);
```

## Parameters

- `ped` (`Ped`)
- `combatType` (`int`)
- `newValue` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

combatType: https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_FLOATS 
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eCombatAttributeFloats

*Source: VORPCORE RDR3natives*

combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters.
https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_FLOATS 
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eCombatAttributeFloats

## Usage

### Lua

```lua
SetCombatFloat(ped, combatType, newValue)

-- always available, by hash
Citizen.InvokeNative(0xFF41B4B141ED981C, ped, combatType, newValue)
```

### JavaScript

```js
SetCombatFloat(ped, combatType, newValue);

// by hash
Citizen.invokeNative('0xFF41B4B141ED981C', ped, combatType, newValue + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFF41B4B141ED981C, ped, combatType, newValue);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eCombatAttributeFloats](https://natives.borderlinerp.com/enums/eCombatAttributeFloats.md) — 72 values

## See also

- [PED::GET_COMBAT_FLOAT](https://natives.borderlinerp.com/natives/PED/GET_COMBAT_FLOAT.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_CREATE_RANDOM_COPS

- **Hash:** `0x102E68B2024D536D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetCreateRandomCops`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_CREATE_RANDOM_COPS

## Signature

```c
void SET_CREATE_RANDOM_COPS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetCreateRandomCops(toggle)

-- always available, by hash
Citizen.InvokeNative(0x102E68B2024D536D, toggle)
```

### JavaScript

```js
SetCreateRandomCops(toggle);

// by hash
Citizen.invokeNative('0x102E68B2024D536D', toggle);
```

### C#

```csharp
Function.Call((Hash)0x102E68B2024D536D, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_CURRENT_DEFENSE_AGAINST_PLAYERS_MODIFIER

- **Hash:** `0x069EDDF1FD4DEB0A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetCurrentDefenseAgainstPlayersModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_CURRENT_DEFENSE_AGAINST_PLAYERS_MODIFIER

## Signature

```c
void _SET_CURRENT_DEFENSE_AGAINST_PLAYERS_MODIFIER(Ped horse, float modifier);
```

## Parameters

- `horse` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetCurrentDefenseAgainstPlayersModifier(horse, modifier)

-- always available, by hash
Citizen.InvokeNative(0x069EDDF1FD4DEB0A, horse, modifier)
```

### JavaScript

```js
SetCurrentDefenseAgainstPlayersModifier(horse, modifier);

// by hash
Citizen.invokeNative('0x069EDDF1FD4DEB0A', horse, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x069EDDF1FD4DEB0A, horse, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_DEFENSE_MODIFIER_FOR_PED

- **Hash:** `0x9B6808EC46BE849B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetDefenseModifierForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_DEFENSE_MODIFIER_FOR_PED

## Signature

```c
void _SET_DEFENSE_MODIFIER_FOR_PED(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDefenseModifierForPed(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0x9B6808EC46BE849B, ped, modifier)
```

### JavaScript

```js
SetDefenseModifierForPed(ped, modifier);

// by hash
Citizen.invokeNative('0x9B6808EC46BE849B', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9B6808EC46BE849B, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_ENABLE_BOUND_ANKLES

- **Hash:** `0xC52E0F855C58FC2E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetEnableBoundAnkles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_ENABLE_BOUND_ANKLES

## Signature

```c
void SET_ENABLE_BOUND_ANKLES(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEnableBoundAnkles(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC52E0F855C58FC2E, ped, toggle)
```

### JavaScript

```js
SetEnableBoundAnkles(ped, toggle);

// by hash
Citizen.invokeNative('0xC52E0F855C58FC2E', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC52E0F855C58FC2E, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_ENABLE_HANDCUFFS

- **Hash:** `0xDF1AF8B5D56542FA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetEnableHandcuffs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_ENABLE_HANDCUFFS

## Signature

```c
void SET_ENABLE_HANDCUFFS(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Ped can not pull out a weapon when true

## Usage

### Lua

```lua
SetEnableHandcuffs(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xDF1AF8B5D56542FA, ped, p1, p2)
```

### JavaScript

```js
SetEnableHandcuffs(ped, p1, p2);

// by hash
Citizen.invokeNative('0xDF1AF8B5D56542FA', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xDF1AF8B5D56542FA, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_FACIAL_IDLE_ANIM_OVERRIDE

- **Hash:** `0xFFC24B988B938B38`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetFacialIdleAnimOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_FACIAL_IDLE_ANIM_OVERRIDE

## Signature

```c
void SET_FACIAL_IDLE_ANIM_OVERRIDE(Ped ped, const char* animName, const char* animDict);
```

## Parameters

- `ped` (`Ped`)
- `animName` (`const char*`)
- `animDict` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetFacialIdleAnimOverride(ped, animName, animDict)

-- always available, by hash
Citizen.InvokeNative(0xFFC24B988B938B38, ped, animName, animDict)
```

### JavaScript

```js
SetFacialIdleAnimOverride(ped, animName, animDict);

// by hash
Citizen.invokeNative('0xFFC24B988B938B38', ped, animName, animDict);
```

### C#

```csharp
Function.Call((Hash)0xFFC24B988B938B38, ped, animName, animDict);
```

## See also

- [PED::CLEAR_FACIAL_IDLE_ANIM_OVERRIDE](https://natives.borderlinerp.com/natives/PED/CLEAR_FACIAL_IDLE_ANIM_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_FORMATION_AUTO_ASSIGN_POSITION

- **Hash:** `0x478F6B9920446CE2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetFormationAutoAssignPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_FORMATION_AUTO_ASSIGN_POSITION

## Signature

```c
void _SET_FORMATION_AUTO_ASSIGN_POSITION(int groupId, BOOL toggle);
```

## Parameters

- `groupId` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetFormationAutoAssignPosition(groupId, toggle)

-- always available, by hash
Citizen.InvokeNative(0x478F6B9920446CE2, groupId, toggle)
```

### JavaScript

```js
SetFormationAutoAssignPosition(groupId, toggle);

// by hash
Citizen.invokeNative('0x478F6B9920446CE2', groupId, toggle);
```

### C#

```csharp
Function.Call((Hash)0x478F6B9920446CE2, groupId, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_FORMATION_POSITIONS_TARGET_RADIUS

- **Hash:** `0x7CC7D3B7AF7FB71F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetFormationPositionsTargetRadius`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_FORMATION_POSITIONS_TARGET_RADIUS

## Signature

```c
BOOL SET_FORMATION_POSITIONS_TARGET_RADIUS(int groupId, float radius);
```

## Parameters

- `groupId` (`int`)
- `radius` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetFormationPositionsTargetRadius(groupId, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7CC7D3B7AF7FB71F, groupId, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetFormationPositionsTargetRadius(groupId, radius);

// by hash
const retval = Citizen.invokeNative('0x7CC7D3B7AF7FB71F', groupId, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7CC7D3B7AF7FB71F, groupId, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_GROUP_FORMATION

- **Hash:** `0xCE2F5FC3AF7E8C1E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetGroupFormation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_GROUP_FORMATION

## Signature

```c
void SET_GROUP_FORMATION(int groupId, int formationType);
```

## Parameters

- `groupId` (`int`)
- `formationType` (`int`)

## Returns

`void`

## Description

eFormationType

0: Default
1: Circle Around Leader
2: Alternative Circle Around Leader
3: Line, with Leader at center

## Usage

### Lua

```lua
SetGroupFormation(groupId, formationType)

-- always available, by hash
Citizen.InvokeNative(0xCE2F5FC3AF7E8C1E, groupId, formationType)
```

### JavaScript

```js
SetGroupFormation(groupId, formationType);

// by hash
Citizen.invokeNative('0xCE2F5FC3AF7E8C1E', groupId, formationType);
```

### C#

```csharp
Function.Call((Hash)0xCE2F5FC3AF7E8C1E, groupId, formationType);
```

## Related enums

- [Ped Group Formation](https://natives.borderlinerp.com/enums/Ped-Group-Formation.md) — 13 values

## See also

- [PED::_GET_GROUP_FORMATION](https://natives.borderlinerp.com/natives/PED/_GET_GROUP_FORMATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_GROUP_FORMATION_SPACING

- **Hash:** `0x1D9D45004C28C916`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetGroupFormationSpacing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_GROUP_FORMATION_SPACING

## Signature

```c
void SET_GROUP_FORMATION_SPACING(int groupId, float p1, float p2, float p3);
```

## Parameters

- `groupId` (`int`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetGroupFormationSpacing(groupId, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x1D9D45004C28C916, groupId, p1, p2, p3)
```

### JavaScript

```js
SetGroupFormationSpacing(groupId, p1, p2, p3);

// by hash
Citizen.invokeNative('0x1D9D45004C28C916', groupId, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1D9D45004C28C916, groupId, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_GROUP_SEPARATION_RANGE

- **Hash:** `0x4102C7858CFEE4E4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetGroupSeparationRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_GROUP_SEPARATION_RANGE

## Signature

```c
void SET_GROUP_SEPARATION_RANGE(int groupId, float separationRange);
```

## Parameters

- `groupId` (`int`)
- `separationRange` (`float`)

## Returns

`void`

## Description

Sets the range at which members will automatically leave the group.

## Usage

### Lua

```lua
SetGroupSeparationRange(groupId, separationRange)

-- always available, by hash
Citizen.InvokeNative(0x4102C7858CFEE4E4, groupId, separationRange)
```

### JavaScript

```js
SetGroupSeparationRange(groupId, separationRange);

// by hash
Citizen.invokeNative('0x4102C7858CFEE4E4', groupId, separationRange + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4102C7858CFEE4E4, groupId, separationRange);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_HEALTH_RECHARGE_MULTIPLIER

- **Hash:** `0xDE1B1907A83A1550`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetHealthRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_HEALTH_RECHARGE_MULTIPLIER

## Signature

```c
void _SET_HEALTH_RECHARGE_MULTIPLIER(Ped ped, int multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetHealthRechargeMultiplier(ped, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xDE1B1907A83A1550, ped, multiplier)
```

### JavaScript

```js
SetHealthRechargeMultiplier(ped, multiplier);

// by hash
Citizen.invokeNative('0xDE1B1907A83A1550', ped, multiplier);
```

### C#

```csharp
Function.Call((Hash)0xDE1B1907A83A1550, ped, multiplier);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_HEALTH_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_GET_HEALTH_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_HORSE_AVOIDANCE_LEVEL

- **Hash:** `0xDDCF6FEA5D7ACC17`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetHorseAvoidanceLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_HORSE_AVOIDANCE_LEVEL

## Signature

```c
void SET_HORSE_AVOIDANCE_LEVEL(Ped horse, int avoidanceLevel);
```

## Parameters

- `horse` (`Ped`)
- `avoidanceLevel` (`int`)

## Returns

`void`

## Description

-1 - HORSE_ASSIST__NO_CHANGE
 0 - HORSE_ASSIST__MANUAL
 1 - HORSE_ASSIST__SEMIASSIST
 2 - HORSE_ASSIST__FULLASSIST

## Usage

### Lua

```lua
SetHorseAvoidanceLevel(horse, avoidanceLevel)

-- always available, by hash
Citizen.InvokeNative(0xDDCF6FEA5D7ACC17, horse, avoidanceLevel)
```

### JavaScript

```js
SetHorseAvoidanceLevel(horse, avoidanceLevel);

// by hash
Citizen.invokeNative('0xDDCF6FEA5D7ACC17', horse, avoidanceLevel);
```

### C#

```csharp
Function.Call((Hash)0xDDCF6FEA5D7ACC17, horse, avoidanceLevel);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_HORSE_SCRIPTED_FLAG

- **Hash:** `0xB8AB265426CFE6DD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetHorseScriptedFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_HORSE_SCRIPTED_FLAG

## Signature

```c
void _SET_HORSE_SCRIPTED_FLAG(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets an internal horse-component flag (bit 0x04) used for scripted control of mounts (e.g., after placing/rider-seating). Pass true to set, false to clear. No effect on non-horses.

*Source: VORPCORE RDR3natives*

Sets some flag on a horse

## Usage

### Lua

```lua
SetHorseScriptedFlag(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xB8AB265426CFE6DD, ped, toggle)
```

### JavaScript

```js
SetHorseScriptedFlag(ped, toggle);

// by hash
Citizen.invokeNative('0xB8AB265426CFE6DD', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xB8AB265426CFE6DD, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_IK_TARGET

- **Hash:** `0xC32779C16FCEECD9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetIkTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_IK_TARGET

## Signature

```c
void SET_IK_TARGET(Ped ped, int ikIndex, Entity entityLookAt, int boneLookAt, float offsetX, float offsetY, float offsetZ, Any p7, int blendInDuration, int blendOutDuration);
```

## Parameters

- `ped` (`Ped`)
- `ikIndex` (`int`)
- `entityLookAt` (`Entity`)
- `boneLookAt` (`int`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `p7` (`Any`)
- `blendInDuration` (`int`)
- `blendOutDuration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetIkTarget(ped, ikIndex, entityLookAt, boneLookAt, offsetX, offsetY, offsetZ, p7, blendInDuration, blendOutDuration)

-- always available, by hash
Citizen.InvokeNative(0xC32779C16FCEECD9, ped, ikIndex, entityLookAt, boneLookAt, offsetX, offsetY, offsetZ, p7, blendInDuration, blendOutDuration)
```

### JavaScript

```js
SetIkTarget(ped, ikIndex, entityLookAt, boneLookAt, offsetX, offsetY, offsetZ, p7, blendInDuration, blendOutDuration);

// by hash
Citizen.invokeNative('0xC32779C16FCEECD9', ped, ikIndex, entityLookAt, boneLookAt, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, p7, blendInDuration, blendOutDuration);
```

### C#

```csharp
Function.Call((Hash)0xC32779C16FCEECD9, ped, ikIndex, entityLookAt, boneLookAt, offsetX, offsetY, offsetZ, p7, blendInDuration, blendOutDuration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_INTERACTION_LOCKON_FLAG

- **Hash:** `0xFECA2081F61ED2CD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetInteractionLockonFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_INTERACTION_LOCKON_FLAG

## Signature

```c
void _SET_INTERACTION_LOCKON_FLAG(Ped ped, Player player, int flag, BOOL enable);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)
- `flag` (`int`)
- `enable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetInteractionLockonFlag(ped, player, flag, enable)

-- always available, by hash
Citizen.InvokeNative(0xFECA2081F61ED2CD, ped, player, flag, enable)
```

### JavaScript

```js
SetInteractionLockonFlag(ped, player, flag, enable);

// by hash
Citizen.invokeNative('0xFECA2081F61ED2CD', ped, player, flag, enable);
```

### C#

```csharp
Function.Call((Hash)0xFECA2081F61ED2CD, ped, player, flag, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_LOOTING_FLAG

- **Hash:** `0x6569F31A01B4C097`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetLootingFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_LOOTING_FLAG

## Signature

```c
void SET_LOOTING_FLAG(Ped ped, int lootFlag, BOOL enabled);
```

## Parameters

- `ped` (`Ped`)
- `lootFlag` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flags
https://github.com/femga/rdr3_discoveries/tree/master/AI/LOOTING_FLAGS

lootFlag:
enum eLootFlag
{
	LOOT_FLAG_IS_CRITICAL_LOOT_TARGET = 7,
	LOOT_FLAG_IGNORE_WATER_CHECKS = 8,
	LOOT_FLAG_ANIMAL_FLAGGED_FOR_TAGGING = 23,
};

## Usage

### Lua

```lua
SetLootingFlag(ped, lootFlag, enabled)

-- always available, by hash
Citizen.InvokeNative(0x6569F31A01B4C097, ped, lootFlag, enabled)
```

### JavaScript

```js
SetLootingFlag(ped, lootFlag, enabled);

// by hash
Citizen.invokeNative('0x6569F31A01B4C097', ped, lootFlag, enabled);
```

### C#

```csharp
Function.Call((Hash)0x6569F31A01B4C097, ped, lootFlag, enabled);
```

## Related enums

- [CLootingFlags__Flags](https://natives.borderlinerp.com/enums/CLootingFlags__Flags.md) — 29 values

## See also

- [PED::_GET_LOOTING_FLAG](https://natives.borderlinerp.com/natives/PED/_GET_LOOTING_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_META_PED_TAG

- **Hash:** `0xBC6DF00D7A4A6819`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetMetaPedTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_META_PED_TAG

## Signature

```c
void _SET_META_PED_TAG(Ped ped, Hash drawable, Hash albedo, Hash normal, Hash material, Hash palette, int tint0, int tint1, int tint2);
```

## Parameters

- `ped` (`Ped`)
- `drawable` (`Hash`)
- `albedo` (`Hash`)
- `normal` (`Hash`)
- `material` (`Hash`)
- `palette` (`Hash`)
- `tint0` (`int`)
- `tint1` (`int`)
- `tint2` (`int`)

## Returns

`void`

## Description

Use to apply metaped player components
Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED

## Usage

### Lua

```lua
SetMetaPedTag(ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2)

-- always available, by hash
Citizen.InvokeNative(0xBC6DF00D7A4A6819, ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2)
```

### JavaScript

```js
SetMetaPedTag(ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0xBC6DF00D7A4A6819', ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2);
```

### C#

```csharp
Function.Call((Hash)0xBC6DF00D7A4A6819, ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_META_PED_WEARINESS

- **Hash:** `0x314C5465195F3B30`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetMetaPedWeariness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_META_PED_WEARINESS

## Signature

```c
void _SET_META_PED_WEARINESS(Ped ped, float weariness);
```

## Parameters

- `ped` (`Ped`)
- `weariness` (`float`)

## Returns

`void`

## Description

Sets ped eye redness, weariness: 0.f to 1.f

## Usage

### Lua

```lua
SetMetaPedWeariness(ped, weariness)

-- always available, by hash
Citizen.InvokeNative(0x314C5465195F3B30, ped, weariness)
```

### JavaScript

```js
SetMetaPedWeariness(ped, weariness);

// by hash
Citizen.invokeNative('0x314C5465195F3B30', ped, weariness + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x314C5465195F3B30, ped, weariness);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_SET_MIN_PED_HEALTH_THRESHOLD

- **Hash:** `0x7883AA809DF43D98`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetMinPedHealthThreshold`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_MIN_PED_HEALTH_THRESHOLD

## Signature

```c
void _SET_MIN_PED_HEALTH_THRESHOLD(Ped ped, float healthAmount);
```

## Parameters

- `ped` (`Ped`)
- `healthAmount` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetMinPedHealthThreshold(ped, healthAmount)

-- always available, by hash
Citizen.InvokeNative(0x7883AA809DF43D98, ped, healthAmount)
```

### JavaScript

```js
SetMinPedHealthThreshold(ped, healthAmount);

// by hash
Citizen.invokeNative('0x7883AA809DF43D98', ped, healthAmount + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7883AA809DF43D98, ped, healthAmount);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_MOUNT_BONDING_LEVEL

- **Hash:** `0xA69899995997A63B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetMountBondingLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_MOUNT_BONDING_LEVEL

## Signature

```c
void _SET_MOUNT_BONDING_LEVEL(Ped ped, int bondingLevel);
```

## Parameters

- `ped` (`Ped`)
- `bondingLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMountBondingLevel(ped, bondingLevel)

-- always available, by hash
Citizen.InvokeNative(0xA69899995997A63B, ped, bondingLevel)
```

### JavaScript

```js
SetMountBondingLevel(ped, bondingLevel);

// by hash
Citizen.invokeNative('0xA69899995997A63B', ped, bondingLevel);
```

### C#

```csharp
Function.Call((Hash)0xA69899995997A63B, ped, bondingLevel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_MOUNT_SECURITY_ENABLED

- **Hash:** `0x11E6B9629C46D6EC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetMountSecurityEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_MOUNT_SECURITY_ENABLED

## Signature

```c
void _SET_MOUNT_SECURITY_ENABLED(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Note: this native was added in build 1232.40

## Usage

### Lua

```lua
SetMountSecurityEnabled(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x11E6B9629C46D6EC, ped, toggle)
```

### JavaScript

```js
SetMountSecurityEnabled(ped, toggle);

// by hash
Citizen.invokeNative('0x11E6B9629C46D6EC', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x11E6B9629C46D6EC, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PAUSE_PED_WRITHE_BLEEDOUT

- **Hash:** `0x925A160133003AC6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPausePedWritheBleedout`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PAUSE_PED_WRITHE_BLEEDOUT

## Signature

```c
void SET_PAUSE_PED_WRITHE_BLEEDOUT(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPausePedWritheBleedout(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x925A160133003AC6, ped, toggle)
```

### JavaScript

```js
SetPausePedWritheBleedout(ped, toggle);

// by hash
Citizen.invokeNative('0x925A160133003AC6', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x925A160133003AC6, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_ACCURACY

- **Hash:** `0x7AEFB85C1D49DEB6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedAccuracy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_ACCURACY

## Signature

```c
void SET_PED_ACCURACY(Ped ped, int accuracy);
```

## Parameters

- `ped` (`Ped`)
- `accuracy` (`int`)

## Returns

`void`

## Description

accuracy = 0-100, 100 being perfectly accurate

## Usage

### Lua

```lua
SetPedAccuracy(ped, accuracy)

-- always available, by hash
Citizen.InvokeNative(0x7AEFB85C1D49DEB6, ped, accuracy)
```

### JavaScript

```js
SetPedAccuracy(ped, accuracy);

// by hash
Citizen.invokeNative('0x7AEFB85C1D49DEB6', ped, accuracy);
```

### C#

```csharp
Function.Call((Hash)0x7AEFB85C1D49DEB6, ped, accuracy);
```

## See also

- [PED::GET_PED_ACCURACY](https://natives.borderlinerp.com/natives/PED/GET_PED_ACCURACY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_ACTION_DISABLE_FLAG

- **Hash:** `0xB8DE69D9473B7593`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedActionDisableFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_ACTION_DISABLE_FLAG

## Signature

```c
void _SET_PED_ACTION_DISABLE_FLAG(Ped ped, int actionDisableFlag);
```

## Parameters

- `ped` (`Ped`)
- `actionDisableFlag` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ACTION_DISABLE_FLAGS

## Usage

### Lua

```lua
SetPedActionDisableFlag(ped, actionDisableFlag)

-- always available, by hash
Citizen.InvokeNative(0xB8DE69D9473B7593, ped, actionDisableFlag)
```

### JavaScript

```js
SetPedActionDisableFlag(ped, actionDisableFlag);

// by hash
Citizen.invokeNative('0xB8DE69D9473B7593', ped, actionDisableFlag);
```

### C#

```csharp
Function.Call((Hash)0xB8DE69D9473B7593, ped, actionDisableFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CActionFlags__DisableFlag](https://natives.borderlinerp.com/enums/CActionFlags__DisableFlag.md) — 35 values

## See also

- [PED::_CLEAR_PED_ACTION_DISABLE_FLAG](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_ACTION_DISABLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_ACTIVATE_WOUND_EFFECT

- **Hash:** `0xFFD54D9FE71B966A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedActivateWoundEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_ACTIVATE_WOUND_EFFECT

## Signature

```c
void _SET_PED_ACTIVATE_WOUND_EFFECT(Ped ped, int p1, int boneId, float moveWoundLeftRight, float bloodFountainPressure, float yaw, float bloodFountainDirection, float bloodFountainPulse, float p8, float p9);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `boneId` (`int`)
- `moveWoundLeftRight` (`float`)
- `bloodFountainPressure` (`float`)
- `yaw` (`float`)
- `bloodFountainDirection` (`float`)
- `bloodFountainPulse` (`float`)
- `p8` (`float`)
- `p9` (`float`)

## Returns

`void`

## Description

bloodFountainPressure: visible effect from 0.0 till 20.0
yaw: visible effect from -3.0 till 3.0
bloodFountainDirection: 1.0 left side, -1.0 right side
bloodFountainPulse: from 0.1 (low) till 1.0 (fast)
make blood fountain from your stomach: _SET_PED_ACTIVATE_WOUND_EFFECT(ped, unk, 2, 14411, 0.0, 0.1, 0.0, 0.0, 3.0, -1.0, 1.0)

## Usage

### Lua

```lua
SetPedActivateWoundEffect(ped, p1, boneId, moveWoundLeftRight, bloodFountainPressure, yaw, bloodFountainDirection, bloodFountainPulse, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xFFD54D9FE71B966A, ped, p1, boneId, moveWoundLeftRight, bloodFountainPressure, yaw, bloodFountainDirection, bloodFountainPulse, p8, p9)
```

### JavaScript

```js
SetPedActivateWoundEffect(ped, p1, boneId, moveWoundLeftRight, bloodFountainPressure, yaw, bloodFountainDirection, bloodFountainPulse, p8, p9);

// by hash
Citizen.invokeNative('0xFFD54D9FE71B966A', ped, p1, boneId, moveWoundLeftRight + 0.0000001, bloodFountainPressure + 0.0000001, yaw + 0.0000001, bloodFountainDirection + 0.0000001, bloodFountainPulse + 0.0000001, p8 + 0.0000001, p9 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFFD54D9FE71B966A, ped, p1, boneId, moveWoundLeftRight, bloodFountainPressure, yaw, bloodFountainDirection, bloodFountainPulse, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_SET_PED_ACTIVE_PLAYER_TYPE

- **Hash:** `0xB285AD0EC870B2DF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedActivePlayerType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_ACTIVE_PLAYER_TYPE

## Signature

```c
void _SET_PED_ACTIVE_PLAYER_TYPE(Ped ped, Hash playerType);
```

## Parameters

- `ped` (`Ped`)
- `playerType` (`Hash`)

## Returns

`void`

## Description

Params: hash - ARTHUR or JOHN
_SET_PED_(A-D)*

## Usage

### Lua

```lua
SetPedActivePlayerType(ped, playerType)

-- always available, by hash
Citizen.InvokeNative(0xB285AD0EC870B2DF, ped, playerType)
```

### JavaScript

```js
SetPedActivePlayerType(ped, playerType);

// by hash
Citizen.invokeNative('0xB285AD0EC870B2DF', ped, playerType);
```

### C#

```csharp
Function.Call((Hash)0xB285AD0EC870B2DF, ped, playerType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_ANIMAL_DETECTION_MODIFIER

- **Hash:** `0x43CA928E892CFDB8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedAnimalDetectionModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_ANIMAL_DETECTION_MODIFIER

## Signature

```c
void _SET_PED_ANIMAL_DETECTION_MODIFIER(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAnimalDetectionModifier(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0x43CA928E892CFDB8, ped, modifier)
```

### JavaScript

```js
SetPedAnimalDetectionModifier(ped, modifier);

// by hash
Citizen.invokeNative('0x43CA928E892CFDB8', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x43CA928E892CFDB8, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_AS_COP

- **Hash:** `0xBB03C38DD3FB7FFD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedAsCop`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_AS_COP

## Signature

```c
void SET_PED_AS_COP(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect.
toggle = bSetRelGroup

## Usage

### Lua

```lua
SetPedAsCop(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBB03C38DD3FB7FFD, ped, toggle)
```

### JavaScript

```js
SetPedAsCop(ped, toggle);

// by hash
Citizen.invokeNative('0xBB03C38DD3FB7FFD', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBB03C38DD3FB7FFD, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_AS_GROUP_LEADER

- **Hash:** `0x2A7819605465FBCE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedAsGroupLeader`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_AS_GROUP_LEADER

## Signature

```c
void SET_PED_AS_GROUP_LEADER(Ped ped, int groupId, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `groupId` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAsGroupLeader(ped, groupId, p2)

-- always available, by hash
Citizen.InvokeNative(0x2A7819605465FBCE, ped, groupId, p2)
```

### JavaScript

```js
SetPedAsGroupLeader(ped, groupId, p2);

// by hash
Citizen.invokeNative('0x2A7819605465FBCE', ped, groupId, p2);
```

### C#

```csharp
Function.Call((Hash)0x2A7819605465FBCE, ped, groupId, p2);
```

## See also

- [PED::GET_PED_AS_GROUP_LEADER](https://natives.borderlinerp.com/natives/PED/GET_PED_AS_GROUP_LEADER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_AS_GROUP_MEMBER

- **Hash:** `0x9F3480FE65DB31B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedAsGroupMember`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_AS_GROUP_MEMBER

## Signature

```c
void SET_PED_AS_GROUP_MEMBER(Ped ped, int groupId);
```

## Parameters

- `ped` (`Ped`) — Ped to add.
- `groupId` (`int`) — Target group, e.g. GET_PLAYER_GROUP(PlayerId()).

## Returns

`void`

## Verified notes

### Two players on one horse

A player who climbs onto another player's horse as passenger is dismounted after about 3 seconds, with a clean dismount animation (no ragdoll, no buck, no change of network owner). Spawn flags, mount ownership (`SET_PLAYER_OWNS_MOUNT`), `SET_ANIMAL_IS_WILD` and PLAYER↔PLAYER relationships make no difference.

The cause is RDR's companion rule: the passenger must be in the rider's ped group. Ped groups are local, so add each other on **both** clients:

```lua
-- on every client, for the other player's ped that shares your mount
SetPedAsGroupMember(otherPed, GetPlayerGroup(PlayerId()))

-- when they get off
RemovePedFromGroup(otherPed)
```

Wagons and carts do not need this. There is no `SET_PED_NEVER_LEAVES_GROUP` in RDR3.

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
SetPedAsGroupMember(ped, groupId)

-- always available, by hash
Citizen.InvokeNative(0x9F3480FE65DB31B5, ped, groupId)
```

### JavaScript

```js
SetPedAsGroupMember(ped, groupId);

// by hash
Citizen.invokeNative('0x9F3480FE65DB31B5', ped, groupId);
```

### C#

```csharp
Function.Call((Hash)0x9F3480FE65DB31B5, ped, groupId);
```

## See also

- [PED::REMOVE_PED_FROM_GROUP](https://natives.borderlinerp.com/natives/PED/REMOVE_PED_FROM_GROUP.md)
- [PLAYER::GET_PLAYER_GROUP](https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_GROUP.md) — Returns the group ID the player is member of.
- [PED::GET_PED_AS_GROUP_MEMBER](https://natives.borderlinerp.com/natives/PED/GET_PED_AS_GROUP_MEMBER.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# PED::_SET_PED_BEAT_MULTIPLIER

- **Hash:** `0x6DBF2D78709AD70B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBeatMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BEAT_MULTIPLIER

## Signature

```c
void _SET_PED_BEAT_MULTIPLIER(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Description

NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped

## Usage

### Lua

```lua
SetPedBeatMultiplier(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x6DBF2D78709AD70B, ped, p1)
```

### JavaScript

```js
SetPedBeatMultiplier(ped, p1);

// by hash
Citizen.invokeNative('0x6DBF2D78709AD70B', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6DBF2D78709AD70B, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_BLACKBOARD_BOOL

- **Hash:** `0xCB9401F918CB0F75`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBlackboardBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_BOOL

## Signature

```c
void _SET_PED_BLACKBOARD_BOOL(Ped ped, const char* variableName, BOOL value, int removeTimer);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)
- `value` (`BOOL`)
- `removeTimer` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedBlackboardBool(ped, variableName, value, removeTimer)

-- always available, by hash
Citizen.InvokeNative(0xCB9401F918CB0F75, ped, variableName, value, removeTimer)
```

### JavaScript

```js
SetPedBlackboardBool(ped, variableName, value, removeTimer);

// by hash
Citizen.invokeNative('0xCB9401F918CB0F75', ped, variableName, value, removeTimer);
```

### C#

```csharp
Function.Call((Hash)0xCB9401F918CB0F75, ped, variableName, value, removeTimer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_BLACKBOARD_BOOL](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_BOOL.md)
- [PED::_GET_PED_BLACKBOARD_BOOL](https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_BOOL.md) — Can be used to get a peds foliage active status: variableName = FoliageActive

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_SET_PED_BLACKBOARD_FLOAT

- **Hash:** `0x437C08DB4FEBE2BD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBlackboardFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_FLOAT

## Signature

```c
void _SET_PED_BLACKBOARD_FLOAT(Ped ped, const char* variableName, float value, int removeTimer);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)
- `value` (`float`)
- `removeTimer` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedBlackboardFloat(ped, variableName, value, removeTimer)

-- always available, by hash
Citizen.InvokeNative(0x437C08DB4FEBE2BD, ped, variableName, value, removeTimer)
```

### JavaScript

```js
SetPedBlackboardFloat(ped, variableName, value, removeTimer);

// by hash
Citizen.invokeNative('0x437C08DB4FEBE2BD', ped, variableName, value + 0.0000001, removeTimer);
```

### C#

```csharp
Function.Call((Hash)0x437C08DB4FEBE2BD, ped, variableName, value, removeTimer);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_BLACKBOARD_FLOAT](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_FLOAT.md)
- [PED::_GET_PED_BLACKBOARD_FLOAT](https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_FLOAT.md) — Can be used to get a peds foliage raw height: variableName = FoliageHeight

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_BLACKBOARD_HASH

- **Hash:** `0xA762C9D6CF165E0D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBlackboardHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_HASH

## Signature

```c
void _SET_PED_BLACKBOARD_HASH(Ped ped, const char* variableName, const char* value, int removeTimer);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)
- `value` (`const char*`)
- `removeTimer` (`int`)

## Returns

`void`

## Description

p1:
BodyPartChained
OverloadMostInjuredBodyPart

p2:
LeftLeg
Legs
RightArm

## Usage

### Lua

```lua
SetPedBlackboardHash(ped, variableName, value, removeTimer)

-- always available, by hash
Citizen.InvokeNative(0xA762C9D6CF165E0D, ped, variableName, value, removeTimer)
```

### JavaScript

```js
SetPedBlackboardHash(ped, variableName, value, removeTimer);

// by hash
Citizen.invokeNative('0xA762C9D6CF165E0D', ped, variableName, value, removeTimer);
```

### C#

```csharp
Function.Call((Hash)0xA762C9D6CF165E0D, ped, variableName, value, removeTimer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_BLACKBOARD_HASH](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_HASH.md)
- [PED::_GET_PED_BLACKBOARD_HASH](https://natives.borderlinerp.com/natives/PED/_GET_PED_BLACKBOARD_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_BLACKBOARD_INT

- **Hash:** `0x5F53010C4C3F6BAF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBlackboardInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BLACKBOARD_INT

## Signature

```c
void _SET_PED_BLACKBOARD_INT(Ped ped, const char* variableName, int value, int removeTimer);
```

## Parameters

- `ped` (`Ped`)
- `variableName` (`const char*`)
- `value` (`int`)
- `removeTimer` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/BLACKBOARDS
Blackboard natives allow you to apply and check certain data to/for peds.
Blackboard bools, floats and strings are subdivided into 6 sections: "all", "animation", "any", "code", "global" and "script"
Most changes are only visible for "script" blackboards, some "script" blackboards change ped motions
"removeTimer" is self-removal timer, can be "-1" so your data will not be removed by the game (forever); 100 = 1 second

## Usage

### Lua

```lua
SetPedBlackboardInt(ped, variableName, value, removeTimer)

-- always available, by hash
Citizen.InvokeNative(0x5F53010C4C3F6BAF, ped, variableName, value, removeTimer)
```

### JavaScript

```js
SetPedBlackboardInt(ped, variableName, value, removeTimer);

// by hash
Citizen.invokeNative('0x5F53010C4C3F6BAF', ped, variableName, value, removeTimer);
```

### C#

```csharp
Function.Call((Hash)0x5F53010C4C3F6BAF, ped, variableName, value, removeTimer);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REMOVE_PED_BLACKBOARD_INT](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_BLACKBOARD_INT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_BLEEDOUT_PROFILE

- **Hash:** `0x66C047719B0E80E1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBleedoutProfile`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BLEEDOUT_PROFILE

## Signature

```c
void _SET_PED_BLEEDOUT_PROFILE(Ped ped, Hash bleedoutProfile);
```

## Parameters

- `ped` (`Ped`)
- `bleedoutProfile` (`Hash`)

## Returns

`void`

## Description

Bleedout profiles:
Animal_FastBleedout
Animal_Generic
Human_FastBleedout
Human_Generic
Human_Mission

For more information, see common/data/ai/peddamageinfo.meta

## Usage

### Lua

```lua
SetPedBleedoutProfile(ped, bleedoutProfile)

-- always available, by hash
Citizen.InvokeNative(0x66C047719B0E80E1, ped, bleedoutProfile)
```

### JavaScript

```js
SetPedBleedoutProfile(ped, bleedoutProfile);

// by hash
Citizen.invokeNative('0x66C047719B0E80E1', ped, bleedoutProfile);
```

### C#

```csharp
Function.Call((Hash)0x66C047719B0E80E1, ped, bleedoutProfile);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_BRAWLING_STYLE

- **Hash:** `0x8BA83CC4288CD56D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedBrawlingStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_BRAWLING_STYLE

## Signature

```c
void _SET_PED_BRAWLING_STYLE(Ped ped, Hash brawlingStyle);
```

## Parameters

- `ped` (`Ped`)
- `brawlingStyle` (`Hash`)

## Returns

`void`

## Description

brawlingStyle:
enum eBrawlingStyle : Hash
{
	BS_AI = 0x802C604D,
	BS_AI_BARBRAWL = 0x4FF5F0C7,
	BS_AI_DEFENSIVE = 0xD888F2FD,
	BS_AI_MOONSHINE_BARBRAWL = 0xA01B433A,
	BS_ALLIGATOR = 0x7A5548ED,
	BS_ALLIGATOR_LARGE = 0x368EC7CB,
	BS_ALLY = 0x69C76C14,
	BS_ANIMAL = 0xD777C754,
	BS_BADGER = 0x7E7C3F53,
	BS_BEAR = 0x0BC66E35,
	BS_BEAVER = 0x4E313783,
	BS_BOAR = 0x176A5831,
	BS_BOUNTY_HUNTER = 0x3900654C,
	BS_BRUISER = 0x4514DB61,
	BS_BULL = 0x4E50C5D2,
	BS_COUGAR = 0x9DAA7CCB,
	BS_COW = 0xB0E91295,
	BS_COYOTE = 0xA448EB69,
	BS_DEER = 0xA781E6B3,
	BS_DOG = 0x5A4155C4,
	BS_ELK = 0x408697F0,
	BS_FEMALE = 0x6A3BB2C2,
	BS_FEMALE_STRONG = 0x4DAFDD84,
	BS_GANGUP = 0xD0CECFF2,
	BS_GOAT = 0x078E649F,
	BS_HORSE = 0xF6B775F3,
	BS_MICAH_FINALE = 0x1F0BB27A,
	BS_MOOSE = 0x968917AB,
	BS_MUSKRAT = 0x1EDC33AC,
	BS_NO_MELEE = 0x25B5F931,
	BS_PIG = 0x22EAD110,
	BS_PLAYER = 0x78BAEF07,
	BS_PLAYER_FINALE = 0xF9E77D2D,
	BS_PLAYER_MOONSHINER = 0x687BF19F,
	BS_PLAYER_WINTER1 = 0x3C6A802F,
	BS_QUICK = 0xC4CABB1B,
	BS_RACCOON = 0x505F8917,
	BS_SHEEP = 0x6827CCCF,
	BS_SNAKE = 0x82BEBC4B,
	BS_TIMID = 0x431AEF77,
	BS_WOLF = 0xA8F023D4
};

## Usage

### Lua

```lua
SetPedBrawlingStyle(ped, brawlingStyle)

-- always available, by hash
Citizen.InvokeNative(0x8BA83CC4288CD56D, ped, brawlingStyle)
```

### JavaScript

```js
SetPedBrawlingStyle(ped, brawlingStyle);

// by hash
Citizen.invokeNative('0x8BA83CC4288CD56D', ped, brawlingStyle);
```

### C#

```csharp
Function.Call((Hash)0x8BA83CC4288CD56D, ped, brawlingStyle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_BRAWLING_STYLE](https://natives.borderlinerp.com/natives/PED/_GET_PED_BRAWLING_STYLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_ARM_IK

- **Hash:** `0x6C3B4D6D13B4C841`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanArmIk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_ARM_IK

## Signature

```c
void SET_PED_CAN_ARM_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanArmIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6C3B4D6D13B4C841, ped, toggle)
```

### JavaScript

```js
SetPedCanArmIk(ped, toggle);

// by hash
Citizen.invokeNative('0x6C3B4D6D13B4C841', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6C3B4D6D13B4C841, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_BE_INCAPACITATED

- **Hash:** `0x5240864E847C691C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanBeIncapacitated`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_BE_INCAPACITATED

## Signature

```c
void SET_PED_CAN_BE_INCAPACITATED(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

When set on a player ped, its just like when you die in RDO

## Usage

### Lua

```lua
SetPedCanBeIncapacitated(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x5240864E847C691C, ped, toggle)
```

### JavaScript

```js
SetPedCanBeIncapacitated(ped, toggle);

// by hash
Citizen.invokeNative('0x5240864E847C691C', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x5240864E847C691C, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_BE_KNOCKED_OFF_VEHICLE

- **Hash:** `0x7A6535691B477C48`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanBeKnockedOffVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_BE_KNOCKED_OFF_VEHICLE

## Signature

```c
void SET_PED_CAN_BE_KNOCKED_OFF_VEHICLE(Ped ped, int state);
```

## Parameters

- `ped` (`Ped`)
- `state` (`int`)

## Returns

`void`

## Description

state:
enum eKnockOffVehicle
{
	KNOCKOFFVEHICLE_DEFAULT,
	KNOCKOFFVEHICLE_NEVER,
	KNOCKOFFVEHICLE_EASY,
	KNOCKOFFVEHICLE_HARD
};

## Usage

### Lua

```lua
SetPedCanBeKnockedOffVehicle(ped, state)

-- always available, by hash
Citizen.InvokeNative(0x7A6535691B477C48, ped, state)
```

### JavaScript

```js
SetPedCanBeKnockedOffVehicle(ped, state);

// by hash
Citizen.invokeNative('0x7A6535691B477C48', ped, state);
```

### C#

```csharp
Function.Call((Hash)0x7A6535691B477C48, ped, state);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_CAN_BE_LASSOED

- **Hash:** `0xFD6943B6DF77E449`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanBeLassoed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_CAN_BE_LASSOED

## Signature

```c
void _SET_PED_CAN_BE_LASSOED(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

SET_PED_CAN_*

## Usage

### Lua

```lua
SetPedCanBeLassoed(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xFD6943B6DF77E449, ped, toggle)
```

### JavaScript

```js
SetPedCanBeLassoed(ped, toggle);

// by hash
Citizen.invokeNative('0xFD6943B6DF77E449', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xFD6943B6DF77E449, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_BE_TARGETTED

- **Hash:** `0x63F58F7C80513AAD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanBeTargetted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_BE_TARGETTED

## Signature

```c
void SET_PED_CAN_BE_TARGETTED(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanBeTargetted(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x63F58F7C80513AAD, ped, toggle)
```

### JavaScript

```js
SetPedCanBeTargetted(ped, toggle);

// by hash
Citizen.invokeNative('0x63F58F7C80513AAD', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x63F58F7C80513AAD, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_BE_TARGETTED_BY_PLAYER

- **Hash:** `0x66B57B72E0836A76`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanBeTargettedByPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_BE_TARGETTED_BY_PLAYER

## Signature

```c
void SET_PED_CAN_BE_TARGETTED_BY_PLAYER(Ped ped, Player player, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanBeTargettedByPlayer(ped, player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x66B57B72E0836A76, ped, player, toggle)
```

### JavaScript

```js
SetPedCanBeTargettedByPlayer(ped, player, toggle);

// by hash
Citizen.invokeNative('0x66B57B72E0836A76', ped, player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x66B57B72E0836A76, ped, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_BE_TARGETTED_BY_TEAM

- **Hash:** `0xBF1CA77833E58F2C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanBeTargettedByTeam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_BE_TARGETTED_BY_TEAM

## Signature

```c
void SET_PED_CAN_BE_TARGETTED_BY_TEAM(Ped ped, int team, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `team` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanBeTargettedByTeam(ped, team, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBF1CA77833E58F2C, ped, team, toggle)
```

### JavaScript

```js
SetPedCanBeTargettedByTeam(ped, team, toggle);

// by hash
Citizen.invokeNative('0xBF1CA77833E58F2C', ped, team, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBF1CA77833E58F2C, ped, team, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_HEAD_IK

- **Hash:** `0xC11C18092C5530DC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanHeadIk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_HEAD_IK

## Signature

```c
void SET_PED_CAN_HEAD_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanHeadIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC11C18092C5530DC, ped, toggle)
```

### JavaScript

```js
SetPedCanHeadIk(ped, toggle);

// by hash
Citizen.invokeNative('0xC11C18092C5530DC', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC11C18092C5530DC, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_LEG_IK

- **Hash:** `0x73518ECE2485412B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanLegIk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_LEG_IK

## Signature

```c
void SET_PED_CAN_LEG_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanLegIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x73518ECE2485412B, ped, toggle)
```

### JavaScript

```js
SetPedCanLegIk(ped, toggle);

// by hash
Citizen.invokeNative('0x73518ECE2485412B', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x73518ECE2485412B, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_PLAY_AMBIENT_ANIMS

- **Hash:** `0x6373D1349925A70E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanPlayAmbientAnims`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_PLAY_AMBIENT_ANIMS

## Signature

```c
void SET_PED_CAN_PLAY_AMBIENT_ANIMS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanPlayAmbientAnims(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6373D1349925A70E, ped, toggle)
```

### JavaScript

```js
SetPedCanPlayAmbientAnims(ped, toggle);

// by hash
Citizen.invokeNative('0x6373D1349925A70E', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6373D1349925A70E, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_PLAY_AMBIENT_BASE_ANIMS

- **Hash:** `0x0EB0585D15254740`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanPlayAmbientBaseAnims`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_PLAY_AMBIENT_BASE_ANIMS

## Signature

```c
void SET_PED_CAN_PLAY_AMBIENT_BASE_ANIMS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanPlayAmbientBaseAnims(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x0EB0585D15254740, ped, toggle)
```

### JavaScript

```js
SetPedCanPlayAmbientBaseAnims(ped, toggle);

// by hash
Citizen.invokeNative('0x0EB0585D15254740', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x0EB0585D15254740, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_PLAY_GESTURE_ANIMS

- **Hash:** `0xBAF20C5432058024`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanPlayGestureAnims`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_PLAY_GESTURE_ANIMS

## Signature

```c
void SET_PED_CAN_PLAY_GESTURE_ANIMS(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanPlayGestureAnims(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBAF20C5432058024, ped, p1, p2)
```

### JavaScript

```js
SetPedCanPlayGestureAnims(ped, p1, p2);

// by hash
Citizen.invokeNative('0xBAF20C5432058024', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBAF20C5432058024, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_RAGDOLL

- **Hash:** `0xB128377056A54E2A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanRagdoll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_RAGDOLL

## Signature

```c
void SET_PED_CAN_RAGDOLL(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanRagdoll(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xB128377056A54E2A, ped, toggle)
```

### JavaScript

```js
SetPedCanRagdoll(ped, toggle);

// by hash
Citizen.invokeNative('0xB128377056A54E2A', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xB128377056A54E2A, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT

- **Hash:** `0xDF993EE5E90ABA25`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanRagdollFromPlayerImpact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT

## Signature

```c
void SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanRagdollFromPlayerImpact(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xDF993EE5E90ABA25, ped, toggle)
```

### JavaScript

```js
SetPedCanRagdollFromPlayerImpact(ped, toggle);

// by hash
Citizen.invokeNative('0xDF993EE5E90ABA25', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xDF993EE5E90ABA25, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_TELEPORT_TO_GROUP_LEADER

- **Hash:** `0x2E2F4240B3F24647`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanTeleportToGroupLeader`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_TELEPORT_TO_GROUP_LEADER

## Signature

```c
void SET_PED_CAN_TELEPORT_TO_GROUP_LEADER(Ped pedHandle, int groupId, BOOL toggle);
```

## Parameters

- `pedHandle` (`Ped`)
- `groupId` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

This only will teleport the ped to the group leader if the group leader teleports (sets coords).

Only works in singleplayer

## Usage

### Lua

```lua
SetPedCanTeleportToGroupLeader(pedHandle, groupId, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2E2F4240B3F24647, pedHandle, groupId, toggle)
```

### JavaScript

```js
SetPedCanTeleportToGroupLeader(pedHandle, groupId, toggle);

// by hash
Citizen.invokeNative('0x2E2F4240B3F24647', pedHandle, groupId, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2E2F4240B3F24647, pedHandle, groupId, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_TORSO_IK

- **Hash:** `0xF2B7106D37947CE0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanTorsoIk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_TORSO_IK

## Signature

```c
void SET_PED_CAN_TORSO_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanTorsoIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF2B7106D37947CE0, ped, toggle)
```

### JavaScript

```js
SetPedCanTorsoIk(ped, toggle);

// by hash
Citizen.invokeNative('0xF2B7106D37947CE0', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF2B7106D37947CE0, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_TORSO_REACT_IK

- **Hash:** `0xF5846EDB26A98A24`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanTorsoReactIk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_TORSO_REACT_IK

## Signature

```c
void SET_PED_CAN_TORSO_REACT_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanTorsoReactIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF5846EDB26A98A24, ped, toggle)
```

### JavaScript

```js
SetPedCanTorsoReactIk(ped, toggle);

// by hash
Citizen.invokeNative('0xF5846EDB26A98A24', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF5846EDB26A98A24, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_TORSO_VEHICLE_IK

- **Hash:** `0x6647C5F6F5792496`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanTorsoVehicleIk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_TORSO_VEHICLE_IK

## Signature

```c
void SET_PED_CAN_TORSO_VEHICLE_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanTorsoVehicleIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6647C5F6F5792496, ped, toggle)
```

### JavaScript

```js
SetPedCanTorsoVehicleIk(ped, toggle);

// by hash
Citizen.invokeNative('0x6647C5F6F5792496', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6647C5F6F5792496, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_CAN_UNK_BODYPART_IK

- **Hash:** `0xEE9DF765990E8D1D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanUnkBodypartIk`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `SET_PED_CAN_BODY_RECOIL_IK`
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_CAN_UNK_BODYPART_IK

## Signature

```c
void _SET_PED_CAN_UNK_BODYPART_IK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_CAN_(?)_IK*

## Usage

### Lua

```lua
SetPedCanUnkBodypartIk(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEE9DF765990E8D1D, ped, toggle)
```

### JavaScript

```js
SetPedCanUnkBodypartIk(ped, toggle);

// by hash
Citizen.invokeNative('0xEE9DF765990E8D1D', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEE9DF765990E8D1D, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT

- **Hash:** `0xEC4686EC06434678`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCanUseAutoConversationLookat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT

## Signature

```c
void SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCanUseAutoConversationLookat(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEC4686EC06434678, ped, toggle)
```

### JavaScript

```js
SetPedCanUseAutoConversationLookat(ped, toggle);

// by hash
Citizen.invokeNative('0xEC4686EC06434678', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEC4686EC06434678, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CAPSULE

- **Hash:** `0x364DF566EC833DE2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCapsule`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CAPSULE

## Signature

```c
void SET_PED_CAPSULE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Description

Overrides the ped's collision capsule radius for the current tick.
Must be called every tick to be effective.

Setting this to 0.001 will allow warping through some objects.

## Usage

### Lua

```lua
SetPedCapsule(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x364DF566EC833DE2, ped, value)
```

### JavaScript

```js
SetPedCapsule(ped, value);

// by hash
Citizen.invokeNative('0x364DF566EC833DE2', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x364DF566EC833DE2, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CLOTH_PIN_FRAMES

- **Hash:** `0x78C4E9961DB3EB5B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedClothPinFrames`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CLOTH_PIN_FRAMES

## Signature

```c
void SET_PED_CLOTH_PIN_FRAMES(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Old name: SET_PED_CLOTH_PACKAGE_INDEX

## Usage

### Lua

```lua
SetPedClothPinFrames(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x78C4E9961DB3EB5B, ped, p1)
```

### JavaScript

```js
SetPedClothPinFrames(ped, p1);

// by hash
Citizen.invokeNative('0x78C4E9961DB3EB5B', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x78C4E9961DB3EB5B, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_COMBAT_ABILITY

- **Hash:** `0xC7622C0D36B2FDA8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatAbility`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_COMBAT_ABILITY

## Signature

```c
void SET_PED_COMBAT_ABILITY(Ped ped, int abilityLevel);
```

## Parameters

- `ped` (`Ped`)
- `abilityLevel` (`int`)

## Returns

`void`

## Description

abilityLevel:
enum eCombatAbilityLevel
{
	CAL_POOR,
	CAL_AVERAGE,
	CAL_PROFESSIONAL
};

## Usage

### Lua

```lua
SetPedCombatAbility(ped, abilityLevel)

-- always available, by hash
Citizen.InvokeNative(0xC7622C0D36B2FDA8, ped, abilityLevel)
```

### JavaScript

```js
SetPedCombatAbility(ped, abilityLevel);

// by hash
Citizen.invokeNative('0xC7622C0D36B2FDA8', ped, abilityLevel);
```

### C#

```csharp
Function.Call((Hash)0xC7622C0D36B2FDA8, ped, abilityLevel);
```

## Related enums

- [CCombatData__Ability](https://natives.borderlinerp.com/enums/CCombatData__Ability.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_COMBAT_ATTRIBUTE_HASH

- **Hash:** `0xBD75500141E4725C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatAttributeHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_ATTRIBUTE_HASH

## Signature

```c
void _SET_PED_COMBAT_ATTRIBUTE_HASH(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`void`

## Description

Hashes: GUARD, COMBAT_ANIMAL, LAW, LAW_SHERIFF
_SET_PED_COMBAT_A* - _SET_PED_COMBAT_M*

## Usage

### Lua

```lua
SetPedCombatAttributeHash(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xBD75500141E4725C, ped, p1)
```

### JavaScript

```js
SetPedCombatAttributeHash(ped, p1);

// by hash
Citizen.invokeNative('0xBD75500141E4725C', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xBD75500141E4725C, ped, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_COMBAT_ATTRIBUTES

- **Hash:** `0x9F7794730795E019`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatAttributes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_COMBAT_ATTRIBUTES

## Signature

```c
void SET_PED_COMBAT_ATTRIBUTES(Ped ped, int attributeIndex, BOOL enabled);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

attributeIndex: https://alloc8or.re/rdr3/doc/enums/eCombatAttribute.txt
https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES

## Usage

### Lua

```lua
SetPedCombatAttributes(ped, attributeIndex, enabled)

-- always available, by hash
Citizen.InvokeNative(0x9F7794730795E019, ped, attributeIndex, enabled)
```

### JavaScript

```js
SetPedCombatAttributes(ped, attributeIndex, enabled);

// by hash
Citizen.invokeNative('0x9F7794730795E019', ped, attributeIndex, enabled);
```

### C#

```csharp
Function.Call((Hash)0x9F7794730795E019, ped, attributeIndex, enabled);
```

## Related enums

- [Combat__Attribute__Enum](https://natives.borderlinerp.com/enums/Combat__Attribute__Enum.md) — 135 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_COMBAT_BEHAVIOUR

- **Hash:** `0x9238A3D970BBB0A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatBehaviour`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_BEHAVIOUR

## Signature

```c
void _SET_PED_COMBAT_BEHAVIOUR(Ped ped, Hash behaviour);
```

## Parameters

- `ped` (`Ped`)
- `behaviour` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCombatBehaviour(ped, behaviour)

-- always available, by hash
Citizen.InvokeNative(0x9238A3D970BBB0A9, ped, behaviour)
```

### JavaScript

```js
SetPedCombatBehaviour(ped, behaviour);

// by hash
Citizen.invokeNative('0x9238A3D970BBB0A9', ped, behaviour);
```

### C#

```csharp
Function.Call((Hash)0x9238A3D970BBB0A9, ped, behaviour);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_COMBAT_MOVEMENT

- **Hash:** `0x4D9CA1009AFBD057`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_COMBAT_MOVEMENT

## Signature

```c
void SET_PED_COMBAT_MOVEMENT(Ped ped, int combatMovement);
```

## Parameters

- `ped` (`Ped`)
- `combatMovement` (`int`)

## Returns

`void`

## Description

0 - Stationary (Will just stand in place)
1 - Defensive (Will try to find cover and very likely to blind fire)
2 - Offensive (Will attempt to charge at enemy but take cover as well)
3 - Suicidal Offensive (Will try to flank enemy in a suicidal attack)

## Usage

### Lua

```lua
SetPedCombatMovement(ped, combatMovement)

-- always available, by hash
Citizen.InvokeNative(0x4D9CA1009AFBD057, ped, combatMovement)
```

### JavaScript

```js
SetPedCombatMovement(ped, combatMovement);

// by hash
Citizen.invokeNative('0x4D9CA1009AFBD057', ped, combatMovement);
```

### C#

```csharp
Function.Call((Hash)0x4D9CA1009AFBD057, ped, combatMovement);
```

## Related enums

- [CCombatData__Movement](https://natives.borderlinerp.com/enums/CCombatData__Movement.md) — 5 values

## See also

- [PED::GET_PED_COMBAT_MOVEMENT](https://natives.borderlinerp.com/natives/PED/GET_PED_COMBAT_MOVEMENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_COMBAT_RANGE

- **Hash:** `0x3C606747B23E497B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_COMBAT_RANGE

## Signature

```c
void SET_PED_COMBAT_RANGE(Ped ped, int range);
```

## Parameters

- `ped` (`Ped`)
- `range` (`int`)

## Returns

`void`

## Description

range:
enum eCombatRange
{
	CR_NEAR,
	CR_MEDIUM,
	CR_FAR,
	CR_VERY_FAR
};

## Usage

### Lua

```lua
SetPedCombatRange(ped, range)

-- always available, by hash
Citizen.InvokeNative(0x3C606747B23E497B, ped, range)
```

### JavaScript

```js
SetPedCombatRange(ped, range);

// by hash
Citizen.invokeNative('0x3C606747B23E497B', ped, range);
```

### C#

```csharp
Function.Call((Hash)0x3C606747B23E497B, ped, range);
```

## Related enums

- [CCombatData__Range](https://natives.borderlinerp.com/enums/CCombatData__Range.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_COMBAT_SPEED

- **Hash:** `0x815C0074A1BC0D93`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_SPEED

## Signature

```c
void _SET_PED_COMBAT_SPEED(Ped ped, int speed);
```

## Parameters

- `ped` (`Ped`)
- `speed` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the ped combat speed enum. Get/set pair with _GET_PED_COMBAT_SPEED.

enum CCombatData__Speed
{
	CS_Invalid = -1,
	CS_Default = 0,
	CS_Slow = 1,
	CS_Fast = 2,
	CS_Sprint = 3,
	CS_LastSpeed = 4,
};

*Source: VORPCORE RDR3natives*

_SET_PED_COMBAT_R - _SET_PED_C*

## Usage

### Lua

```lua
SetPedCombatSpeed(ped, speed)

-- always available, by hash
Citizen.InvokeNative(0x815C0074A1BC0D93, ped, speed)
```

### JavaScript

```js
SetPedCombatSpeed(ped, speed);

// by hash
Citizen.invokeNative('0x815C0074A1BC0D93', ped, speed);
```

### C#

```csharp
Function.Call((Hash)0x815C0074A1BC0D93, ped, speed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_COMBAT_SPEED](https://natives.borderlinerp.com/natives/PED/_GET_PED_COMBAT_SPEED.md) — Gets the ped combat speed enum.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_PED_COMBAT_STYLE

- **Hash:** `0x8ACC0506743A8A5C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_STYLE

## Signature

```c
void _SET_PED_COMBAT_STYLE(Ped ped, Hash combatStyleHash, int p2, float duration);
```

## Parameters

- `ped` (`Ped`)
- `combatStyleHash` (`Hash`)
- `p2` (`int`)
- `duration` (`float`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_STYLES
Params: p2 is usually 1, sometimes 0 or 2
duration in seconds, -1.0 = forever

## Usage

### Lua

```lua
SetPedCombatStyle(ped, combatStyleHash, p2, duration)

-- always available, by hash
Citizen.InvokeNative(0x8ACC0506743A8A5C, ped, combatStyleHash, p2, duration)
```

### JavaScript

```js
SetPedCombatStyle(ped, combatStyleHash, p2, duration);

// by hash
Citizen.invokeNative('0x8ACC0506743A8A5C', ped, combatStyleHash, p2, duration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8ACC0506743A8A5C, ped, combatStyleHash, p2, duration);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_PED_COMBAT_STYLE](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_COMBAT_STYLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_COMBAT_STYLE_MOD

- **Hash:** `0x8B1E8E35A6E814EA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCombatStyleMod`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_COMBAT_STYLE_MOD

## Signature

```c
void _SET_PED_COMBAT_STYLE_MOD(Ped ped, Hash combatStyleModHash, float duration);
```

## Parameters

- `ped` (`Ped`)
- `combatStyleModHash` (`Hash`)
- `duration` (`float`)

## Returns

`void`

## Description

duration in seconds, -1.0 = forever

## Usage

### Lua

```lua
SetPedCombatStyleMod(ped, combatStyleModHash, duration)

-- always available, by hash
Citizen.InvokeNative(0x8B1E8E35A6E814EA, ped, combatStyleModHash, duration)
```

### JavaScript

```js
SetPedCombatStyleMod(ped, combatStyleModHash, duration);

// by hash
Citizen.invokeNative('0x8B1E8E35A6E814EA', ped, combatStyleModHash, duration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8B1E8E35A6E814EA, ped, combatStyleModHash, duration);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_PED_COMBAT_STYLE_MOD](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_COMBAT_STYLE_MOD.md) — _CLEAR_PED_COMBAT_*

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_CONFIG_FLAG

- **Hash:** `0x1913FE4CBF41C463`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedConfigFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_CONFIG_FLAG

## Signature

```c
void SET_PED_CONFIG_FLAG(Ped ped, int flagId, BOOL value);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Description

flagId: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptConfigFlags
https://alloc8or.re/rdr3/doc/enums/ePedScriptConfigFlags.txt
https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_CONFIG_FLAGS

## Usage

### Lua

```lua
SetPedConfigFlag(ped, flagId, value)

-- always available, by hash
Citizen.InvokeNative(0x1913FE4CBF41C463, ped, flagId, value)
```

### JavaScript

```js
SetPedConfigFlag(ped, flagId, value);

// by hash
Citizen.invokeNative('0x1913FE4CBF41C463', ped, flagId, value);
```

### C#

```csharp
Function.Call((Hash)0x1913FE4CBF41C463, ped, flagId, value);
```

## Related enums

- [ePedScriptConfigFlags](https://natives.borderlinerp.com/enums/ePedScriptConfigFlags.md) — 603 values

## See also

- [PED::GET_PED_CONFIG_FLAG](https://natives.borderlinerp.com/natives/PED/GET_PED_CONFIG_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_CROUCH_MOVEMENT

- **Hash:** `0x7DE9692C6F64CFE8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCrouchMovement`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_CROUCH_MOVEMENT

## Signature

```c
void _SET_PED_CROUCH_MOVEMENT(Ped ped, BOOL state, int p2, BOOL immediately);
```

## Parameters

- `ped` (`Ped`)
- `state` (`BOOL`)
- `p2` (`int`)
- `immediately` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCrouchMovement(ped, state, p2, immediately)

-- always available, by hash
Citizen.InvokeNative(0x7DE9692C6F64CFE8, ped, state, p2, immediately)
```

### JavaScript

```js
SetPedCrouchMovement(ped, state, p2, immediately);

// by hash
Citizen.invokeNative('0x7DE9692C6F64CFE8', ped, state, p2, immediately);
```

### C#

```csharp
Function.Call((Hash)0x7DE9692C6F64CFE8, ped, state, p2, immediately);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::GET_PED_CROUCH_MOVEMENT](https://natives.borderlinerp.com/natives/PED/GET_PED_CROUCH_MOVEMENT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_CULL_RANGE

- **Hash:** `0x8AC1D721B2097B6E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCullRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_CULL_RANGE

## Signature

```c
void _SET_PED_CULL_RANGE(Ped ped, float p1, float p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)

## Returns

`void`

## Description

The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)

## Usage

### Lua

```lua
SetPedCullRange(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8AC1D721B2097B6E, ped, p1, p2)
```

### JavaScript

```js
SetPedCullRange(ped, p1, p2);

// by hash
Citizen.invokeNative('0x8AC1D721B2097B6E', ped, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8AC1D721B2097B6E, ped, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DAMAGE_CLEANLINESS

- **Hash:** `0x7528720101A807A5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDamageCleanliness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DAMAGE_CLEANLINESS

## Signature

```c
void _SET_PED_DAMAGE_CLEANLINESS(Ped ped, int damageCleanliness);
```

## Parameters

- `ped` (`Ped`)
- `damageCleanliness` (`int`)

## Returns

`void`

## Description

damageCleanliness: see _GET_PED_DAMAGE_CLEANLINESS

## Usage

### Lua

```lua
SetPedDamageCleanliness(ped, damageCleanliness)

-- always available, by hash
Citizen.InvokeNative(0x7528720101A807A5, ped, damageCleanliness)
```

### JavaScript

```js
SetPedDamageCleanliness(ped, damageCleanliness);

// by hash
Citizen.invokeNative('0x7528720101A807A5', ped, damageCleanliness);
```

### C#

```csharp
Function.Call((Hash)0x7528720101A807A5, ped, damageCleanliness);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_DAMAGE_CLEANLINESS](https://natives.borderlinerp.com/natives/PED/_GET_PED_DAMAGE_CLEANLINESS.md) — PED_DAMAGE_CLEANLINESS_POOR, PED_DAMAGE_CLEANLINESS_GOOD, PED_DAMAGE_CLEANLINESS_PERFECT

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DAMAGED

- **Hash:** `0xDACE03C65C6666DB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDamaged`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DAMAGED

## Signature

```c
void _SET_PED_DAMAGED(Ped ped, BOOL damaged);
```

## Parameters

- `ped` (`Ped`)
- `damaged` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDamaged(ped, damaged)

-- always available, by hash
Citizen.InvokeNative(0xDACE03C65C6666DB, ped, damaged)
```

### JavaScript

```js
SetPedDamaged(ped, damaged);

// by hash
Citizen.invokeNative('0xDACE03C65C6666DB', ped, damaged);
```

### C#

```csharp
Function.Call((Hash)0xDACE03C65C6666DB, ped, damaged);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_DAMAGED](https://natives.borderlinerp.com/natives/PED/_GET_PED_DAMAGED.md) — Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_DEFENSIVE_AREA_DIRECTION

- **Hash:** `0x413C6C763A4AFFAD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDefensiveAreaDirection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_DEFENSIVE_AREA_DIRECTION

## Signature

```c
void SET_PED_DEFENSIVE_AREA_DIRECTION(Ped ped, float p1, float p2, float p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDefensiveAreaDirection(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x413C6C763A4AFFAD, ped, p1, p2, p3, p4)
```

### JavaScript

```js
SetPedDefensiveAreaDirection(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x413C6C763A4AFFAD', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x413C6C763A4AFFAD, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DEFENSIVE_AREA_TO_ANGLED_AREA

- **Hash:** `0xEB2BFE5D009F0331`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDefensiveAreaToAngledArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DEFENSIVE_AREA_TO_ANGLED_AREA

## Signature

```c
void _SET_PED_DEFENSIVE_AREA_TO_ANGLED_AREA(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, Any p7, BOOL p8, BOOL p9, Entity entity, BOOL p11);
```

## Parameters

- `ped` (`Ped`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p7` (`Any`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `entity` (`Entity`)
- `p11` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_(A?)*

## Usage

### Lua

```lua
SetPedDefensiveAreaToAngledArea(ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11)

-- always available, by hash
Citizen.InvokeNative(0xEB2BFE5D009F0331, ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11)
```

### JavaScript

```js
SetPedDefensiveAreaToAngledArea(ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11);

// by hash
Citizen.invokeNative('0xEB2BFE5D009F0331', ped, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p7, p8, p9, entity, p11);
```

### C#

```csharp
Function.Call((Hash)0xEB2BFE5D009F0331, ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_DEFENSIVE_AREA_VOLUME

- **Hash:** `0xFC3DB99C8144CD81`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDefensiveAreaVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_DEFENSIVE_AREA_VOLUME

## Signature

```c
void SET_PED_DEFENSIVE_AREA_VOLUME(Ped ped, Volume volume, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`Volume`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDefensiveAreaVolume(ped, volume, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xFC3DB99C8144CD81, ped, volume, p2, p3, p4)
```

### JavaScript

```js
SetPedDefensiveAreaVolume(ped, volume, p2, p3, p4);

// by hash
Citizen.invokeNative('0xFC3DB99C8144CD81', ped, volume, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xFC3DB99C8144CD81, ped, volume, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY

- **Hash:** `0x1854217C640B39EC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDefensiveSphereAttachedToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY

## Signature

```c
void _SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY(Ped ped, Entity entity, float x, float y, float z, float radius, int p6, BOOL p7);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p6` (`int`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDefensiveSphereAttachedToEntity(ped, entity, x, y, z, radius, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x1854217C640B39EC, ped, entity, x, y, z, radius, p6, p7)
```

### JavaScript

```js
SetPedDefensiveSphereAttachedToEntity(ped, entity, x, y, z, radius, p6, p7);

// by hash
Citizen.invokeNative('0x1854217C640B39EC', ped, entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x1854217C640B39EC, ped, entity, x, y, z, radius, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_DESIRED_HEADING

- **Hash:** `0xAA5A7ECE2AA8FE70`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDesiredHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_DESIRED_HEADING

## Signature

```c
void SET_PED_DESIRED_HEADING(Ped ped, float heading);
```

## Parameters

- `ped` (`Ped`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDesiredHeading(ped, heading)

-- always available, by hash
Citizen.InvokeNative(0xAA5A7ECE2AA8FE70, ped, heading)
```

### JavaScript

```js
SetPedDesiredHeading(ped, heading);

// by hash
Citizen.invokeNative('0xAA5A7ECE2AA8FE70', ped, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAA5A7ECE2AA8FE70, ped, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DESIRED_LOCO_FOR_MODEL

- **Hash:** `0x923583741DC87BCE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDesiredLocoForModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DESIRED_LOCO_FOR_MODEL

## Signature

```c
void _SET_PED_DESIRED_LOCO_FOR_MODEL(Ped ped, const char* locomotionArchetype);
```

## Parameters

- `ped` (`Ped`)
- `locomotionArchetype` (`const char*`)

## Returns

`void`

## Description

Seems to set the ped's loco type.
Values used in the scripts:
algie
angry_female
arthur_healthy
cowboy
cowboy_f
default
default_female
free_slave_01
free_slave_02
gold_panner
guard_lantern
injured_general
john_marston
lilly_millet
lone_prisoner
lost_man
mp_ova_hunter
mp_ova_hunter_female
murfree
old_female
primate
rally
waiter
war_veteran

## Usage

### Lua

```lua
SetPedDesiredLocoForModel(ped, locomotionArchetype)

-- always available, by hash
Citizen.InvokeNative(0x923583741DC87BCE, ped, locomotionArchetype)
```

### JavaScript

```js
SetPedDesiredLocoForModel(ped, locomotionArchetype);

// by hash
Citizen.invokeNative('0x923583741DC87BCE', ped, locomotionArchetype);
```

### C#

```csharp
Function.Call((Hash)0x923583741DC87BCE, ped, locomotionArchetype);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_PED_DESIRED_LOCO_FOR_MODEL](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_DESIRED_LOCO_FOR_MODEL.md) — Clears locomotion archetype

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_SET_PED_DESIRED_LOCO_MOTION_TYPE

- **Hash:** `0x89F5E7ADECCCB49C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDesiredLocoMotionType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DESIRED_LOCO_MOTION_TYPE

## Signature

```c
void _SET_PED_DESIRED_LOCO_MOTION_TYPE(Ped ped, const char* locoMotionType);
```

## Parameters

- `ped` (`Ped`)
- `locoMotionType` (`const char*`)

## Returns

`void`

## Description

Sets peds motion type

## Usage

### Lua

```lua
SetPedDesiredLocoMotionType(ped, locoMotionType)

-- always available, by hash
Citizen.InvokeNative(0x89F5E7ADECCCB49C, ped, locoMotionType)
```

### JavaScript

```js
SetPedDesiredLocoMotionType(ped, locoMotionType);

// by hash
Citizen.invokeNative('0x89F5E7ADECCCB49C', ped, locoMotionType);
```

### C#

```csharp
Function.Call((Hash)0x89F5E7ADECCCB49C, ped, locoMotionType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_PED_DESIRED_LOCO_MOTION_TYPE](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_DESIRED_LOCO_MOTION_TYPE.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_SET_PED_DESIRES_GROUP

- **Hash:** `0xBAD2A311667A50D7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDesiresGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DESIRES_GROUP

## Signature

```c
void _SET_PED_DESIRES_GROUP(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDesiresGroup(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBAD2A311667A50D7, ped, toggle)
```

### JavaScript

```js
SetPedDesiresGroup(ped, toggle);

// by hash
Citizen.invokeNative('0xBAD2A311667A50D7', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBAD2A311667A50D7, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DIRT_CLEANED

- **Hash:** `0xE3144B932DFDFF65`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDirtCleaned`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DIRT_CLEANED

## Signature

```c
void _SET_PED_DIRT_CLEANED(Ped ped, float p1, int p2, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

Params: ped, 0f, -1, true, true in R* MP Scripts
_SET_PED_DE* - _SET_PED_F*

## Usage

### Lua

```lua
SetPedDirtCleaned(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xE3144B932DFDFF65, ped, p1, p2, p3, p4)
```

### JavaScript

```js
SetPedDirtCleaned(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xE3144B932DFDFF65', ped, p1 + 0.0000001, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xE3144B932DFDFF65, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DISABLE_KICK_MOVE

- **Hash:** `0xADD31A5C7A5FAA73`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDisableKickMove`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DISABLE_KICK_MOVE

## Signature

```c
void _SET_PED_DISABLE_KICK_MOVE(Ped ped, BOOL disable);
```

## Parameters

- `ped` (`Ped`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

Disables being able to kick move ped.

## Usage

### Lua

```lua
SetPedDisableKickMove(ped, disable)

-- always available, by hash
Citizen.InvokeNative(0xADD31A5C7A5FAA73, ped, disable)
```

### JavaScript

```js
SetPedDisableKickMove(ped, disable);

// by hash
Citizen.invokeNative('0xADD31A5C7A5FAA73', ped, disable);
```

### C#

```csharp
Function.Call((Hash)0xADD31A5C7A5FAA73, ped, disable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_DRUNKNESS

- **Hash:** `0x406CCF555B04FAD3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDrunkness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DRUNKNESS

## Signature

```c
void _SET_PED_DRUNKNESS(Ped ped, BOOL enabled, float drunknessLevel);
```

## Parameters

- `ped` (`Ped`)
- `enabled` (`BOOL`)
- `drunknessLevel` (`float`)

## Returns

`void`

## Description

SOBER = 0.0f, SLIGHTLY_DRUNK = 0.25f, MODERATELY_DRUNK = 0.5f, VERY_DRUNK = 1.0f

## Usage

### Lua

```lua
SetPedDrunkness(ped, enabled, drunknessLevel)

-- always available, by hash
Citizen.InvokeNative(0x406CCF555B04FAD3, ped, enabled, drunknessLevel)
```

### JavaScript

```js
SetPedDrunkness(ped, enabled, drunknessLevel);

// by hash
Citizen.invokeNative('0x406CCF555B04FAD3', ped, enabled, drunknessLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x406CCF555B04FAD3, ped, enabled, drunknessLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_DRUNKNESS](https://natives.borderlinerp.com/natives/PED/_GET_PED_DRUNKNESS.md) — Returns ped drunk level

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_FIRING_PATTERN

- **Hash:** `0x9AC577F5A12AD8A9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedFiringPattern`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_FIRING_PATTERN

## Signature

```c
void SET_PED_FIRING_PATTERN(Ped ped, Hash patternHash);
```

## Parameters

- `ped` (`Ped`)
- `patternHash` (`Hash`)

## Returns

`void`

## Description

Used in various R* MP & SP Scripts

## Usage

### Lua

```lua
SetPedFiringPattern(ped, patternHash)

-- always available, by hash
Citizen.InvokeNative(0x9AC577F5A12AD8A9, ped, patternHash)
```

### JavaScript

```js
SetPedFiringPattern(ped, patternHash);

// by hash
Citizen.invokeNative('0x9AC577F5A12AD8A9', ped, patternHash);
```

### C#

```csharp
Function.Call((Hash)0x9AC577F5A12AD8A9, ped, patternHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_FIRING_PATTERN_2

- **Hash:** `0x20E54854DEF6A54A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedFiringPattern_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_FIRING_PATTERN_2

## Signature

```c
void _SET_PED_FIRING_PATTERN_2(Ped ped, Hash patternHash);
```

## Parameters

- `ped` (`Ped`)
- `patternHash` (`Hash`)

## Returns

`void`

## Description

Used in R* MP Script fm_mission_controller and various R* SP Scripts for ambush*

## Usage

### Lua

```lua
SetPedFiringPattern_2(ped, patternHash)

-- always available, by hash
Citizen.InvokeNative(0x20E54854DEF6A54A, ped, patternHash)
```

### JavaScript

```js
SetPedFiringPattern_2(ped, patternHash);

// by hash
Citizen.invokeNative('0x20E54854DEF6A54A', ped, patternHash);
```

### C#

```csharp
Function.Call((Hash)0x20E54854DEF6A54A, ped, patternHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_FIRING_PATTERN_3

- **Hash:** `0x244E8C282188E40F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedFiringPattern_3`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_FIRING_PATTERN_3

## Signature

```c
void _SET_PED_FIRING_PATTERN_3(Ped ped, Hash patternHash);
```

## Parameters

- `ped` (`Ped`)
- `patternHash` (`Hash`)

## Returns

`void`

## Description

Only used in R* MP Script fm_mission_controller

## Usage

### Lua

```lua
SetPedFiringPattern_3(ped, patternHash)

-- always available, by hash
Citizen.InvokeNative(0x244E8C282188E40F, ped, patternHash)
```

### JavaScript

```js
SetPedFiringPattern_3(ped, patternHash);

// by hash
Citizen.invokeNative('0x244E8C282188E40F', ped, patternHash);
```

### C#

```csharp
Function.Call((Hash)0x244E8C282188E40F, ped, patternHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_FLEE_ATTRIBUTES

- **Hash:** `0x70A2D1137C8ED7C9`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedFleeAttributes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_FLEE_ATTRIBUTES

## Signature

```c
void SET_PED_FLEE_ATTRIBUTES(Ped ped, int attributeFlags, BOOL enable);
```

## Parameters

- `ped` (`Ped`)
- `attributeFlags` (`int`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/FLEE_ATTRIBUTES

attributeFlags:
enum eFleeAttribute
{
	FA_FORCE_EXIT_VEHICLE = (1 << 16),
	FA_DISABLE_MOUNT_USAGE = (1 << 20),
	FA_DISABLE_ENTER_VEHICLES = (1 << 22),
};

## Usage

### Lua

```lua
SetPedFleeAttributes(ped, attributeFlags, enable)

-- always available, by hash
Citizen.InvokeNative(0x70A2D1137C8ED7C9, ped, attributeFlags, enable)
```

### JavaScript

```js
SetPedFleeAttributes(ped, attributeFlags, enable);

// by hash
Citizen.invokeNative('0x70A2D1137C8ED7C9', ped, attributeFlags, enable);
```

### C#

```csharp
Function.Call((Hash)0x70A2D1137C8ED7C9, ped, attributeFlags, enable);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_FORMATION_POSITION

- **Hash:** `0x0E9E95FDEDCC9D35`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedFormationPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_FORMATION_POSITION

## Signature

```c
void _SET_PED_FORMATION_POSITION(Ped ped, int position, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `position` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedFormationPosition(ped, position, toggle)

-- always available, by hash
Citizen.InvokeNative(0x0E9E95FDEDCC9D35, ped, position, toggle)
```

### JavaScript

```js
SetPedFormationPosition(ped, position, toggle);

// by hash
Citizen.invokeNative('0x0E9E95FDEDCC9D35', ped, position, toggle);
```

### C#

```csharp
Function.Call((Hash)0x0E9E95FDEDCC9D35, ped, position, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_GESTURE_GROUP

- **Hash:** `0xDDF803377F94AAA8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGestureGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_GESTURE_GROUP

## Signature

```c
void SET_PED_GESTURE_GROUP(Ped ped, const char* gesture, int p2);
```

## Parameters

- `ped` (`Ped`)
- `gesture` (`const char*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGestureGroup(ped, gesture, p2)

-- always available, by hash
Citizen.InvokeNative(0xDDF803377F94AAA8, ped, gesture, p2)
```

### JavaScript

```js
SetPedGestureGroup(ped, gesture, p2);

// by hash
Citizen.invokeNative('0xDDF803377F94AAA8', ped, gesture, p2);
```

### C#

```csharp
Function.Call((Hash)0xDDF803377F94AAA8, ped, gesture, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GETUP_ANIMATION

- **Hash:** `0x3AE3552E7C207CC5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGetupAnimation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GETUP_ANIMATION

## Signature

```c
void _SET_PED_GETUP_ANIMATION(Ped ped, const char* animName, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `animName` (`const char*`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGetupAnimation(ped, animName, p2)

-- always available, by hash
Citizen.InvokeNative(0x3AE3552E7C207CC5, ped, animName, p2)
```

### JavaScript

```js
SetPedGetupAnimation(ped, animName, p2);

// by hash
Citizen.invokeNative('0x3AE3552E7C207CC5', ped, animName, p2);
```

### C#

```csharp
Function.Call((Hash)0x3AE3552E7C207CC5, ped, animName, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_REQUEST_PED_GETUP_ANIMATION](https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_GETUP_ANIMATION.md) — Known get up animation types: REAR, FRONT

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GRAPPLE_ACTION

- **Hash:** `0x8301D87B1B89E219`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_ACTION

## Signature

```c
void _SET_PED_GRAPPLE_ACTION(Ped ped, Hash grappleAction);
```

## Parameters

- `ped` (`Ped`)
- `grappleAction` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGrappleAction(ped, grappleAction)

-- always available, by hash
Citizen.InvokeNative(0x8301D87B1B89E219, ped, grappleAction)
```

### JavaScript

```js
SetPedGrappleAction(ped, grappleAction);

// by hash
Citizen.invokeNative('0x8301D87B1B89E219', ped, grappleAction);
```

### C#

```csharp
Function.Call((Hash)0x8301D87B1B89E219, ped, grappleAction);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GRAPPLE_ANIMATION

- **Hash:** `0x56E9C26CD29D1ED6`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleAnimation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_ANIMATION

## Signature

```c
void _SET_PED_GRAPPLE_ANIMATION(Ped ped, Hash grappleAnim);
```

## Parameters

- `ped` (`Ped`)
- `grappleAnim` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGrappleAnimation(ped, grappleAnim)

-- always available, by hash
Citizen.InvokeNative(0x56E9C26CD29D1ED6, ped, grappleAnim)
```

### JavaScript

```js
SetPedGrappleAnimation(ped, grappleAnim);

// by hash
Citizen.invokeNative('0x56E9C26CD29D1ED6', ped, grappleAnim);
```

### C#

```csharp
Function.Call((Hash)0x56E9C26CD29D1ED6, ped, grappleAnim);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GRAPPLE_EFFECT_MULTIPLIER

- **Hash:** `0x99A6E246C315BF60`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleEffectMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_EFFECT_MULTIPLIER

## Signature

```c
Any _SET_PED_GRAPPLE_EFFECT_MULTIPLIER(Ped ped, float multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`float`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SetPedGrappleEffectMultiplier(ped, multiplier)

-- always available, by hash
local retval = Citizen.InvokeNative(0x99A6E246C315BF60, ped, multiplier, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetPedGrappleEffectMultiplier(ped, multiplier);

// by hash
const retval = Citizen.invokeNative('0x99A6E246C315BF60', ped, multiplier + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x99A6E246C315BF60, ped, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GRAPPLE_FLAG

- **Hash:** `0x789DABD18E9024DB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_FLAG

## Signature

```c
void _SET_PED_GRAPPLE_FLAG(Ped ped, int flag, BOOL enable);
```

## Parameters

- `ped` (`Ped`)
- `flag` (`int`)
- `enable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGrappleFlag(ped, flag, enable)

-- always available, by hash
Citizen.InvokeNative(0x789DABD18E9024DB, ped, flag, enable)
```

### JavaScript

```js
SetPedGrappleFlag(ped, flag, enable);

// by hash
Citizen.invokeNative('0x789DABD18E9024DB', ped, flag, enable);
```

### C#

```csharp
Function.Call((Hash)0x789DABD18E9024DB, ped, flag, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_CLEAR_PED_GRAPPLE_FLAG](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_GRAPPLE_FLAG.md)
- [PED::_GET_PED_GRAPPLE_FLAG](https://natives.borderlinerp.com/natives/PED/_GET_PED_GRAPPLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GRAPPLE_SEQUENCE

- **Hash:** `0x604190F0CF0DF158`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleSequence`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_SEQUENCE

## Signature

```c
void _SET_PED_GRAPPLE_SEQUENCE(Ped ped, const char* grappleSequence);
```

## Parameters

- `ped` (`Ped`)
- `grappleSequence` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGrappleSequence(ped, grappleSequence)

-- always available, by hash
Citizen.InvokeNative(0x604190F0CF0DF158, ped, grappleSequence)
```

### JavaScript

```js
SetPedGrappleSequence(ped, grappleSequence);

// by hash
Citizen.invokeNative('0x604190F0CF0DF158', ped, grappleSequence);
```

### C#

```csharp
Function.Call((Hash)0x604190F0CF0DF158, ped, grappleSequence);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_GRAPPLE_STYLE

- **Hash:** `0x630E7B01F091A197`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleStyle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_GRAPPLE_STYLE

## Signature

```c
Any _SET_PED_GRAPPLE_STYLE(Ped ped, Hash style);
```

## Parameters

- `ped` (`Ped`)
- `style` (`Hash`)

## Returns

`Any`

## Description

Hashes: GS_DRAGGING, GS_FACE_TO_BACK, GS_FACE_TO_FACE, GS_FACE_TO_FACE_WALL, GS_MOUNTED

## Usage

### Lua

```lua
local retval = SetPedGrappleStyle(ped, style)

-- always available, by hash
local retval = Citizen.InvokeNative(0x630E7B01F091A197, ped, style, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetPedGrappleStyle(ped, style);

// by hash
const retval = Citizen.invokeNative('0x630E7B01F091A197', ped, style, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x630E7B01F091A197, ped, style);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_GRAPPLE_STYLE](https://natives.borderlinerp.com/natives/PED/_GET_PED_GRAPPLE_STYLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_GRAVITY

- **Hash:** `0x9FF447B6B6AD960A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGravity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_GRAVITY

## Signature

```c
void SET_PED_GRAVITY(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGravity(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9FF447B6B6AD960A, ped, toggle)
```

### JavaScript

```js
SetPedGravity(ped, toggle);

// by hash
Citizen.invokeNative('0x9FF447B6B6AD960A', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9FF447B6B6AD960A, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_GROUP_MEMBER_PASSENGER_INDEX

- **Hash:** `0x0BDDB8D9EC6BCF3C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGroupMemberPassengerIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_GROUP_MEMBER_PASSENGER_INDEX

## Signature

```c
void SET_PED_GROUP_MEMBER_PASSENGER_INDEX(Ped ped, int index);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedGroupMemberPassengerIndex(ped, index)

-- always available, by hash
Citizen.InvokeNative(0x0BDDB8D9EC6BCF3C, ped, index)
```

### JavaScript

```js
SetPedGroupMemberPassengerIndex(ped, index);

// by hash
Citizen.invokeNative('0x0BDDB8D9EC6BCF3C', ped, index);
```

### C#

```csharp
Function.Call((Hash)0x0BDDB8D9EC6BCF3C, ped, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_HEADSHOT_DAMAGE_MULTIPLIER

- **Hash:** `0x2BA918C823B8BA56`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedHeadshotDamageMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_HEADSHOT_DAMAGE_MULTIPLIER

## Signature

```c
void _SET_PED_HEADSHOT_DAMAGE_MULTIPLIER(Ped ped, float multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedHeadshotDamageMultiplier(ped, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x2BA918C823B8BA56, ped, multiplier)
```

### JavaScript

```js
SetPedHeadshotDamageMultiplier(ped, multiplier);

// by hash
Citizen.invokeNative('0x2BA918C823B8BA56', ped, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2BA918C823B8BA56, ped, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_HEALTH_CONFIG

- **Hash:** `0xF6B82FCE03B43A37`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedHealthConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_HEALTH_CONFIG

## Signature

```c
void _SET_PED_HEALTH_CONFIG(Ped ped, Hash configHash);
```

## Parameters

- `ped` (`Ped`)
- `configHash` (`Hash`)

## Returns

`void`

## Description

configHash: see pedhealth.meta

## Usage

### Lua

```lua
SetPedHealthConfig(ped, configHash)

-- always available, by hash
Citizen.InvokeNative(0xF6B82FCE03B43A37, ped, configHash)
```

### JavaScript

```js
SetPedHealthConfig(ped, configHash);

// by hash
Citizen.invokeNative('0xF6B82FCE03B43A37', ped, configHash);
```

### C#

```csharp
Function.Call((Hash)0xF6B82FCE03B43A37, ped, configHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_HEARING_RANGE

- **Hash:** `0x33A8F7F7D5F7F33C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedHearingRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_HEARING_RANGE

## Signature

```c
void SET_PED_HEARING_RANGE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedHearingRange(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x33A8F7F7D5F7F33C, ped, value)
```

### JavaScript

```js
SetPedHearingRange(ped, value);

// by hash
Citizen.invokeNative('0x33A8F7F7D5F7F33C', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x33A8F7F7D5F7F33C, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::_GET_PED_HEARING_RANGE](https://natives.borderlinerp.com/natives/PED/_GET_PED_HEARING_RANGE.md) — Returns the hearing range of a ped.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_HIGHLY_PERCEPTIVE

- **Hash:** `0x52D59AB61DDC05DD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedHighlyPerceptive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_HIGHLY_PERCEPTIVE

## Signature

```c
void SET_PED_HIGHLY_PERCEPTIVE(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedHighlyPerceptive(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x52D59AB61DDC05DD, ped, toggle)
```

### JavaScript

```js
SetPedHighlyPerceptive(ped, toggle);

// by hash
Citizen.invokeNative('0x52D59AB61DDC05DD', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x52D59AB61DDC05DD, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_ID_RANGE

- **Hash:** `0xF107E836A70DCE05`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedIdRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_ID_RANGE

## Signature

```c
void SET_PED_ID_RANGE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIdRange(ped, value)

-- always available, by hash
Citizen.InvokeNative(0xF107E836A70DCE05, ped, value)
```

### JavaScript

```js
SetPedIdRange(ped, value);

// by hash
Citizen.invokeNative('0xF107E836A70DCE05', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF107E836A70DCE05, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::_GET_PED_ID_RANGE](https://natives.borderlinerp.com/natives/PED/_GET_PED_ID_RANGE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_IMMERSION_FLAG

- **Hash:** `0x7FB0088E8769CDDB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedImmersionFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_IMMERSION_FLAG

## Signature

```c
void _SET_PED_IMMERSION_FLAG(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Only used in R* Script beat_sharp_shooter
Blocks ped from swimming underwater

## Usage

### Lua

```lua
SetPedImmersionFlag(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7FB0088E8769CDDB, ped, toggle)
```

### JavaScript

```js
SetPedImmersionFlag(ped, toggle);

// by hash
Citizen.invokeNative('0x7FB0088E8769CDDB', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7FB0088E8769CDDB, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_INCAPACITATION_FLAGS

- **Hash:** `0xD67B6F3BCF81BA47`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedIncapacitationFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_INCAPACITATION_FLAGS

## Signature

```c
void _SET_PED_INCAPACITATION_FLAGS(Ped ped, int flags);
```

## Parameters

- `ped` (`Ped`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIncapacitationFlags(ped, flags)

-- always available, by hash
Citizen.InvokeNative(0xD67B6F3BCF81BA47, ped, flags)
```

### JavaScript

```js
SetPedIncapacitationFlags(ped, flags);

// by hash
Citizen.invokeNative('0xD67B6F3BCF81BA47', ped, flags);
```

### C#

```csharp
Function.Call((Hash)0xD67B6F3BCF81BA47, ped, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_INCAPACITATION_MODIFIERS

- **Hash:** `0x39ED303390DDEAC7`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedIncapacitationModifiers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_INCAPACITATION_MODIFIERS

## Signature

```c
void _SET_PED_INCAPACITATION_MODIFIERS(Ped ped, BOOL canBeIncapacitated, int threshold, int bleedoutTime, int p4);
```

## Parameters

- `ped` (`Ped`)
- `canBeIncapacitated` (`BOOL`)
- `threshold` (`int`)
- `bleedoutTime` (`int`)
- `p4` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIncapacitationModifiers(ped, canBeIncapacitated, threshold, bleedoutTime, p4)

-- always available, by hash
Citizen.InvokeNative(0x39ED303390DDEAC7, ped, canBeIncapacitated, threshold, bleedoutTime, p4)
```

### JavaScript

```js
SetPedIncapacitationModifiers(ped, canBeIncapacitated, threshold, bleedoutTime, p4);

// by hash
Citizen.invokeNative('0x39ED303390DDEAC7', ped, canBeIncapacitated, threshold, bleedoutTime, p4);
```

### C#

```csharp
Function.Call((Hash)0x39ED303390DDEAC7, ped, canBeIncapacitated, threshold, bleedoutTime, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_INCAPACITATION_TOTAL_BLEED_OUT_DURATION

- **Hash:** `0x2890418B39BC8FFF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedIncapacitationTotalBleedOutDuration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_INCAPACITATION_TOTAL_BLEED_OUT_DURATION

## Signature

```c
void _SET_PED_INCAPACITATION_TOTAL_BLEED_OUT_DURATION(Ped ped, float duration);
```

## Parameters

- `ped` (`Ped`)
- `duration` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIncapacitationTotalBleedOutDuration(ped, duration)

-- always available, by hash
Citizen.InvokeNative(0x2890418B39BC8FFF, ped, duration)
```

### JavaScript

```js
SetPedIncapacitationTotalBleedOutDuration(ped, duration);

// by hash
Citizen.invokeNative('0x2890418B39BC8FFF', ped, duration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2890418B39BC8FFF, ped, duration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_INJURED_ON_GROUND_BEHAVIOUR

- **Hash:** `0xEC4B4B3B9908052A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedInjuredOnGroundBehaviour`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_INJURED_ON_GROUND_BEHAVIOUR

## Signature

```c
void SET_PED_INJURED_ON_GROUND_BEHAVIOUR(Ped ped, float unk);
```

## Parameters

- `ped` (`Ped`)
- `unk` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInjuredOnGroundBehaviour(ped, unk)

-- always available, by hash
Citizen.InvokeNative(0xEC4B4B3B9908052A, ped, unk)
```

### JavaScript

```js
SetPedInjuredOnGroundBehaviour(ped, unk);

// by hash
Citizen.invokeNative('0xEC4B4B3B9908052A', ped, unk + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEC4B4B3B9908052A, ped, unk);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR](https://natives.borderlinerp.com/natives/PED/DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_INTERACTION_NEGATIVE_RESPONSE

- **Hash:** `0xA3C53CDE922BC78B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedInteractionNegativeResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_INTERACTION_NEGATIVE_RESPONSE

## Signature

```c
void _SET_PED_INTERACTION_NEGATIVE_RESPONSE(Ped ped, const char* speech);
```

## Parameters

- `ped` (`Ped`)
- `speech` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInteractionNegativeResponse(ped, speech)

-- always available, by hash
Citizen.InvokeNative(0xA3C53CDE922BC78B, ped, speech)
```

### JavaScript

```js
SetPedInteractionNegativeResponse(ped, speech);

// by hash
Citizen.invokeNative('0xA3C53CDE922BC78B', ped, speech);
```

### C#

```csharp
Function.Call((Hash)0xA3C53CDE922BC78B, ped, speech);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_INTERACTION_PERSONALITY

- **Hash:** `0x24C82EF607105FAA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedInteractionPersonality`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_INTERACTION_PERSONALITY

## Signature

```c
void _SET_PED_INTERACTION_PERSONALITY(Ped ped, Hash personality);
```

## Parameters

- `ped` (`Ped`)
- `personality` (`Hash`)

## Returns

`void`

## Description

personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON
personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA

## Usage

### Lua

```lua
SetPedInteractionPersonality(ped, personality)

-- always available, by hash
Citizen.InvokeNative(0x24C82EF607105FAA, ped, personality)
```

### JavaScript

```js
SetPedInteractionPersonality(ped, personality);

// by hash
Citizen.invokeNative('0x24C82EF607105FAA', ped, personality);
```

### C#

```csharp
Function.Call((Hash)0x24C82EF607105FAA, ped, personality);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_INTERACTION_PERSONALITY](https://natives.borderlinerp.com/natives/PED/_GET_PED_INTERACTION_PERSONALITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_INTERACTION_POSITIVE_RESPONSE

- **Hash:** `0x20C5459379D75C1C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedInteractionPositiveResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_INTERACTION_POSITIVE_RESPONSE

## Signature

```c
void _SET_PED_INTERACTION_POSITIVE_RESPONSE(Ped ped, const char* speech);
```

## Parameters

- `ped` (`Ped`)
- `speech` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInteractionPositiveResponse(ped, speech)

-- always available, by hash
Citizen.InvokeNative(0x20C5459379D75C1C, ped, speech)
```

### JavaScript

```js
SetPedInteractionPositiveResponse(ped, speech);

// by hash
Citizen.invokeNative('0x20C5459379D75C1C', ped, speech);
```

### C#

```csharp
Function.Call((Hash)0x20C5459379D75C1C, ped, speech);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_INTO_VEHICLE

- **Hash:** `0xF75B0D629E1C063D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedIntoVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_INTO_VEHICLE

## Signature

```c
void SET_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seatIndex);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)

## Returns

`void`

## Description

Ped: The ped to warp.
vehicle: The vehicle to warp the ped into.
seatIndex: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
SetPedIntoVehicle(ped, vehicle, seatIndex)

-- always available, by hash
Citizen.InvokeNative(0xF75B0D629E1C063D, ped, vehicle, seatIndex)
```

### JavaScript

```js
SetPedIntoVehicle(ped, vehicle, seatIndex);

// by hash
Citizen.invokeNative('0xF75B0D629E1C063D', ped, vehicle, seatIndex);
```

### C#

```csharp
Function.Call((Hash)0xF75B0D629E1C063D, ped, vehicle, seatIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_KEEP_TASK

- **Hash:** `0x971D38760FBC02EF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedKeepTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_KEEP_TASK

## Signature

```c
void SET_PED_KEEP_TASK(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedKeepTask(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x971D38760FBC02EF, ped, toggle)
```

### JavaScript

```js
SetPedKeepTask(ped, toggle);

// by hash
Citizen.invokeNative('0x971D38760FBC02EF', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x971D38760FBC02EF, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_KNOCKED_BY_ONE_HIT

- **Hash:** `0x5BCF0B79D4F5DBA3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedKnockedByOneHit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_KNOCKED_BY_ONE_HIT

## Signature

```c
void _SET_PED_KNOCKED_BY_ONE_HIT(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedKnockedByOneHit(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x5BCF0B79D4F5DBA3, ped, p1)
```

### JavaScript

```js
SetPedKnockedByOneHit(ped, p1);

// by hash
Citizen.invokeNative('0x5BCF0B79D4F5DBA3', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5BCF0B79D4F5DBA3, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_LADDER_MOVEMENT_SPEED_MODIFIER

- **Hash:** `0x05CE6AF4DF071D23`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedLadderMovementSpeedModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_LADDER_MOVEMENT_SPEED_MODIFIER

## Signature

```c
void _SET_PED_LADDER_MOVEMENT_SPEED_MODIFIER(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedLadderMovementSpeedModifier(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x05CE6AF4DF071D23, ped, p1)
```

### JavaScript

```js
SetPedLadderMovementSpeedModifier(ped, p1);

// by hash
Citizen.invokeNative('0x05CE6AF4DF071D23', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x05CE6AF4DF071D23, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_RESET_PED_LADDER_MOVEMENT_SPEED_MODIFIER](https://natives.borderlinerp.com/natives/PED/_RESET_PED_LADDER_MOVEMENT_SPEED_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_LASSO_HOGTIE_FLAG

- **Hash:** `0xAE6004120C18DF97`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedLassoHogtieFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_LASSO_HOGTIE_FLAG

## Signature

```c
void SET_PED_LASSO_HOGTIE_FLAG(Ped ped, int flagId, BOOL value);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedLassoHogtieFlag(ped, flagId, value)

-- always available, by hash
Citizen.InvokeNative(0xAE6004120C18DF97, ped, flagId, value)
```

### JavaScript

```js
SetPedLassoHogtieFlag(ped, flagId, value);

// by hash
Citizen.invokeNative('0xAE6004120C18DF97', ped, flagId, value);
```

### C#

```csharp
Function.Call((Hash)0xAE6004120C18DF97, ped, flagId, value);
```

## Related enums

- [CLassoHogtieFlags__Flags](https://natives.borderlinerp.com/enums/CLassoHogtieFlags__Flags.md) — 12 values

## See also

- [PED::_GET_PED_LASSO_HOGTIE_FLAG](https://natives.borderlinerp.com/natives/PED/_GET_PED_LASSO_HOGTIE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_LEG_IK_MODE

- **Hash:** `0xC396F5B86FF9FEBD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedLegIkMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_LEG_IK_MODE

## Signature

```c
void SET_PED_LEG_IK_MODE(Ped ped, int mode);
```

## Parameters

- `ped` (`Ped`)
- `mode` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedLegIkMode(ped, mode)

-- always available, by hash
Citizen.InvokeNative(0xC396F5B86FF9FEBD, ped, mode)
```

### JavaScript

```js
SetPedLegIkMode(ped, mode);

// by hash
Citizen.invokeNative('0xC396F5B86FF9FEBD', ped, mode);
```

### C#

```csharp
Function.Call((Hash)0xC396F5B86FF9FEBD, ped, mode);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_LIGHTS

- **Hash:** `0x13A210949FCBD92B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedLights`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_LIGHTS

## Signature

```c
void _SET_PED_LIGHTS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedLights(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x13A210949FCBD92B, ped, toggle)
```

### JavaScript

```js
SetPedLights(ped, toggle);

// by hash
Citizen.invokeNative('0x13A210949FCBD92B', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x13A210949FCBD92B, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_LOCAL_VFX_COLOR

- **Hash:** `0xDD9540E7B1C9714F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedLocalVfxColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **Other names:** `_SET_PED_TORCH_VFX_COLOR`
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_LOCAL_VFX_COLOR

## Signature

```c
void _SET_PED_LOCAL_VFX_COLOR(Ped ped, Hash vfxNodeHash, float r, float g, float b);
```

## Parameters

- `ped` (`Ped`)
- `vfxNodeHash` (`Hash`)
- `r` (`float`)
- `g` (`float`)
- `b` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the RGB color for a specific volumetric VFX/particle node attached to a ped outfit or component.
Observed from RDO fm_mission_controller. The native only works if the component containing the VFX node is equipped.
It colors smoke/volumetrics and leaves core fire sprites untouched. Color values are normalized floats in the 0.0..1.0 range.

*Source: VORPCORE RDR3natives*

The native WILL NOT WORK if the specific component containing the VFX node is not equipped on the ped (e.g., the torch outfit -368114487 must be equipped first via _EQUIP_META_PED_OUTFIT).
It only colors the smoke/volumetrics, leaving the core fire sprites untouched.
Values greater than 1.0f are clamped to 1.0f by the engine. To achieve specific RGB shades, you MUST normalize 0-255 values by dividing them by 255.0f (e.g., 128 becomes 0.5f)

## Usage

### Lua

```lua
SetPedLocalVfxColor(ped, vfxNodeHash, r, g, b)

-- always available, by hash
Citizen.InvokeNative(0xDD9540E7B1C9714F, ped, vfxNodeHash, r, g, b)
```

### JavaScript

```js
SetPedLocalVfxColor(ped, vfxNodeHash, r, g, b);

// by hash
Citizen.invokeNative('0xDD9540E7B1C9714F', ped, vfxNodeHash, r + 0.0000001, g + 0.0000001, b + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDD9540E7B1C9714F, ped, vfxNodeHash, r, g, b);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
RegisterCommand("testcolor", function()
  
        local playerPed = PlayerPedId()
        local horse = GetMount(playerPed)

        if  horse ~= 0 then
            local outfitHash = -368114487
            Citizen.InvokeNative(0x1902C4CFCC5BE57C, horse, outfitHash)
            Citizen.InvokeNative(0x704C908E9C405136, horse)

            Wait(500)

            local componentHash = -929362906
            local r, g, b = 1.0, 0.0, 0.0

            Citizen.InvokeNative(0xDD9540E7B1C9714F, horse, componentHash, r, g, b)
        end
end, false)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_PED_LOD_MULTIPLIER

- **Hash:** `0xDC2C5C242AAC342B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedLodMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_LOD_MULTIPLIER

## Signature

```c
void SET_PED_LOD_MULTIPLIER(Ped ped, float multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedLodMultiplier(ped, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xDC2C5C242AAC342B, ped, multiplier)
```

### JavaScript

```js
SetPedLodMultiplier(ped, multiplier);

// by hash
Citizen.invokeNative('0xDC2C5C242AAC342B', ped, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDC2C5C242AAC342B, ped, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::_GET_PED_LOD_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_GET_PED_LOD_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MAX_HEALTH

- **Hash:** `0xF5F6378C4F3419D3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMaxHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MAX_HEALTH

## Signature

```c
void SET_PED_MAX_HEALTH(Ped ped, int value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`int`)

## Returns

`void`

## Description

Sets the maximum health of a ped.

## Usage

### Lua

```lua
SetPedMaxHealth(ped, value)

-- always available, by hash
Citizen.InvokeNative(0xF5F6378C4F3419D3, ped, value)
```

### JavaScript

```js
SetPedMaxHealth(ped, value);

// by hash
Citizen.invokeNative('0xF5F6378C4F3419D3', ped, value);
```

### C#

```csharp
Function.Call((Hash)0xF5F6378C4F3419D3, ped, value);
```

## See also

- [PED::GET_PED_MAX_HEALTH](https://natives.borderlinerp.com/natives/PED/GET_PED_MAX_HEALTH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MAX_MOVE_BLEND_RATIO

- **Hash:** `0x433083750C5E064A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMaxMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MAX_MOVE_BLEND_RATIO

## Signature

```c
void SET_PED_MAX_MOVE_BLEND_RATIO(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedMaxMoveBlendRatio(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x433083750C5E064A, ped, value)
```

### JavaScript

```js
SetPedMaxMoveBlendRatio(ped, value);

// by hash
Citizen.invokeNative('0x433083750C5E064A', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x433083750C5E064A, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MAX_TIME_IN_WATER

- **Hash:** `0x43C851690662113D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMaxTimeInWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MAX_TIME_IN_WATER

## Signature

```c
void SET_PED_MAX_TIME_IN_WATER(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedMaxTimeInWater(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x43C851690662113D, ped, value)
```

### JavaScript

```js
SetPedMaxTimeInWater(ped, value);

// by hash
Citizen.invokeNative('0x43C851690662113D', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x43C851690662113D, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MAX_TIME_UNDERWATER

- **Hash:** `0x6BA428C528D9E522`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMaxTimeUnderwater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MAX_TIME_UNDERWATER

## Signature

```c
void SET_PED_MAX_TIME_UNDERWATER(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedMaxTimeUnderwater(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x6BA428C528D9E522, ped, value)
```

### JavaScript

```js
SetPedMaxTimeUnderwater(ped, value);

// by hash
Citizen.invokeNative('0x6BA428C528D9E522', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6BA428C528D9E522, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_MELEE_ACTION

- **Hash:** `0xC48AF420371C7407`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMeleeAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PED_NEXT_MELEE_ATTACK`
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_MELEE_ACTION

## Signature

```c
BOOL _SET_PED_MELEE_ACTION(Ped ped, Hash actionHash);
```

## Parameters

- `ped` (`Ped`)
- `actionHash` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Requests a specific melee action, grapple move, or execution for the ped's next valid melee opportunity.
The actionHash is resolved from the internal AR_* action table, such as AR_GRAPPLE_EXECUTION or AR_GRAPPLE_FRONT_FROM_FRONT.
Returns false if the ped is invalid, not in a valid gameplay state, has no melee intelligence task, or the action hash is not registered.

*Source: VORPCORE RDR3natives*

Sets the next melee attack of a ped eg AR_ATTACK_HAYMAKER_TO_HEAD_RIGHT_HAND_DIST_MED_V01 AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT

## Usage

### Lua

```lua
local retval = SetPedMeleeAction(ped, actionHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC48AF420371C7407, ped, actionHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedMeleeAction(ped, actionHash);

// by hash
const retval = Citizen.invokeNative('0xC48AF420371C7407', ped, actionHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC48AF420371C7407, ped, actionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_PED_MELEE_FORCED_DURATION

- **Hash:** `0x6DB875AFC584FA32`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMeleeForcedDuration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_MELEE_FORCED_DURATION

## Signature

```c
BOOL _SET_PED_MELEE_FORCED_DURATION(Ped ped, int durationMs);
```

## Parameters

- `ped` (`Ped`)
- `durationMs` (`int`)

## Returns

`BOOL`

## Description

If the ped has an active TASK_MELEE, force-keep it active for durationMs starting now; returns true on success (no effect if melee task not running).

## Usage

### Lua

```lua
local retval = SetPedMeleeForcedDuration(ped, durationMs)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6DB875AFC584FA32, ped, durationMs, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedMeleeForcedDuration(ped, durationMs);

// by hash
const retval = Citizen.invokeNative('0x6DB875AFC584FA32', ped, durationMs, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6DB875AFC584FA32, ped, durationMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MIN_MOVE_BLEND_RATIO

- **Hash:** `0x01A898D26E2333DD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMinMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MIN_MOVE_BLEND_RATIO

## Signature

```c
void SET_PED_MIN_MOVE_BLEND_RATIO(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedMinMoveBlendRatio(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x01A898D26E2333DD, ped, value)
```

### JavaScript

```js
SetPedMinMoveBlendRatio(ped, value);

// by hash
Citizen.invokeNative('0x01A898D26E2333DD', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x01A898D26E2333DD, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MODEL_IS_SUPPRESSED

- **Hash:** `0xE163A4BCE4DE6F11`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedModelIsSuppressed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MODEL_IS_SUPPRESSED

## Signature

```c
void SET_PED_MODEL_IS_SUPPRESSED(Hash model, BOOL toggle);
```

## Parameters

- `model` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedModelIsSuppressed(model, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE163A4BCE4DE6F11, model, toggle)
```

### JavaScript

```js
SetPedModelIsSuppressed(model, toggle);

// by hash
Citizen.invokeNative('0xE163A4BCE4DE6F11', model, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE163A4BCE4DE6F11, model, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MONEY

- **Hash:** `0xA9C8960E8684C1B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMoney`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MONEY

## Signature

```c
void SET_PED_MONEY(Ped ped, int amount);
```

## Parameters

- `ped` (`Ped`)
- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedMoney(ped, amount)

-- always available, by hash
Citizen.InvokeNative(0xA9C8960E8684C1B5, ped, amount)
```

### JavaScript

```js
SetPedMoney(ped, amount);

// by hash
Citizen.invokeNative('0xA9C8960E8684C1B5', ped, amount);
```

### C#

```csharp
Function.Call((Hash)0xA9C8960E8684C1B5, ped, amount);
```

## See also

- [PED::GET_PED_MONEY](https://natives.borderlinerp.com/natives/PED/GET_PED_MONEY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_MOTIVATION

- **Hash:** `0x06D26A96CA1BCA75`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMotivation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_MOTIVATION

## Signature

```c
void _SET_PED_MOTIVATION(Ped ped, int motivationState, float threshold, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `motivationState` (`int`)
- `threshold` (`float`)
- `targetPed` (`Ped`)

## Returns

`void`

## Description

enum eMotivationState
{
	TOILET_STATE,
	FEAR_STATE,
	ANGRY_STATE,
	AGITATION_STATE,
	HUNGRY_STATE,
	TIRED_STATE,
	SAD_STATE,
	BRAVE_STATE,
	OFFER_ITEM_STATE,
	SUSPICION,
	DRUNK_STATE
};

If targetPed is set to 0 the ped motivationState affects everyone

## Usage

### Lua

```lua
SetPedMotivation(ped, motivationState, threshold, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x06D26A96CA1BCA75, ped, motivationState, threshold, targetPed)
```

### JavaScript

```js
SetPedMotivation(ped, motivationState, threshold, targetPed);

// by hash
Citizen.invokeNative('0x06D26A96CA1BCA75', ped, motivationState, threshold + 0.0000001, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x06D26A96CA1BCA75, ped, motivationState, threshold, targetPed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedMotivationState](https://natives.borderlinerp.com/enums/PedMotivationState.md) — 11 values

## See also

- [PED::_GET_PED_MOTIVATION](https://natives.borderlinerp.com/natives/PED/_GET_PED_MOTIVATION.md) — If targetPed is set to 0 the ped motivationState affects everyone

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_MOTIVATION_MODIFIER

- **Hash:** `0xA1EB5D029E0191D3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMotivationModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_MOTIVATION_MODIFIER

## Signature

```c
void _SET_PED_MOTIVATION_MODIFIER(Ped ped, int motivationState, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `motivationState` (`int`)
- `modifier` (`float`)

## Returns

`void`

## Description

The higher the modifier, the slower the motivationState value will decrease

## Usage

### Lua

```lua
SetPedMotivationModifier(ped, motivationState, modifier)

-- always available, by hash
Citizen.InvokeNative(0xA1EB5D029E0191D3, ped, motivationState, modifier)
```

### JavaScript

```js
SetPedMotivationModifier(ped, motivationState, modifier);

// by hash
Citizen.invokeNative('0xA1EB5D029E0191D3', ped, motivationState, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA1EB5D029E0191D3, ped, motivationState, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedMotivationState](https://natives.borderlinerp.com/enums/PedMotivationState.md) — 11 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_MOTIVATION_STATE_OVERRIDE

- **Hash:** `0x2EB75FB86C41F026`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMotivationStateOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_MOTIVATION_STATE_OVERRIDE

## Signature

```c
void _SET_PED_MOTIVATION_STATE_OVERRIDE(Ped ped, int motivationState, BOOL enabled);
```

## Parameters

- `ped` (`Ped`)
- `motivationState` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

motivationState: see _SET_PED_MOTIVATION

## Usage

### Lua

```lua
SetPedMotivationStateOverride(ped, motivationState, enabled)

-- always available, by hash
Citizen.InvokeNative(0x2EB75FB86C41F026, ped, motivationState, enabled)
```

### JavaScript

```js
SetPedMotivationStateOverride(ped, motivationState, enabled);

// by hash
Citizen.invokeNative('0x2EB75FB86C41F026', ped, motivationState, enabled);
```

### C#

```csharp
Function.Call((Hash)0x2EB75FB86C41F026, ped, motivationState, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedMotivationState](https://natives.borderlinerp.com/enums/PedMotivationState.md) — 11 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MOVE_ANIMS_BLEND_OUT

- **Hash:** `0x9E8C908F41584ECD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMoveAnimsBlendOut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MOVE_ANIMS_BLEND_OUT

## Signature

```c
void SET_PED_MOVE_ANIMS_BLEND_OUT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedMoveAnimsBlendOut(ped)

-- always available, by hash
Citizen.InvokeNative(0x9E8C908F41584ECD, ped)
```

### JavaScript

```js
SetPedMoveAnimsBlendOut(ped);

// by hash
Citizen.invokeNative('0x9E8C908F41584ECD', ped);
```

### C#

```csharp
Function.Call((Hash)0x9E8C908F41584ECD, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_MOVE_RATE_OVERRIDE

- **Hash:** `0x085BF80FA50A39D1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedMoveRateOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_MOVE_RATE_OVERRIDE

## Signature

```c
void SET_PED_MOVE_RATE_OVERRIDE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Description

Min: 0.0f
Max: 1.15f

## Usage

### Lua

```lua
SetPedMoveRateOverride(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x085BF80FA50A39D1, ped, value)
```

### JavaScript

```js
SetPedMoveRateOverride(ped, value);

// by hash
Citizen.invokeNative('0x085BF80FA50A39D1', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x085BF80FA50A39D1, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_NAME_DEBUG

- **Hash:** `0x98EFA132A4117BE1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedNameDebug`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_NAME_DEBUG

## Signature

```c
void SET_PED_NAME_DEBUG(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetPedNameDebug(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x98EFA132A4117BE1, ped, name)
```

### JavaScript

```js
SetPedNameDebug(ped, name);

// by hash
Citizen.invokeNative('0x98EFA132A4117BE1', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x98EFA132A4117BE1, ped, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_NON_CREATION_AREA

- **Hash:** `0xEE01041D559983EA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedNonCreationArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_NON_CREATION_AREA

## Signature

```c
void SET_PED_NON_CREATION_AREA(float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`void`

## Description

The distance between these points, is the diagonal of a box (remember it's 3D).

## Usage

### Lua

```lua
SetPedNonCreationArea(x1, y1, z1, x2, y2, z2)

-- always available, by hash
Citizen.InvokeNative(0xEE01041D559983EA, x1, y1, z1, x2, y2, z2)
```

### JavaScript

```js
SetPedNonCreationArea(x1, y1, z1, x2, y2, z2);

// by hash
Citizen.invokeNative('0xEE01041D559983EA', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEE01041D559983EA, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::CLEAR_PED_NON_CREATION_AREA](https://natives.borderlinerp.com/natives/PED/CLEAR_PED_NON_CREATION_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_ONTO_MOUNT

- **Hash:** `0x028F76B6E78246EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedOntoMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_ONTO_MOUNT

## Signature

```c
void SET_PED_ONTO_MOUNT(Ped ped, Ped mount, int seatIndex, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `mount` (`Ped`)
- `seatIndex` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedOntoMount(ped, mount, seatIndex, p3)

-- always available, by hash
Citizen.InvokeNative(0x028F76B6E78246EB, ped, mount, seatIndex, p3)
```

### JavaScript

```js
SetPedOntoMount(ped, mount, seatIndex, p3);

// by hash
Citizen.invokeNative('0x028F76B6E78246EB', ped, mount, seatIndex, p3);
```

### C#

```csharp
Function.Call((Hash)0x028F76B6E78246EB, ped, mount, seatIndex, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_OWNS_ANIMAL

- **Hash:** `0x931B241409216C1F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedOwnsAnimal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_OWNS_ANIMAL

## Signature

```c
void SET_PED_OWNS_ANIMAL(Ped ped, Ped animal, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `animal` (`Ped`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

enables horse items wheel

## Usage

### Lua

```lua
SetPedOwnsAnimal(ped, animal, p2)

-- always available, by hash
Citizen.InvokeNative(0x931B241409216C1F, ped, animal, p2)
```

### JavaScript

```js
SetPedOwnsAnimal(ped, animal, p2);

// by hash
Citizen.invokeNative('0x931B241409216C1F', ped, animal, p2);
```

### C#

```csharp
Function.Call((Hash)0x931B241409216C1F, ped, animal, p2);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_PED_PANIC_EXIT_SCENARIO

- **Hash:** `0xFE07FF6495D52E2A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPanicExitScenario`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_PANIC_EXIT_SCENARIO

## Signature

```c
BOOL SET_PED_PANIC_EXIT_SCENARIO(Ped ped, float x, float y, float z);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetPedPanicExitScenario(ped, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE07FF6495D52E2A, ped, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedPanicExitScenario(ped, x, y, z);

// by hash
const retval = Citizen.invokeNative('0xFE07FF6495D52E2A', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFE07FF6495D52E2A, ped, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_PERSONALITY

- **Hash:** `0xB8B6430EAD2D2437`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPersonality`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_PERSONALITY

## Signature

```c
void _SET_PED_PERSONALITY(Ped ped, Hash personality);
```

## Parameters

- `ped` (`Ped`)
- `personality` (`Hash`)

## Returns

`void`

## Description

Hashes: STANDARD_PED_AGRO_GUARD, BOUNTY_HUNTER, PLAYER_HORSE, LAW_POLICE, GUARD_DOG, ATTACK_DOG
Personalities can also be found in common:/data/ai/interactionpersonalities

## Usage

### Lua

```lua
SetPedPersonality(ped, personality)

-- always available, by hash
Citizen.InvokeNative(0xB8B6430EAD2D2437, ped, personality)
```

### JavaScript

```js
SetPedPersonality(ped, personality);

// by hash
Citizen.invokeNative('0xB8B6430EAD2D2437', ped, personality);
```

### C#

```csharp
Function.Call((Hash)0xB8B6430EAD2D2437, ped, personality);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_PROMPT_NAME

- **Hash:** `0x4A48B6E03BABB4AC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPromptName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_PROMPT_NAME

## Signature

```c
void _SET_PED_PROMPT_NAME(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPromptName(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x4A48B6E03BABB4AC, ped, name)
```

### JavaScript

```js
SetPedPromptName(ped, name);

// by hash
Citizen.invokeNative('0x4A48B6E03BABB4AC', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x4A48B6E03BABB4AC, ped, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_PROMPT_NAME_2

- **Hash:** `0x19B14E04B009E28B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPromptName_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_PROMPT_NAME_2

## Signature

```c
void _SET_PED_PROMPT_NAME_2(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPromptName_2(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x19B14E04B009E28B, ped, name)
```

### JavaScript

```js
SetPedPromptName_2(ped, name);

// by hash
Citizen.invokeNative('0x19B14E04B009E28B', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x19B14E04B009E28B, ped, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_PROMPT_NAME_FROM_GXT_ENTRY

- **Hash:** `0xFCA8FB9E15FA80D3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPromptNameFromGxtEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_PROMPT_NAME_FROM_GXT_ENTRY

## Signature

```c
void _SET_PED_PROMPT_NAME_FROM_GXT_ENTRY(Ped ped, Hash gxtEntryHash);
```

## Parameters

- `ped` (`Ped`)
- `gxtEntryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPromptNameFromGxtEntry(ped, gxtEntryHash)

-- always available, by hash
Citizen.InvokeNative(0xFCA8FB9E15FA80D3, ped, gxtEntryHash)
```

### JavaScript

```js
SetPedPromptNameFromGxtEntry(ped, gxtEntryHash);

// by hash
Citizen.invokeNative('0xFCA8FB9E15FA80D3', ped, gxtEntryHash);
```

### C#

```csharp
Function.Call((Hash)0xFCA8FB9E15FA80D3, ped, gxtEntryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_PROMPT_NAME_FROM_GXT_ENTRY_2

- **Hash:** `0xC2745D9261664901`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPromptNameFromGxtEntry_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_PROMPT_NAME_FROM_GXT_ENTRY_2

## Signature

```c
void _SET_PED_PROMPT_NAME_FROM_GXT_ENTRY_2(Ped ped, Hash gxtEntryHash);
```

## Parameters

- `ped` (`Ped`)
- `gxtEntryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPromptNameFromGxtEntry_2(ped, gxtEntryHash)

-- always available, by hash
Citizen.InvokeNative(0xC2745D9261664901, ped, gxtEntryHash)
```

### JavaScript

```js
SetPedPromptNameFromGxtEntry_2(ped, gxtEntryHash);

// by hash
Citizen.invokeNative('0xC2745D9261664901', ped, gxtEntryHash);
```

### C#

```csharp
Function.Call((Hash)0xC2745D9261664901, ped, gxtEntryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_QUALITY

- **Hash:** `0xCE6B874286D640BB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedQuality`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_QUALITY

## Signature

```c
void _SET_PED_QUALITY(Ped ped, int quality);
```

## Parameters

- `ped` (`Ped`)
- `quality` (`int`)

## Returns

`void`

## Description

quality: see _GET_PED_QUALITY

## Usage

### Lua

```lua
SetPedQuality(ped, quality)

-- always available, by hash
Citizen.InvokeNative(0xCE6B874286D640BB, ped, quality)
```

### JavaScript

```js
SetPedQuality(ped, quality);

// by hash
Citizen.invokeNative('0xCE6B874286D640BB', ped, quality);
```

### C#

```csharp
Function.Call((Hash)0xCE6B874286D640BB, ped, quality);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PED_QUALITY](https://natives.borderlinerp.com/natives/PED/_GET_PED_QUALITY.md) — Returns Ped Quality to be used to calculate Skinning Quality PQ_LOW, PQ_MEDIUM, PQ_HIGH, PQ_MAX

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_RAGDOLL_BONE_SCALE

- **Hash:** `0xC17A94CC8FC3C61A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedRagdollBoneScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_RAGDOLL_BONE_SCALE

## Signature

```c
void _SET_PED_RAGDOLL_BONE_SCALE(Ped ped, int boneId, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `ped` (`Ped`)
- `boneId` (`int`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Modifies the size/scale of the collision capsule or hitbox for a specific ped bone.
Default scale values are typically 1.0, 1.0, 1.0. Values below 1.0 shrink the collision boundary, while values above 1.0 enlarge it.

*Source: VORPCORE RDR3natives*

seems to modify the size/scale of the collision capsule (hitbox) for a specific ped bone

## Usage

### Lua

```lua
SetPedRagdollBoneScale(ped, boneId, scaleX, scaleY, scaleZ)

-- always available, by hash
Citizen.InvokeNative(0xC17A94CC8FC3C61A, ped, boneId, scaleX, scaleY, scaleZ)
```

### JavaScript

```js
SetPedRagdollBoneScale(ped, boneId, scaleX, scaleY, scaleZ);

// by hash
Citizen.invokeNative('0xC17A94CC8FC3C61A', ped, boneId, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC17A94CC8FC3C61A, ped, boneId, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_PED_RAGDOLL_FORCE_FALL

- **Hash:** `0x01F6594B923B9251`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedRagdollForceFall`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_RAGDOLL_FORCE_FALL

## Signature

```c
void SET_PED_RAGDOLL_FORCE_FALL(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedRagdollForceFall(ped)

-- always available, by hash
Citizen.InvokeNative(0x01F6594B923B9251, ped)
```

### JavaScript

```js
SetPedRagdollForceFall(ped);

// by hash
Citizen.invokeNative('0x01F6594B923B9251', ped);
```

### C#

```csharp
Function.Call((Hash)0x01F6594B923B9251, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_RAGDOLL_ON_COLLISION

- **Hash:** `0xF0A4F1BBF4FA7497`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedRagdollOnCollision`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_RAGDOLL_ON_COLLISION

## Signature

```c
void SET_PED_RAGDOLL_ON_COLLISION(Ped ped, BOOL toggle, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk.

## Usage

### Lua

```lua
SetPedRagdollOnCollision(ped, toggle, p2)

-- always available, by hash
Citizen.InvokeNative(0xF0A4F1BBF4FA7497, ped, toggle, p2)
```

### JavaScript

```js
SetPedRagdollOnCollision(ped, toggle, p2);

// by hash
Citizen.invokeNative('0xF0A4F1BBF4FA7497', ped, toggle, p2);
```

### C#

```csharp
Function.Call((Hash)0xF0A4F1BBF4FA7497, ped, toggle, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_RANDOM_COMPONENT_VARIATION

- **Hash:** `0xC8A9481A01E63C28`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedRandomComponentVariation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_RANDOM_COMPONENT_VARIATION

## Signature

```c
void SET_PED_RANDOM_COMPONENT_VARIATION(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedRandomComponentVariation(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xC8A9481A01E63C28, ped, p1)
```

### JavaScript

```js
SetPedRandomComponentVariation(ped, p1);

// by hash
Citizen.invokeNative('0xC8A9481A01E63C28', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xC8A9481A01E63C28, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH

- **Hash:** `0xADB3F206518799E8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedRelationshipGroupDefaultHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH

## Signature

```c
void SET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH(Ped ped, Hash hash);
```

## Parameters

- `ped` (`Ped`)
- `hash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedRelationshipGroupDefaultHash(ped, hash)

-- always available, by hash
Citizen.InvokeNative(0xADB3F206518799E8, ped, hash)
```

### JavaScript

```js
SetPedRelationshipGroupDefaultHash(ped, hash);

// by hash
Citizen.invokeNative('0xADB3F206518799E8', ped, hash);
```

### C#

```csharp
Function.Call((Hash)0xADB3F206518799E8, ped, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [PED::GET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH](https://natives.borderlinerp.com/natives/PED/GET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_RELATIONSHIP_GROUP_HASH

- **Hash:** `0xC80A74AC829DDD92`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedRelationshipGroupHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_RELATIONSHIP_GROUP_HASH

## Signature

```c
void SET_PED_RELATIONSHIP_GROUP_HASH(Ped ped, Hash relationshipGroup);
```

## Parameters

- `ped` (`Ped`)
- `relationshipGroup` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedRelationshipGroupHash(ped, relationshipGroup)

-- always available, by hash
Citizen.InvokeNative(0xC80A74AC829DDD92, ped, relationshipGroup)
```

### JavaScript

```js
SetPedRelationshipGroupHash(ped, relationshipGroup);

// by hash
Citizen.invokeNative('0xC80A74AC829DDD92', ped, relationshipGroup);
```

### C#

```csharp
Function.Call((Hash)0xC80A74AC829DDD92, ped, relationshipGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [PED::GET_PED_RELATIONSHIP_GROUP_HASH](https://natives.borderlinerp.com/natives/PED/GET_PED_RELATIONSHIP_GROUP_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_RESET_FLAG

- **Hash:** `0xC1E8A365BF3B29F2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedResetFlag`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_RESET_FLAG

## Signature

```c
void SET_PED_RESET_FLAG(Ped ped, int flagId, BOOL doReset);
```

## Parameters

- `ped` (`Ped`)
- `flagId` (`int`)
- `doReset` (`BOOL`)

## Returns

`void`

## Description

Needs to be called every frame

flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlags
https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS

## Usage

### Lua

```lua
SetPedResetFlag(ped, flagId, doReset)

-- always available, by hash
Citizen.InvokeNative(0xC1E8A365BF3B29F2, ped, flagId, doReset)
```

### JavaScript

```js
SetPedResetFlag(ped, flagId, doReset);

// by hash
Citizen.invokeNative('0xC1E8A365BF3B29F2', ped, flagId, doReset);
```

### C#

```csharp
Function.Call((Hash)0xC1E8A365BF3B29F2, ped, flagId, doReset);
```

## Related enums

- [ePedScriptResetFlags](https://natives.borderlinerp.com/enums/ePedScriptResetFlags.md) — 372 values

## See also

- [PED::GET_PED_RESET_FLAG](https://natives.borderlinerp.com/natives/PED/GET_PED_RESET_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_SCALE

- **Hash:** `0x25ACFC650B65C538`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_SCALE

## Signature

```c
void _SET_PED_SCALE(Ped ped, float scale);
```

## Parameters

- `ped` (`Ped`)
- `scale` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedScale(ped, scale)

-- always available, by hash
Citizen.InvokeNative(0x25ACFC650B65C538, ped, scale)
```

### JavaScript

```js
SetPedScale(ped, scale);

// by hash
Citizen.invokeNative('0x25ACFC650B65C538', ped, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x25ACFC650B65C538, ped, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_SCENT

- **Hash:** `0x01B21B81865E2A1F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedScent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_SCENT

## Signature

```c
void _SET_PED_SCENT(Ped ped, float scent);
```

## Parameters

- `ped` (`Ped`)
- `scent` (`float`)

## Returns

`void`

## Description

0.0 - 1.0
Modifies the "scent line" on the ped's body when using Eagle Eye.

## Usage

### Lua

```lua
SetPedScent(ped, scent)

-- always available, by hash
Citizen.InvokeNative(0x01B21B81865E2A1F, ped, scent)
```

### JavaScript

```js
SetPedScent(ped, scent);

// by hash
Citizen.invokeNative('0x01B21B81865E2A1F', ped, scent + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x01B21B81865E2A1F, ped, scent);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SEEING_RANGE

- **Hash:** `0xF29CF591C4BF6CEE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedSeeingRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SEEING_RANGE

## Signature

```c
void SET_PED_SEEING_RANGE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedSeeingRange(ped, value)

-- always available, by hash
Citizen.InvokeNative(0xF29CF591C4BF6CEE, ped, value)
```

### JavaScript

```js
SetPedSeeingRange(ped, value);

// by hash
Citizen.invokeNative('0xF29CF591C4BF6CEE', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF29CF591C4BF6CEE, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::_GET_PED_SEEING_RANGE](https://natives.borderlinerp.com/natives/PED/_GET_PED_SEEING_RANGE.md) — Returns the seeing range of a ped.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOOT_RATE

- **Hash:** `0x614DA022990752DC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShootRate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOOT_RATE

## Signature

```c
void SET_PED_SHOOT_RATE(Ped ped, int shootRate);
```

## Parameters

- `ped` (`Ped`)
- `shootRate` (`int`)

## Returns

`void`

## Description

Params: shootRate = 0 - 1000

## Usage

### Lua

```lua
SetPedShootRate(ped, shootRate)

-- always available, by hash
Citizen.InvokeNative(0x614DA022990752DC, ped, shootRate)
```

### JavaScript

```js
SetPedShootRate(ped, shootRate);

// by hash
Citizen.invokeNative('0x614DA022990752DC', ped, shootRate);
```

### C#

```csharp
Function.Call((Hash)0x614DA022990752DC, ped, shootRate);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_COMBAT_SCENARIO_EXIT

- **Hash:** `0x802092B07E3B1EEA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayCombatScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_COMBAT_SCENARIO_EXIT

## Signature

```c
BOOL SET_PED_SHOULD_PLAY_COMBAT_SCENARIO_EXIT(Ped ped, float x, float y, float z, int lookIntensity);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `lookIntensity` (`int`)

## Returns

`BOOL`

## Description

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

## Usage

### Lua

```lua
local retval = SetPedShouldPlayCombatScenarioExit(ped, x, y, z, lookIntensity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x802092B07E3B1EEA, ped, x, y, z, lookIntensity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedShouldPlayCombatScenarioExit(ped, x, y, z, lookIntensity);

// by hash
const retval = Citizen.invokeNative('0x802092B07E3B1EEA', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, lookIntensity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x802092B07E3B1EEA, ped, x, y, z, lookIntensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_DIRECTED_NORMAL_SCENARIO_EXIT

- **Hash:** `0xEC6935EBE0847B90`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayDirectedNormalScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_DIRECTED_NORMAL_SCENARIO_EXIT

## Signature

```c
BOOL SET_PED_SHOULD_PLAY_DIRECTED_NORMAL_SCENARIO_EXIT(Ped ped, float x, float y, float z);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Description

Old name: _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT

## Usage

### Lua

```lua
local retval = SetPedShouldPlayDirectedNormalScenarioExit(ped, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC6935EBE0847B90, ped, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedShouldPlayDirectedNormalScenarioExit(ped, x, y, z);

// by hash
const retval = Citizen.invokeNative('0xEC6935EBE0847B90', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEC6935EBE0847B90, ped, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT

- **Hash:** `0x62FDAD5E01D2DD47`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayEmotionalScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT

## Signature

```c
BOOL SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT(Ped ped, float x, float y, float z, int lookIntensity, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `lookIntensity` (`int`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Description

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

## Usage

### Lua

```lua
local retval = SetPedShouldPlayEmotionalScenarioExit(ped, x, y, z, lookIntensity, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62FDAD5E01D2DD47, ped, x, y, z, lookIntensity, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedShouldPlayEmotionalScenarioExit(ped, x, y, z, lookIntensity, p5);

// by hash
const retval = Citizen.invokeNative('0x62FDAD5E01D2DD47', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, lookIntensity, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x62FDAD5E01D2DD47, ped, x, y, z, lookIntensity, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

- **Hash:** `0xEEED8FAFEC331A70`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayFleeScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

## Signature

```c
BOOL SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT(Ped ped, float x, float y, float z, int lookIntensity);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `lookIntensity` (`int`)

## Returns

`BOOL`

## Description

lookIntensity:
0 - REACT_LOOK_NONE
1 - REACT_LOOK_LOW
2 - REACT_LOOK_MEDIUM
3 - REACT_LOOK_HIGH

## Usage

### Lua

```lua
local retval = SetPedShouldPlayFleeScenarioExit(ped, x, y, z, lookIntensity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEEED8FAFEC331A70, ped, x, y, z, lookIntensity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedShouldPlayFleeScenarioExit(ped, x, y, z, lookIntensity);

// by hash
const retval = Citizen.invokeNative('0xEEED8FAFEC331A70', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, lookIntensity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEEED8FAFEC331A70, ped, x, y, z, lookIntensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_IMMEDIATE_SCENARIO_EXIT

- **Hash:** `0xF1C03A5352243A30`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayImmediateScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_IMMEDIATE_SCENARIO_EXIT

## Signature

```c
void SET_PED_SHOULD_PLAY_IMMEDIATE_SCENARIO_EXIT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedShouldPlayImmediateScenarioExit(ped)

-- always available, by hash
Citizen.InvokeNative(0xF1C03A5352243A30, ped)
```

### JavaScript

```js
SetPedShouldPlayImmediateScenarioExit(ped);

// by hash
Citizen.invokeNative('0xF1C03A5352243A30', ped);
```

### C#

```csharp
Function.Call((Hash)0xF1C03A5352243A30, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_NORMAL_SCENARIO_EXIT

- **Hash:** `0xA3A9299C4F2ADB98`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayNormalScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_NORMAL_SCENARIO_EXIT

## Signature

```c
void SET_PED_SHOULD_PLAY_NORMAL_SCENARIO_EXIT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedShouldPlayNormalScenarioExit(ped)

-- always available, by hash
Citizen.InvokeNative(0xA3A9299C4F2ADB98, ped)
```

### JavaScript

```js
SetPedShouldPlayNormalScenarioExit(ped);

// by hash
Citizen.invokeNative('0xA3A9299C4F2ADB98', ped);
```

### C#

```csharp
Function.Call((Hash)0xA3A9299C4F2ADB98, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SHOULD_PLAY_QUICK_SCENARIO_EXIT

- **Hash:** `0x463803429297117C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayQuickScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_QUICK_SCENARIO_EXIT

## Signature

```c
BOOL SET_PED_SHOULD_PLAY_QUICK_SCENARIO_EXIT(Ped ped, float x, float y, float z, int lookIntensity, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `lookIntensity` (`int`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Description

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

## Usage

### Lua

```lua
local retval = SetPedShouldPlayQuickScenarioExit(ped, x, y, z, lookIntensity, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x463803429297117C, ped, x, y, z, lookIntensity, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedShouldPlayQuickScenarioExit(ped, x, y, z, lookIntensity, p5);

// by hash
const retval = Citizen.invokeNative('0x463803429297117C', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, lookIntensity, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x463803429297117C, ped, x, y, z, lookIntensity, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SPHERE_DEFENSIVE_AREA

- **Hash:** `0x9D3151A373974804`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedSphereDefensiveArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SPHERE_DEFENSIVE_AREA

## Signature

```c
void SET_PED_SPHERE_DEFENSIVE_AREA(Ped ped, float x, float y, float z, float radius, BOOL p5, BOOL p6, BOOL p7);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedSphereDefensiveArea(ped, x, y, z, radius, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x9D3151A373974804, ped, x, y, z, radius, p5, p6, p7)
```

### JavaScript

```js
SetPedSphereDefensiveArea(ped, x, y, z, radius, p5, p6, p7);

// by hash
Citizen.invokeNative('0x9D3151A373974804', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x9D3151A373974804, ped, x, y, z, radius, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_STEALTH_MOVEMENT

- **Hash:** `0x88CBB5CEB96B7BD2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedStealthMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_STEALTH_MOVEMENT

## Signature

```c
void SET_PED_STEALTH_MOVEMENT(Ped ped, BOOL toggle, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
SetPedStealthMovement(ped, toggle, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x88CBB5CEB96B7BD2, ped, toggle, p2, p3)
```

### JavaScript

```js
SetPedStealthMovement(ped, toggle, p2, p3);

// by hash
Citizen.invokeNative('0x88CBB5CEB96B7BD2', ped, toggle, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x88CBB5CEB96B7BD2, ped, toggle, p2, p3);
```

## See also

- [PED::GET_PED_STEALTH_MOVEMENT](https://natives.borderlinerp.com/natives/PED/GET_PED_STEALTH_MOVEMENT.md) — Returns whether the entity is in stealth mode

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_SWEAT

- **Hash:** `0x27B0405F59637D1F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedSweat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SWEAT

## Signature

```c
void SET_PED_SWEAT(Ped ped, float sweat);
```

## Parameters

- `ped` (`Ped`)
- `sweat` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedSweat(ped, sweat)

-- always available, by hash
Citizen.InvokeNative(0x27B0405F59637D1F, ped, sweat)
```

### JavaScript

```js
SetPedSweat(ped, sweat);

// by hash
Citizen.invokeNative('0x27B0405F59637D1F', ped, sweat + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x27B0405F59637D1F, ped, sweat);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_TARGET_ACTION_DISABLE_FLAG

- **Hash:** `0xC163DAC52AC975D3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedTargetActionDisableFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_TARGET_ACTION_DISABLE_FLAG

## Signature

```c
void _SET_PED_TARGET_ACTION_DISABLE_FLAG(Ped ped, int actionDisableFlag);
```

## Parameters

- `ped` (`Ped`)
- `actionDisableFlag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedTargetActionDisableFlag(ped, actionDisableFlag)

-- always available, by hash
Citizen.InvokeNative(0xC163DAC52AC975D3, ped, actionDisableFlag)
```

### JavaScript

```js
SetPedTargetActionDisableFlag(ped, actionDisableFlag);

// by hash
Citizen.invokeNative('0xC163DAC52AC975D3', ped, actionDisableFlag);
```

### C#

```csharp
Function.Call((Hash)0xC163DAC52AC975D3, ped, actionDisableFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CActionFlags__DisableFlag](https://natives.borderlinerp.com/enums/CActionFlags__DisableFlag.md) — 35 values

## See also

- [PED::_CLEAR_PED_TARGET_ACTION_DISABLE_FLAG](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_TARGET_ACTION_DISABLE_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_TARGET_LOSS_RESPONSE

- **Hash:** `0x0703B9079823DA4A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedTargetLossResponse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_TARGET_LOSS_RESPONSE

## Signature

```c
void SET_PED_TARGET_LOSS_RESPONSE(Ped ped, int responseType);
```

## Parameters

- `ped` (`Ped`)
- `responseType` (`int`)

## Returns

`void`

## Description

TLR_ExitTask = 0,
TLR_NeverLoseTarget,
TLR_SearchForTarget

## Usage

### Lua

```lua
SetPedTargetLossResponse(ped, responseType)

-- always available, by hash
Citizen.InvokeNative(0x0703B9079823DA4A, ped, responseType)
```

### JavaScript

```js
SetPedTargetLossResponse(ped, responseType);

// by hash
Citizen.invokeNative('0x0703B9079823DA4A', ped, responseType);
```

### C#

```csharp
Function.Call((Hash)0x0703B9079823DA4A, ped, responseType);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_TO_BE_REMOVED

- **Hash:** `0x36E4B61DC56DE77C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedToBeRemoved`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_TO_BE_REMOVED

## Signature

```c
void _SET_PED_TO_BE_REMOVED(Ped ped, float p1, float p2, int p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`int`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedToBeRemoved(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x36E4B61DC56DE77C, ped, p1, p2, p3, p4)
```

### JavaScript

```js
SetPedToBeRemoved(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x36E4B61DC56DE77C', ped, p1 + 0.0000001, p2 + 0.0000001, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x36E4B61DC56DE77C, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_TO_DISABLE_RAGDOLL

- **Hash:** `0x221F4D9912B7FE86`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedToDisableRagdoll`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_TO_DISABLE_RAGDOLL

## Signature

```c
void _SET_PED_TO_DISABLE_RAGDOLL(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedToDisableRagdoll(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x221F4D9912B7FE86, ped, toggle)
```

### JavaScript

```js
SetPedToDisableRagdoll(ped, toggle);

// by hash
Citizen.invokeNative('0x221F4D9912B7FE86', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x221F4D9912B7FE86, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_TO_INFORM_RESPECTED_FRIENDS

- **Hash:** `0x112942C6E708F70B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedToInformRespectedFriends`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_TO_INFORM_RESPECTED_FRIENDS

## Signature

```c
void SET_PED_TO_INFORM_RESPECTED_FRIENDS(Ped ped, float radius, int maxFriends);
```

## Parameters

- `ped` (`Ped`)
- `radius` (`float`)
- `maxFriends` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedToInformRespectedFriends(ped, radius, maxFriends)

-- always available, by hash
Citizen.InvokeNative(0x112942C6E708F70B, ped, radius, maxFriends)
```

### JavaScript

```js
SetPedToInformRespectedFriends(ped, radius, maxFriends);

// by hash
Citizen.invokeNative('0x112942C6E708F70B', ped, radius + 0.0000001, maxFriends);
```

### C#

```csharp
Function.Call((Hash)0x112942C6E708F70B, ped, radius, maxFriends);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0xD77AE48611B7B10A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedToPlayerWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void SET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER(Ped ped, float damageModifier);
```

## Parameters

- `ped` (`Ped`)
- `damageModifier` (`float`)

## Returns

`void`

## Description

Old name: _SET_PED_DAMAGE_MODIFIER

## Usage

### Lua

```lua
SetPedToPlayerWeaponDamageModifier(ped, damageModifier)

-- always available, by hash
Citizen.InvokeNative(0xD77AE48611B7B10A, ped, damageModifier)
```

### JavaScript

```js
SetPedToPlayerWeaponDamageModifier(ped, damageModifier);

// by hash
Citizen.invokeNative('0xD77AE48611B7B10A', ped, damageModifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD77AE48611B7B10A, ped, damageModifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PED::GET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/GET_PED_TO_PLAYER_WEAPON_DAMAGE_MODIFIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_TO_RAGDOLL

- **Hash:** `0xAE99FB955581844A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedToRagdoll`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_TO_RAGDOLL

## Signature

```c
BOOL SET_PED_TO_RAGDOLL(Ped ped, int timeMin, int timeMax, int ragdollType, BOOL abortIfInjured, BOOL abortIfDead, const char* nmTaskMessageParameterName);
```

## Parameters

- `ped` (`Ped`)
- `timeMin` (`int`)
- `timeMax` (`int`)
- `ragdollType` (`int`)
- `abortIfInjured` (`BOOL`)
- `abortIfDead` (`BOOL`)
- `nmTaskMessageParameterName` (`const char*`)

## Returns

`BOOL`

## Description

nmTaskMessageParameterName: See physicstasks.ymt. Search for DraggedByCart or 0xD00820D7 (Used in R* SP Script marston8)

## Usage

### Lua

```lua
local retval = SetPedToRagdoll(ped, timeMin, timeMax, ragdollType, abortIfInjured, abortIfDead, nmTaskMessageParameterName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAE99FB955581844A, ped, timeMin, timeMax, ragdollType, abortIfInjured, abortIfDead, nmTaskMessageParameterName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedToRagdoll(ped, timeMin, timeMax, ragdollType, abortIfInjured, abortIfDead, nmTaskMessageParameterName);

// by hash
const retval = Citizen.invokeNative('0xAE99FB955581844A', ped, timeMin, timeMax, ragdollType, abortIfInjured, abortIfDead, nmTaskMessageParameterName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAE99FB955581844A, ped, timeMin, timeMax, ragdollType, abortIfInjured, abortIfDead, nmTaskMessageParameterName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_TO_RAGDOLL_WITH_FALL

- **Hash:** `0xD76632D99E4966C8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedToRagdollWithFall`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_TO_RAGDOLL_WITH_FALL

## Signature

```c
BOOL SET_PED_TO_RAGDOLL_WITH_FALL(Ped ped, int timeMin, int timeMax, int ragdollType, float falldirX, float falldirY, float falldirZ, float p7, float p8, float p9, float p10, float p11, float p12, float p13);
```

## Parameters

- `ped` (`Ped`)
- `timeMin` (`int`)
- `timeMax` (`int`)
- `ragdollType` (`int`)
- `falldirX` (`float`)
- `falldirY` (`float`)
- `falldirZ` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`float`)
- `p11` (`float`)
- `p12` (`float`)
- `p13` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetPedToRagdollWithFall(ped, timeMin, timeMax, ragdollType, falldirX, falldirY, falldirZ, p7, p8, p9, p10, p11, p12, p13)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD76632D99E4966C8, ped, timeMin, timeMax, ragdollType, falldirX, falldirY, falldirZ, p7, p8, p9, p10, p11, p12, p13, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedToRagdollWithFall(ped, timeMin, timeMax, ragdollType, falldirX, falldirY, falldirZ, p7, p8, p9, p10, p11, p12, p13);

// by hash
const retval = Citizen.invokeNative('0xD76632D99E4966C8', ped, timeMin, timeMax, ragdollType, falldirX + 0.0000001, falldirY + 0.0000001, falldirZ + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10 + 0.0000001, p11 + 0.0000001, p12 + 0.0000001, p13 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD76632D99E4966C8, ped, timeMin, timeMax, ragdollType, falldirX, falldirY, falldirZ, p7, p8, p9, p10, p11, p12, p13);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_TRAIL_EFFECT

- **Hash:** `0xA5950E16B8F31052`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedTrailEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_TRAIL_EFFECT

## Signature

```c
void _SET_PED_TRAIL_EFFECT(Ped ped, BOOL p1, float duration);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `duration` (`float`)

## Returns

`void`

## Description

duration in seconds

## Usage

### Lua

```lua
SetPedTrailEffect(ped, p1, duration)

-- always available, by hash
Citizen.InvokeNative(0xA5950E16B8F31052, ped, p1, duration)
```

### JavaScript

```js
SetPedTrailEffect(ped, p1, duration);

// by hash
Citizen.invokeNative('0xA5950E16B8F31052', ped, p1, duration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA5950E16B8F31052, ped, p1, duration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_USE_HORSE_MAP_COLLISION

- **Hash:** `0xEB72453B6F5B45B0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedUseHorseMapCollision`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_USE_HORSE_MAP_COLLISION

## Signature

```c
Any _SET_PED_USE_HORSE_MAP_COLLISION(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`Any`

## Description

Doesn't actually return anything.

## Usage

### Lua

```lua
local retval = SetPedUseHorseMapCollision(ped, toggle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB72453B6F5B45B0, ped, toggle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetPedUseHorseMapCollision(ped, toggle);

// by hash
const retval = Citizen.invokeNative('0xEB72453B6F5B45B0', ped, toggle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEB72453B6F5B45B0, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_USING_ACTION_MODE

- **Hash:** `0xD75ACCF5E0FB5367`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedUsingActionMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_USING_ACTION_MODE

## Signature

```c
void SET_PED_USING_ACTION_MODE(Ped ped, BOOL bActionModeEnabled, int p2, const char* action);
```

## Parameters

- `ped` (`Ped`)
- `bActionModeEnabled` (`BOOL`)
- `p2` (`int`)
- `action` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedUsingActionMode(ped, bActionModeEnabled, p2, action)

-- always available, by hash
Citizen.InvokeNative(0xD75ACCF5E0FB5367, ped, bActionModeEnabled, p2, action)
```

### JavaScript

```js
SetPedUsingActionMode(ped, bActionModeEnabled, p2, action);

// by hash
Citizen.invokeNative('0xD75ACCF5E0FB5367', ped, bActionModeEnabled, p2, action);
```

### C#

```csharp
Function.Call((Hash)0xD75ACCF5E0FB5367, ped, bActionModeEnabled, p2, action);
```

## See also

- [PED::IS_PED_USING_ACTION_MODE](https://natives.borderlinerp.com/natives/PED/IS_PED_USING_ACTION_MODE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_VARIATION_PRESET

- **Hash:** `0xFFA1594703ED27CA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedVariationPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PED_OUTFIT_PRESET`
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_VARIATION_PRESET

## Signature

```c
void _SET_PED_VARIATION_PRESET(Ped ped, int variationIndex);
```

## Parameters

- `ped` (`Ped`)
- `variationIndex` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets a predefined variation preset for the ped's appearance.
Works on ambient/population peds, mp_male, mp_female, and animals. Does not work on story characters such as Dutch, Sadie, or Arthur; use _EQUIP_META_PED_OUTFIT_PRESET for those.

*Source: VORPCORE RDR3natives*

doesnt seem to work on story characters possibly need to uese the metaped natives for those

## Usage

### Lua

```lua
SetPedVariationPreset(ped, variationIndex)

-- always available, by hash
Citizen.InvokeNative(0xFFA1594703ED27CA, ped, variationIndex)
```

### JavaScript

```js
SetPedVariationPreset(ped, variationIndex);

// by hash
Citizen.invokeNative('0xFFA1594703ED27CA', ped, variationIndex);
```

### C#

```csharp
Function.Call((Hash)0xFFA1594703ED27CA, ped, variationIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_PED_VISUAL_FIELD_CENTER_ANGLE

- **Hash:** `0x3B6405E8AB34A907`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedVisualFieldCenterAngle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_VISUAL_FIELD_CENTER_ANGLE

## Signature

```c
void SET_PED_VISUAL_FIELD_CENTER_ANGLE(Ped ped, float angle);
```

## Parameters

- `ped` (`Ped`)
- `angle` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedVisualFieldCenterAngle(ped, angle)

-- always available, by hash
Citizen.InvokeNative(0x3B6405E8AB34A907, ped, angle)
```

### JavaScript

```js
SetPedVisualFieldCenterAngle(ped, angle);

// by hash
Citizen.invokeNative('0x3B6405E8AB34A907', ped, angle + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3B6405E8AB34A907, ped, angle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_VISUAL_FIELD_MAX_ANGLE

- **Hash:** `0x70793BDCA1E854D4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedVisualFieldMaxAngle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_VISUAL_FIELD_MAX_ANGLE

## Signature

```c
void SET_PED_VISUAL_FIELD_MAX_ANGLE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedVisualFieldMaxAngle(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x70793BDCA1E854D4, ped, value)
```

### JavaScript

```js
SetPedVisualFieldMaxAngle(ped, value);

// by hash
Citizen.invokeNative('0x70793BDCA1E854D4', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x70793BDCA1E854D4, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_VISUAL_FIELD_MIN_ANGLE

- **Hash:** `0x2DB492222FB21E26`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedVisualFieldMinAngle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_VISUAL_FIELD_MIN_ANGLE

## Signature

```c
void SET_PED_VISUAL_FIELD_MIN_ANGLE(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedVisualFieldMinAngle(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x2DB492222FB21E26, ped, value)
```

### JavaScript

```js
SetPedVisualFieldMinAngle(ped, value);

// by hash
Citizen.invokeNative('0x2DB492222FB21E26', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2DB492222FB21E26, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_VISUAL_FIELD_PERIPHERAL_RANGE

- **Hash:** `0x9C74B0BC831B753A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedVisualFieldPeripheralRange`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_VISUAL_FIELD_PERIPHERAL_RANGE

## Signature

```c
void SET_PED_VISUAL_FIELD_PERIPHERAL_RANGE(Ped ped, float range);
```

## Parameters

- `ped` (`Ped`)
- `range` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedVisualFieldPeripheralRange(ped, range)

-- always available, by hash
Citizen.InvokeNative(0x9C74B0BC831B753A, ped, range)
```

### JavaScript

```js
SetPedVisualFieldPeripheralRange(ped, range);

// by hash
Citizen.invokeNative('0x9C74B0BC831B753A', ped, range + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9C74B0BC831B753A, ped, range);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_VOICE_VOLUME

- **Hash:** `0xD05AD61F242C626B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedVoiceVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_VOICE_VOLUME

## Signature

```c
void _SET_PED_VOICE_VOLUME(Ped ped, float volume);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`float`)

## Returns

`void`

## Description

_SET_PED_S* - _SET_PED_T*

## Usage

### Lua

```lua
SetPedVoiceVolume(ped, volume)

-- always available, by hash
Citizen.InvokeNative(0xD05AD61F242C626B, ped, volume)
```

### JavaScript

```js
SetPedVoiceVolume(ped, volume);

// by hash
Citizen.invokeNative('0xD05AD61F242C626B', ped, volume + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD05AD61F242C626B, ped, volume);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_WETNESS_AMOUNT

- **Hash:** `0xF9CFF5BB70E8A2CB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedWetnessAmount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_WETNESS_AMOUNT

## Signature

```c
void _SET_PED_WETNESS_AMOUNT(Ped ped, float amount);
```

## Parameters

- `ped` (`Ped`)
- `amount` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

To be used with SET_PED_WETNESS_HEIGHT, see R* Scripts

*Source: VORPCORE RDR3natives*

only works when you use SET_PED_WETNESS_HEIGHT first , if you do 0.0 (it resets) you need to apply again with SET_PED_WETNESS_HEIGHT to see the wetness effects again

## Usage

### Lua

```lua
SetPedWetnessAmount(ped, amount)

-- always available, by hash
Citizen.InvokeNative(0xF9CFF5BB70E8A2CB, ped, amount)
```

### JavaScript

```js
SetPedWetnessAmount(ped, amount);

// by hash
Citizen.invokeNative('0xF9CFF5BB70E8A2CB', ped, amount + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF9CFF5BB70E8A2CB, ped, amount);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::SET_PED_WETNESS_ENABLED_THIS_FRAME

- **Hash:** `0xB5485E4907B53019`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedWetnessEnabledThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_WETNESS_ENABLED_THIS_FRAME

## Signature

```c
void SET_PED_WETNESS_ENABLED_THIS_FRAME(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function

## Usage

### Lua

```lua
SetPedWetnessEnabledThisFrame(ped)

-- always available, by hash
Citizen.InvokeNative(0xB5485E4907B53019, ped)
```

### JavaScript

```js
SetPedWetnessEnabledThisFrame(ped);

// by hash
Citizen.invokeNative('0xB5485E4907B53019', ped);
```

### C#

```csharp
Function.Call((Hash)0xB5485E4907B53019, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_PED_WETNESS_HEIGHT

- **Hash:** `0x44CB6447D2571AA0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedWetnessHeight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_WETNESS_HEIGHT

## Signature

```c
void SET_PED_WETNESS_HEIGHT(Ped ped, float height);
```

## Parameters

- `ped` (`Ped`)
- `height` (`float`)

## Returns

`void`

## Description

It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.

## Usage

### Lua

```lua
SetPedWetnessHeight(ped, height)

-- always available, by hash
Citizen.InvokeNative(0x44CB6447D2571AA0, ped, height)
```

### JavaScript

```js
SetPedWetnessHeight(ped, height);

// by hash
Citizen.invokeNative('0x44CB6447D2571AA0', ped, height + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x44CB6447D2571AA0, ped, height);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PED_WRITHING_DURATION

- **Hash:** `0x4DB9D03AC4E1FA84`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedWrithingDuration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_WRITHING_DURATION

## Signature

```c
void _SET_PED_WRITHING_DURATION(Ped ped, float writhingDuration1, float writhingDuration2, int p3);
```

## Parameters

- `ped` (`Ped`)
- `writhingDuration1` (`float`)
- `writhingDuration2` (`float`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedWrithingDuration(ped, writhingDuration1, writhingDuration2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4DB9D03AC4E1FA84, ped, writhingDuration1, writhingDuration2, p3)
```

### JavaScript

```js
SetPedWrithingDuration(ped, writhingDuration1, writhingDuration2, p3);

// by hash
Citizen.invokeNative('0x4DB9D03AC4E1FA84', ped, writhingDuration1 + 0.0000001, writhingDuration2 + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x4DB9D03AC4E1FA84, ped, writhingDuration1, writhingDuration2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PELT_FOR_HORSE

- **Hash:** `0xA73F50E8796150D5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPeltForHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PELT_FOR_HORSE

## Signature

```c
void _SET_PELT_FOR_HORSE(Ped horse, int peltId);
```

## Parameters

- `horse` (`Ped`)
- `peltId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPeltForHorse(horse, peltId)

-- always available, by hash
Citizen.InvokeNative(0xA73F50E8796150D5, horse, peltId)
```

### JavaScript

```js
SetPeltForHorse(horse, peltId);

// by hash
Citizen.invokeNative('0xA73F50E8796150D5', horse, peltId);
```

### C#

```csharp
Function.Call((Hash)0xA73F50E8796150D5, horse, peltId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PELT_FOR_HORSE_BY_INVENTORY_ITEM

- **Hash:** `0xC412AA1C73111FE0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPeltForHorseByInventoryItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PELT_FOR_HORSE_BY_INVENTORY_ITEM

## Signature

```c
void _SET_PELT_FOR_HORSE_BY_INVENTORY_ITEM(Ped horse, Hash inventoryItem, Hash albedoHash, Hash normalHash, BOOL p4);
```

## Parameters

- `horse` (`Ped`)
- `inventoryItem` (`Hash`)
- `albedoHash` (`Hash`)
- `normalHash` (`Hash`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds a pelt to a horse from an inventoryItem hash and albedoHash, optionally normalHash textures.

*Source: VORPCORE RDR3natives*

Set the pelt of the animal to the back of the horse
EXAMPLE:
local mount = GetMountOwnedByPlayer(PlayerId())
Citizen.InvokeNative(0xC412AA1C73111FE0,mount,GetHashKey('PROVISION_DEER_HIDE_POOR'),GetHashKey('a_c_deer_01_uppr_000_c0_001_ab'),0,0)

## Usage

### Lua

```lua
SetPeltForHorseByInventoryItem(horse, inventoryItem, albedoHash, normalHash, p4)

-- always available, by hash
Citizen.InvokeNative(0xC412AA1C73111FE0, horse, inventoryItem, albedoHash, normalHash, p4)
```

### JavaScript

```js
SetPeltForHorseByInventoryItem(horse, inventoryItem, albedoHash, normalHash, p4);

// by hash
Citizen.invokeNative('0xC412AA1C73111FE0', horse, inventoryItem, albedoHash, normalHash, p4);
```

### C#

```csharp
Function.Call((Hash)0xC412AA1C73111FE0, horse, inventoryItem, albedoHash, normalHash, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*

---

# PED::_SET_PLAYER_ANTAGONIZE_DISABLED_FOR_PED

- **Hash:** `0x5708EDD71B50C008`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPlayerAntagonizeDisabledForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_ANTAGONIZE_DISABLED_FOR_PED

## Signature

```c
void _SET_PLAYER_ANTAGONIZE_DISABLED_FOR_PED(Ped ped, Player player, int duration);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerAntagonizeDisabledForPed(ped, player, duration)

-- always available, by hash
Citizen.InvokeNative(0x5708EDD71B50C008, ped, player, duration)
```

### JavaScript

```js
SetPlayerAntagonizeDisabledForPed(ped, player, duration);

// by hash
Citizen.invokeNative('0x5708EDD71B50C008', ped, player, duration);
```

### C#

```csharp
Function.Call((Hash)0x5708EDD71B50C008, ped, player, duration);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

- **Hash:** `0x9EFF3C91DF38304F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPlayerCurrentAnimalDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

## Signature

```c
Any _SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER(Player player, float modifier, int p2, int p3);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Any`

## Description

Animal Skin Quality Modifier
Params: p2 = 2, p3 = 3 in R* Scripts

## Usage

### Lua

```lua
local retval = SetPlayerCurrentAnimalDamageModifier(player, modifier, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9EFF3C91DF38304F, player, modifier, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetPlayerCurrentAnimalDamageModifier(player, modifier, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9EFF3C91DF38304F', player, modifier + 0.0000001, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9EFF3C91DF38304F, player, modifier, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/_GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER.md) — Returns animal skin quality modifier

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_PLAYER_DISMOUNT_TIMESTAMP

- **Hash:** `0xA691C10054275290`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPlayerDismountTimestamp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_DISMOUNT_TIMESTAMP

## Signature

```c
void _SET_PLAYER_DISMOUNT_TIMESTAMP(Ped mount, Player player, int dismountedTimestamp);
```

## Parameters

- `mount` (`Ped`)
- `player` (`Player`)
- `dismountedTimestamp` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

dismountTimer gets called with the data from `_GET_PLAYER_DISMOUNT_TIMESTAMP`

## Usage

### Lua

```lua
SetPlayerDismountTimestamp(mount, player, dismountedTimestamp)

-- always available, by hash
Citizen.InvokeNative(0xA691C10054275290, mount, player, dismountedTimestamp)
```

### JavaScript

```js
SetPlayerDismountTimestamp(mount, player, dismountedTimestamp);

// by hash
Citizen.invokeNative('0xA691C10054275290', mount, player, dismountedTimestamp);
```

### C#

```csharp
Function.Call((Hash)0xA691C10054275290, mount, player, dismountedTimestamp);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local size = 15
local struct = DataView.ArrayBuffer(size * 8)
struct:SetInt32(0, size)
local numLoot = Citizen.InvokeNative(0xB29C553BA582D09E, struct:Buffer(), `a_c_cow`, 0, 2, Citizen.ResultAsInteger())
if (numLoot > 0) then
for i = 1, numLoot do
local hash = struct:GetInt32(i * 8)
print(("i: %d: loot: %d"):format(i, hash))
end
end
```

## See also

- [PED::_GET_PLAYER_DISMOUNT_TIMESTAMP](https://natives.borderlinerp.com/natives/PED/_GET_PLAYER_DISMOUNT_TIMESTAMP.md) — Returns dismounted timestamp

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_PLAYER_GREET_DISABLED_FOR_PED

- **Hash:** `0x19173C3F15367B54`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPlayerGreetDisabledForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_GREET_DISABLED_FOR_PED

## Signature

```c
void _SET_PLAYER_GREET_DISABLED_FOR_PED(Ped ped, Player player, int duration);
```

## Parameters

- `ped` (`Ped`)
- `player` (`Player`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerGreetDisabledForPed(ped, player, duration)

-- always available, by hash
Citizen.InvokeNative(0x19173C3F15367B54, ped, player, duration)
```

### JavaScript

```js
SetPlayerGreetDisabledForPed(ped, player, duration);

// by hash
Citizen.invokeNative('0x19173C3F15367B54', ped, player, duration);
```

### C#

```csharp
Function.Call((Hash)0x19173C3F15367B54, ped, player, duration);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_POP_CONTROL_SPHERE_THIS_FRAME

- **Hash:** `0xD8C3BE3EE94CAF2D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPopControlSphereThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_POP_CONTROL_SPHERE_THIS_FRAME

## Signature

```c
void SET_POP_CONTROL_SPHERE_THIS_FRAME(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPopControlSphereThisFrame(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xD8C3BE3EE94CAF2D, p0, p1, p2, p3, p4)
```

### JavaScript

```js
SetPopControlSphereThisFrame(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xD8C3BE3EE94CAF2D', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xD8C3BE3EE94CAF2D, p0, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_RAGDOLL_BLOCKING_FLAGS

- **Hash:** `0x26695EC767728D84`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRagdollBlockingFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_RAGDOLL_BLOCKING_FLAGS

## Signature

```c
void SET_RAGDOLL_BLOCKING_FLAGS(Ped ped, int flags);
```

## Parameters

- `ped` (`Ped`)
- `flags` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/RAGDOLL_BLOCKING_FLAGS

flags:
enum eRagdollBlockingFlags
{
	RBF_BULLET_IMPACT = (1 << 0),
	RBF_VEHICLE_IMPACT = (1 << 1),
	RBF_FIRE = (1 << 2),
	RBF_ELECTROCUTION = (1 << 3),
	RBF_PLAYER_IMPACT = (1 << 4),
	RBF_EXPLOSION = (1 << 5),
	RBF_IMPACT_OBJECT = (1 << 6),
	RBF_MELEE = (1 << 7),
	RBF_RUBBER_BULLET = (1 << 8),
	RBF_FALLING = (1 << 9),
	RBF_WATER_JET = (1 << 10),
	RBF_DROWNING = (1 << 11),
	RBF_0x9F52E2C4 = (1 << 12),
	RBF_PLAYER_BUMP = (1 << 13),
	RBF_PLAYER_RAGDOLL_BUMP = (1 << 14),
	RBF_PED_RAGDOLL_BUMP = (1 << 15),
	RBF_VEHICLE_GRAB = (1 << 16),
	RBF_SMOKE_GRENADE = (1 << 17),
	RBF_HORSE_BUMP = (1 << 18),
	RBF_ACTIVATE_ON_COLLISION = (1 << 19)
};

## Usage

### Lua

```lua
SetRagdollBlockingFlags(ped, flags)

-- always available, by hash
Citizen.InvokeNative(0x26695EC767728D84, ped, flags)
```

### JavaScript

```js
SetRagdollBlockingFlags(ped, flags);

// by hash
Citizen.invokeNative('0x26695EC767728D84', ped, flags);
```

### C#

```csharp
Function.Call((Hash)0x26695EC767728D84, ped, flags);
```

## See also

- [PED::CLEAR_RAGDOLL_BLOCKING_FLAGS](https://natives.borderlinerp.com/natives/PED/CLEAR_RAGDOLL_BLOCKING_FLAGS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_RANDOM_OUTFIT_VARIATION

- **Hash:** `0x283978A15512B2FE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRandomOutfitVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_RANDOM_OUTFIT_VARIATION

## Signature

```c
void _SET_RANDOM_OUTFIT_VARIATION(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetRandomOutfitVariation(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x283978A15512B2FE, ped, p1)
```

### JavaScript

```js
SetRandomOutfitVariation(ped, p1);

// by hash
Citizen.invokeNative('0x283978A15512B2FE', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x283978A15512B2FE, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_RELATIONSHIP_BETWEEN_GROUPS

- **Hash:** `0xBF25EB89375A37AD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRelationshipBetweenGroups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_RELATIONSHIP_BETWEEN_GROUPS

## Signature

```c
void SET_RELATIONSHIP_BETWEEN_GROUPS(int relationship, Hash group1, Hash group2);
```

## Parameters

- `relationship` (`int`)
- `group1` (`Hash`)
- `group2` (`Hash`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

enum eRelationType
{
	ACQUAINTANCE_TYPE_PED_NONE = 0,
	ACQUAINTANCE_TYPE_PED_RESPECT = 1,
	ACQUAINTANCE_TYPE_PED_LIKE = 2,
	ACQUAINTANCE_TYPE_PED_IGNORE = 3,
	ACQUAINTANCE_TYPE_PED_DISLIKE = 4,
	ACQUAINTANCE_TYPE_PED_WANTED = 5,
	ACQUAINTANCE_TYPE_PED_HATE = 6,
	ACQUAINTANCE_TYPE_PED_DEAD = 7,
	ACQUAINTANCE_TYPE_PED_DISGUISE = 8,
	ACQUAINTANCE_TYPE_PED_THIEF = 9,
}; 

 https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eRelationType

## Usage

### Lua

```lua
SetRelationshipBetweenGroups(relationship, group1, group2)

-- always available, by hash
Citizen.InvokeNative(0xBF25EB89375A37AD, relationship, group1, group2)
```

### JavaScript

```js
SetRelationshipBetweenGroups(relationship, group1, group2);

// by hash
Citizen.invokeNative('0xBF25EB89375A37AD', relationship, group1, group2);
```

### C#

```csharp
Function.Call((Hash)0xBF25EB89375A37AD, relationship, group1, group2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eRelationType](https://natives.borderlinerp.com/enums/eRelationType.md) — 10 values

## See also

- [PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS](https://natives.borderlinerp.com/natives/PED/CLEAR_RELATIONSHIP_BETWEEN_GROUPS.md)
- [PED::GET_RELATIONSHIP_BETWEEN_GROUPS](https://natives.borderlinerp.com/natives/PED/GET_RELATIONSHIP_BETWEEN_GROUPS.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED

- **Hash:** `0xDC91F22F09BC6C2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRelationshipGroupScriptRegistered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED

## Signature

```c
void _SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED(Hash group, BOOL unregister);
```

## Parameters

- `group` (`Hash`)
- `unregister` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Registers/unregisters a relationship group as a script resource (type 0x24).
Pass false to register, true to unregister.

*Source: VORPCORE RDR3natives*

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_GAME
_SET_RELATIONSHIP_*

## Usage

### Lua

```lua
SetRelationshipGroupScriptRegistered(group, unregister)

-- always available, by hash
Citizen.InvokeNative(0xDC91F22F09BC6C2F, group, unregister)
```

### JavaScript

```js
SetRelationshipGroupScriptRegistered(group, unregister);

// by hash
Citizen.invokeNative('0xDC91F22F09BC6C2F', group, unregister);
```

### C#

```csharp
Function.Call((Hash)0xDC91F22F09BC6C2F, group, unregister);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_REMOVE_PED_NETWORKED

- **Hash:** `0x39A2FC5AF55A52B1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRemovePedNetworked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_REMOVE_PED_NETWORKED

## Signature

```c
void _SET_REMOVE_PED_NETWORKED(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetRemovePedNetworked(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x39A2FC5AF55A52B1, ped, p1)
```

### JavaScript

```js
SetRemovePedNetworked(ped, p1);

// by hash
Citizen.invokeNative('0x39A2FC5AF55A52B1', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x39A2FC5AF55A52B1, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_SCENARIO_ANIMAL_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0xDB48E99F8E064E56`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioAnimalDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_SCENARIO_ANIMAL_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void _SET_SCENARIO_ANIMAL_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioAnimalDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xDB48E99F8E064E56, multiplier)
```

### JavaScript

```js
SetScenarioAnimalDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0xDB48E99F8E064E56', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDB48E99F8E064E56, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_SCENARIO_HUMAN_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0x28CB6391ACEDD9DB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioHumanDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_SCENARIO_HUMAN_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void _SET_SCENARIO_HUMAN_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioHumanDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x28CB6391ACEDD9DB, multiplier)
```

### JavaScript

```js
SetScenarioHumanDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0x28CB6391ACEDD9DB', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x28CB6391ACEDD9DB, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0x7A556143A1C03898`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioPedDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPedDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x7A556143A1C03898, multiplier)
```

### JavaScript

```js
SetScenarioPedDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0x7A556143A1C03898', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7A556143A1C03898, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_SCENARIO_PED_DENSITY_THIS_FRAME

- **Hash:** `0x95423627A9CA598E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioPedDensityThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_SCENARIO_PED_DENSITY_THIS_FRAME

## Signature

```c
void _SET_SCENARIO_PED_DENSITY_THIS_FRAME(Hash configHash);
```

## Parameters

- `configHash` (`Hash`)

## Returns

`void`

## Description

Sets the scenario ped density to the given config.

Valid configs:
- BLACKWATER
- DEFAULT
- NEWBORDEAUX
- RHODES
- STRAWBERRY
- TUMBLEWEED
- VALENTINE
- VANHORN

See common/data/ai/densityscoringconfigs.meta for more information.

## Usage

### Lua

```lua
SetScenarioPedDensityThisFrame(configHash)

-- always available, by hash
Citizen.InvokeNative(0x95423627A9CA598E, configHash)
```

### JavaScript

```js
SetScenarioPedDensityThisFrame(configHash);

// by hash
Citizen.invokeNative('0x95423627A9CA598E', configHash);
```

### C#

```csharp
Function.Call((Hash)0x95423627A9CA598E, configHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_SCENARIO_PED_RANGE_MULTIPLIER_THIS_FRAME

- **Hash:** `0xA77FA7BE9312F8C0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioPedRangeMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_SCENARIO_PED_RANGE_MULTIPLIER_THIS_FRAME

## Signature

```c
void _SET_SCENARIO_PED_RANGE_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPedRangeMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xA77FA7BE9312F8C0, multiplier)
```

### JavaScript

```js
SetScenarioPedRangeMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0xA77FA7BE9312F8C0', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA77FA7BE9312F8C0, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_SCENARIO_PED_VOLUME_REFERENCE

- **Hash:** `0x9E3842E5DAD69F80`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioPedVolumeReference`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_SCENARIO_PED_VOLUME_REFERENCE

## Signature

```c
void _SET_SCENARIO_PED_VOLUME_REFERENCE(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Registers the given volume with ped/scenario systems (stores a global ref). Used by SP scripts to keep a volume alive; calling again replaces the previous ref.

*Source: VORPCORE RDR3natives*

Only used in SP R* Script loanshark_hunter

## Usage

### Lua

```lua
SetScenarioPedVolumeReference(volume)

-- always available, by hash
Citizen.InvokeNative(0x9E3842E5DAD69F80, volume)
```

### JavaScript

```js
SetScenarioPedVolumeReference(volume);

// by hash
Citizen.invokeNative('0x9E3842E5DAD69F80', volume);
```

### C#

```csharp
Function.Call((Hash)0x9E3842E5DAD69F80, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_STAGED_PED_FLAG

- **Hash:** `0x028E7B3BBA0BD2FC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetStagedPedFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_STAGED_PED_FLAG

## Signature

```c
void _SET_STAGED_PED_FLAG(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets ScriptData bit 0x8000 on the ped (one-way). Used by scripts to mark a staged/special ped (e.g., scripted corpse) affecting cleanup/interaction.

*Source: VORPCORE RDR3natives*

_SET_ST* - _SET_SW* Sets a ped config flag for the specified ped

## Usage

### Lua

```lua
SetStagedPedFlag(ped)

-- always available, by hash
Citizen.InvokeNative(0x028E7B3BBA0BD2FC, ped)
```

### JavaScript

```js
SetStagedPedFlag(ped);

// by hash
Citizen.invokeNative('0x028E7B3BBA0BD2FC', ped);
```

### C#

```csharp
Function.Call((Hash)0x028E7B3BBA0BD2FC, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PED::_SET_STAMINA_DEPLETION_MULTIPLIER

- **Hash:** `0xEF5A3D2285D8924B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetStaminaDepletionMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_STAMINA_DEPLETION_MULTIPLIER

## Signature

```c
void _SET_STAMINA_DEPLETION_MULTIPLIER(Ped ped, int multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetStaminaDepletionMultiplier(ped, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xEF5A3D2285D8924B, ped, multiplier)
```

### JavaScript

```js
SetStaminaDepletionMultiplier(ped, multiplier);

// by hash
Citizen.invokeNative('0xEF5A3D2285D8924B', ped, multiplier);
```

### C#

```csharp
Function.Call((Hash)0xEF5A3D2285D8924B, ped, multiplier);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_STAMINA_DEPLETION_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_GET_STAMINA_DEPLETION_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_STAMINA_RECHARGE_MULTIPLIER

- **Hash:** `0x345C9F993A8AB4A4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetStaminaRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_STAMINA_RECHARGE_MULTIPLIER

## Signature

```c
void _SET_STAMINA_RECHARGE_MULTIPLIER(Ped ped, int multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetStaminaRechargeMultiplier(ped, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x345C9F993A8AB4A4, ped, multiplier)
```

### JavaScript

```js
SetStaminaRechargeMultiplier(ped, multiplier);

// by hash
Citizen.invokeNative('0x345C9F993A8AB4A4', ped, multiplier);
```

### C#

```csharp
Function.Call((Hash)0x345C9F993A8AB4A4, ped, multiplier);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_STAMINA_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PED/_GET_STAMINA_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TANK_ATTRIBUTE_SIZE

- **Hash:** `0x7FF72DE061DF55E2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTankAttributeSize`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TANK_ATTRIBUTE_SIZE

## Signature

```c
void _SET_TANK_ATTRIBUTE_SIZE(Ped ped, int attributeIndex, float size);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)
- `size` (`float`)

## Returns

`void`

## Description

Size will be permanent

## Usage

### Lua

```lua
SetTankAttributeSize(ped, attributeIndex, size)

-- always available, by hash
Citizen.InvokeNative(0x7FF72DE061DF55E2, ped, attributeIndex, size)
```

### JavaScript

```js
SetTankAttributeSize(ped, attributeIndex, size);

// by hash
Citizen.invokeNative('0x7FF72DE061DF55E2', ped, attributeIndex, size + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7FF72DE061DF55E2, ped, attributeIndex, size);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_ALPHA

- **Hash:** `0x6C76BC24F8BB709A`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerAlpha`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_ALPHA

## Signature

```c
void _SET_TEXTURE_LAYER_ALPHA(int textureId, int layerId, float texAlpha);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `texAlpha` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerAlpha(textureId, layerId, texAlpha)

-- always available, by hash
Citizen.InvokeNative(0x6C76BC24F8BB709A, textureId, layerId, texAlpha)
```

### JavaScript

```js
SetTextureLayerAlpha(textureId, layerId, texAlpha);

// by hash
Citizen.invokeNative('0x6C76BC24F8BB709A', textureId, layerId, texAlpha + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6C76BC24F8BB709A, textureId, layerId, texAlpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_MOD

- **Hash:** `0xF2EA041F1146D75B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerMod`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_MOD

## Signature

```c
void _SET_TEXTURE_LAYER_MOD(int textureId, int layerId, Hash modTextureHash, float modAlpha, int modChannel);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `modTextureHash` (`Hash`)
- `modAlpha` (`float`)
- `modChannel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel)

-- always available, by hash
Citizen.InvokeNative(0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel)
```

### JavaScript

```js
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel);

// by hash
Citizen.invokeNative('0xF2EA041F1146D75B', textureId, layerId, modTextureHash, modAlpha + 0.0000001, modChannel);
```

### C#

```csharp
Function.Call((Hash)0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_PALLETE

- **Hash:** `0x1ED8588524AC9BE1`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerPallete`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_PALLETE

## Signature

```c
void _SET_TEXTURE_LAYER_PALLETE(int textureId, int layerId, Hash paletteHash);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `paletteHash` (`Hash`)

## Returns

`void`

## Description

paletteHash: https://raw.githubusercontent.com/femga/rdr3_discoveries/master/clothes/cloth_color_palletes.lua

## Usage

### Lua

```lua
SetTextureLayerPallete(textureId, layerId, paletteHash)

-- always available, by hash
Citizen.InvokeNative(0x1ED8588524AC9BE1, textureId, layerId, paletteHash)
```

### JavaScript

```js
SetTextureLayerPallete(textureId, layerId, paletteHash);

// by hash
Citizen.invokeNative('0x1ED8588524AC9BE1', textureId, layerId, paletteHash);
```

### C#

```csharp
Function.Call((Hash)0x1ED8588524AC9BE1, textureId, layerId, paletteHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_ROUGHNESS

- **Hash:** `0x057C4F092E2298BE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerRoughness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_ROUGHNESS

## Signature

```c
void _SET_TEXTURE_LAYER_ROUGHNESS(int textureId, int layerId, float texRough);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `texRough` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerRoughness(textureId, layerId, texRough)

-- always available, by hash
Citizen.InvokeNative(0x057C4F092E2298BE, textureId, layerId, texRough)
```

### JavaScript

```js
SetTextureLayerRoughness(textureId, layerId, texRough);

// by hash
Citizen.invokeNative('0x057C4F092E2298BE', textureId, layerId, texRough + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x057C4F092E2298BE, textureId, layerId, texRough);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_SHEET_GRID_INDEX

- **Hash:** `0x3329AAE2882FC8E4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerSheetGridIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_SHEET_GRID_INDEX

## Signature

```c
void _SET_TEXTURE_LAYER_SHEET_GRID_INDEX(int textureId, int layerId, int sheetGridIndex);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `sheetGridIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerSheetGridIndex(textureId, layerId, sheetGridIndex)

-- always available, by hash
Citizen.InvokeNative(0x3329AAE2882FC8E4, textureId, layerId, sheetGridIndex)
```

### JavaScript

```js
SetTextureLayerSheetGridIndex(textureId, layerId, sheetGridIndex);

// by hash
Citizen.invokeNative('0x3329AAE2882FC8E4', textureId, layerId, sheetGridIndex);
```

### C#

```csharp
Function.Call((Hash)0x3329AAE2882FC8E4, textureId, layerId, sheetGridIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_TEXTURE_MAP

- **Hash:** `0x253A63B5BADBC398`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerTextureMap`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_TEXTURE_MAP

## Signature

```c
void _SET_TEXTURE_LAYER_TEXTURE_MAP(int textureId, int layerId, Hash albedoHash, Hash normalHash, Hash materialHash);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `albedoHash` (`Hash`)
- `normalHash` (`Hash`)
- `materialHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerTextureMap(textureId, layerId, albedoHash, normalHash, materialHash)

-- always available, by hash
Citizen.InvokeNative(0x253A63B5BADBC398, textureId, layerId, albedoHash, normalHash, materialHash)
```

### JavaScript

```js
SetTextureLayerTextureMap(textureId, layerId, albedoHash, normalHash, materialHash);

// by hash
Citizen.invokeNative('0x253A63B5BADBC398', textureId, layerId, albedoHash, normalHash, materialHash);
```

### C#

```csharp
Function.Call((Hash)0x253A63B5BADBC398, textureId, layerId, albedoHash, normalHash, materialHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_LAYER_TINT

- **Hash:** `0x2DF59FFE6FFD6044`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerTint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_TINT

## Signature

```c
void _SET_TEXTURE_LAYER_TINT(int textureId, int layerId, int tint0, int tint1, int tint2);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `tint0` (`int`)
- `tint1` (`int`)
- `tint2` (`int`)

## Returns

`void`

## Description

Seem color is not RGB or HSV

## Usage

### Lua

```lua
SetTextureLayerTint(textureId, layerId, tint0, tint1, tint2)

-- always available, by hash
Citizen.InvokeNative(0x2DF59FFE6FFD6044, textureId, layerId, tint0, tint1, tint2)
```

### JavaScript

```js
SetTextureLayerTint(textureId, layerId, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0x2DF59FFE6FFD6044', textureId, layerId, tint0, tint1, tint2);
```

### C#

```csharp
Function.Call((Hash)0x2DF59FFE6FFD6044, textureId, layerId, tint0, tint1, tint2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TEXTURE_OUTFIT_TINTS

- **Hash:** `0x4EFC1F8FF1AD94DE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureOutfitTints`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_OUTFIT_TINTS

## Signature

```c
void _SET_TEXTURE_OUTFIT_TINTS(Ped ped, Hash componentCategory, Hash palette, int tint0, int tint1, int tint2);
```

## Parameters

- `ped` (`Ped`)
- `componentCategory` (`Hash`)
- `palette` (`Hash`)
- `tint0` (`int`)
- `tint1` (`int`)
- `tint2` (`int`)

## Returns

`void`

## Description

Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED

## Usage

### Lua

```lua
SetTextureOutfitTints(ped, componentCategory, palette, tint0, tint1, tint2)

-- always available, by hash
Citizen.InvokeNative(0x4EFC1F8FF1AD94DE, ped, componentCategory, palette, tint0, tint1, tint2)
```

### JavaScript

```js
SetTextureOutfitTints(ped, componentCategory, palette, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0x4EFC1F8FF1AD94DE', ped, componentCategory, palette, tint0, tint1, tint2);
```

### C#

```csharp
Function.Call((Hash)0x4EFC1F8FF1AD94DE, ped, componentCategory, palette, tint0, tint1, tint2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TOTAL_PED_DAMAGE_FALLOFF_BONUS

- **Hash:** `0x932786CE3C76477C`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTotalPedDamageFalloffBonus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TOTAL_PED_DAMAGE_FALLOFF_BONUS

## Signature

```c
void _SET_TOTAL_PED_DAMAGE_FALLOFF_BONUS(Ped ped, float bonus);
```

## Parameters

- `ped` (`Ped`)
- `bonus` (`float`)

## Returns

`void`

## Description

_SET_W(EAPON?)*

## Usage

### Lua

```lua
SetTotalPedDamageFalloffBonus(ped, bonus)

-- always available, by hash
Citizen.InvokeNative(0x932786CE3C76477C, ped, bonus)
```

### JavaScript

```js
SetTotalPedDamageFalloffBonus(ped, bonus);

// by hash
Citizen.invokeNative('0x932786CE3C76477C', ped, bonus + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x932786CE3C76477C, ped, bonus);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SET_TOTAL_PED_DAMAGE_FROM_AI

- **Hash:** `0x73B6F907B913C860`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTotalPedDamageFromAi`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TOTAL_PED_DAMAGE_FROM_AI

## Signature

```c
void _SET_TOTAL_PED_DAMAGE_FROM_AI(Ped ped, float totalDamage);
```

## Parameters

- `ped` (`Ped`)
- `totalDamage` (`float`)

## Returns

`void`

## Description

_SET_W(EAPON?)*

## Usage

### Lua

```lua
SetTotalPedDamageFromAi(ped, totalDamage)

-- always available, by hash
Citizen.InvokeNative(0x73B6F907B913C860, ped, totalDamage)
```

### JavaScript

```js
SetTotalPedDamageFromAi(ped, totalDamage);

// by hash
Citizen.invokeNative('0x73B6F907B913C860', ped, totalDamage + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x73B6F907B913C860, ped, totalDamage);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_GET_TOTAL_PED_DAMAGE_FROM_AI](https://natives.borderlinerp.com/natives/PED/_GET_TOTAL_PED_DAMAGE_FROM_AI.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SHOOT_TRIGGER_AT_COORDS

- **Hash:** `0x4C57F27D1554E6B0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ShootTriggerAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SHOOT_TRIGGER_AT_COORDS

## Signature

```c
Any _SHOOT_TRIGGER_AT_COORDS(Ped ped, float x, float y, float z, int p4, float p5, int p6, float p7);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`int`)
- `p5` (`float`)
- `p6` (`int`)
- `p7` (`float`)

## Returns

`Any`

## Description

Triggers a gunshot
Params: p5 = -1 in R* Scripts

## Usage

### Lua

```lua
local retval = ShootTriggerAtCoords(ped, x, y, z, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C57F27D1554E6B0, ped, x, y, z, p4, p5, p6, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ShootTriggerAtCoords(ped, x, y, z, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0x4C57F27D1554E6B0', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4, p5 + 0.0000001, p6, p7 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C57F27D1554E6B0, ped, x, y, z, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_CANCEL_SEARCH

- **Hash:** `0xFEE4A5459472A9F8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsCancelSearch`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_CANCEL_SEARCH

## Signature

```c
void SPAWNPOINTS_CANCEL_SEARCH();
```

## Returns

`void`

## Usage

### Lua

```lua
SpawnpointsCancelSearch()

-- always available, by hash
Citizen.InvokeNative(0xFEE4A5459472A9F8)
```

### JavaScript

```js
SpawnpointsCancelSearch();

// by hash
Citizen.invokeNative('0xFEE4A5459472A9F8');
```

### C#

```csharp
Function.Call((Hash)0xFEE4A5459472A9F8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_GET_NUM_SEARCH_RESULTS

- **Hash:** `0xA635C11B8C44AFC2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsGetNumSearchResults`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_GET_NUM_SEARCH_RESULTS

## Signature

```c
int SPAWNPOINTS_GET_NUM_SEARCH_RESULTS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = SpawnpointsGetNumSearchResults()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA635C11B8C44AFC2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SpawnpointsGetNumSearchResults();

// by hash
const retval = Citizen.invokeNative('0xA635C11B8C44AFC2', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA635C11B8C44AFC2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_GET_SEARCH_RESULT

- **Hash:** `0x280C7E3AC7F56E90`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsGetSearchResult`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_GET_SEARCH_RESULT

## Signature

```c
void SPAWNPOINTS_GET_SEARCH_RESULT(int randomInt, float* x, Any* y, float* z);
```

## Parameters

- `randomInt` (`int`)
- `x` (`float*`)
- `y` (`Any*`)
- `z` (`float*`)

## Returns

`void`

## Usage

### Lua

```lua
local x, y, z = SpawnpointsGetSearchResult(randomInt)

-- always available, by hash
local x, y, z = Citizen.InvokeNative(0x280C7E3AC7F56E90, randomInt, Citizen.PointerValueFloat(), Citizen.PointerValueInt(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [x, y, z] = SpawnpointsGetSearchResult(randomInt);

// by hash
const [x, y, z] = Citizen.invokeNative('0x280C7E3AC7F56E90', randomInt, Citizen.pointerValueFloat(), Citizen.pointerValueInt(), Citizen.pointerValueFloat());
```

### C#

```csharp
var x = new OutputArgument();
var y = new OutputArgument();
var z = new OutputArgument();
Function.Call((Hash)0x280C7E3AC7F56E90, randomInt, x, y, z);
// x.GetResult<float>()
// y.GetResult<int>()
// z.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_GET_SEARCH_RESULT_FLAGS

- **Hash:** `0xB782F8238512BAD5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsGetSearchResultFlags`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_GET_SEARCH_RESULT_FLAGS

## Signature

```c
void SPAWNPOINTS_GET_SEARCH_RESULT_FLAGS(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = SpawnpointsGetSearchResultFlags(p0, p1)

-- always available, by hash
local p1 = Citizen.InvokeNative(0xB782F8238512BAD5, p0, Citizen.PointerValueIntInitialized(p1))
```

### JavaScript

```js
const p1 = SpawnpointsGetSearchResultFlags(p0, p1);

// by hash
const p1 = Citizen.invokeNative('0xB782F8238512BAD5', p0, Citizen.pointerValueIntInitialized(p1));
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0xB782F8238512BAD5, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_IS_SEARCH_ACTIVE

- **Hash:** `0x3C67506996001F5E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsIsSearchActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_IS_SEARCH_ACTIVE

## Signature

```c
BOOL SPAWNPOINTS_IS_SEARCH_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpawnpointsIsSearchActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3C67506996001F5E, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpawnpointsIsSearchActive();

// by hash
const retval = Citizen.invokeNative('0x3C67506996001F5E', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3C67506996001F5E);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_IS_SEARCH_COMPLETE

- **Hash:** `0xA586FBEB32A53DBB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsIsSearchComplete`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_IS_SEARCH_COMPLETE

## Signature

```c
BOOL SPAWNPOINTS_IS_SEARCH_COMPLETE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpawnpointsIsSearchComplete()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA586FBEB32A53DBB, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpawnpointsIsSearchComplete();

// by hash
const retval = Citizen.invokeNative('0xA586FBEB32A53DBB', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA586FBEB32A53DBB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_IS_SEARCH_FAILED

- **Hash:** `0xF445DE8DA80A1792`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsIsSearchFailed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_IS_SEARCH_FAILED

## Signature

```c
BOOL SPAWNPOINTS_IS_SEARCH_FAILED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpawnpointsIsSearchFailed()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF445DE8DA80A1792, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpawnpointsIsSearchFailed();

// by hash
const retval = Citizen.invokeNative('0xF445DE8DA80A1792', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF445DE8DA80A1792);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_START_SEARCH

- **Hash:** `0x2DF9038C90AD5264`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsStartSearch`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_START_SEARCH

## Signature

```c
void SPAWNPOINTS_START_SEARCH(float x, float y, float z, float width, float p4, int spawnpointsFlag, float p6, int duration, float p8);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `width` (`float`)
- `p4` (`float`)
- `spawnpointsFlag` (`int`)
- `p6` (`float`)
- `duration` (`int`)
- `p8` (`float`)

## Returns

`void`

## Description

Params: p4 = 35.f, duration = 5000 in R* Scripts

## Usage

### Lua

```lua
SpawnpointsStartSearch(x, y, z, width, p4, spawnpointsFlag, p6, duration, p8)

-- always available, by hash
Citizen.InvokeNative(0x2DF9038C90AD5264, x, y, z, width, p4, spawnpointsFlag, p6, duration, p8)
```

### JavaScript

```js
SpawnpointsStartSearch(x, y, z, width, p4, spawnpointsFlag, p6, duration, p8);

// by hash
Citizen.invokeNative('0x2DF9038C90AD5264', x + 0.0000001, y + 0.0000001, z + 0.0000001, width + 0.0000001, p4 + 0.0000001, spawnpointsFlag, p6 + 0.0000001, duration, p8 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2DF9038C90AD5264, x, y, z, width, p4, spawnpointsFlag, p6, duration, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA

- **Hash:** `0xB2AFF10216DEFA2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsStartSearchInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA

## Signature

```c
void SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width, int spawnpointsFlag, float p8, int duration, float p10);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `width` (`float`)
- `spawnpointsFlag` (`int`)
- `p8` (`float`)
- `duration` (`int`)
- `p10` (`float`)

## Returns

`void`

## Description

Searching area between coords 1 and 2

## Usage

### Lua

```lua
SpawnpointsStartSearchInAngledArea(x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10)

-- always available, by hash
Citizen.InvokeNative(0xB2AFF10216DEFA2F, x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10)
```

### JavaScript

```js
SpawnpointsStartSearchInAngledArea(x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10);

// by hash
Citizen.invokeNative('0xB2AFF10216DEFA2F', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, width + 0.0000001, spawnpointsFlag, p8 + 0.0000001, duration, p10 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB2AFF10216DEFA2F, x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_SPAWNPOINTS_START_SEARCH_WITH_VOLUME

- **Hash:** `0x83ED1FC9DF3411F5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsStartSearchWithVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_SPAWNPOINTS_START_SEARCH_WITH_VOLUME

## Signature

```c
void _SPAWNPOINTS_START_SEARCH_WITH_VOLUME(Volume volume, int spawnpointsFlag, float p2, int duration, float p4);
```

## Parameters

- `volume` (`Volume`)
- `spawnpointsFlag` (`int`)
- `p2` (`float`)
- `duration` (`int`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SpawnpointsStartSearchWithVolume(volume, spawnpointsFlag, p2, duration, p4)

-- always available, by hash
Citizen.InvokeNative(0x83ED1FC9DF3411F5, volume, spawnpointsFlag, p2, duration, p4)
```

### JavaScript

```js
SpawnpointsStartSearchWithVolume(volume, spawnpointsFlag, p2, duration, p4);

// by hash
Citizen.invokeNative('0x83ED1FC9DF3411F5', volume, spawnpointsFlag, p2 + 0.0000001, duration, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x83ED1FC9DF3411F5, volume, spawnpointsFlag, p2, duration, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::SPECIAL_FUNCTION_DO_NOT_USE

- **Hash:** `0xF9ACF4A08098EA25`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpecialFunctionDoNotUse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPECIAL_FUNCTION_DO_NOT_USE

## Signature

```c
void SPECIAL_FUNCTION_DO_NOT_USE(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SpecialFunctionDoNotUse(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xF9ACF4A08098EA25, ped, p1)
```

### JavaScript

```js
SpecialFunctionDoNotUse(ped, p1);

// by hash
Citizen.invokeNative('0xF9ACF4A08098EA25', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xF9ACF4A08098EA25, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::TIME_SINCE_PED_LAST_SHOT

- **Hash:** `0x285D36C5C72B0569`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `TimeSincePedLastShot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/TIME_SINCE_PED_LAST_SHOT

## Signature

```c
float TIME_SINCE_PED_LAST_SHOT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

Returns time since the specified ped last shot, in seconds. (fPlayerJustShotTime)

## Usage

### Lua

```lua
local retval = TimeSincePedLastShot(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x285D36C5C72B0569, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x285D36C5C72B0569', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x285D36C5C72B0569, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_TOGGLE_PLAYER_PED_FLINCH

- **Hash:** `0x09E378C52B1433B5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `TogglePlayerPedFlinch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_TOGGLE_PLAYER_PED_FLINCH

## Signature

```c
void _TOGGLE_PLAYER_PED_FLINCH(Ped ped, float x, float y, float z, float scale);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `scale` (`float`)

## Returns

`void`

## Description

_TOGGLE_S* - _UPDATE_*

## Usage

### Lua

```lua
TogglePlayerPedFlinch(ped, x, y, z, scale)

-- always available, by hash
Citizen.InvokeNative(0x09E378C52B1433B5, ped, x, y, z, scale)
```

### JavaScript

```js
TogglePlayerPedFlinch(ped, x, y, z, scale);

// by hash
Citizen.invokeNative('0x09E378C52B1433B5', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x09E378C52B1433B5, ped, x, y, z, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::TOGGLE_SCENARIO_PED_COWER_IN_PLACE

- **Hash:** `0x9A77DFD295E29B09`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ToggleScenarioPedCowerInPlace`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/TOGGLE_SCENARIO_PED_COWER_IN_PLACE

## Signature

```c
void TOGGLE_SCENARIO_PED_COWER_IN_PLACE(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

If toggle is true, when the ped is using a scenario he will stop it and become scared
If toggle is false, the ped will not be scared anymore and continue his scenario

Old name: _SET_PED_SCARED_WHEN_USING_SCENARIO

## Usage

### Lua

```lua
ToggleScenarioPedCowerInPlace(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9A77DFD295E29B09, ped, toggle)
```

### JavaScript

```js
ToggleScenarioPedCowerInPlace(ped, toggle);

// by hash
Citizen.invokeNative('0x9A77DFD295E29B09', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9A77DFD295E29B09, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_UNRESERVE_AMBIENT_PEDS

- **Hash:** `0x7D4E70A67A651C71`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UnreserveAmbientPeds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_UNRESERVE_AMBIENT_PEDS

## Signature

```c
void _UNRESERVE_AMBIENT_PEDS(int numPeds);
```

## Parameters

- `numPeds` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UnreserveAmbientPeds(numPeds)

-- always available, by hash
Citizen.InvokeNative(0x7D4E70A67A651C71, numPeds)
```

### JavaScript

```js
UnreserveAmbientPeds(numPeds);

// by hash
Citizen.invokeNative('0x7D4E70A67A651C71', numPeds);
```

### C#

```csharp
Function.Call((Hash)0x7D4E70A67A651C71, numPeds);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_RESERVE_AMBIENT_PEDS](https://natives.borderlinerp.com/natives/PED/_RESERVE_AMBIENT_PEDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_UPDATE_ANIMAL_DAMAGE_MODIFIER

- **Hash:** `0x0F9E754EBE8FDBFA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UpdateAnimalDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_UPDATE_ANIMAL_DAMAGE_MODIFIER

## Signature

```c
void _UPDATE_ANIMAL_DAMAGE_MODIFIER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
UpdateAnimalDamageModifier(player)

-- always available, by hash
Citizen.InvokeNative(0x0F9E754EBE8FDBFA, player)
```

### JavaScript

```js
UpdateAnimalDamageModifier(player);

// by hash
Citizen.invokeNative('0x0F9E754EBE8FDBFA', player);
```

### C#

```csharp
Function.Call((Hash)0x0F9E754EBE8FDBFA, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_UPDATE_PED_TEXTURE

- **Hash:** `0x92DAABA2C1C10B0E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UpdatePedTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_UPDATE_PED_TEXTURE

## Signature

```c
void _UPDATE_PED_TEXTURE(int textureId);
```

## Parameters

- `textureId` (`int`)

## Returns

`void`

## Description

Should be called at least once for any new texture override.
Otherwise component textures will be just black.
Also needs to be called for updating any ped overlays to apply the changes.

## Usage

### Lua

```lua
UpdatePedTexture(textureId)

-- always available, by hash
Citizen.InvokeNative(0x92DAABA2C1C10B0E, textureId)
```

### JavaScript

```js
UpdatePedTexture(textureId);

// by hash
Citizen.invokeNative('0x92DAABA2C1C10B0E', textureId);
```

### C#

```csharp
Function.Call((Hash)0x92DAABA2C1C10B0E, textureId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PED::_RESET_PED_TEXTURE](https://natives.borderlinerp.com/natives/PED/_RESET_PED_TEXTURE.md) — Removes every texture layer but the base layer Clearing texture's data: setting params to default values, but keep overlays.
- [PED::_CLEAR_PED_TEXTURE](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_TEXTURE.md) — Removes every texture layer Old Name: _RESET_PED_TEXTURE_2

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_UPDATE_PED_VARIATION

- **Hash:** `0xCC8CA3E88256E58F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UpdatePedVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_UPDATE_PED_VARIATION

## Signature

```c
void _UPDATE_PED_VARIATION(Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

Update variation on ped, needed after first creation, or when component or texture/overlay is changed

## Usage

### Lua

```lua
UpdatePedVariation(ped, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xCC8CA3E88256E58F, ped, p1, p2, p3, p4, p5)
```

### JavaScript

```js
UpdatePedVariation(ped, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xCC8CA3E88256E58F', ped, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xCC8CA3E88256E58F, ped, p1, p2, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_UPDATE_PED_WOUND_EFFECT

- **Hash:** `0x66B1CB778D911F49`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UpdatePedWoundEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_UPDATE_PED_WOUND_EFFECT

## Signature

```c
void _UPDATE_PED_WOUND_EFFECT(Ped ped, float value);
```

## Parameters

- `ped` (`Ped`)
- `value` (`float`)

## Returns

`void`

## Description

Params: 0.0f to remove wound effects

## Usage

### Lua

```lua
UpdatePedWoundEffect(ped, value)

-- always available, by hash
Citizen.InvokeNative(0x66B1CB778D911F49, ped, value)
```

### JavaScript

```js
UpdatePedWoundEffect(ped, value);

// by hash
Citizen.invokeNative('0x66B1CB778D911F49', ped, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x66B1CB778D911F49, ped, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PED::_UPDATE_SHOP_ITEM_WEARABLE_STATE

- **Hash:** `0x66B957AAC2EAAEAB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UpdateShopItemWearableState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_UPDATE_SHOP_ITEM_WEARABLE_STATE

## Signature

```c
void _UPDATE_SHOP_ITEM_WEARABLE_STATE(Ped ped, Hash componentHash, Hash wearableState, int p3, BOOL isMp, int p5);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `wearableState` (`Hash`)
- `p3` (`int`)
- `isMp` (`BOOL`)
- `p5` (`int`)

## Returns

`void`

## Description

Possible way to pull up / down bandana for male and female models: https://imgur.com/a/Zr4pjze
Params: p3 = 0, p4 = true, p5 = 1
wearableState: https://github.com/Jump-On-Studios/RedM-jo_libs/blob/main/jo_libs/modules/component/g_client.lua#L138

## Usage

### Lua

```lua
UpdateShopItemWearableState(ped, componentHash, wearableState, p3, isMp, p5)

-- always available, by hash
Citizen.InvokeNative(0x66B957AAC2EAAEAB, ped, componentHash, wearableState, p3, isMp, p5)
```

### JavaScript

```js
UpdateShopItemWearableState(ped, componentHash, wearableState, p3, isMp, p5);

// by hash
Citizen.invokeNative('0x66B957AAC2EAAEAB', ped, componentHash, wearableState, p3, isMp, p5);
```

### C#

```csharp
Function.Call((Hash)0x66B957AAC2EAAEAB, ped, componentHash, wearableState, p3, isMp, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::_WARP_PED_OUT_OF_VEHICLE

- **Hash:** `0xE0B61ED8BB37712F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `WarpPedOutOfVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_WARP_PED_OUT_OF_VEHICLE

## Signature

```c
void _WARP_PED_OUT_OF_VEHICLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
WarpPedOutOfVehicle(ped)

-- always available, by hash
Citizen.InvokeNative(0xE0B61ED8BB37712F, ped)
```

### JavaScript

```js
WarpPedOutOfVehicle(ped);

// by hash
Citizen.invokeNative('0xE0B61ED8BB37712F', ped);
```

### C#

```csharp
Function.Call((Hash)0xE0B61ED8BB37712F, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PED::WAS_PED_SKELETON_UPDATED

- **Hash:** `0x11B499C1E0FF8559`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `WasPedSkeletonUpdated`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/WAS_PED_SKELETON_UPDATED

## Signature

```c
BOOL WAS_PED_SKELETON_UPDATED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Despite this function's name, it simply returns whether the specified handle is a Ped.

## Usage

### Lua

```lua
local retval = WasPedSkeletonUpdated(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11B499C1E0FF8559, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x11B499C1E0FF8559', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x11B499C1E0FF8559, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x08FC896D2CB31FCC

- **Hash:** `0x08FC896D2CB31FCC`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x08fc896d2cb31fcc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x08FC896D2CB31FCC

## Signature

```c
Entity _0x08FC896D2CB31FCC(Any p0, BOOL p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = N_0x08fc896d2cb31fcc(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x08FC896D2CB31FCC, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x08fc896d2cb31fcc(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x08FC896D2CB31FCC', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x08FC896D2CB31FCC, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x08fc896d2cb31fcc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x0B3A99AB6713AA52

- **Hash:** `0x0B3A99AB6713AA52`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x0b3a99ab6713aa52`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x0B3A99AB6713AA52

## Signature

```c
void _0x0B3A99AB6713AA52(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0b3a99ab6713aa52(p0)

-- always available, by hash
Citizen.InvokeNative(0x0B3A99AB6713AA52, p0)
```

### JavaScript

```js
N_0x0b3a99ab6713aa52(p0);

// by hash
Citizen.invokeNative('0x0B3A99AB6713AA52', p0);
```

### C#

```csharp
Function.Call((Hash)0x0B3A99AB6713AA52, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0b3a99ab6713aa52` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x112DDF56300BC6E5

- **Hash:** `0x112DDF56300BC6E5`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x112ddf56300bc6e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x112DDF56300BC6E5

## Signature

```c
PersChar _0x112DDF56300BC6E5(Hash persCharHash);
```

## Parameters

- `persCharHash` (`Hash`)

## Returns

`PersChar`

## Description

Returns the PersChar index of the persCharHash passed

## Usage

### Lua

```lua
local retval = N_0x112ddf56300bc6e5(persCharHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x112DDF56300BC6E5, persCharHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x112ddf56300bc6e5(persCharHash);

// by hash
const retval = Citizen.invokeNative('0x112DDF56300BC6E5', persCharHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x112DDF56300BC6E5, persCharHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x112ddf56300bc6e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x2E957AA81F2C61C9

- **Hash:** `0x2E957AA81F2C61C9`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x2e957aa81f2c61c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x2E957AA81F2C61C9

## Signature

```c
void _0x2E957AA81F2C61C9();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x2e957aa81f2c61c9()

-- always available, by hash
Citizen.InvokeNative(0x2E957AA81F2C61C9)
```

### JavaScript

```js
N_0x2e957aa81f2c61c9();

// by hash
Citizen.invokeNative('0x2E957AA81F2C61C9');
```

### C#

```csharp
Function.Call((Hash)0x2E957AA81F2C61C9);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e957aa81f2c61c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x406808610220405B

- **Hash:** `0x406808610220405B`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x406808610220405b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x406808610220405B

## Signature

```c
void _0x406808610220405B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x406808610220405b(p0)

-- always available, by hash
Citizen.InvokeNative(0x406808610220405B, p0)
```

### JavaScript

```js
N_0x406808610220405b(p0);

// by hash
Citizen.invokeNative('0x406808610220405B', p0);
```

### C#

```csharp
Function.Call((Hash)0x406808610220405B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x406808610220405b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x4AFC7288C77238B3

- **Hash:** `0x4AFC7288C77238B3`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x4afc7288c77238b3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x4AFC7288C77238B3

## Signature

```c
Any _0x4AFC7288C77238B3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x4afc7288c77238b3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4AFC7288C77238B3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x4afc7288c77238b3(p0);

// by hash
const retval = Citizen.invokeNative('0x4AFC7288C77238B3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4AFC7288C77238B3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4afc7288c77238b3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x4F81EAD1DE8FA19B

- **Hash:** `0x4F81EAD1DE8FA19B`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x4f81ead1de8fa19b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x4F81EAD1DE8FA19B

## Signature

```c
void _0x4F81EAD1DE8FA19B(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4f81ead1de8fa19b(persChar)

-- always available, by hash
Citizen.InvokeNative(0x4F81EAD1DE8FA19B, persChar)
```

### JavaScript

```js
N_0x4f81ead1de8fa19b(persChar);

// by hash
Citizen.invokeNative('0x4F81EAD1DE8FA19B', persChar);
```

### C#

```csharp
Function.Call((Hash)0x4F81EAD1DE8FA19B, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f81ead1de8fa19b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x535A66AAD2BF68F9

- **Hash:** `0x535A66AAD2BF68F9`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x535a66aad2bf68f9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x535A66AAD2BF68F9

## Signature

```c
void _0x535A66AAD2BF68F9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x535a66aad2bf68f9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x535A66AAD2BF68F9, p0, p1)
```

### JavaScript

```js
N_0x535a66aad2bf68f9(p0, p1);

// by hash
Citizen.invokeNative('0x535A66AAD2BF68F9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x535A66AAD2BF68F9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x535a66aad2bf68f9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x59C7AD6FEA2AC449

- **Hash:** `0x59C7AD6FEA2AC449`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x59c7ad6fea2ac449`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x59C7AD6FEA2AC449

## Signature

```c
void _0x59C7AD6FEA2AC449(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x59c7ad6fea2ac449(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x59C7AD6FEA2AC449, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x59c7ad6fea2ac449(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x59C7AD6FEA2AC449', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x59C7AD6FEA2AC449, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x59c7ad6fea2ac449` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x5EE6FCCC9C832CA2

- **Hash:** `0x5EE6FCCC9C832CA2`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x5ee6fccc9c832ca2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x5EE6FCCC9C832CA2

## Signature

```c
Vector3 _0x5EE6FCCC9C832CA2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0x5ee6fccc9c832ca2(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EE6FCCC9C832CA2, p0, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0x5ee6fccc9c832ca2(p0);

// by hash
const retval = Citizen.invokeNative('0x5EE6FCCC9C832CA2', p0, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x5EE6FCCC9C832CA2, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5ee6fccc9c832ca2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x63AA2B8EB087886A

- **Hash:** `0x63AA2B8EB087886A`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x63aa2b8eb087886a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x63AA2B8EB087886A

## Signature

```c
void _0x63AA2B8EB087886A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x63aa2b8eb087886a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x63AA2B8EB087886A, p0, p1)
```

### JavaScript

```js
N_0x63aa2b8eb087886a(p0, p1);

// by hash
Citizen.invokeNative('0x63AA2B8EB087886A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x63AA2B8EB087886A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x63aa2b8eb087886a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x669C25840C6F7AE2

- **Hash:** `0x669C25840C6F7AE2`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x669c25840c6f7ae2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x669C25840C6F7AE2

## Signature

```c
void _0x669C25840C6F7AE2(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x669c25840c6f7ae2(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x669C25840C6F7AE2, p0, p1)
```

### JavaScript

```js
N_0x669c25840c6f7ae2(p0, p1);

// by hash
Citizen.invokeNative('0x669C25840C6F7AE2', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x669C25840C6F7AE2, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x669c25840c6f7ae2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x6759BEE6762E140B

- **Hash:** `0x6759BEE6762E140B`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x6759bee6762e140b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x6759BEE6762E140B

## Signature

```c
void _0x6759BEE6762E140B(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6759bee6762e140b(persChar)

-- always available, by hash
Citizen.InvokeNative(0x6759BEE6762E140B, persChar)
```

### JavaScript

```js
N_0x6759bee6762e140b(persChar);

// by hash
Citizen.invokeNative('0x6759BEE6762E140B', persChar);
```

### C#

```csharp
Function.Call((Hash)0x6759BEE6762E140B, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0x6759bee6762e140b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x69786495C92A3044

- **Hash:** `0x69786495C92A3044`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x69786495c92a3044`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x69786495C92A3044

## Signature

```c
Any _0x69786495C92A3044(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x69786495c92a3044(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x69786495C92A3044, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x69786495c92a3044(p0);

// by hash
const retval = Citizen.invokeNative('0x69786495C92A3044', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x69786495C92A3044, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x69786495c92a3044` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x70605812ABC9FF0F

- **Hash:** `0x70605812ABC9FF0F`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x70605812abc9ff0f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x70605812ABC9FF0F

## Signature

```c
void _0x70605812ABC9FF0F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x70605812abc9ff0f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x70605812ABC9FF0F, p0, p1)
```

### JavaScript

```js
N_0x70605812abc9ff0f(p0, p1);

// by hash
Citizen.invokeNative('0x70605812ABC9FF0F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x70605812ABC9FF0F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x70605812abc9ff0f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x8AE4EFA464DAE42D

- **Hash:** `0x8AE4EFA464DAE42D`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x8ae4efa464dae42d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x8AE4EFA464DAE42D

## Signature

```c
void _0x8AE4EFA464DAE42D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8ae4efa464dae42d(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8AE4EFA464DAE42D, p0, p1)
```

### JavaScript

```js
N_0x8ae4efa464dae42d(p0, p1);

// by hash
Citizen.invokeNative('0x8AE4EFA464DAE42D', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8AE4EFA464DAE42D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8ae4efa464dae42d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x8BC555034A5A5E8C

- **Hash:** `0x8BC555034A5A5E8C`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x8bc555034a5a5e8c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x8BC555034A5A5E8C

## Signature

```c
void _0x8BC555034A5A5E8C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8bc555034a5a5e8c(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8BC555034A5A5E8C, p0, p1)
```

### JavaScript

```js
N_0x8bc555034a5a5e8c(p0, p1);

// by hash
Citizen.invokeNative('0x8BC555034A5A5E8C', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8BC555034A5A5E8C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8bc555034a5a5e8c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x92690B0822493CE0

- **Hash:** `0x92690B0822493CE0`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x92690b0822493ce0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x92690B0822493CE0

## Signature

```c
void _0x92690B0822493CE0();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x92690b0822493ce0()

-- always available, by hash
Citizen.InvokeNative(0x92690B0822493CE0)
```

### JavaScript

```js
N_0x92690b0822493ce0();

// by hash
Citizen.invokeNative('0x92690B0822493CE0');
```

### C#

```csharp
Function.Call((Hash)0x92690B0822493CE0);
```

- This native has no known name, so the runtime exposes it only as `N_0x92690b0822493ce0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x94995829ED15A598

- **Hash:** `0x94995829ED15A598`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x94995829ed15a598`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x94995829ED15A598

## Signature

```c
Vector3 _0x94995829ED15A598(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0x94995829ed15a598(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x94995829ED15A598, p0, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0x94995829ed15a598(p0);

// by hash
const retval = Citizen.invokeNative('0x94995829ED15A598', p0, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x94995829ED15A598, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x94995829ed15a598` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0x9C7F95946E304778

- **Hash:** `0x9C7F95946E304778`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0x9c7f95946e304778`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0x9C7F95946E304778

## Signature

```c
Any _0x9C7F95946E304778(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x9c7f95946e304778(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9C7F95946E304778, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x9c7f95946e304778(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x9C7F95946E304778', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9C7F95946E304778, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9c7f95946e304778` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xA2B18FF8D39F6D87

- **Hash:** `0xA2B18FF8D39F6D87`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xa2b18ff8d39f6d87`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xA2B18FF8D39F6D87

## Signature

```c
void _0xA2B18FF8D39F6D87(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa2b18ff8d39f6d87(p0)

-- always available, by hash
Citizen.InvokeNative(0xA2B18FF8D39F6D87, p0)
```

### JavaScript

```js
N_0xa2b18ff8d39f6d87(p0);

// by hash
Citizen.invokeNative('0xA2B18FF8D39F6D87', p0);
```

### C#

```csharp
Function.Call((Hash)0xA2B18FF8D39F6D87, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2b18ff8d39f6d87` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xA4DCB3F0DD7488BD

- **Hash:** `0xA4DCB3F0DD7488BD`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xa4dcb3f0dd7488bd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xA4DCB3F0DD7488BD

## Signature

```c
void _0xA4DCB3F0DD7488BD(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa4dcb3f0dd7488bd(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xA4DCB3F0DD7488BD, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xa4dcb3f0dd7488bd(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xA4DCB3F0DD7488BD', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xA4DCB3F0DD7488BD, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xa4dcb3f0dd7488bd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xA8120EBEAF290C7A

- **Hash:** `0xA8120EBEAF290C7A`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xa8120ebeaf290c7a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xA8120EBEAF290C7A

## Signature

```c
Any _0xA8120EBEAF290C7A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa8120ebeaf290c7a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8120EBEAF290C7A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa8120ebeaf290c7a(p0);

// by hash
const retval = Citizen.invokeNative('0xA8120EBEAF290C7A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA8120EBEAF290C7A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa8120ebeaf290c7a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xA8C406C2A56EDC16

- **Hash:** `0xA8C406C2A56EDC16`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xa8c406c2a56edc16`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xA8C406C2A56EDC16

## Signature

```c
void _0xA8C406C2A56EDC16(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa8c406c2a56edc16(persChar)

-- always available, by hash
Citizen.InvokeNative(0xA8C406C2A56EDC16, persChar)
```

### JavaScript

```js
N_0xa8c406c2a56edc16(persChar);

// by hash
Citizen.invokeNative('0xA8C406C2A56EDC16', persChar);
```

### C#

```csharp
Function.Call((Hash)0xA8C406C2A56EDC16, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0xa8c406c2a56edc16` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xB173599D61FAEB31

- **Hash:** `0xB173599D61FAEB31`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xb173599d61faeb31`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xB173599D61FAEB31

## Signature

```c
void _0xB173599D61FAEB31();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xb173599d61faeb31()

-- always available, by hash
Citizen.InvokeNative(0xB173599D61FAEB31)
```

### JavaScript

```js
N_0xb173599d61faeb31();

// by hash
Citizen.invokeNative('0xB173599D61FAEB31');
```

### C#

```csharp
Function.Call((Hash)0xB173599D61FAEB31);
```

- This native has no known name, so the runtime exposes it only as `N_0xb173599d61faeb31` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xB65E7F733956CF25

- **Hash:** `0xB65E7F733956CF25`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xb65e7f733956cf25`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xB65E7F733956CF25

## Signature

```c
void _0xB65E7F733956CF25(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb65e7f733956cf25(persChar)

-- always available, by hash
Citizen.InvokeNative(0xB65E7F733956CF25, persChar)
```

### JavaScript

```js
N_0xb65e7f733956cf25(persChar);

// by hash
Citizen.invokeNative('0xB65E7F733956CF25', persChar);
```

### C#

```csharp
Function.Call((Hash)0xB65E7F733956CF25, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0xb65e7f733956cf25` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xBB68908CD11AEBDC

- **Hash:** `0xBB68908CD11AEBDC`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xbb68908cd11aebdc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xBB68908CD11AEBDC

## Signature

```c
void _0xBB68908CD11AEBDC(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbb68908cd11aebdc(persChar)

-- always available, by hash
Citizen.InvokeNative(0xBB68908CD11AEBDC, persChar)
```

### JavaScript

```js
N_0xbb68908cd11aebdc(persChar);

// by hash
Citizen.invokeNative('0xBB68908CD11AEBDC', persChar);
```

### C#

```csharp
Function.Call((Hash)0xBB68908CD11AEBDC, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb68908cd11aebdc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xCEB40B678E403759

- **Hash:** `0xCEB40B678E403759`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xceb40b678e403759`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xCEB40B678E403759

## Signature

```c
Any _0xCEB40B678E403759(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xceb40b678e403759(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCEB40B678E403759, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xceb40b678e403759(p0);

// by hash
const retval = Citizen.invokeNative('0xCEB40B678E403759', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCEB40B678E403759, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xceb40b678e403759` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xD4B614179BCD0654

- **Hash:** `0xD4B614179BCD0654`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xd4b614179bcd0654`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xD4B614179BCD0654

## Signature

```c
void _0xD4B614179BCD0654(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd4b614179bcd0654(p0)

-- always available, by hash
Citizen.InvokeNative(0xD4B614179BCD0654, p0)
```

### JavaScript

```js
N_0xd4b614179bcd0654(p0);

// by hash
Citizen.invokeNative('0xD4B614179BCD0654', p0);
```

### C#

```csharp
Function.Call((Hash)0xD4B614179BCD0654, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd4b614179bcd0654` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xD95D777F828B2BBB

- **Hash:** `0xD95D777F828B2BBB`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xd95d777f828b2bbb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xD95D777F828B2BBB

## Signature

```c
void _0xD95D777F828B2BBB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd95d777f828b2bbb(p0)

-- always available, by hash
Citizen.InvokeNative(0xD95D777F828B2BBB, p0)
```

### JavaScript

```js
N_0xd95d777f828b2bbb(p0);

// by hash
Citizen.invokeNative('0xD95D777F828B2BBB', p0);
```

### C#

```csharp
Function.Call((Hash)0xD95D777F828B2BBB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd95d777f828b2bbb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xE0E65E0D261F7507

- **Hash:** `0xE0E65E0D261F7507`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xe0e65e0d261f7507`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xE0E65E0D261F7507

## Signature

```c
void _0xE0E65E0D261F7507(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe0e65e0d261f7507(p0)

-- always available, by hash
Citizen.InvokeNative(0xE0E65E0D261F7507, p0)
```

### JavaScript

```js
N_0xe0e65e0d261f7507(p0);

// by hash
Citizen.invokeNative('0xE0E65E0D261F7507', p0);
```

### C#

```csharp
Function.Call((Hash)0xE0E65E0D261F7507, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe0e65e0d261f7507` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xE4C51A8A3BD1664C

- **Hash:** `0xE4C51A8A3BD1664C`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xe4c51a8a3bd1664c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xE4C51A8A3BD1664C

## Signature

```c
Any _0xE4C51A8A3BD1664C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe4c51a8a3bd1664c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE4C51A8A3BD1664C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe4c51a8a3bd1664c(p0);

// by hash
const retval = Citizen.invokeNative('0xE4C51A8A3BD1664C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE4C51A8A3BD1664C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe4c51a8a3bd1664c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xEC254C2C9B0F08F1

- **Hash:** `0xEC254C2C9B0F08F1`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xec254c2c9b0f08f1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xEC254C2C9B0F08F1

## Signature

```c
Any _0xEC254C2C9B0F08F1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xec254c2c9b0f08f1(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC254C2C9B0F08F1, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xec254c2c9b0f08f1(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xEC254C2C9B0F08F1', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC254C2C9B0F08F1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xec254c2c9b0f08f1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xEFC5C6670E0B99BA

- **Hash:** `0xEFC5C6670E0B99BA`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xefc5c6670e0b99ba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xEFC5C6670E0B99BA

## Signature

```c
void _0xEFC5C6670E0B99BA();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xefc5c6670e0b99ba()

-- always available, by hash
Citizen.InvokeNative(0xEFC5C6670E0B99BA)
```

### JavaScript

```js
N_0xefc5c6670e0b99ba();

// by hash
Citizen.invokeNative('0xEFC5C6670E0B99BA');
```

### C#

```csharp
Function.Call((Hash)0xEFC5C6670E0B99BA);
```

- This native has no known name, so the runtime exposes it only as `N_0xefc5c6670e0b99ba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xF8DE7154F7D1458F

- **Hash:** `0xF8DE7154F7D1458F`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xf8de7154f7d1458f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xF8DE7154F7D1458F

## Signature

```c
Any _0xF8DE7154F7D1458F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf8de7154f7d1458f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8DE7154F7D1458F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf8de7154f7d1458f(p0);

// by hash
const retval = Citizen.invokeNative('0xF8DE7154F7D1458F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF8DE7154F7D1458F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8de7154f7d1458f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_0xFCC6DB8DBE709BC8

- **Hash:** `0xFCC6DB8DBE709BC8`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `N_0xfcc6db8dbe709bc8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/0xFCC6DB8DBE709BC8

## Signature

```c
void _0xFCC6DB8DBE709BC8(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfcc6db8dbe709bc8(persChar)

-- always available, by hash
Citizen.InvokeNative(0xFCC6DB8DBE709BC8, persChar)
```

### JavaScript

```js
N_0xfcc6db8dbe709bc8(persChar);

// by hash
Citizen.invokeNative('0xFCC6DB8DBE709BC8', persChar);
```

### C#

```csharp
Function.Call((Hash)0xFCC6DB8DBE709BC8, persChar);
```

- This native has no known name, so the runtime exposes it only as `N_0xfcc6db8dbe709bc8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_CREATE_PERSISTENT_CHARACTER

- **Hash:** `0x4F76E3676583D951`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `CreatePersistentCharacter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_CREATE_PERSISTENT_CHARACTER

## Signature

```c
PersChar _CREATE_PERSISTENT_CHARACTER(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`PersChar`

## Usage

### Lua

```lua
local retval = CreatePersistentCharacter(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4F76E3676583D951, hash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePersistentCharacter(hash);

// by hash
const retval = Citizen.invokeNative('0x4F76E3676583D951', hash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4F76E3676583D951, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PERSCHAR::_RETASK_PERSISTENT_CHARACTER](https://natives.borderlinerp.com/natives/PERSCHAR/_RETASK_PERSISTENT_CHARACTER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_DELETE_PERSCHAR

- **Hash:** `0xFC77C5B44D5FF7C0`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `DeletePerschar`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_DELETE_PERSCHAR

## Signature

```c
void _DELETE_PERSCHAR(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
DeletePerschar(persChar)

-- always available, by hash
Citizen.InvokeNative(0xFC77C5B44D5FF7C0, persChar)
```

### JavaScript

```js
DeletePerschar(persChar);

// by hash
Citizen.invokeNative('0xFC77C5B44D5FF7C0', persChar);
```

### C#

```csharp
Function.Call((Hash)0xFC77C5B44D5FF7C0, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_FORCE_DESPAWN_PERSCHAR

- **Hash:** `0x7B204F88F6C3D287`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `ForceDespawnPerschar`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_FORCE_DESPAWN_PERSCHAR

## Signature

```c
void _FORCE_DESPAWN_PERSCHAR(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
ForceDespawnPerschar(persChar)

-- always available, by hash
Citizen.InvokeNative(0x7B204F88F6C3D287, persChar)
```

### JavaScript

```js
ForceDespawnPerschar(persChar);

// by hash
Citizen.invokeNative('0x7B204F88F6C3D287', persChar);
```

### C#

```csharp
Function.Call((Hash)0x7B204F88F6C3D287, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_FORCE_SPAWN_PERSCHAR

- **Hash:** `0x0CADC3A977997472`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `ForceSpawnPerschar`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_FORCE_SPAWN_PERSCHAR

## Signature

```c
Entity _FORCE_SPAWN_PERSCHAR(PersChar persChar, BOOL p1);
```

## Parameters

- `persChar` (`PersChar`)
- `p1` (`BOOL`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = ForceSpawnPerschar(persChar, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CADC3A977997472, persChar, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ForceSpawnPerschar(persChar, p1);

// by hash
const retval = Citizen.invokeNative('0x0CADC3A977997472', persChar, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0CADC3A977997472, persChar, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_GET_PERSCHAR_INDEX_FROM_PED_INDEX

- **Hash:** `0x32A1E3B83D501096`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `GetPerscharIndexFromPedIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_GET_PERSCHAR_INDEX_FROM_PED_INDEX

## Signature

```c
PersChar _GET_PERSCHAR_INDEX_FROM_PED_INDEX(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`PersChar`

## Usage

### Lua

```lua
local retval = GetPerscharIndexFromPedIndex(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x32A1E3B83D501096, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x32A1E3B83D501096', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x32A1E3B83D501096, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_GET_PERSCHAR_MODEL_NAME

- **Hash:** `0xA00DF706C60173D1`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `GetPerscharModelName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_GET_PERSCHAR_MODEL_NAME

## Signature

```c
Hash _GET_PERSCHAR_MODEL_NAME(Hash persCharHash);
```

## Parameters

- `persCharHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPerscharModelName(persCharHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA00DF706C60173D1, persCharHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPerscharModelName(persCharHash);

// by hash
const retval = Citizen.invokeNative('0xA00DF706C60173D1', persCharHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA00DF706C60173D1, persCharHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_GET_PERSCHAR_OUTFIT

- **Hash:** `0xDC9655D47DEC0353`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `GetPerscharOutfit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_GET_PERSCHAR_OUTFIT

## Signature

```c
Hash _GET_PERSCHAR_OUTFIT(Hash persCharHash);
```

## Parameters

- `persCharHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPerscharOutfit(persCharHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC9655D47DEC0353, persCharHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPerscharOutfit(persCharHash);

// by hash
const retval = Citizen.invokeNative('0xDC9655D47DEC0353', persCharHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC9655D47DEC0353, persCharHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PERSCHAR::_SET_PERSCHAR_OUTFIT](https://natives.borderlinerp.com/natives/PERSCHAR/_SET_PERSCHAR_OUTFIT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_GET_PERSCHAR_PED_INDEX

- **Hash:** `0x31C70A716CAE1FEE`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `GetPerscharPedIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_GET_PERSCHAR_PED_INDEX

## Signature

```c
Ped _GET_PERSCHAR_PED_INDEX(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPerscharPedIndex(persChar)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31C70A716CAE1FEE, persChar, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPerscharPedIndex(persChar);

// by hash
const retval = Citizen.invokeNative('0x31C70A716CAE1FEE', persChar, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x31C70A716CAE1FEE, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_IS_PERSISTENT_CHARACTER_DEAD

- **Hash:** `0xEB98B38CA60742D7`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `IsPersistentCharacterDead`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_IS_PERSISTENT_CHARACTER_DEAD

## Signature

```c
BOOL _IS_PERSISTENT_CHARACTER_DEAD(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPersistentCharacterDead(persChar)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB98B38CA60742D7, persChar, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPersistentCharacterDead(persChar);

// by hash
const retval = Citizen.invokeNative('0xEB98B38CA60742D7', persChar, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEB98B38CA60742D7, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_IS_PERSISTENT_CHARACTER_VALID

- **Hash:** `0x800DF3FC913355F3`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `IsPersistentCharacterValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_IS_PERSISTENT_CHARACTER_VALID

## Signature

```c
BOOL _IS_PERSISTENT_CHARACTER_VALID(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPersistentCharacterValid(persChar)

-- always available, by hash
local retval = Citizen.InvokeNative(0x800DF3FC913355F3, persChar, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPersistentCharacterValid(persChar);

// by hash
const retval = Citizen.invokeNative('0x800DF3FC913355F3', persChar, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x800DF3FC913355F3, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_RESET_PERSCHAR_SCHEDULE

- **Hash:** `0x8B44273A92CD406C`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `ResetPerscharSchedule`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_RESET_PERSCHAR_SCHEDULE

## Signature

```c
void _RESET_PERSCHAR_SCHEDULE(Hash persCharHash);
```

## Parameters

- `persCharHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPerscharSchedule(persCharHash)

-- always available, by hash
Citizen.InvokeNative(0x8B44273A92CD406C, persCharHash)
```

### JavaScript

```js
ResetPerscharSchedule(persCharHash);

// by hash
Citizen.invokeNative('0x8B44273A92CD406C', persCharHash);
```

### C#

```csharp
Function.Call((Hash)0x8B44273A92CD406C, persCharHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PERSCHAR::_SET_PERSCHAR_SCHEDULE](https://natives.borderlinerp.com/natives/PERSCHAR/_SET_PERSCHAR_SCHEDULE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_RETASK_PERSISTENT_CHARACTER

- **Hash:** `0x631CD2D77FDC0316`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `RetaskPersistentCharacter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_RETASK_PERSISTENT_CHARACTER

## Signature

```c
void _RETASK_PERSISTENT_CHARACTER(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`void`

## Usage

### Lua

```lua
RetaskPersistentCharacter(persChar)

-- always available, by hash
Citizen.InvokeNative(0x631CD2D77FDC0316, persChar)
```

### JavaScript

```js
RetaskPersistentCharacter(persChar);

// by hash
Citizen.invokeNative('0x631CD2D77FDC0316', persChar);
```

### C#

```csharp
Function.Call((Hash)0x631CD2D77FDC0316, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PERSCHAR::_CREATE_PERSISTENT_CHARACTER](https://natives.borderlinerp.com/natives/PERSCHAR/_CREATE_PERSISTENT_CHARACTER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_REVIVE_PERSCHAR

- **Hash:** `0x49A8C2CD97815215`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `RevivePerschar`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_REVIVE_PERSCHAR

## Signature

```c
BOOL _REVIVE_PERSCHAR(PersChar persChar);
```

## Parameters

- `persChar` (`PersChar`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RevivePerschar(persChar)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49A8C2CD97815215, persChar, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RevivePerschar(persChar);

// by hash
const retval = Citizen.invokeNative('0x49A8C2CD97815215', persChar, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x49A8C2CD97815215, persChar);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_SET_PERSCHAR_OUTFIT

- **Hash:** `0x2DF89CD2ED1D0BDE`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `SetPerscharOutfit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_SET_PERSCHAR_OUTFIT

## Signature

```c
void _SET_PERSCHAR_OUTFIT(Hash persCharHash, Hash outfit);
```

## Parameters

- `persCharHash` (`Hash`)
- `outfit` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPerscharOutfit(persCharHash, outfit)

-- always available, by hash
Citizen.InvokeNative(0x2DF89CD2ED1D0BDE, persCharHash, outfit)
```

### JavaScript

```js
SetPerscharOutfit(persCharHash, outfit);

// by hash
Citizen.invokeNative('0x2DF89CD2ED1D0BDE', persCharHash, outfit);
```

### C#

```csharp
Function.Call((Hash)0x2DF89CD2ED1D0BDE, persCharHash, outfit);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PERSCHAR::_GET_PERSCHAR_OUTFIT](https://natives.borderlinerp.com/natives/PERSCHAR/_GET_PERSCHAR_OUTFIT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSCHAR::_SET_PERSCHAR_SCHEDULE

- **Hash:** `0x187D65F3AEC5D679`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `SetPerscharSchedule`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_SET_PERSCHAR_SCHEDULE

## Signature

```c
void _SET_PERSCHAR_SCHEDULE(Hash persCharHash, const char* schedule);
```

## Parameters

- `persCharHash` (`Hash`)
- `schedule` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPerscharSchedule(persCharHash, schedule)

-- always available, by hash
Citizen.InvokeNative(0x187D65F3AEC5D679, persCharHash, schedule)
```

### JavaScript

```js
SetPerscharSchedule(persCharHash, schedule);

// by hash
Citizen.invokeNative('0x187D65F3AEC5D679', persCharHash, schedule);
```

### C#

```csharp
Function.Call((Hash)0x187D65F3AEC5D679, persCharHash, schedule);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PERSCHAR::_RESET_PERSCHAR_SCHEDULE](https://natives.borderlinerp.com/natives/PERSCHAR/_RESET_PERSCHAR_SCHEDULE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x065887B694359799

- **Hash:** `0x065887B694359799`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x065887b694359799`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x065887B694359799

## Signature

```c
void _0x065887B694359799(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x065887b694359799(p0)

-- always available, by hash
Citizen.InvokeNative(0x065887B694359799, p0)
```

### JavaScript

```js
N_0x065887b694359799(p0);

// by hash
Citizen.invokeNative('0x065887B694359799', p0);
```

### C#

```csharp
Function.Call((Hash)0x065887B694359799, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x065887b694359799` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x1F56FB3FDB4EAF65

- **Hash:** `0x1F56FB3FDB4EAF65`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x1f56fb3fdb4eaf65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x1F56FB3FDB4EAF65

## Signature

```c
Any _0x1F56FB3FDB4EAF65(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x1f56fb3fdb4eaf65(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F56FB3FDB4EAF65, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1f56fb3fdb4eaf65(p0);

// by hash
const retval = Citizen.invokeNative('0x1F56FB3FDB4EAF65', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F56FB3FDB4EAF65, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f56fb3fdb4eaf65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x291CC21D1FB6790E

- **Hash:** `0x291CC21D1FB6790E`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x291cc21d1fb6790e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x291CC21D1FB6790E

## Signature

```c
void _0x291CC21D1FB6790E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x291cc21d1fb6790e(p0)

-- always available, by hash
Citizen.InvokeNative(0x291CC21D1FB6790E, p0)
```

### JavaScript

```js
N_0x291cc21d1fb6790e(p0);

// by hash
Citizen.invokeNative('0x291CC21D1FB6790E', p0);
```

### C#

```csharp
Function.Call((Hash)0x291CC21D1FB6790E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x291cc21d1fb6790e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x2E545965DF98D476

- **Hash:** `0x2E545965DF98D476`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x2e545965df98d476`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x2E545965DF98D476

## Signature

```c
Any _0x2E545965DF98D476(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2e545965df98d476(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E545965DF98D476, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2e545965df98d476(p0);

// by hash
const retval = Citizen.invokeNative('0x2E545965DF98D476', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2E545965DF98D476, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e545965df98d476` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x3CA5E58C9731A16B

- **Hash:** `0x3CA5E58C9731A16B`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x3ca5e58c9731a16b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x3CA5E58C9731A16B

## Signature

```c
void _0x3CA5E58C9731A16B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3ca5e58c9731a16b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3CA5E58C9731A16B, p0, p1)
```

### JavaScript

```js
N_0x3ca5e58c9731a16b(p0, p1);

// by hash
Citizen.invokeNative('0x3CA5E58C9731A16B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3CA5E58C9731A16B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3ca5e58c9731a16b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x5A79220F6D38D7C3

- **Hash:** `0x5A79220F6D38D7C3`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x5a79220f6d38d7c3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x5A79220F6D38D7C3

## Signature

```c
Any _0x5A79220F6D38D7C3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5a79220f6d38d7c3(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A79220F6D38D7C3, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5a79220f6d38d7c3(p0);

// by hash
const retval = Citizen.invokeNative('0x5A79220F6D38D7C3', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5A79220F6D38D7C3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5a79220f6d38d7c3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x66DAA3A9274E8E82

- **Hash:** `0x66DAA3A9274E8E82`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x66daa3a9274e8e82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x66DAA3A9274E8E82

## Signature

```c
void _0x66DAA3A9274E8E82();
```

## Returns

`void`

## Description

_PERSISTENCE_*

## Usage

### Lua

```lua
N_0x66daa3a9274e8e82()

-- always available, by hash
Citizen.InvokeNative(0x66DAA3A9274E8E82)
```

### JavaScript

```js
N_0x66daa3a9274e8e82();

// by hash
Citizen.invokeNative('0x66DAA3A9274E8E82');
```

### C#

```csharp
Function.Call((Hash)0x66DAA3A9274E8E82);
```

- This native has no known name, so the runtime exposes it only as `N_0x66daa3a9274e8e82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x7A1BD123E5CDB6E5

- **Hash:** `0x7A1BD123E5CDB6E5`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x7a1bd123e5cdb6e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x7A1BD123E5CDB6E5

## Signature

```c
void _0x7A1BD123E5CDB6E5();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x7a1bd123e5cdb6e5()

-- always available, by hash
Citizen.InvokeNative(0x7A1BD123E5CDB6E5)
```

### JavaScript

```js
N_0x7a1bd123e5cdb6e5();

// by hash
Citizen.invokeNative('0x7A1BD123E5CDB6E5');
```

### C#

```csharp
Function.Call((Hash)0x7A1BD123E5CDB6E5);
```

- This native has no known name, so the runtime exposes it only as `N_0x7a1bd123e5cdb6e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0x8DE104BEC243A73B

- **Hash:** `0x8DE104BEC243A73B`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0x8de104bec243a73b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0x8DE104BEC243A73B

## Signature

```c
void _0x8DE104BEC243A73B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8de104bec243a73b(p0)

-- always available, by hash
Citizen.InvokeNative(0x8DE104BEC243A73B, p0)
```

### JavaScript

```js
N_0x8de104bec243a73b(p0);

// by hash
Citizen.invokeNative('0x8DE104BEC243A73B', p0);
```

### C#

```csharp
Function.Call((Hash)0x8DE104BEC243A73B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8de104bec243a73b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xB03140014ACA6C40

- **Hash:** `0xB03140014ACA6C40`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xb03140014aca6c40`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xB03140014ACA6C40

## Signature

```c
void _0xB03140014ACA6C40(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xb03140014aca6c40(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB03140014ACA6C40, p0, p1)
```

### JavaScript

```js
N_0xb03140014aca6c40(p0, p1);

// by hash
Citizen.invokeNative('0xB03140014ACA6C40', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB03140014ACA6C40, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb03140014aca6c40` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xBA2C49EA6A8D24FF

- **Hash:** `0xBA2C49EA6A8D24FF`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xba2c49ea6a8d24ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xBA2C49EA6A8D24FF

## Signature

```c
Any _0xBA2C49EA6A8D24FF(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xba2c49ea6a8d24ff(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA2C49EA6A8D24FF, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xba2c49ea6a8d24ff(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xBA2C49EA6A8D24FF', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBA2C49EA6A8D24FF, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xba2c49ea6a8d24ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xCFDA2518F322D836

- **Hash:** `0xCFDA2518F322D836`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xcfda2518f322d836`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xCFDA2518F322D836

## Signature

```c
Any _0xCFDA2518F322D836(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xcfda2518f322d836(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCFDA2518F322D836, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xcfda2518f322d836(p0);

// by hash
const retval = Citizen.invokeNative('0xCFDA2518F322D836', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCFDA2518F322D836, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcfda2518f322d836` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xDC0A1F0ECEC9F0C0

- **Hash:** `0xDC0A1F0ECEC9F0C0`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xdc0a1f0ecec9f0c0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xDC0A1F0ECEC9F0C0

## Signature

```c
void _0xDC0A1F0ECEC9F0C0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdc0a1f0ecec9f0c0(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDC0A1F0ECEC9F0C0, p0, p1)
```

### JavaScript

```js
N_0xdc0a1f0ecec9f0c0(p0, p1);

// by hash
Citizen.invokeNative('0xDC0A1F0ECEC9F0C0', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDC0A1F0ECEC9F0C0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc0a1f0ecec9f0c0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xE225CEF1901F6108

- **Hash:** `0xE225CEF1901F6108`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xe225cef1901f6108`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xE225CEF1901F6108

## Signature

```c
void _0xE225CEF1901F6108(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe225cef1901f6108(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE225CEF1901F6108, p0, p1)
```

### JavaScript

```js
N_0xe225cef1901f6108(p0, p1);

// by hash
Citizen.invokeNative('0xE225CEF1901F6108', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE225CEF1901F6108, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe225cef1901f6108` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xF5622FA6ACFCA7DB

- **Hash:** `0xF5622FA6ACFCA7DB`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xf5622fa6acfca7db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xF5622FA6ACFCA7DB

## Signature

```c
void _0xF5622FA6ACFCA7DB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf5622fa6acfca7db(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF5622FA6ACFCA7DB, p0, p1)
```

### JavaScript

```js
N_0xf5622fa6acfca7db(p0, p1);

// by hash
Citizen.invokeNative('0xF5622FA6ACFCA7DB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF5622FA6ACFCA7DB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf5622fa6acfca7db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_0xFC9806DA9A460093

- **Hash:** `0xFC9806DA9A460093`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `N_0xfc9806da9a460093`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/0xFC9806DA9A460093

## Signature

```c
void _0xFC9806DA9A460093(float x1, float y1, float z1, float x2, float y2, float z2);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfc9806da9a460093(x1, y1, z1, x2, y2, z2)

-- always available, by hash
Citizen.InvokeNative(0xFC9806DA9A460093, x1, y1, z1, x2, y2, z2)
```

### JavaScript

```js
N_0xfc9806da9a460093(x1, y1, z1, x2, y2, z2);

// by hash
Citizen.invokeNative('0xFC9806DA9A460093', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFC9806DA9A460093, x1, y1, z1, x2, y2, z2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xfc9806da9a460093` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::PERSISTENCE_ADD_SCENARIO_LOOTED

- **Hash:** `0x8245C1F3262F4AC2`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceAddScenarioLooted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/PERSISTENCE_ADD_SCENARIO_LOOTED

## Signature

```c
void PERSISTENCE_ADD_SCENARIO_LOOTED(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
PersistenceAddScenarioLooted(scenario)

-- always available, by hash
Citizen.InvokeNative(0x8245C1F3262F4AC2, scenario)
```

### JavaScript

```js
PersistenceAddScenarioLooted(scenario);

// by hash
Citizen.invokeNative('0x8245C1F3262F4AC2', scenario);
```

### C#

```csharp
Function.Call((Hash)0x8245C1F3262F4AC2, scenario);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED

- **Hash:** `0xFB7CF1DE938A3E22`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceIsScenarioMarkedAsLooted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED

## Signature

```c
BOOL _PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PersistenceIsScenarioMarkedAsLooted(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB7CF1DE938A3E22, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PersistenceIsScenarioMarkedAsLooted(scenario);

// by hash
const retval = Citizen.invokeNative('0xFB7CF1DE938A3E22', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB7CF1DE938A3E22, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED_AT_COORDS

- **Hash:** `0xB6E1A185C2B9319A`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceIsScenarioMarkedAsLootedAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED_AT_COORDS

## Signature

```c
BOOL _PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED_AT_COORDS(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PersistenceIsScenarioMarkedAsLootedAtCoords(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB6E1A185C2B9319A, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PersistenceIsScenarioMarkedAsLootedAtCoords(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xB6E1A185C2B9319A', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB6E1A185C2B9319A, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED_AT_COORDS_WITH_MODEL

- **Hash:** `0x188313616D184213`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceIsScenarioMarkedAsLootedAtCoordsWithModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED_AT_COORDS_WITH_MODEL

## Signature

```c
BOOL _PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED_AT_COORDS_WITH_MODEL(float x, float y, float z, Hash model);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PersistenceIsScenarioMarkedAsLootedAtCoordsWithModel(x, y, z, model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x188313616D184213, x, y, z, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PersistenceIsScenarioMarkedAsLootedAtCoordsWithModel(x, y, z, model);

// by hash
const retval = Citizen.invokeNative('0x188313616D184213', x + 0.0000001, y + 0.0000001, z + 0.0000001, model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x188313616D184213, x, y, z, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::_PERSISTENCE_REFRESH_TOWN_VOLUME

- **Hash:** `0xEFB5F34CC0953B27`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceRefreshTownVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/_PERSISTENCE_REFRESH_TOWN_VOLUME

## Signature

```c
void _PERSISTENCE_REFRESH_TOWN_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

Only used in R* script long_update.ysc in script function REFRESH_CLOSEST_TOWN

## Usage

### Lua

```lua
PersistenceRefreshTownVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0xEFB5F34CC0953B27, volume)
```

### JavaScript

```js
PersistenceRefreshTownVolume(volume);

// by hash
Citizen.invokeNative('0xEFB5F34CC0953B27', volume);
```

### C#

```csharp
Function.Call((Hash)0xEFB5F34CC0953B27, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PERSISTENCE::PERSISTENCE_REMOVE_ALL_ENTITIES_IN_AREA

- **Hash:** `0x9D16896F0DBE78A2`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceRemoveAllEntitiesInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/PERSISTENCE_REMOVE_ALL_ENTITIES_IN_AREA

## Signature

```c
void PERSISTENCE_REMOVE_ALL_ENTITIES_IN_AREA(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
PersistenceRemoveAllEntitiesInArea(x, y, z, radius)

-- always available, by hash
Citizen.InvokeNative(0x9D16896F0DBE78A2, x, y, z, radius)
```

### JavaScript

```js
PersistenceRemoveAllEntitiesInArea(x, y, z, radius);

// by hash
Citizen.invokeNative('0x9D16896F0DBE78A2', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9D16896F0DBE78A2, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x0CB16D05E03FB525

- **Hash:** `0x0CB16D05E03FB525`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x0cb16d05e03fb525`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x0CB16D05E03FB525

## Signature

```c
void _0x0CB16D05E03FB525(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0cb16d05e03fb525(p0)

-- always available, by hash
Citizen.InvokeNative(0x0CB16D05E03FB525, p0)
```

### JavaScript

```js
N_0x0cb16d05e03fb525(p0);

// by hash
Citizen.invokeNative('0x0CB16D05E03FB525', p0);
```

### C#

```csharp
Function.Call((Hash)0x0CB16D05E03FB525, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0cb16d05e03fb525` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x1D97DA8ACB5D2582

- **Hash:** `0x1D97DA8ACB5D2582`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x1d97da8acb5d2582`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x1D97DA8ACB5D2582

## Signature

```c
void _0x1D97DA8ACB5D2582(int ropeId, int p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1d97da8acb5d2582(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0x1D97DA8ACB5D2582, ropeId, p1)
```

### JavaScript

```js
N_0x1d97da8acb5d2582(ropeId, p1);

// by hash
Citizen.invokeNative('0x1D97DA8ACB5D2582', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0x1D97DA8ACB5D2582, ropeId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d97da8acb5d2582` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x21D0890D88DFB0B0

- **Hash:** `0x21D0890D88DFB0B0`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x21d0890d88dfb0b0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x21D0890D88DFB0B0

## Signature

```c
void _0x21D0890D88DFB0B0(int ropeId, BOOL p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, int p10);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x21d0890d88dfb0b0(ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x21D0890D88DFB0B0, ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
N_0x21d0890d88dfb0b0(ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x21D0890D88DFB0B0', ropeId, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001, p10);
```

### C#

```csharp
Function.Call((Hash)0x21D0890D88DFB0B0, ropeId, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x21d0890d88dfb0b0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x31160EC47E7C9549

- **Hash:** `0x31160EC47E7C9549`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x31160ec47e7c9549`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x31160EC47E7C9549

## Signature

```c
void _0x31160EC47E7C9549(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x31160ec47e7c9549(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x31160EC47E7C9549, p0, p1)
```

### JavaScript

```js
N_0x31160ec47e7c9549(p0, p1);

// by hash
Citizen.invokeNative('0x31160EC47E7C9549', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x31160EC47E7C9549, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x31160ec47e7c9549` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x32F4DBFDFCCCC735

- **Hash:** `0x32F4DBFDFCCCC735`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x32f4dbfdfcccc735`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x32F4DBFDFCCCC735

## Signature

```c
void _0x32F4DBFDFCCCC735(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x32f4dbfdfcccc735(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x32F4DBFDFCCCC735, p0, p1, p2)
```

### JavaScript

```js
N_0x32f4dbfdfcccc735(p0, p1, p2);

// by hash
Citizen.invokeNative('0x32F4DBFDFCCCC735', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x32F4DBFDFCCCC735, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x32f4dbfdfcccc735` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x3900491C0D61ED4B

- **Hash:** `0x3900491C0D61ED4B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x3900491c0d61ed4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x3900491C0D61ED4B

## Signature

```c
void _0x3900491C0D61ED4B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3900491c0d61ed4b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3900491C0D61ED4B, p0, p1)
```

### JavaScript

```js
N_0x3900491c0d61ed4b(p0, p1);

// by hash
Citizen.invokeNative('0x3900491C0D61ED4B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3900491C0D61ED4B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3900491c0d61ed4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x423C6B1F3786D28B

- **Hash:** `0x423C6B1F3786D28B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x423c6b1f3786d28b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x423C6B1F3786D28B

## Signature

```c
void _0x423C6B1F3786D28B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x423c6b1f3786d28b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x423C6B1F3786D28B, p0, p1)
```

### JavaScript

```js
N_0x423c6b1f3786d28b(p0, p1);

// by hash
Citizen.invokeNative('0x423C6B1F3786D28B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x423C6B1F3786D28B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x423c6b1f3786d28b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x461FCBDEB4D06717

- **Hash:** `0x461FCBDEB4D06717`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x461fcbdeb4d06717`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x461FCBDEB4D06717

## Signature

```c
void _0x461FCBDEB4D06717(int ropeId, BOOL p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x461fcbdeb4d06717(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0x461FCBDEB4D06717, ropeId, p1)
```

### JavaScript

```js
N_0x461fcbdeb4d06717(ropeId, p1);

// by hash
Citizen.invokeNative('0x461FCBDEB4D06717', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0x461FCBDEB4D06717, ropeId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x461fcbdeb4d06717` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x483D4E917B0D35A9

- **Hash:** `0x483D4E917B0D35A9`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x483d4e917b0d35a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x483D4E917B0D35A9

## Signature

```c
void _0x483D4E917B0D35A9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x483d4e917b0d35a9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x483D4E917B0D35A9, p0, p1)
```

### JavaScript

```js
N_0x483d4e917b0d35a9(p0, p1);

// by hash
Citizen.invokeNative('0x483D4E917B0D35A9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x483D4E917B0D35A9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x483d4e917b0d35a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x522FA3F490E2F7AC

- **Hash:** `0x522FA3F490E2F7AC`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x522fa3f490e2f7ac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x522FA3F490E2F7AC

## Signature

```c
void _0x522FA3F490E2F7AC(int ropeId, Any p1, Any p2);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x522fa3f490e2f7ac(ropeId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x522FA3F490E2F7AC, ropeId, p1, p2)
```

### JavaScript

```js
N_0x522fa3f490e2f7ac(ropeId, p1, p2);

// by hash
Citizen.invokeNative('0x522FA3F490E2F7AC', ropeId, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x522FA3F490E2F7AC, ropeId, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x522fa3f490e2f7ac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x5A989B7EE3672A56

- **Hash:** `0x5A989B7EE3672A56`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x5a989b7ee3672a56`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x5A989B7EE3672A56

## Signature

```c
void _0x5A989B7EE3672A56(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5a989b7ee3672a56(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5A989B7EE3672A56, p0, p1)
```

### JavaScript

```js
N_0x5a989b7ee3672a56(p0, p1);

// by hash
Citizen.invokeNative('0x5A989B7EE3672A56', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x5A989B7EE3672A56, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5a989b7ee3672a56` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x5BD7457221CC5FF4

- **Hash:** `0x5BD7457221CC5FF4`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x5bd7457221cc5ff4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x5BD7457221CC5FF4

## Signature

```c
void _0x5BD7457221CC5FF4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5bd7457221cc5ff4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5BD7457221CC5FF4, p0, p1)
```

### JavaScript

```js
N_0x5bd7457221cc5ff4(p0, p1);

// by hash
Citizen.invokeNative('0x5BD7457221CC5FF4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x5BD7457221CC5FF4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5bd7457221cc5ff4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x5E981C764DF33117

- **Hash:** `0x5E981C764DF33117`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x5e981c764df33117`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x5E981C764DF33117

## Signature

```c
void _0x5E981C764DF33117(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5e981c764df33117(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5E981C764DF33117, p0, p1)
```

### JavaScript

```js
N_0x5e981c764df33117(p0, p1);

// by hash
Citizen.invokeNative('0x5E981C764DF33117', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x5E981C764DF33117, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5e981c764df33117` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x69C810B72291D831

- **Hash:** `0x69C810B72291D831`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x69c810b72291d831`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x69C810B72291D831

## Signature

```c
void _0x69C810B72291D831(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x69c810b72291d831(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x69C810B72291D831, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
N_0x69c810b72291d831(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x69C810B72291D831', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x69C810B72291D831, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x69c810b72291d831` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x6EA0E93CFFA472CC

- **Hash:** `0x6EA0E93CFFA472CC`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x6ea0e93cffa472cc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x6EA0E93CFFA472CC

## Signature

```c
void _0x6EA0E93CFFA472CC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6ea0e93cffa472cc(p0)

-- always available, by hash
Citizen.InvokeNative(0x6EA0E93CFFA472CC, p0)
```

### JavaScript

```js
N_0x6ea0e93cffa472cc(p0);

// by hash
Citizen.invokeNative('0x6EA0E93CFFA472CC', p0);
```

### C#

```csharp
Function.Call((Hash)0x6EA0E93CFFA472CC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6ea0e93cffa472cc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x751DF00EEFF122E3

- **Hash:** `0x751DF00EEFF122E3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x751df00eeff122e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x751DF00EEFF122E3

## Signature

```c
void _0x751DF00EEFF122E3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x751df00eeff122e3(p0)

-- always available, by hash
Citizen.InvokeNative(0x751DF00EEFF122E3, p0)
```

### JavaScript

```js
N_0x751df00eeff122e3(p0);

// by hash
Citizen.invokeNative('0x751DF00EEFF122E3', p0);
```

### C#

```csharp
Function.Call((Hash)0x751DF00EEFF122E3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x751df00eeff122e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x76BAD9D538BCA1AA

- **Hash:** `0x76BAD9D538BCA1AA`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x76bad9d538bca1aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x76BAD9D538BCA1AA

## Signature

```c
void _0x76BAD9D538BCA1AA(int ropeId, float p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x76bad9d538bca1aa(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0x76BAD9D538BCA1AA, ropeId, p1)
```

### JavaScript

```js
N_0x76bad9d538bca1aa(ropeId, p1);

// by hash
Citizen.invokeNative('0x76BAD9D538BCA1AA', ropeId, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x76BAD9D538BCA1AA, ropeId, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x76bad9d538bca1aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x814D453FCFDF119F

- **Hash:** `0x814D453FCFDF119F`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x814d453fcfdf119f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x814D453FCFDF119F

## Signature

```c
void _0x814D453FCFDF119F(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x814d453fcfdf119f(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x814D453FCFDF119F, p0, p1, p2)
```

### JavaScript

```js
N_0x814d453fcfdf119f(p0, p1, p2);

// by hash
Citizen.invokeNative('0x814D453FCFDF119F', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x814D453FCFDF119F, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x814d453fcfdf119f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x8D59079C37C21D78

- **Hash:** `0x8D59079C37C21D78`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x8d59079c37c21d78`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x8D59079C37C21D78

## Signature

```c
void _0x8D59079C37C21D78(int ropeId, float p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`float`)

## Returns

`void`

## Description

_ROPE_SET_*

## Usage

### Lua

```lua
N_0x8d59079c37c21d78(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0x8D59079C37C21D78, ropeId, p1)
```

### JavaScript

```js
N_0x8d59079c37c21d78(ropeId, p1);

// by hash
Citizen.invokeNative('0x8D59079C37C21D78', ropeId, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8D59079C37C21D78, ropeId, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x8d59079c37c21d78` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x8EEDFD8921389928

- **Hash:** `0x8EEDFD8921389928`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x8eedfd8921389928`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x8EEDFD8921389928

## Signature

```c
void _0x8EEDFD8921389928(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8eedfd8921389928(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x8EEDFD8921389928, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
N_0x8eedfd8921389928(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x8EEDFD8921389928', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x8EEDFD8921389928, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- This native has no known name, so the runtime exposes it only as `N_0x8eedfd8921389928` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0x9C24846D0A4A2776

- **Hash:** `0x9C24846D0A4A2776`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0x9c24846d0a4a2776`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0x9C24846D0A4A2776

## Signature

```c
void _0x9C24846D0A4A2776(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9c24846d0a4a2776(p0)

-- always available, by hash
Citizen.InvokeNative(0x9C24846D0A4A2776, p0)
```

### JavaScript

```js
N_0x9c24846d0a4a2776(p0);

// by hash
Citizen.invokeNative('0x9C24846D0A4A2776', p0);
```

### C#

```csharp
Function.Call((Hash)0x9C24846D0A4A2776, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9c24846d0a4a2776` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xB40EA9E0D2E2F7F3

- **Hash:** `0xB40EA9E0D2E2F7F3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xb40ea9e0d2e2f7f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xB40EA9E0D2E2F7F3

## Signature

```c
void _0xB40EA9E0D2E2F7F3(int ropeId, float p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb40ea9e0d2e2f7f3(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xB40EA9E0D2E2F7F3, ropeId, p1)
```

### JavaScript

```js
N_0xb40ea9e0d2e2f7f3(ropeId, p1);

// by hash
Citizen.invokeNative('0xB40EA9E0D2E2F7F3', ropeId, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB40EA9E0D2E2F7F3, ropeId, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xb40ea9e0d2e2f7f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xB7469CB9AC3C0FD4

- **Hash:** `0xB7469CB9AC3C0FD4`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xb7469cb9ac3c0fd4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xB7469CB9AC3C0FD4

## Signature

```c
void _0xB7469CB9AC3C0FD4(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb7469cb9ac3c0fd4(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xB7469CB9AC3C0FD4, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0xb7469cb9ac3c0fd4(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xB7469CB9AC3C0FD4', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xB7469CB9AC3C0FD4, p0, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0xb7469cb9ac3c0fd4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xBB3E9B073E66C3C9

- **Hash:** `0xBB3E9B073E66C3C9`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xbb3e9b073e66c3c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xBB3E9B073E66C3C9

## Signature

```c
void _0xBB3E9B073E66C3C9(int ropeId, BOOL p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbb3e9b073e66c3c9(ropeId, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xBB3E9B073E66C3C9, ropeId, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xbb3e9b073e66c3c9(ropeId, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xBB3E9B073E66C3C9', ropeId, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xBB3E9B073E66C3C9, ropeId, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xbb3e9b073e66c3c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xBDDA142759307528

- **Hash:** `0xBDDA142759307528`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xbdda142759307528`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xBDDA142759307528

## Signature

```c
void _0xBDDA142759307528(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbdda142759307528(p0)

-- always available, by hash
Citizen.InvokeNative(0xBDDA142759307528, p0)
```

### JavaScript

```js
N_0xbdda142759307528(p0);

// by hash
Citizen.invokeNative('0xBDDA142759307528', p0);
```

### C#

```csharp
Function.Call((Hash)0xBDDA142759307528, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbdda142759307528` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xC64E7A62632AD2FE

- **Hash:** `0xC64E7A62632AD2FE`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xc64e7a62632ad2fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xC64E7A62632AD2FE

## Signature

```c
void _0xC64E7A62632AD2FE(int ropeId, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc64e7a62632ad2fe(ropeId, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xC64E7A62632AD2FE, ropeId, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0xc64e7a62632ad2fe(ropeId, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xC64E7A62632AD2FE', ropeId, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xC64E7A62632AD2FE, ropeId, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0xc64e7a62632ad2fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xC89E7410A93AC19A

- **Hash:** `0xC89E7410A93AC19A`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xc89e7410a93ac19a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xC89E7410A93AC19A

## Signature

```c
void _0xC89E7410A93AC19A(int ropeId, float p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc89e7410a93ac19a(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xC89E7410A93AC19A, ropeId, p1)
```

### JavaScript

```js
N_0xc89e7410a93ac19a(ropeId, p1);

// by hash
Citizen.invokeNative('0xC89E7410A93AC19A', ropeId, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC89E7410A93AC19A, ropeId, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xc89e7410a93ac19a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xD699E688B49C0FD2

- **Hash:** `0xD699E688B49C0FD2`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xd699e688b49c0fd2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xD699E688B49C0FD2

## Signature

```c
void _0xD699E688B49C0FD2(int ropeId, float p1, float p2, float p3, BOOL p4);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd699e688b49c0fd2(ropeId, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xD699E688B49C0FD2, ropeId, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xd699e688b49c0fd2(ropeId, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xD699E688B49C0FD2', ropeId, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0xD699E688B49C0FD2, ropeId, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xd699e688b49c0fd2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xDEDE679ED29DD4E7

- **Hash:** `0xDEDE679ED29DD4E7`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xdede679ed29dd4e7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xDEDE679ED29DD4E7

## Signature

```c
void _0xDEDE679ED29DD4E7(int ropeId, BOOL p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdede679ed29dd4e7(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xDEDE679ED29DD4E7, ropeId, p1)
```

### JavaScript

```js
N_0xdede679ed29dd4e7(ropeId, p1);

// by hash
Citizen.invokeNative('0xDEDE679ED29DD4E7', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0xDEDE679ED29DD4E7, ropeId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdede679ed29dd4e7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xE54BF2CE6C7D23A9

- **Hash:** `0xE54BF2CE6C7D23A9`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xe54bf2ce6c7d23a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xE54BF2CE6C7D23A9

## Signature

```c
void _0xE54BF2CE6C7D23A9(int ropeId, int p1, float x, float y, float z);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe54bf2ce6c7d23a9(ropeId, p1, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xE54BF2CE6C7D23A9, ropeId, p1, x, y, z)
```

### JavaScript

```js
N_0xe54bf2ce6c7d23a9(ropeId, p1, x, y, z);

// by hash
Citizen.invokeNative('0xE54BF2CE6C7D23A9', ropeId, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE54BF2CE6C7D23A9, ropeId, p1, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xe54bf2ce6c7d23a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xEAF529446488EB18

- **Hash:** `0xEAF529446488EB18`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xeaf529446488eb18`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xEAF529446488EB18

## Signature

```c
void _0xEAF529446488EB18(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeaf529446488eb18(p0)

-- always available, by hash
Citizen.InvokeNative(0xEAF529446488EB18, p0)
```

### JavaScript

```js
N_0xeaf529446488eb18(p0);

// by hash
Citizen.invokeNative('0xEAF529446488EB18', p0);
```

### C#

```csharp
Function.Call((Hash)0xEAF529446488EB18, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xeaf529446488eb18` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xF1EA2A881EB7F2CD

- **Hash:** `0xF1EA2A881EB7F2CD`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xf1ea2a881eb7f2cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xF1EA2A881EB7F2CD

## Signature

```c
void _0xF1EA2A881EB7F2CD(int ropeId, BOOL p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf1ea2a881eb7f2cd(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xF1EA2A881EB7F2CD, ropeId, p1)
```

### JavaScript

```js
N_0xf1ea2a881eb7f2cd(ropeId, p1);

// by hash
Citizen.invokeNative('0xF1EA2A881EB7F2CD', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0xF1EA2A881EB7F2CD, ropeId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf1ea2a881eb7f2cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xF27F1A8DE4F50A1B

- **Hash:** `0xF27F1A8DE4F50A1B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xf27f1a8de4f50a1b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xF27F1A8DE4F50A1B

## Signature

```c
void _0xF27F1A8DE4F50A1B(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf27f1a8de4f50a1b(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xF27F1A8DE4F50A1B, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
N_0xf27f1a8de4f50a1b(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xF27F1A8DE4F50A1B', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xF27F1A8DE4F50A1B, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xf27f1a8de4f50a1b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xF8CA39D5C0D1D9A1

- **Hash:** `0xF8CA39D5C0D1D9A1`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xf8ca39d5c0d1d9a1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xF8CA39D5C0D1D9A1

## Signature

```c
void _0xF8CA39D5C0D1D9A1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf8ca39d5c0d1d9a1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF8CA39D5C0D1D9A1, p0, p1)
```

### JavaScript

```js
N_0xf8ca39d5c0d1d9a1(p0, p1);

// by hash
Citizen.invokeNative('0xF8CA39D5C0D1D9A1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF8CA39D5C0D1D9A1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8ca39d5c0d1d9a1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_0xFB9153A54AC713E8

- **Hash:** `0xFB9153A54AC713E8`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `N_0xfb9153a54ac713e8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/0xFB9153A54AC713E8

## Signature

```c
void _0xFB9153A54AC713E8(int ropeId, BOOL p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfb9153a54ac713e8(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xFB9153A54AC713E8, ropeId, p1)
```

### JavaScript

```js
N_0xfb9153a54ac713e8(ropeId, p1);

// by hash
Citizen.invokeNative('0xFB9153A54AC713E8', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0xFB9153A54AC713E8, ropeId, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfb9153a54ac713e8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::ACTIVATE_PHYSICS

- **Hash:** `0x710311ADF0E20730`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `ActivatePhysics`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ACTIVATE_PHYSICS

## Signature

```c
void ACTIVATE_PHYSICS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
ActivatePhysics(entity)

-- always available, by hash
Citizen.InvokeNative(0x710311ADF0E20730, entity)
```

### JavaScript

```js
ActivatePhysics(entity);

// by hash
Citizen.invokeNative('0x710311ADF0E20730', entity);
```

### C#

```csharp
Function.Call((Hash)0x710311ADF0E20730, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::ADD_ROPE

- **Hash:** `0xE832D760399EB220`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AddRope`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ADD_ROPE

## Signature

```c
int ADD_ROPE(float x, float y, float z, float rotX, float rotY, float rotZ, float length, int ropeType, float maxLength, float minLength, float p10, BOOL p11, BOOL p12, BOOL rigid, float p14, BOOL breakWhenShot, Any* unkPtr, BOOL p17);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `length` (`float`)
- `ropeType` (`int`)
- `maxLength` (`float`)
- `minLength` (`float`)
- `p10` (`float`)
- `p11` (`BOOL`)
- `p12` (`BOOL`)
- `rigid` (`BOOL`)
- `p14` (`float`)
- `breakWhenShot` (`BOOL`)
- `unkPtr` (`Any*`)
- `p17` (`BOOL`)

## Returns

`int`

## Description

There are 19 types of rope, from type = 0 to type = 18
Rope definitions are stored in ropedata.xml
Rope types 0, 15 and 18 have proper physics for hanging objects (taut, do not sag, small to medium diameter, good aspect for a rope)

## Usage

### Lua

```lua
local retval, unkPtr = AddRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, p17)

-- always available, by hash
local retval, unkPtr = Citizen.InvokeNative(0xE832D760399EB220, x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, Citizen.PointerValueInt(), p17, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, unkPtr] = AddRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, p17);

// by hash
const [retval, unkPtr] = Citizen.invokeNative('0xE832D760399EB220', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, length + 0.0000001, ropeType, maxLength + 0.0000001, minLength + 0.0000001, p10 + 0.0000001, p11, p12, rigid, p14 + 0.0000001, breakWhenShot, Citizen.pointerValueInt(), p17, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var unkPtr = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE832D760399EB220, x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, unkPtr, p17);
// unkPtr.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ADD_ROPE_2

- **Hash:** `0xE9C59F6809373A99`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AddRope_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ADD_ROPE_2

## Signature

```c
int _ADD_ROPE_2(float x, float y, float z, float rotX, float rotY, float rotZ, float length, int ropeType, BOOL isNetworked, int p9, float p10);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `length` (`float`)
- `ropeType` (`int`)
- `isNetworked` (`BOOL`)
- `p9` (`int`)
- `p10` (`float`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = AddRope_2(x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE9C59F6809373A99, x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddRope_2(x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10);

// by hash
const retval = Citizen.invokeNative('0xE9C59F6809373A99', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, length + 0.0000001, ropeType, isNetworked, p9, p10 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE9C59F6809373A99, x, y, z, rotX, rotY, rotZ, length, ropeType, isNetworked, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ATTACH_ENTITES_TO_ROPE_3

- **Hash:** `0xE9CD9A67834985A7`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AttachEntitesToRope_3`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ATTACH_ENTITES_TO_ROPE_3

## Signature

```c
void _ATTACH_ENTITES_TO_ROPE_3(int ropeId, Entity entity1, Entity entity2, float p3, float p4, float p5, float p6, float p7, float p8, Any p9, Any p10);
```

## Parameters

- `ropeId` (`int`)
- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
AttachEntitesToRope_3(ropeId, entity1, entity2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0xE9CD9A67834985A7, ropeId, entity1, entity2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
AttachEntitesToRope_3(ropeId, entity1, entity2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0xE9CD9A67834985A7', ropeId, entity1, entity2, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0xE9CD9A67834985A7, ropeId, entity1, entity2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::ATTACH_ENTITIES_TO_ROPE

- **Hash:** `0x3D95EC8B6D940AC3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AttachEntitiesToRope`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ATTACH_ENTITIES_TO_ROPE

## Signature

```c
void ATTACH_ENTITIES_TO_ROPE(int ropeId, Entity entity1, Entity entity2, float ent1X, float ent1Y, float ent1Z, float ent2X, float ent2Y, float ent2Z, float length, int alwaysZero1, int alwaysZero2, const char* boneName1, const char* boneName2, BOOL p14, int boneId1, int boneId2, int alwaysZero3, int alwaysZero4, BOOL p19, BOOL p20);
```

## Parameters

- `ropeId` (`int`)
- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `ent1X` (`float`)
- `ent1Y` (`float`)
- `ent1Z` (`float`)
- `ent2X` (`float`)
- `ent2Y` (`float`)
- `ent2Z` (`float`)
- `length` (`float`)
- `alwaysZero1` (`int`)
- `alwaysZero2` (`int`)
- `boneName1` (`const char*`)
- `boneName2` (`const char*`)
- `p14` (`BOOL`)
- `boneId1` (`int`)
- `boneId2` (`int`)
- `alwaysZero3` (`int`)
- `alwaysZero4` (`int`)
- `p19` (`BOOL`)
- `p20` (`BOOL`)

## Returns

`void`

## Description

Attaches entity 1 to entity 2.
If you use a boneName (p12/p13) make sure boneId (p15/p16) is set to -1.

## Usage

### Lua

```lua
AttachEntitiesToRope(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20)

-- always available, by hash
Citizen.InvokeNative(0x3D95EC8B6D940AC3, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20)
```

### JavaScript

```js
AttachEntitiesToRope(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20);

// by hash
Citizen.invokeNative('0x3D95EC8B6D940AC3', ropeId, entity1, entity2, ent1X + 0.0000001, ent1Y + 0.0000001, ent1Z + 0.0000001, ent2X + 0.0000001, ent2Y + 0.0000001, ent2Z + 0.0000001, length + 0.0000001, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20);
```

### C#

```csharp
Function.Call((Hash)0x3D95EC8B6D940AC3, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ATTACH_ENTITIES_TO_ROPE_2

- **Hash:** `0x462FF2A432733A44`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AttachEntitiesToRope_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ATTACH_ENTITIES_TO_ROPE_2

## Signature

```c
void _ATTACH_ENTITIES_TO_ROPE_2(int ropeId, Entity entity1, Entity entity2, float ent1X, float ent1Y, float ent1Z, float ent2X, float ent2Y, float ent2Z, const char* boneName1, const char* boneName2);
```

## Parameters

- `ropeId` (`int`)
- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `ent1X` (`float`)
- `ent1Y` (`float`)
- `ent1Z` (`float`)
- `ent2X` (`float`)
- `ent2Y` (`float`)
- `ent2Z` (`float`)
- `boneName1` (`const char*`)
- `boneName2` (`const char*`)

## Returns

`void`

## Description

Attaches a rope to two entities: binds two bones from two entities; one entity can be an object, i.e. a suspension point, the other an NPC bone

## Usage

### Lua

```lua
AttachEntitiesToRope_2(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2)

-- always available, by hash
Citizen.InvokeNative(0x462FF2A432733A44, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2)
```

### JavaScript

```js
AttachEntitiesToRope_2(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2);

// by hash
Citizen.invokeNative('0x462FF2A432733A44', ropeId, entity1, entity2, ent1X + 0.0000001, ent1Y + 0.0000001, ent1Z + 0.0000001, ent2X + 0.0000001, ent2Y + 0.0000001, ent2Z + 0.0000001, boneName1, boneName2);
```

### C#

```csharp
Function.Call((Hash)0x462FF2A432733A44, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::BREAK_ENTITY_GLASS

- **Hash:** `0x2E648D16F6E308F3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `BreakEntityGlass`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/BREAK_ENTITY_GLASS

## Signature

```c
void BREAK_ENTITY_GLASS(Entity entity, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, Any p9, BOOL p10);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`Any`)
- `p10` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BreakEntityGlass(entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x2E648D16F6E308F3, entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
BreakEntityGlass(entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x2E648D16F6E308F3', entity, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x2E648D16F6E308F3, entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_BREAK_ROPE

- **Hash:** `0x4CFA2B7FAE115ECB`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `BreakRope`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_BREAK_ROPE

## Signature

```c
void _BREAK_ROPE(int* ropeId, int* ropeTop, int* ropeBottom, float offsetX, float offsetY, float offsetZ, int p6);
```

## Parameters

- `ropeId` (`int*`)
- `ropeTop` (`int*`)
- `ropeBottom` (`int*`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `p6` (`int`)

## Returns

`void`

## Description

ropeTop returns top half of rope, ropeBottom returns bottom half of rope

## Usage

### Lua

```lua
local ropeId, ropeTop, ropeBottom = BreakRope(offsetX, offsetY, offsetZ, p6)

-- always available, by hash
local ropeId, ropeTop, ropeBottom = Citizen.InvokeNative(0x4CFA2B7FAE115ECB, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), offsetX, offsetY, offsetZ, p6)
```

### JavaScript

```js
const [ropeId, ropeTop, ropeBottom] = BreakRope(offsetX, offsetY, offsetZ, p6);

// by hash
const [ropeId, ropeTop, ropeBottom] = Citizen.invokeNative('0x4CFA2B7FAE115ECB', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, p6);
```

### C#

```csharp
var ropeId = new OutputArgument();
var ropeTop = new OutputArgument();
var ropeBottom = new OutputArgument();
Function.Call((Hash)0x4CFA2B7FAE115ECB, ropeId, ropeTop, ropeBottom, offsetX, offsetY, offsetZ, p6);
// ropeId.GetResult<int>()
// ropeTop.GetResult<int>()
// ropeBottom.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_CREATE_ROPE_WINDING_ABILITY

- **Hash:** `0x3C6490D940FF5D0B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `CreateRopeWindingAbility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_CREATE_ROPE_WINDING_ABILITY

## Signature

```c
void _CREATE_ROPE_WINDING_ABILITY(int ropeId, const char* p1, const char* ropeModelType, float length, BOOL p4);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`const char*`)
- `ropeModelType` (`const char*`)
- `length` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

Combining this with ADD_ROPE enables winding
p1: mostly empty (0)
ropeModelType: RB_L_Wrist02, RB_R_Wrist02, ropeAttach, noose01x_Rope_03, SKEL_Neck0, SKEL_L_FOOT, SKEL_Neck1, Root_s_meatbit_Chunck_Xlarge01x
_CREATE_*

## Usage

### Lua

```lua
CreateRopeWindingAbility(ropeId, p1, ropeModelType, length, p4)

-- always available, by hash
Citizen.InvokeNative(0x3C6490D940FF5D0B, ropeId, p1, ropeModelType, length, p4)
```

### JavaScript

```js
CreateRopeWindingAbility(ropeId, p1, ropeModelType, length, p4);

// by hash
Citizen.invokeNative('0x3C6490D940FF5D0B', ropeId, p1, ropeModelType, length + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x3C6490D940FF5D0B, ropeId, p1, ropeModelType, length, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::DELETE_CHILD_ROPE

- **Hash:** `0xAA5D6B1888E4DB20`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `DeleteChildRope`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/DELETE_CHILD_ROPE

## Signature

```c
void DELETE_CHILD_ROPE(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteChildRope(ropeId)

-- always available, by hash
Citizen.InvokeNative(0xAA5D6B1888E4DB20, ropeId)
```

### JavaScript

```js
DeleteChildRope(ropeId);

// by hash
Citizen.invokeNative('0xAA5D6B1888E4DB20', ropeId);
```

### C#

```csharp
Function.Call((Hash)0xAA5D6B1888E4DB20, ropeId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::DELETE_ROPE

- **Hash:** `0x52B4829281364649`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `DeleteRope`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/DELETE_ROPE

## Signature

```c
void DELETE_ROPE(int* ropeId);
```

## Parameters

- `ropeId` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local ropeId = DeleteRope(ropeId)

-- always available, by hash
local ropeId = Citizen.InvokeNative(0x52B4829281364649, Citizen.PointerValueIntInitialized(ropeId))
```

### JavaScript

```js
const ropeId = DeleteRope(ropeId);

// by hash
const ropeId = Citizen.invokeNative('0x52B4829281364649', Citizen.pointerValueIntInitialized(ropeId));
```

### C#

```csharp
var ropeId = new OutputArgument();
Function.Call((Hash)0x52B4829281364649, ropeId);
// ropeId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::DETACH_ROPE_FROM_ENTITY

- **Hash:** `0xBCF3026912A8647D`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `DetachRopeFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/DETACH_ROPE_FROM_ENTITY

## Signature

```c
void DETACH_ROPE_FROM_ENTITY(int ropeId, Entity entity);
```

## Parameters

- `ropeId` (`int`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
DetachRopeFromEntity(ropeId, entity)

-- always available, by hash
Citizen.InvokeNative(0xBCF3026912A8647D, ropeId, entity)
```

### JavaScript

```js
DetachRopeFromEntity(ropeId, entity);

// by hash
Citizen.invokeNative('0xBCF3026912A8647D', ropeId, entity);
```

### C#

```csharp
Function.Call((Hash)0xBCF3026912A8647D, ropeId, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::DOES_ROPE_EXIST

- **Hash:** `0xFD5448BE3111ED96`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `DoesRopeExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/DOES_ROPE_EXIST

## Signature

```c
BOOL DOES_ROPE_EXIST(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesRopeExist(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD5448BE3111ED96, ropeId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesRopeExist(ropeId);

// by hash
const retval = Citizen.invokeNative('0xFD5448BE3111ED96', ropeId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFD5448BE3111ED96, ropeId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::GET_ROPE_LAST_VERTEX_COORD

- **Hash:** `0x21BB0FBD3E217C2D`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `GetRopeLastVertexCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/GET_ROPE_LAST_VERTEX_COORD

## Signature

```c
Vector3 GET_ROPE_LAST_VERTEX_COORD(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetRopeLastVertexCoord(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x21BB0FBD3E217C2D, ropeId, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetRopeLastVertexCoord(ropeId);

// by hash
const retval = Citizen.invokeNative('0x21BB0FBD3E217C2D', ropeId, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x21BB0FBD3E217C2D, ropeId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::GET_ROPE_VERTEX_COORD

- **Hash:** `0xEA61CA8E80F09E4D`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `GetRopeVertexCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/GET_ROPE_VERTEX_COORD

## Signature

```c
Vector3 GET_ROPE_VERTEX_COORD(int ropeId, int vertex);
```

## Parameters

- `ropeId` (`int`)
- `vertex` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetRopeVertexCoord(ropeId, vertex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA61CA8E80F09E4D, ropeId, vertex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetRopeVertexCoord(ropeId, vertex);

// by hash
const retval = Citizen.invokeNative('0xEA61CA8E80F09E4D', ropeId, vertex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xEA61CA8E80F09E4D, ropeId, vertex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::GET_ROPE_VERTEX_COUNT

- **Hash:** `0x3655F544CD30F0B5`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `GetRopeVertexCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/GET_ROPE_VERTEX_COUNT

## Signature

```c
int GET_ROPE_VERTEX_COUNT(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetRopeVertexCount(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3655F544CD30F0B5, ropeId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRopeVertexCount(ropeId);

// by hash
const retval = Citizen.invokeNative('0x3655F544CD30F0B5', ropeId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3655F544CD30F0B5, ropeId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_HITCH_HORSE

- **Hash:** `0x06AADE17334F7A40`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `HitchHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_HITCH_HORSE

## Signature

```c
void _HITCH_HORSE(Ped horse, float x, float y, float z);
```

## Parameters

- `horse` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
HitchHorse(horse, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x06AADE17334F7A40, horse, x, y, z)
```

### JavaScript

```js
HitchHorse(horse, x, y, z);

// by hash
Citizen.invokeNative('0x06AADE17334F7A40', horse, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x06AADE17334F7A40, horse, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_IS_ROPE_ATTACHED_TO_ENTITY

- **Hash:** `0x9B4F7E3E4F9C77B3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `IsRopeAttachedToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_IS_ROPE_ATTACHED_TO_ENTITY

## Signature

```c
BOOL _IS_ROPE_ATTACHED_TO_ENTITY(int ropeId, Entity entity);
```

## Parameters

- `ropeId` (`int`)
- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsRopeAttachedToEntity(ropeId, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9B4F7E3E4F9C77B3, ropeId, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRopeAttachedToEntity(ropeId, entity);

// by hash
const retval = Citizen.invokeNative('0x9B4F7E3E4F9C77B3', ropeId, entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9B4F7E3E4F9C77B3, ropeId, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_IS_ROPE_BROKEN

- **Hash:** `0x79C2BEC82CFD7F7F`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `IsRopeBroken`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_IS_ROPE_BROKEN

## Signature

```c
BOOL _IS_ROPE_BROKEN(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsRopeBroken(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79C2BEC82CFD7F7F, ropeId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRopeBroken(ropeId);

// by hash
const retval = Citizen.invokeNative('0x79C2BEC82CFD7F7F', ropeId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x79C2BEC82CFD7F7F, ropeId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_RELEASE_ROPE

- **Hash:** `0x6076213101A47B3B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `ReleaseRope`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_RELEASE_ROPE

## Signature

```c
void _RELEASE_ROPE(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseRope(ropeId)

-- always available, by hash
Citizen.InvokeNative(0x6076213101A47B3B, ropeId)
```

### JavaScript

```js
ReleaseRope(ropeId);

// by hash
Citizen.invokeNative('0x6076213101A47B3B', ropeId);
```

### C#

```csharp
Function.Call((Hash)0x6076213101A47B3B, ropeId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ROPE_CHANGE_VISIBILITY

- **Hash:** `0x7A54D82227A139DB`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeChangeVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ROPE_CHANGE_VISIBILITY

## Signature

```c
void _ROPE_CHANGE_VISIBILITY(int* ropeId, BOOL visible);
```

## Parameters

- `ropeId` (`int*`)
- `visible` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local ropeId = RopeChangeVisibility(visible)

-- always available, by hash
local ropeId = Citizen.InvokeNative(0x7A54D82227A139DB, Citizen.PointerValueInt(), visible)
```

### JavaScript

```js
const ropeId = RopeChangeVisibility(visible);

// by hash
const ropeId = Citizen.invokeNative('0x7A54D82227A139DB', Citizen.pointerValueInt(), visible);
```

### C#

```csharp
var ropeId = new OutputArgument();
Function.Call((Hash)0x7A54D82227A139DB, ropeId, visible);
// ropeId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::ROPE_DRAW_SHADOW_ENABLED

- **Hash:** `0xF159A63806BB5BA8`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeDrawShadowEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ROPE_DRAW_SHADOW_ENABLED

## Signature

```c
void ROPE_DRAW_SHADOW_ENABLED(int* ropeId, BOOL toggle);
```

## Parameters

- `ropeId` (`int*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local ropeId = RopeDrawShadowEnabled(toggle)

-- always available, by hash
local ropeId = Citizen.InvokeNative(0xF159A63806BB5BA8, Citizen.PointerValueInt(), toggle)
```

### JavaScript

```js
const ropeId = RopeDrawShadowEnabled(toggle);

// by hash
const ropeId = Citizen.invokeNative('0xF159A63806BB5BA8', Citizen.pointerValueInt(), toggle);
```

### C#

```csharp
var ropeId = new OutputArgument();
Function.Call((Hash)0xF159A63806BB5BA8, ropeId, toggle);
// ropeId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::ROPE_FORCE_LENGTH

- **Hash:** `0xD009F759A723DB1B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeForceLength`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ROPE_FORCE_LENGTH

## Signature

```c
void ROPE_FORCE_LENGTH(int ropeId, float length);
```

## Parameters

- `ropeId` (`int`)
- `length` (`float`)

## Returns

`void`

## Description

Forces a rope to a certain length.

## Usage

### Lua

```lua
RopeForceLength(ropeId, length)

-- always available, by hash
Citizen.InvokeNative(0xD009F759A723DB1B, ropeId, length)
```

### JavaScript

```js
RopeForceLength(ropeId, length);

// by hash
Citizen.invokeNative('0xD009F759A723DB1B', ropeId, length + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD009F759A723DB1B, ropeId, length);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ROPE_GET_BREAKER_OF_ROPE

- **Hash:** `0xEE360CFC80C8B2BC`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeGetBreakerOfRope`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ROPE_GET_BREAKER_OF_ROPE

## Signature

```c
Player _ROPE_GET_BREAKER_OF_ROPE(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = RopeGetBreakerOfRope(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE360CFC80C8B2BC, ropeId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RopeGetBreakerOfRope(ropeId);

// by hash
const retval = Citizen.invokeNative('0xEE360CFC80C8B2BC', ropeId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEE360CFC80C8B2BC, ropeId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ROPE_GET_FORCED_LENGTH

- **Hash:** `0x3D69537039F8D824`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeGetForcedLength`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ROPE_GET_FORCED_LENGTH

## Signature

```c
float _ROPE_GET_FORCED_LENGTH(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = RopeGetForcedLength(ropeId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D69537039F8D824, ropeId, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = RopeGetForcedLength(ropeId);

// by hash
const retval = Citizen.invokeNative('0x3D69537039F8D824', ropeId, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3D69537039F8D824, ropeId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_ROPE_SET_LENGTH_CHANGE_RATE

- **Hash:** `0x1FC92BDBA1106BD2`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeSetLengthChangeRate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_ROPE_FORCE_LENGHT`
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ROPE_SET_LENGTH_CHANGE_RATE

## Signature

```c
void _ROPE_SET_LENGTH_CHANGE_RATE(int ropeId, float lengthChangeRate);
```

## Parameters

- `ropeId` (`int`)
- `lengthChangeRate` (`float`)

## Returns

`void`

## Description

Sets the rate used by START_ROPE_WINDING and START_ROPE_UNWINDING_FRONT to change the rope's forced length.
ROPE_FORCE_LENGTH directly writes the forced length instead.

## Usage

### Lua

```lua
RopeSetLengthChangeRate(ropeId, lengthChangeRate)

-- always available, by hash
Citizen.InvokeNative(0x1FC92BDBA1106BD2, ropeId, lengthChangeRate)
```

### JavaScript

```js
RopeSetLengthChangeRate(ropeId, lengthChangeRate);

// by hash
Citizen.invokeNative('0x1FC92BDBA1106BD2', ropeId, lengthChangeRate + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1FC92BDBA1106BD2, ropeId, lengthChangeRate);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::ROPE_SET_UPDATE_ORDER

- **Hash:** `0xDC57A637A20006ED`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeSetUpdateOrder`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/ROPE_SET_UPDATE_ORDER

## Signature

```c
void ROPE_SET_UPDATE_ORDER(int ropeId, Any p1);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RopeSetUpdateOrder(ropeId, p1)

-- always available, by hash
Citizen.InvokeNative(0xDC57A637A20006ED, ropeId, p1)
```

### JavaScript

```js
RopeSetUpdateOrder(ropeId, p1);

// by hash
Citizen.invokeNative('0xDC57A637A20006ED', ropeId, p1);
```

### C#

```csharp
Function.Call((Hash)0xDC57A637A20006ED, ropeId, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::SET_DAMPING

- **Hash:** `0xEEA3B200A6FEB65B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `SetDamping`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/SET_DAMPING

## Signature

```c
void SET_DAMPING(Entity entity, int vertex, float value);
```

## Parameters

- `entity` (`Entity`)
- `vertex` (`int`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDamping(entity, vertex, value)

-- always available, by hash
Citizen.InvokeNative(0xEEA3B200A6FEB65B, entity, vertex, value)
```

### JavaScript

```js
SetDamping(entity, vertex, value);

// by hash
Citizen.invokeNative('0xEEA3B200A6FEB65B', entity, vertex, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEEA3B200A6FEB65B, entity, vertex, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::SET_DISABLE_BREAKING

- **Hash:** `0x5CEC1A84620E7D5B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `SetDisableBreaking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/SET_DISABLE_BREAKING

## Signature

```c
void SET_DISABLE_BREAKING(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDisableBreaking(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x5CEC1A84620E7D5B, object, toggle)
```

### JavaScript

```js
SetDisableBreaking(object, toggle);

// by hash
Citizen.invokeNative('0x5CEC1A84620E7D5B', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x5CEC1A84620E7D5B, object, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::SET_DISABLE_FRAG_DAMAGE

- **Hash:** `0x01BA3AED21C16CFB`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `SetDisableFragDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/SET_DISABLE_FRAG_DAMAGE

## Signature

```c
void SET_DISABLE_FRAG_DAMAGE(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDisableFragDamage(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x01BA3AED21C16CFB, object, toggle)
```

### JavaScript

```js
SetDisableFragDamage(object, toggle);

// by hash
Citizen.invokeNative('0x01BA3AED21C16CFB', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x01BA3AED21C16CFB, object, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_START_ROPE_UNWINDING_BACK

- **Hash:** `0x00F611A794A3C36E`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StartRopeUnwindingBack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_START_ROPE_UNWINDING_BACK

## Signature

```c
void _START_ROPE_UNWINDING_BACK(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StartRopeUnwindingBack(ropeId)

-- always available, by hash
Citizen.InvokeNative(0x00F611A794A3C36E, ropeId)
```

### JavaScript

```js
StartRopeUnwindingBack(ropeId);

// by hash
Citizen.invokeNative('0x00F611A794A3C36E', ropeId);
```

### C#

```csharp
Function.Call((Hash)0x00F611A794A3C36E, ropeId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PHYSICS::_STOP_ROPE_UNWINDING_BACK](https://natives.borderlinerp.com/natives/PHYSICS/_STOP_ROPE_UNWINDING_BACK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::START_ROPE_UNWINDING_FRONT

- **Hash:** `0x538D1179EC1AA9A9`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StartRopeUnwindingFront`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/START_ROPE_UNWINDING_FRONT

## Signature

```c
void START_ROPE_UNWINDING_FRONT(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StartRopeUnwindingFront(ropeId)

-- always available, by hash
Citizen.InvokeNative(0x538D1179EC1AA9A9, ropeId)
```

### JavaScript

```js
StartRopeUnwindingFront(ropeId);

// by hash
Citizen.invokeNative('0x538D1179EC1AA9A9', ropeId);
```

### C#

```csharp
Function.Call((Hash)0x538D1179EC1AA9A9, ropeId);
```

## See also

- [PHYSICS::STOP_ROPE_UNWINDING_FRONT](https://natives.borderlinerp.com/natives/PHYSICS/STOP_ROPE_UNWINDING_FRONT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::START_ROPE_WINDING

- **Hash:** `0x1461C72C889E343E`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StartRopeWinding`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/START_ROPE_WINDING

## Signature

```c
void START_ROPE_WINDING(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StartRopeWinding(ropeId)

-- always available, by hash
Citizen.InvokeNative(0x1461C72C889E343E, ropeId)
```

### JavaScript

```js
StartRopeWinding(ropeId);

// by hash
Citizen.invokeNative('0x1461C72C889E343E', ropeId);
```

### C#

```csharp
Function.Call((Hash)0x1461C72C889E343E, ropeId);
```

## See also

- [PHYSICS::STOP_ROPE_WINDING](https://natives.borderlinerp.com/natives/PHYSICS/STOP_ROPE_WINDING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_STOP_ROPE_UNWINDING_BACK

- **Hash:** `0x10DAA76CB8A201A1`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StopRopeUnwindingBack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_STOP_ROPE_UNWINDING_BACK

## Signature

```c
void _STOP_ROPE_UNWINDING_BACK(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StopRopeUnwindingBack(ropeId)

-- always available, by hash
Citizen.InvokeNative(0x10DAA76CB8A201A1, ropeId)
```

### JavaScript

```js
StopRopeUnwindingBack(ropeId);

// by hash
Citizen.invokeNative('0x10DAA76CB8A201A1', ropeId);
```

### C#

```csharp
Function.Call((Hash)0x10DAA76CB8A201A1, ropeId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PHYSICS::_START_ROPE_UNWINDING_BACK](https://natives.borderlinerp.com/natives/PHYSICS/_START_ROPE_UNWINDING_BACK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::STOP_ROPE_UNWINDING_FRONT

- **Hash:** `0xFFF3A50779EFBBB3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StopRopeUnwindingFront`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/STOP_ROPE_UNWINDING_FRONT

## Signature

```c
void STOP_ROPE_UNWINDING_FRONT(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StopRopeUnwindingFront(ropeId)

-- always available, by hash
Citizen.InvokeNative(0xFFF3A50779EFBBB3, ropeId)
```

### JavaScript

```js
StopRopeUnwindingFront(ropeId);

// by hash
Citizen.invokeNative('0xFFF3A50779EFBBB3', ropeId);
```

### C#

```csharp
Function.Call((Hash)0xFFF3A50779EFBBB3, ropeId);
```

## See also

- [PHYSICS::START_ROPE_UNWINDING_FRONT](https://natives.borderlinerp.com/natives/PHYSICS/START_ROPE_UNWINDING_FRONT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::STOP_ROPE_WINDING

- **Hash:** `0xCB2D4AB84A19AA7C`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `StopRopeWinding`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/STOP_ROPE_WINDING

## Signature

```c
void STOP_ROPE_WINDING(int ropeId);
```

## Parameters

- `ropeId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
StopRopeWinding(ropeId)

-- always available, by hash
Citizen.InvokeNative(0xCB2D4AB84A19AA7C, ropeId)
```

### JavaScript

```js
StopRopeWinding(ropeId);

// by hash
Citizen.invokeNative('0xCB2D4AB84A19AA7C', ropeId);
```

### C#

```csharp
Function.Call((Hash)0xCB2D4AB84A19AA7C, ropeId);
```

## See also

- [PHYSICS::START_ROPE_WINDING](https://natives.borderlinerp.com/natives/PHYSICS/START_ROPE_WINDING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PHYSICS::_UNHITCH_HORSE

- **Hash:** `0x0348469DAA17576C`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `UnhitchHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_UNHITCH_HORSE

## Signature

```c
void _UNHITCH_HORSE(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
UnhitchHorse(horse)

-- always available, by hash
Citizen.InvokeNative(0x0348469DAA17576C, horse)
```

### JavaScript

```js
UnhitchHorse(horse);

// by hash
Citizen.invokeNative('0x0348469DAA17576C', horse);
```

### C#

```csharp
Function.Call((Hash)0x0348469DAA17576C, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x00B156AFEBCC5AE0

- **Hash:** `0x00B156AFEBCC5AE0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x00b156afebcc5ae0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x00B156AFEBCC5AE0

## Signature

```c
void _0x00B156AFEBCC5AE0(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x00b156afebcc5ae0(p0)

-- always available, by hash
Citizen.InvokeNative(0x00B156AFEBCC5AE0, p0)
```

### JavaScript

```js
N_0x00b156afebcc5ae0(p0);

// by hash
Citizen.invokeNative('0x00B156AFEBCC5AE0', p0);
```

### C#

```csharp
Function.Call((Hash)0x00B156AFEBCC5AE0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x00b156afebcc5ae0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x03B4B759A8990505

- **Hash:** `0x03B4B759A8990505`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x03b4b759a8990505`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x03B4B759A8990505

## Signature

```c
Any _0x03B4B759A8990505(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x03b4b759a8990505(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x03B4B759A8990505, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x03b4b759a8990505(p0);

// by hash
const retval = Citizen.invokeNative('0x03B4B759A8990505', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x03B4B759A8990505, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x03b4b759a8990505` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x06E1FB78B1E59CA5

- **Hash:** `0x06E1FB78B1E59CA5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x06e1fb78b1e59ca5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x06E1FB78B1E59CA5

## Signature

```c
void _0x06E1FB78B1E59CA5(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x06e1fb78b1e59ca5(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x06E1FB78B1E59CA5, ped, p1)
```

### JavaScript

```js
N_0x06e1fb78b1e59ca5(ped, p1);

// by hash
Citizen.invokeNative('0x06E1FB78B1E59CA5', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x06E1FB78B1E59CA5, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x06e1fb78b1e59ca5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x086549F3B0381CB1

- **Hash:** `0x086549F3B0381CB1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x086549f3b0381cb1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x086549F3B0381CB1

## Signature

```c
void _0x086549F3B0381CB1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x086549f3b0381cb1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x086549F3B0381CB1, p0, p1)
```

### JavaScript

```js
N_0x086549f3b0381cb1(p0, p1);

// by hash
Citizen.invokeNative('0x086549F3B0381CB1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x086549F3B0381CB1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x086549f3b0381cb1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x0869D499A7848309

- **Hash:** `0x0869D499A7848309`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x0869d499a7848309`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x0869D499A7848309

## Signature

```c
void _0x0869D499A7848309(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0869d499a7848309(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x0869D499A7848309, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0x0869d499a7848309(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x0869D499A7848309', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x0869D499A7848309, p0, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0x0869d499a7848309` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x08E22898A6AF4905

- **Hash:** `0x08E22898A6AF4905`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x08e22898a6af4905`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x08E22898A6AF4905

## Signature

```c
void _0x08E22898A6AF4905(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

_SET_PLAYER_*? some multiplier or modifier for health or statmina ?

## Usage

### Lua

```lua
N_0x08e22898a6af4905(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x08E22898A6AF4905, p0, p1)
```

### JavaScript

```js
N_0x08e22898a6af4905(p0, p1);

// by hash
Citizen.invokeNative('0x08E22898A6AF4905', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x08E22898A6AF4905, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x08e22898a6af4905` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_0x0B7803F6F7BB43E0

- **Hash:** `0x0B7803F6F7BB43E0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x0b7803f6f7bb43e0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x0B7803F6F7BB43E0

## Signature

```c
Any _0x0B7803F6F7BB43E0();
```

## Returns

`Any`

## Description

Hardcoded to return zero/false.

## Usage

### Lua

```lua
local retval = N_0x0b7803f6f7bb43e0()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0B7803F6F7BB43E0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0b7803f6f7bb43e0();

// by hash
const retval = Citizen.invokeNative('0x0B7803F6F7BB43E0', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0B7803F6F7BB43E0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0b7803f6f7bb43e0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x0F4EAF69DA41AF43

- **Hash:** `0x0F4EAF69DA41AF43`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x0f4eaf69da41af43`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x0F4EAF69DA41AF43

## Signature

```c
Any _0x0F4EAF69DA41AF43(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0f4eaf69da41af43(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0F4EAF69DA41AF43, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0f4eaf69da41af43(p0);

// by hash
const retval = Citizen.invokeNative('0x0F4EAF69DA41AF43', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0F4EAF69DA41AF43, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f4eaf69da41af43` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x0F9CF06986300875

- **Hash:** `0x0F9CF06986300875`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x0f9cf06986300875`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x0F9CF06986300875

## Signature

```c
void _0x0F9CF06986300875(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0f9cf06986300875(p0)

-- always available, by hash
Citizen.InvokeNative(0x0F9CF06986300875, p0)
```

### JavaScript

```js
N_0x0f9cf06986300875(p0);

// by hash
Citizen.invokeNative('0x0F9CF06986300875', p0);
```

### C#

```csharp
Function.Call((Hash)0x0F9CF06986300875, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f9cf06986300875` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x107F2A66E1C4C83A

- **Hash:** `0x107F2A66E1C4C83A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x107f2a66e1c4c83a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x107F2A66E1C4C83A

## Signature

```c
void _0x107F2A66E1C4C83A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x107f2a66e1c4c83a(p0)

-- always available, by hash
Citizen.InvokeNative(0x107F2A66E1C4C83A, p0)
```

### JavaScript

```js
N_0x107f2a66e1c4c83a(p0);

// by hash
Citizen.invokeNative('0x107F2A66E1C4C83A', p0);
```

### C#

```csharp
Function.Call((Hash)0x107F2A66E1C4C83A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x107f2a66e1c4c83a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x113EF458AB6CDA67

- **Hash:** `0x113EF458AB6CDA67`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x113ef458ab6cda67`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x113EF458AB6CDA67

## Signature

```c
void _0x113EF458AB6CDA67(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x113ef458ab6cda67(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x113EF458AB6CDA67, p0, p1)
```

### JavaScript

```js
N_0x113ef458ab6cda67(p0, p1);

// by hash
Citizen.invokeNative('0x113EF458AB6CDA67', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x113EF458AB6CDA67, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x113ef458ab6cda67` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x12E09E278C6C29B7

- **Hash:** `0x12E09E278C6C29B7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x12e09e278c6c29b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x12E09E278C6C29B7

## Signature

```c
void _0x12E09E278C6C29B7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x12e09e278c6c29b7(p0)

-- always available, by hash
Citizen.InvokeNative(0x12E09E278C6C29B7, p0)
```

### JavaScript

```js
N_0x12e09e278c6c29b7(p0);

// by hash
Citizen.invokeNative('0x12E09E278C6C29B7', p0);
```

### C#

```csharp
Function.Call((Hash)0x12E09E278C6C29B7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x12e09e278c6c29b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x14E57F88BA0A07FC

- **Hash:** `0x14E57F88BA0A07FC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x14e57f88ba0a07fc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x14E57F88BA0A07FC

## Signature

```c
void _0x14E57F88BA0A07FC(Hash location);
```

## Parameters

- `location` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x14e57f88ba0a07fc(location)

-- always available, by hash
Citizen.InvokeNative(0x14E57F88BA0A07FC, location)
```

### JavaScript

```js
N_0x14e57f88ba0a07fc(location);

// by hash
Citizen.invokeNative('0x14E57F88BA0A07FC', location);
```

### C#

```csharp
Function.Call((Hash)0x14E57F88BA0A07FC, location);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x14e57f88ba0a07fc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x19B2C7A6C34FAD54

- **Hash:** `0x19B2C7A6C34FAD54`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x19b2c7a6c34fad54`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x19B2C7A6C34FAD54

## Signature

```c
Any _0x19B2C7A6C34FAD54(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x19b2c7a6c34fad54(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x19B2C7A6C34FAD54, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x19b2c7a6c34fad54(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x19B2C7A6C34FAD54', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x19B2C7A6C34FAD54, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x19b2c7a6c34fad54` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x1AD8AD999C27F44A

- **Hash:** `0x1AD8AD999C27F44A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x1ad8ad999c27f44a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x1AD8AD999C27F44A

## Signature

```c
void _0x1AD8AD999C27F44A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1ad8ad999c27f44a(p0)

-- always available, by hash
Citizen.InvokeNative(0x1AD8AD999C27F44A, p0)
```

### JavaScript

```js
N_0x1ad8ad999c27f44a(p0);

// by hash
Citizen.invokeNative('0x1AD8AD999C27F44A', p0);
```

### C#

```csharp
Function.Call((Hash)0x1AD8AD999C27F44A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1ad8ad999c27f44a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x1D256EED194F5B58

- **Hash:** `0x1D256EED194F5B58`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x1d256eed194f5b58`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x1D256EED194F5B58

## Signature

```c
void _0x1D256EED194F5B58(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1d256eed194f5b58(p0)

-- always available, by hash
Citizen.InvokeNative(0x1D256EED194F5B58, p0)
```

### JavaScript

```js
N_0x1d256eed194f5b58(p0);

// by hash
Citizen.invokeNative('0x1D256EED194F5B58', p0);
```

### C#

```csharp
Function.Call((Hash)0x1D256EED194F5B58, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1d256eed194f5b58` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x1E8099F449ABB0BA

- **Hash:** `0x1E8099F449ABB0BA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x1e8099f449abb0ba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x1E8099F449ABB0BA

## Signature

```c
Any _0x1E8099F449ABB0BA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x1e8099f449abb0ba(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E8099F449ABB0BA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1e8099f449abb0ba(p0);

// by hash
const retval = Citizen.invokeNative('0x1E8099F449ABB0BA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1E8099F449ABB0BA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1e8099f449abb0ba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x1F488807BC8E0630

- **Hash:** `0x1F488807BC8E0630`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x1f488807bc8e0630`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x1F488807BC8E0630

## Signature

```c
void _0x1F488807BC8E0630(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

_RESET_PLAYER_A* - _RESET_PLAYER_I*

## Usage

### Lua

```lua
N_0x1f488807bc8e0630(player)

-- always available, by hash
Citizen.InvokeNative(0x1F488807BC8E0630, player)
```

### JavaScript

```js
N_0x1f488807bc8e0630(player);

// by hash
Citizen.invokeNative('0x1F488807BC8E0630', player);
```

### C#

```csharp
Function.Call((Hash)0x1F488807BC8E0630, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f488807bc8e0630` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x1FDA57E8908F2609

- **Hash:** `0x1FDA57E8908F2609`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x1fda57e8908f2609`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x1FDA57E8908F2609

## Signature

```c
void _0x1FDA57E8908F2609(Player player, Ped ped, BOOL useSteerassist);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `useSteerassist` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1fda57e8908f2609(player, ped, useSteerassist)

-- always available, by hash
Citizen.InvokeNative(0x1FDA57E8908F2609, player, ped, useSteerassist)
```

### JavaScript

```js
N_0x1fda57e8908f2609(player, ped, useSteerassist);

// by hash
Citizen.invokeNative('0x1FDA57E8908F2609', player, ped, useSteerassist);
```

### C#

```csharp
Function.Call((Hash)0x1FDA57E8908F2609, player, ped, useSteerassist);
```

- This native has no known name, so the runtime exposes it only as `N_0x1fda57e8908f2609` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x21091B4BEB6376EE

- **Hash:** `0x21091B4BEB6376EE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x21091b4beb6376ee`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x21091B4BEB6376EE

## Signature

```c
Any _0x21091B4BEB6376EE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x21091b4beb6376ee(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x21091B4BEB6376EE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x21091b4beb6376ee(p0);

// by hash
const retval = Citizen.invokeNative('0x21091B4BEB6376EE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x21091B4BEB6376EE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x21091b4beb6376ee` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x216BC0D3D2E413D2

- **Hash:** `0x216BC0D3D2E413D2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x216bc0d3d2e413d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x216BC0D3D2E413D2

## Signature

```c
void _0x216BC0D3D2E413D2(Player player, Any p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x216bc0d3d2e413d2(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x216BC0D3D2E413D2, player, p1)
```

### JavaScript

```js
N_0x216bc0d3d2e413d2(player, p1);

// by hash
Citizen.invokeNative('0x216BC0D3D2E413D2', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x216BC0D3D2E413D2, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x216bc0d3d2e413d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x22B3CABEDDB538B2

- **Hash:** `0x22B3CABEDDB538B2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x22b3cabeddb538b2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x22B3CABEDDB538B2

## Signature

```c
void _0x22B3CABEDDB538B2(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x22b3cabeddb538b2(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x22B3CABEDDB538B2, player, p1)
```

### JavaScript

```js
N_0x22b3cabeddb538b2(player, p1);

// by hash
Citizen.invokeNative('0x22B3CABEDDB538B2', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x22B3CABEDDB538B2, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x22b3cabeddb538b2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x263D69767F76059C

- **Hash:** `0x263D69767F76059C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x263d69767f76059c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x263D69767F76059C

## Signature

```c
void _0x263D69767F76059C(Player player, int p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x263d69767f76059c(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x263D69767F76059C, player, p1)
```

### JavaScript

```js
N_0x263d69767f76059c(player, p1);

// by hash
Citizen.invokeNative('0x263D69767F76059C', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x263D69767F76059C, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x263d69767f76059c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x2BB8D58E88777499

- **Hash:** `0x2BB8D58E88777499`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x2bb8d58e88777499`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x2BB8D58E88777499

## Signature

```c
void _0x2BB8D58E88777499(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2bb8d58e88777499(p0)

-- always available, by hash
Citizen.InvokeNative(0x2BB8D58E88777499, p0)
```

### JavaScript

```js
N_0x2bb8d58e88777499(p0);

// by hash
Citizen.invokeNative('0x2BB8D58E88777499', p0);
```

### C#

```csharp
Function.Call((Hash)0x2BB8D58E88777499, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2bb8d58e88777499` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x2BEED53B912537D0

- **Hash:** `0x2BEED53B912537D0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x2beed53b912537d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x2BEED53B912537D0

## Signature

```c
void _0x2BEED53B912537D0(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2beed53b912537d0(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x2BEED53B912537D0, p0, p1, p2)
```

### JavaScript

```js
N_0x2beed53b912537d0(p0, p1, p2);

// by hash
Citizen.invokeNative('0x2BEED53B912537D0', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x2BEED53B912537D0, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x2beed53b912537d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x2C2D287748E8E9B7

- **Hash:** `0x2C2D287748E8E9B7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x2c2d287748e8e9b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x2C2D287748E8E9B7

## Signature

```c
void _0x2C2D287748E8E9B7(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2c2d287748e8e9b7(p0)

-- always available, by hash
Citizen.InvokeNative(0x2C2D287748E8E9B7, p0)
```

### JavaScript

```js
N_0x2c2d287748e8e9b7(p0);

// by hash
Citizen.invokeNative('0x2C2D287748E8E9B7', p0);
```

### C#

```csharp
Function.Call((Hash)0x2C2D287748E8E9B7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2c2d287748e8e9b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x2E1ABE627C95ED9B

- **Hash:** `0x2E1ABE627C95ED9B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x2e1abe627c95ed9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x2E1ABE627C95ED9B

## Signature

```c
Any _0x2E1ABE627C95ED9B();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2e1abe627c95ed9b()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E1ABE627C95ED9B, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2e1abe627c95ed9b();

// by hash
const retval = Citizen.invokeNative('0x2E1ABE627C95ED9B', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2E1ABE627C95ED9B);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e1abe627c95ed9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x2E67707BEC52CA4B

- **Hash:** `0x2E67707BEC52CA4B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x2e67707bec52ca4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x2E67707BEC52CA4B

## Signature

```c
void _0x2E67707BEC52CA4B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2e67707bec52ca4b(p0)

-- always available, by hash
Citizen.InvokeNative(0x2E67707BEC52CA4B, p0)
```

### JavaScript

```js
N_0x2e67707bec52ca4b(p0);

// by hash
Citizen.invokeNative('0x2E67707BEC52CA4B', p0);
```

### C#

```csharp
Function.Call((Hash)0x2E67707BEC52CA4B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e67707bec52ca4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x310CE349E0C0EC4B

- **Hash:** `0x310CE349E0C0EC4B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x310ce349e0c0ec4b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x310CE349E0C0EC4B

## Signature

```c
void _0x310CE349E0C0EC4B(Player player, Ped ped, int p2);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x310ce349e0c0ec4b(player, ped, p2)

-- always available, by hash
Citizen.InvokeNative(0x310CE349E0C0EC4B, player, ped, p2)
```

### JavaScript

```js
N_0x310ce349e0c0ec4b(player, ped, p2);

// by hash
Citizen.invokeNative('0x310CE349E0C0EC4B', player, ped, p2);
```

### C#

```csharp
Function.Call((Hash)0x310CE349E0C0EC4B, player, ped, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x310ce349e0c0ec4b` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x325434C68358D282

- **Hash:** `0x325434C68358D282`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x325434c68358d282`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x325434C68358D282

## Signature

```c
void _0x325434C68358D282(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

Only used in script function UPDATE_PLAYER_JUST_DIED_STATE
The value passed to this native in the scripts is whether a global UGC mission is active or not

## Usage

### Lua

```lua
N_0x325434c68358d282(toggle)

-- always available, by hash
Citizen.InvokeNative(0x325434C68358D282, toggle)
```

### JavaScript

```js
N_0x325434c68358d282(toggle);

// by hash
Citizen.invokeNative('0x325434C68358D282', toggle);
```

### C#

```csharp
Function.Call((Hash)0x325434C68358D282, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x325434c68358d282` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x35A33783EC3C3448

- **Hash:** `0x35A33783EC3C3448`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x35a33783ec3c3448`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x35A33783EC3C3448

## Signature

```c
void _0x35A33783EC3C3448(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x35a33783ec3c3448(p0)

-- always available, by hash
Citizen.InvokeNative(0x35A33783EC3C3448, p0)
```

### JavaScript

```js
N_0x35a33783ec3c3448(p0);

// by hash
Citizen.invokeNative('0x35A33783EC3C3448', p0);
```

### C#

```csharp
Function.Call((Hash)0x35A33783EC3C3448, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x35a33783ec3c3448` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3A8611BD7BDE84F7

- **Hash:** `0x3A8611BD7BDE84F7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3a8611bd7bde84f7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3A8611BD7BDE84F7

## Signature

```c
void _0x3A8611BD7BDE84F7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3a8611bd7bde84f7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3A8611BD7BDE84F7, p0, p1)
```

### JavaScript

```js
N_0x3a8611bd7bde84f7(p0, p1);

// by hash
Citizen.invokeNative('0x3A8611BD7BDE84F7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3A8611BD7BDE84F7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3a8611bd7bde84f7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3ACAC8832E77BC93

- **Hash:** `0x3ACAC8832E77BC93`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3acac8832e77bc93`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3ACAC8832E77BC93

## Signature

```c
void _0x3ACAC8832E77BC93(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used in script function INIT_DEADEYE_SLOWDOWN

## Usage

### Lua

```lua
N_0x3acac8832e77bc93(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x3ACAC8832E77BC93, player, p1)
```

### JavaScript

```js
N_0x3acac8832e77bc93(player, p1);

// by hash
Citizen.invokeNative('0x3ACAC8832E77BC93', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x3ACAC8832E77BC93, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3acac8832e77bc93` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3AD212429E095EFB

- **Hash:** `0x3AD212429E095EFB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3ad212429e095efb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3AD212429E095EFB

## Signature

```c
void _0x3AD212429E095EFB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3ad212429e095efb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3AD212429E095EFB, p0, p1)
```

### JavaScript

```js
N_0x3ad212429e095efb(p0, p1);

// by hash
Citizen.invokeNative('0x3AD212429E095EFB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3AD212429E095EFB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3ad212429e095efb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3B296934DB026873

- **Hash:** `0x3B296934DB026873`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3b296934db026873`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3B296934DB026873

## Signature

```c
void _0x3B296934DB026873(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x3b296934db026873(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3B296934DB026873, p0, p1)
```

### JavaScript

```js
N_0x3b296934db026873(p0, p1);

// by hash
Citizen.invokeNative('0x3B296934DB026873', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3B296934DB026873, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3b296934db026873` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3BB84F812E052C90

- **Hash:** `0x3BB84F812E052C90`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3bb84f812e052c90`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3BB84F812E052C90

## Signature

```c
void _0x3BB84F812E052C90(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3bb84f812e052c90(p0)

-- always available, by hash
Citizen.InvokeNative(0x3BB84F812E052C90, p0)
```

### JavaScript

```js
N_0x3bb84f812e052c90(p0);

// by hash
Citizen.invokeNative('0x3BB84F812E052C90', p0);
```

### C#

```csharp
Function.Call((Hash)0x3BB84F812E052C90, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3bb84f812e052c90` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3C4AE8506638C7E2

- **Hash:** `0x3C4AE8506638C7E2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3c4ae8506638c7e2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3C4AE8506638C7E2

## Signature

```c
void _0x3C4AE8506638C7E2(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3c4ae8506638c7e2(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3C4AE8506638C7E2, p0, p1)
```

### JavaScript

```js
N_0x3c4ae8506638c7e2(p0, p1);

// by hash
Citizen.invokeNative('0x3C4AE8506638C7E2', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3C4AE8506638C7E2, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3c4ae8506638c7e2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3D9DA5C9EFD20D88

- **Hash:** `0x3D9DA5C9EFD20D88`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3d9da5c9efd20d88`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3D9DA5C9EFD20D88

## Signature

```c
void _0x3D9DA5C9EFD20D88(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3d9da5c9efd20d88(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3D9DA5C9EFD20D88, p0, p1)
```

### JavaScript

```js
N_0x3d9da5c9efd20d88(p0, p1);

// by hash
Citizen.invokeNative('0x3D9DA5C9EFD20D88', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3D9DA5C9EFD20D88, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3d9da5c9efd20d88` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x3DAABE78A23694BC

- **Hash:** `0x3DAABE78A23694BC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x3daabe78a23694bc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x3DAABE78A23694BC

## Signature

```c
void _0x3DAABE78A23694BC(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3daabe78a23694bc(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3DAABE78A23694BC, p0, p1)
```

### JavaScript

```js
N_0x3daabe78a23694bc(p0, p1);

// by hash
Citizen.invokeNative('0x3DAABE78A23694BC', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3DAABE78A23694BC, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3daabe78a23694bc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x45EF176B532CA851

- **Hash:** `0x45EF176B532CA851`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x45ef176b532ca851`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x45EF176B532CA851

## Signature

```c
void _0x45EF176B532CA851(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x45ef176b532ca851(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x45EF176B532CA851, p0, p1)
```

### JavaScript

```js
N_0x45ef176b532ca851(p0, p1);

// by hash
Citizen.invokeNative('0x45EF176B532CA851', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x45EF176B532CA851, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x45ef176b532ca851` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x497A18F8F88AA9D8

- **Hash:** `0x497A18F8F88AA9D8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x497a18f8f88aa9d8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x497A18F8F88AA9D8

## Signature

```c
void _0x497A18F8F88AA9D8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x497a18f8f88aa9d8()

-- always available, by hash
Citizen.InvokeNative(0x497A18F8F88AA9D8)
```

### JavaScript

```js
N_0x497a18f8f88aa9d8();

// by hash
Citizen.invokeNative('0x497A18F8F88AA9D8');
```

### C#

```csharp
Function.Call((Hash)0x497A18F8F88AA9D8);
```

- This native has no known name, so the runtime exposes it only as `N_0x497a18f8f88aa9d8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x4D1699543B1C023C

- **Hash:** `0x4D1699543B1C023C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x4d1699543b1c023c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x4D1699543B1C023C

## Signature

```c
void _0x4D1699543B1C023C(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Description

_SET_SPECIAL_ABILITY_*

## Usage

### Lua

```lua
N_0x4d1699543b1c023c(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x4D1699543B1C023C, player, p1)
```

### JavaScript

```js
N_0x4d1699543b1c023c(player, p1);

// by hash
Citizen.invokeNative('0x4D1699543B1C023C', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4D1699543B1C023C, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x4d1699543b1c023c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x4DBC4873707E8FD6

- **Hash:** `0x4DBC4873707E8FD6`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x4dbc4873707e8fd6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x4DBC4873707E8FD6

## Signature

```c
void _0x4DBC4873707E8FD6(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4dbc4873707e8fd6(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4DBC4873707E8FD6, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x4dbc4873707e8fd6(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4DBC4873707E8FD6', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x4DBC4873707E8FD6, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x4dbc4873707e8fd6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x4EC8BE63B8A5D4EF

- **Hash:** `0x4EC8BE63B8A5D4EF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x4ec8be63b8a5d4ef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x4EC8BE63B8A5D4EF

## Signature

```c
void _0x4EC8BE63B8A5D4EF(Player player, int p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4ec8be63b8a5d4ef(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x4EC8BE63B8A5D4EF, player, p1)
```

### JavaScript

```js
N_0x4ec8be63b8a5d4ef(player, p1);

// by hash
Citizen.invokeNative('0x4EC8BE63B8A5D4EF', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x4EC8BE63B8A5D4EF, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4ec8be63b8a5d4ef` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x4F0D2256AAE94EDA

- **Hash:** `0x4F0D2256AAE94EDA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x4f0d2256aae94eda`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x4F0D2256AAE94EDA

## Signature

```c
void _0x4F0D2256AAE94EDA(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4f0d2256aae94eda(p0)

-- always available, by hash
Citizen.InvokeNative(0x4F0D2256AAE94EDA, p0)
```

### JavaScript

```js
N_0x4f0d2256aae94eda(p0);

// by hash
Citizen.invokeNative('0x4F0D2256AAE94EDA', p0);
```

### C#

```csharp
Function.Call((Hash)0x4F0D2256AAE94EDA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f0d2256aae94eda` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x51139D8C17B16FBC

- **Hash:** `0x51139D8C17B16FBC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x51139d8c17b16fbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x51139D8C17B16FBC

## Signature

```c
Any _0x51139D8C17B16FBC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x51139d8c17b16fbc(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51139D8C17B16FBC, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x51139d8c17b16fbc(p0);

// by hash
const retval = Citizen.invokeNative('0x51139D8C17B16FBC', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x51139D8C17B16FBC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x51139d8c17b16fbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x57028FD99886F6F9

- **Hash:** `0x57028FD99886F6F9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x57028fd99886f6f9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x57028FD99886F6F9

## Signature

```c
BOOL _0x57028FD99886F6F9();
```

## Returns

`BOOL`

## Description

_IS_PLAYER_D* - _IS_PLAYER_F*

## Usage

### Lua

```lua
local retval = N_0x57028fd99886f6f9()

-- always available, by hash
local retval = Citizen.InvokeNative(0x57028FD99886F6F9, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x57028fd99886f6f9();

// by hash
const retval = Citizen.invokeNative('0x57028FD99886F6F9', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x57028FD99886F6F9);
```

- This native has no known name, so the runtime exposes it only as `N_0x57028fd99886f6f9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x570A13A4CA2799BB

- **Hash:** `0x570A13A4CA2799BB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x570a13a4ca2799bb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x570A13A4CA2799BB

## Signature

```c
void _0x570A13A4CA2799BB(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used in script function INIT_DEADEYE_SLOWDOWN

## Usage

### Lua

```lua
N_0x570a13a4ca2799bb(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x570A13A4CA2799BB, player, p1)
```

### JavaScript

```js
N_0x570a13a4ca2799bb(player, p1);

// by hash
Citizen.invokeNative('0x570A13A4CA2799BB', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x570A13A4CA2799BB, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x570a13a4ca2799bb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x57D9991DC1334151

- **Hash:** `0x57D9991DC1334151`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x57d9991dc1334151`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x57D9991DC1334151

## Signature

```c
Any _0x57D9991DC1334151(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x57d9991dc1334151(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57D9991DC1334151, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x57d9991dc1334151(p0);

// by hash
const retval = Citizen.invokeNative('0x57D9991DC1334151', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x57D9991DC1334151, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x57d9991dc1334151` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x585CE159DB46FADB

- **Hash:** `0x585CE159DB46FADB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x585ce159db46fadb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x585CE159DB46FADB

## Signature

```c
void _0x585CE159DB46FADB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x585ce159db46fadb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x585CE159DB46FADB, p0, p1)
```

### JavaScript

```js
N_0x585ce159db46fadb(p0, p1);

// by hash
Citizen.invokeNative('0x585CE159DB46FADB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x585CE159DB46FADB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x585ce159db46fadb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x5B7B97E99F84138B

- **Hash:** `0x5B7B97E99F84138B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x5b7b97e99f84138b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x5B7B97E99F84138B

## Signature

```c
Any _0x5B7B97E99F84138B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5b7b97e99f84138b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B7B97E99F84138B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5b7b97e99f84138b(p0);

// by hash
const retval = Citizen.invokeNative('0x5B7B97E99F84138B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5B7B97E99F84138B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5b7b97e99f84138b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x5C2E5E3CAEEB1F58

- **Hash:** `0x5C2E5E3CAEEB1F58`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x5c2e5e3caeeb1f58`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x5C2E5E3CAEEB1F58

## Signature

```c
void _0x5C2E5E3CAEEB1F58(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5c2e5e3caeeb1f58(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x5C2E5E3CAEEB1F58, p0, p1, p2)
```

### JavaScript

```js
N_0x5c2e5e3caeeb1f58(p0, p1, p2);

// by hash
Citizen.invokeNative('0x5C2E5E3CAEEB1F58', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x5C2E5E3CAEEB1F58, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5c2e5e3caeeb1f58` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x621D1B289CAF5978

- **Hash:** `0x621D1B289CAF5978`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x621d1b289caf5978`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x621D1B289CAF5978

## Signature

```c
BOOL _0x621D1B289CAF5978(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

_IS_PLAYER_S* - _IS_PLAYER_T*

## Usage

### Lua

```lua
local retval = N_0x621d1b289caf5978(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x621D1B289CAF5978, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x621d1b289caf5978(player);

// by hash
const retval = Citizen.invokeNative('0x621D1B289CAF5978', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x621D1B289CAF5978, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x621d1b289caf5978` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x628E742FE1F79C4A

- **Hash:** `0x628E742FE1F79C4A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x628e742fe1f79c4a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x628E742FE1F79C4A

## Signature

```c
void _0x628E742FE1F79C4A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x628e742fe1f79c4a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x628E742FE1F79C4A, p0, p1)
```

### JavaScript

```js
N_0x628e742fe1f79c4a(p0, p1);

// by hash
Citizen.invokeNative('0x628E742FE1F79C4A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x628E742FE1F79C4A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x628e742fe1f79c4a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x65887EAC535A0B0C

- **Hash:** `0x65887EAC535A0B0C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x65887eac535a0b0c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x65887EAC535A0B0C

## Signature

```c
void _0x65887EAC535A0B0C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x65887eac535a0b0c(p0)

-- always available, by hash
Citizen.InvokeNative(0x65887EAC535A0B0C, p0)
```

### JavaScript

```js
N_0x65887eac535a0b0c(p0);

// by hash
Citizen.invokeNative('0x65887EAC535A0B0C', p0);
```

### C#

```csharp
Function.Call((Hash)0x65887EAC535A0B0C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x65887eac535a0b0c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x67659A8F248E0141

- **Hash:** `0x67659A8F248E0141`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x67659a8f248e0141`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x67659A8F248E0141

## Signature

```c
void _0x67659A8F248E0141(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x67659a8f248e0141(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x67659A8F248E0141, p0, p1)
```

### JavaScript

```js
N_0x67659a8f248e0141(p0, p1);

// by hash
Citizen.invokeNative('0x67659A8F248E0141', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x67659A8F248E0141, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x67659a8f248e0141` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x6852288340B43239

- **Hash:** `0x6852288340B43239`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x6852288340b43239`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x6852288340B43239

## Signature

```c
Any _0x6852288340B43239(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6852288340b43239(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6852288340B43239, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6852288340b43239(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x6852288340B43239', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6852288340B43239, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6852288340b43239` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x694FFA4308060CD1

- **Hash:** `0x694FFA4308060CD1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x694ffa4308060cd1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x694FFA4308060CD1

## Signature

```c
void _0x694FFA4308060CD1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x694ffa4308060cd1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x694FFA4308060CD1, p0, p1)
```

### JavaScript

```js
N_0x694ffa4308060cd1(p0, p1);

// by hash
Citizen.invokeNative('0x694FFA4308060CD1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x694FFA4308060CD1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x694ffa4308060cd1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x6C54E69516CC56BD

- **Hash:** `0x6C54E69516CC56BD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x6c54e69516cc56bd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x6C54E69516CC56BD

## Signature

```c
Any _0x6C54E69516CC56BD(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6c54e69516cc56bd(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C54E69516CC56BD, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6c54e69516cc56bd(p0);

// by hash
const retval = Citizen.invokeNative('0x6C54E69516CC56BD', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C54E69516CC56BD, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c54e69516cc56bd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x6EDB5D08CB03E763

- **Hash:** `0x6EDB5D08CB03E763`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x6edb5d08cb03e763`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x6EDB5D08CB03E763

## Signature

```c
void _0x6EDB5D08CB03E763(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6edb5d08cb03e763(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6EDB5D08CB03E763, p0, p1)
```

### JavaScript

```js
N_0x6edb5d08cb03e763(p0, p1);

// by hash
Citizen.invokeNative('0x6EDB5D08CB03E763', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6EDB5D08CB03E763, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6edb5d08cb03e763` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x73EB2EF2E92D23BF

- **Hash:** `0x73EB2EF2E92D23BF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x73eb2ef2e92d23bf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x73EB2EF2E92D23BF

## Signature

```c
BOOL _0x73EB2EF2E92D23BF();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x73eb2ef2e92d23bf()

-- always available, by hash
local retval = Citizen.InvokeNative(0x73EB2EF2E92D23BF, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x73eb2ef2e92d23bf();

// by hash
const retval = Citizen.invokeNative('0x73EB2EF2E92D23BF', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73EB2EF2E92D23BF);
```

- This native has no known name, so the runtime exposes it only as `N_0x73eb2ef2e92d23bf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x747257807B8721CE

- **Hash:** `0x747257807B8721CE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x747257807b8721ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x747257807B8721CE

## Signature

```c
Any _0x747257807B8721CE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x747257807b8721ce(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x747257807B8721CE, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x747257807b8721ce(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x747257807B8721CE', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x747257807B8721CE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x747257807b8721ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x76F7E1BCD623A429

- **Hash:** `0x76F7E1BCD623A429`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x76f7e1bcd623a429`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x76F7E1BCD623A429

## Signature

```c
void _0x76F7E1BCD623A429(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x76f7e1bcd623a429(p0)

-- always available, by hash
Citizen.InvokeNative(0x76F7E1BCD623A429, p0)
```

### JavaScript

```js
N_0x76f7e1bcd623a429(p0);

// by hash
Citizen.invokeNative('0x76F7E1BCD623A429', p0);
```

### C#

```csharp
Function.Call((Hash)0x76F7E1BCD623A429, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x76f7e1bcd623a429` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x77B0B6D17A3AC9AA

- **Hash:** `0x77B0B6D17A3AC9AA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x77b0b6d17a3ac9aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x77B0B6D17A3AC9AA

## Signature

```c
void _0x77B0B6D17A3AC9AA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x77b0b6d17a3ac9aa(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x77B0B6D17A3AC9AA, p0, p1)
```

### JavaScript

```js
N_0x77b0b6d17a3ac9aa(p0, p1);

// by hash
Citizen.invokeNative('0x77B0B6D17A3AC9AA', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x77B0B6D17A3AC9AA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x77b0b6d17a3ac9aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x77E83C315A3B31CA

- **Hash:** `0x77E83C315A3B31CA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x77e83c315a3b31ca`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x77E83C315A3B31CA

## Signature

```c
void _0x77E83C315A3B31CA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x77e83c315a3b31ca(p0)

-- always available, by hash
Citizen.InvokeNative(0x77E83C315A3B31CA, p0)
```

### JavaScript

```js
N_0x77e83c315a3b31ca(p0);

// by hash
Citizen.invokeNative('0x77E83C315A3B31CA', p0);
```

### C#

```csharp
Function.Call((Hash)0x77E83C315A3B31CA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x77e83c315a3b31ca` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x818241B3EDA84191

- **Hash:** `0x818241B3EDA84191`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x818241b3eda84191`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x818241B3EDA84191

## Signature

```c
void _0x818241B3EDA84191(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_PLAYER_DAMAGE_* - _SET_PLAYER_DEFENSE_*

## Usage

### Lua

```lua
N_0x818241b3eda84191(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x818241B3EDA84191, player, p1)
```

### JavaScript

```js
N_0x818241b3eda84191(player, p1);

// by hash
Citizen.invokeNative('0x818241B3EDA84191', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x818241B3EDA84191, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x818241b3eda84191` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x83C989D5B5B5B466

- **Hash:** `0x83C989D5B5B5B466`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x83c989d5b5b5b466`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x83C989D5B5B5B466

## Signature

```c
void _0x83C989D5B5B5B466(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x83c989d5b5b5b466(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x83C989D5B5B5B466, p0, p1)
```

### JavaScript

```js
N_0x83c989d5b5b5b466(p0, p1);

// by hash
Citizen.invokeNative('0x83C989D5B5B5B466', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x83C989D5B5B5B466, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x83c989d5b5b5b466` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x84481018E668E1B8

- **Hash:** `0x84481018E668E1B8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x84481018e668e1b8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x84481018E668E1B8

## Signature

```c
void _0x84481018E668E1B8(Player player, Ped ped, Any p2);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x84481018e668e1b8(player, ped, p2)

-- always available, by hash
Citizen.InvokeNative(0x84481018E668E1B8, player, ped, p2)
```

### JavaScript

```js
N_0x84481018e668e1b8(player, ped, p2);

// by hash
Citizen.invokeNative('0x84481018E668E1B8', player, ped, p2);
```

### C#

```csharp
Function.Call((Hash)0x84481018E668E1B8, player, ped, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x84481018e668e1b8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x8591EE69CC3ED257

- **Hash:** `0x8591EE69CC3ED257`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x8591ee69cc3ed257`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x8591EE69CC3ED257

## Signature

```c
void _0x8591EE69CC3ED257(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

SET_PLAYER_S/T*

## Usage

### Lua

```lua
N_0x8591ee69cc3ed257(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x8591EE69CC3ED257, player, toggle)
```

### JavaScript

```js
N_0x8591ee69cc3ed257(player, toggle);

// by hash
Citizen.invokeNative('0x8591EE69CC3ED257', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x8591EE69CC3ED257, player, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x8591ee69cc3ed257` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x8702D9150D9FBB3D

- **Hash:** `0x8702D9150D9FBB3D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x8702d9150d9fbb3d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x8702D9150D9FBB3D

## Signature

```c
Any _0x8702D9150D9FBB3D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8702d9150d9fbb3d(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8702D9150D9FBB3D, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8702d9150d9fbb3d(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x8702D9150D9FBB3D', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8702D9150D9FBB3D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8702d9150d9fbb3d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x8F44EBB3BA8F6D44

- **Hash:** `0x8F44EBB3BA8F6D44`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x8f44ebb3ba8f6d44`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x8F44EBB3BA8F6D44

## Signature

```c
void _0x8F44EBB3BA8F6D44(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8f44ebb3ba8f6d44(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8F44EBB3BA8F6D44, p0, p1)
```

### JavaScript

```js
N_0x8f44ebb3ba8f6d44(p0, p1);

// by hash
Citizen.invokeNative('0x8F44EBB3BA8F6D44', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8F44EBB3BA8F6D44, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8f44ebb3ba8f6d44` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x9044835BE9D9DBFE

- **Hash:** `0x9044835BE9D9DBFE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x9044835be9d9dbfe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x9044835BE9D9DBFE

## Signature

```c
void _0x9044835BE9D9DBFE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9044835be9d9dbfe(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9044835BE9D9DBFE, p0, p1)
```

### JavaScript

```js
N_0x9044835be9d9dbfe(p0, p1);

// by hash
Citizen.invokeNative('0x9044835BE9D9DBFE', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9044835BE9D9DBFE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9044835be9d9dbfe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x9073EC5456651A90

- **Hash:** `0x9073EC5456651A90`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x9073ec5456651a90`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x9073EC5456651A90

## Signature

```c
void _0x9073EC5456651A90(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9073ec5456651a90(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9073EC5456651A90, p0, p1)
```

### JavaScript

```js
N_0x9073ec5456651a90(p0, p1);

// by hash
Citizen.invokeNative('0x9073EC5456651A90', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9073EC5456651A90, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9073ec5456651a90` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x908D4B72854C8F62

- **Hash:** `0x908D4B72854C8F62`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x908d4b72854c8f62`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x908D4B72854C8F62

## Signature

```c
void _0x908D4B72854C8F62(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x908d4b72854c8f62(p0)

-- always available, by hash
Citizen.InvokeNative(0x908D4B72854C8F62, p0)
```

### JavaScript

```js
N_0x908d4b72854c8f62(p0);

// by hash
Citizen.invokeNative('0x908D4B72854C8F62', p0);
```

### C#

```csharp
Function.Call((Hash)0x908D4B72854C8F62, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x908d4b72854c8f62` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x927861B2C08DBEA5

- **Hash:** `0x927861B2C08DBEA5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x927861b2c08dbea5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x927861B2C08DBEA5

## Signature

```c
BOOL _0x927861B2C08DBEA5(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

_GET_A* - _GET_C*

## Usage

### Lua

```lua
local retval = N_0x927861b2c08dbea5(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x927861B2C08DBEA5, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x927861b2c08dbea5(player);

// by hash
const retval = Citizen.invokeNative('0x927861B2C08DBEA5', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x927861B2C08DBEA5, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x927861b2c08dbea5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x929DDD5538F3DF1F

- **Hash:** `0x929DDD5538F3DF1F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x929ddd5538f3df1f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x929DDD5538F3DF1F

## Signature

```c
void _0x929DDD5538F3DF1F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x929ddd5538f3df1f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x929DDD5538F3DF1F, p0, p1)
```

### JavaScript

```js
N_0x929ddd5538f3df1f(p0, p1);

// by hash
Citizen.invokeNative('0x929DDD5538F3DF1F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x929DDD5538F3DF1F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x929ddd5538f3df1f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x93624B36E8851B42

- **Hash:** `0x93624B36E8851B42`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x93624b36e8851b42`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x93624B36E8851B42

## Signature

```c
void _0x93624B36E8851B42(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x93624b36e8851b42(player)

-- always available, by hash
Citizen.InvokeNative(0x93624B36E8851B42, player)
```

### JavaScript

```js
N_0x93624b36e8851b42(player);

// by hash
Citizen.invokeNative('0x93624B36E8851B42', player);
```

### C#

```csharp
Function.Call((Hash)0x93624B36E8851B42, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x93624b36e8851b42` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x9422743A5BA50E10

- **Hash:** `0x9422743A5BA50E10`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x9422743a5ba50e10`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x9422743A5BA50E10

## Signature

```c
Any _0x9422743A5BA50E10(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x9422743a5ba50e10(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9422743A5BA50E10, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x9422743a5ba50e10(p0);

// by hash
const retval = Citizen.invokeNative('0x9422743A5BA50E10', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9422743A5BA50E10, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9422743a5ba50e10` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x9461A8FAB0378E5B

- **Hash:** `0x9461A8FAB0378E5B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x9461a8fab0378e5b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x9461A8FAB0378E5B

## Signature

```c
void _0x9461A8FAB0378E5B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9461a8fab0378e5b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9461A8FAB0378E5B, p0, p1)
```

### JavaScript

```js
N_0x9461a8fab0378e5b(p0, p1);

// by hash
Citizen.invokeNative('0x9461A8FAB0378E5B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9461A8FAB0378E5B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9461a8fab0378e5b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x9AFCF9FE1884BF62

- **Hash:** `0x9AFCF9FE1884BF62`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x9afcf9fe1884bf62`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x9AFCF9FE1884BF62

## Signature

```c
void _0x9AFCF9FE1884BF62(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9afcf9fe1884bf62(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9AFCF9FE1884BF62, p0, p1)
```

### JavaScript

```js
N_0x9afcf9fe1884bf62(p0, p1);

// by hash
Citizen.invokeNative('0x9AFCF9FE1884BF62', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9AFCF9FE1884BF62, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9afcf9fe1884bf62` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0x9FC5A003FB76EDBD

- **Hash:** `0x9FC5A003FB76EDBD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0x9fc5a003fb76edbd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0x9FC5A003FB76EDBD

## Signature

```c
void _0x9FC5A003FB76EDBD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9fc5a003fb76edbd(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9FC5A003FB76EDBD, p0, p1)
```

### JavaScript

```js
N_0x9fc5a003fb76edbd(p0, p1);

// by hash
Citizen.invokeNative('0x9FC5A003FB76EDBD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9FC5A003FB76EDBD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9fc5a003fb76edbd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xA28056CD1B04B250

- **Hash:** `0xA28056CD1B04B250`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xa28056cd1b04b250`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xA28056CD1B04B250

## Signature

```c
void _0xA28056CD1B04B250(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa28056cd1b04b250(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0xA28056CD1B04B250, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
N_0xa28056cd1b04b250(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0xA28056CD1B04B250', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0xA28056CD1B04B250, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- This native has no known name, so the runtime exposes it only as `N_0xa28056cd1b04b250` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xA342495F93B7B838

- **Hash:** `0xA342495F93B7B838`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xa342495f93b7b838`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xA342495F93B7B838

## Signature

```c
void _0xA342495F93B7B838(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa342495f93b7b838(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA342495F93B7B838, p0, p1)
```

### JavaScript

```js
N_0xa342495f93b7b838(p0, p1);

// by hash
Citizen.invokeNative('0xA342495F93B7B838', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA342495F93B7B838, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa342495f93b7b838` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xA54000D4BFD90BDE

- **Hash:** `0xA54000D4BFD90BDE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xa54000d4bfd90bde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xA54000D4BFD90BDE

## Signature

```c
Any _0xA54000D4BFD90BDE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa54000d4bfd90bde(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA54000D4BFD90BDE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa54000d4bfd90bde(p0);

// by hash
const retval = Citizen.invokeNative('0xA54000D4BFD90BDE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA54000D4BFD90BDE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa54000d4bfd90bde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xAAED694CE814817F

- **Hash:** `0xAAED694CE814817F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xaaed694ce814817f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xAAED694CE814817F

## Signature

```c
Any _0xAAED694CE814817F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xaaed694ce814817f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAAED694CE814817F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xaaed694ce814817f(p0);

// by hash
const retval = Citizen.invokeNative('0xAAED694CE814817F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAAED694CE814817F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xaaed694ce814817f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xB15CD2F9932C9AB5

- **Hash:** `0xB15CD2F9932C9AB5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xb15cd2f9932c9ab5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xB15CD2F9932C9AB5

## Signature

```c
Any _0xB15CD2F9932C9AB5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xb15cd2f9932c9ab5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB15CD2F9932C9AB5, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb15cd2f9932c9ab5(p0);

// by hash
const retval = Citizen.invokeNative('0xB15CD2F9932C9AB5', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB15CD2F9932C9AB5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb15cd2f9932c9ab5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xB331D8A73F9D2BDF

- **Hash:** `0xB331D8A73F9D2BDF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xb331d8a73f9d2bdf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xB331D8A73F9D2BDF

## Signature

```c
BOOL _0xB331D8A73F9D2BDF(Player player, Any* p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

_IS_PLAYER_I* - _IS_PLAYER_P*

## Usage

### Lua

```lua
local retval, p1 = N_0xb331d8a73f9d2bdf(player, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xB331D8A73F9D2BDF, player, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = N_0xb331d8a73f9d2bdf(player, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xB331D8A73F9D2BDF', player, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB331D8A73F9D2BDF, player, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xb331d8a73f9d2bdf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xBA5CA1FEB5DE0DF6

- **Hash:** `0xBA5CA1FEB5DE0DF6`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xba5ca1feb5de0df6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xBA5CA1FEB5DE0DF6

## Signature

```c
void _0xBA5CA1FEB5DE0DF6(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xba5ca1feb5de0df6(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xBA5CA1FEB5DE0DF6, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0xba5ca1feb5de0df6(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xBA5CA1FEB5DE0DF6', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xBA5CA1FEB5DE0DF6, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0xba5ca1feb5de0df6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xBB6EA5D59E926095

- **Hash:** `0xBB6EA5D59E926095`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xbb6ea5d59e926095`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xBB6EA5D59E926095

## Signature

```c
void _0xBB6EA5D59E926095(int category, Hash emote);
```

## Parameters

- `category` (`int`)
- `emote` (`Hash`)

## Returns

`void`

## Description

NPEW__ENUM__EMOTE_CATEGORY_INVALID = -1
NPEW__ENUM__EMOTE_CATEGORY_ACTIONS
NPEW__ENUM__EMOTE_CATEGORY_ANTAGONIZE
NPEW__ENUM__EMOTE_CATEGORY_REACTIONS
NPEW__ENUM__EMOTE_CATEGORY_GREET
NPEW__ENUM__NUM_EMOTE_CATEGORIES
NPEW__ENUM__NUM_DISPLAY_TEXTURES

## Usage

### Lua

```lua
N_0xbb6ea5d59e926095(category, emote)

-- always available, by hash
Citizen.InvokeNative(0xBB6EA5D59E926095, category, emote)
```

### JavaScript

```js
N_0xbb6ea5d59e926095(category, emote);

// by hash
Citizen.invokeNative('0xBB6EA5D59E926095', category, emote);
```

### C#

```csharp
Function.Call((Hash)0xBB6EA5D59E926095, category, emote);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xbb6ea5d59e926095` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xBD96185264DDAAEA

- **Hash:** `0xBD96185264DDAAEA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xbd96185264ddaaea`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xBD96185264DDAAEA

## Signature

```c
void _0xBD96185264DDAAEA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbd96185264ddaaea(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBD96185264DDAAEA, p0, p1)
```

### JavaScript

```js
N_0xbd96185264ddaaea(p0, p1);

// by hash
Citizen.invokeNative('0xBD96185264DDAAEA', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBD96185264DDAAEA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbd96185264ddaaea` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xBED386157F65942C

- **Hash:** `0xBED386157F65942C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xbed386157f65942c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xBED386157F65942C

## Signature

```c
void _0xBED386157F65942C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbed386157f65942c(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBED386157F65942C, p0, p1)
```

### JavaScript

```js
N_0xbed386157f65942c(p0, p1);

// by hash
Citizen.invokeNative('0xBED386157F65942C', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBED386157F65942C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbed386157f65942c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xBEFED69CE8317F91

- **Hash:** `0xBEFED69CE8317F91`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xbefed69ce8317f91`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xBEFED69CE8317F91

## Signature

```c
Any _0xBEFED69CE8317F91(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xbefed69ce8317f91(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBEFED69CE8317F91, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbefed69ce8317f91(p0);

// by hash
const retval = Citizen.invokeNative('0xBEFED69CE8317F91', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBEFED69CE8317F91, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbefed69ce8317f91` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC177C827CEFC0AA4

- **Hash:** `0xC177C827CEFC0AA4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc177c827cefc0aa4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC177C827CEFC0AA4

## Signature

```c
void _0xC177C827CEFC0AA4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc177c827cefc0aa4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC177C827CEFC0AA4, p0, p1)
```

### JavaScript

```js
N_0xc177c827cefc0aa4(p0, p1);

// by hash
Citizen.invokeNative('0xC177C827CEFC0AA4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC177C827CEFC0AA4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc177c827cefc0aa4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC4873B053054C04B

- **Hash:** `0xC4873B053054C04B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc4873b053054c04b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC4873B053054C04B

## Signature

```c
void _0xC4873B053054C04B(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc4873b053054c04b(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xC4873B053054C04B, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0xc4873b053054c04b(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xC4873B053054C04B', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xC4873B053054C04B, p0, p1, p2, p3, p4, p5, p6, p7);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4873b053054c04b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC58CE6824E604DEC

- **Hash:** `0xC58CE6824E604DEC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc58ce6824e604dec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC58CE6824E604DEC

## Signature

```c
void _0xC58CE6824E604DEC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc58ce6824e604dec(p0)

-- always available, by hash
Citizen.InvokeNative(0xC58CE6824E604DEC, p0)
```

### JavaScript

```js
N_0xc58ce6824e604dec(p0);

// by hash
Citizen.invokeNative('0xC58CE6824E604DEC', p0);
```

### C#

```csharp
Function.Call((Hash)0xC58CE6824E604DEC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc58ce6824e604dec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC71D07C96946E263

- **Hash:** `0xC71D07C96946E263`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc71d07c96946e263`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC71D07C96946E263

## Signature

```c
void _0xC71D07C96946E263(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc71d07c96946e263(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xC71D07C96946E263, p0, p1)
```

### JavaScript

```js
N_0xc71d07c96946e263(p0, p1);

// by hash
Citizen.invokeNative('0xC71D07C96946E263', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xC71D07C96946E263, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc71d07c96946e263` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC74EB3F2EC169F6B

- **Hash:** `0xC74EB3F2EC169F6B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc74eb3f2ec169f6b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC74EB3F2EC169F6B

## Signature

```c
Any _0xC74EB3F2EC169F6B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

Hardcoded to return zero/false.

## Usage

### Lua

```lua
local retval = N_0xc74eb3f2ec169f6b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC74EB3F2EC169F6B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc74eb3f2ec169f6b(p0);

// by hash
const retval = Citizen.invokeNative('0xC74EB3F2EC169F6B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC74EB3F2EC169F6B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc74eb3f2ec169f6b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC900A465364A85D6

- **Hash:** `0xC900A465364A85D6`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc900a465364a85d6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC900A465364A85D6

## Signature

```c
void _0xC900A465364A85D6(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc900a465364a85d6(player)

-- always available, by hash
Citizen.InvokeNative(0xC900A465364A85D6, player)
```

### JavaScript

```js
N_0xc900a465364a85d6(player);

// by hash
Citizen.invokeNative('0xC900A465364A85D6', player);
```

### C#

```csharp
Function.Call((Hash)0xC900A465364A85D6, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xc900a465364a85d6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xC93A9A45430D484E

- **Hash:** `0xC93A9A45430D484E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xc93a9a45430d484e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xC93A9A45430D484E

## Signature

```c
Any _0xC93A9A45430D484E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc93a9a45430d484e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC93A9A45430D484E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc93a9a45430d484e(p0);

// by hash
const retval = Citizen.invokeNative('0xC93A9A45430D484E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC93A9A45430D484E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc93a9a45430d484e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCA59808E51FD67C4

- **Hash:** `0xCA59808E51FD67C4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xca59808e51fd67c4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCA59808E51FD67C4

## Signature

```c
void _0xCA59808E51FD67C4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xca59808e51fd67c4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCA59808E51FD67C4, p0, p1)
```

### JavaScript

```js
N_0xca59808e51fd67c4(p0, p1);

// by hash
Citizen.invokeNative('0xCA59808E51FD67C4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCA59808E51FD67C4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xca59808e51fd67c4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCB0B9506BC91E441

- **Hash:** `0xCB0B9506BC91E441`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xcb0b9506bc91e441`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCB0B9506BC91E441

## Signature

```c
void _0xCB0B9506BC91E441(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcb0b9506bc91e441(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCB0B9506BC91E441, p0, p1)
```

### JavaScript

```js
N_0xcb0b9506bc91e441(p0, p1);

// by hash
Citizen.invokeNative('0xCB0B9506BC91E441', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCB0B9506BC91E441, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcb0b9506bc91e441` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCB61A63AA53D7D22

- **Hash:** `0xCB61A63AA53D7D22`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xcb61a63aa53d7d22`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCB61A63AA53D7D22

## Signature

```c
void _0xCB61A63AA53D7D22(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcb61a63aa53d7d22(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCB61A63AA53D7D22, p0, p1)
```

### JavaScript

```js
N_0xcb61a63aa53d7d22(p0, p1);

// by hash
Citizen.invokeNative('0xCB61A63AA53D7D22', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCB61A63AA53D7D22, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcb61a63aa53d7d22` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCD7CA3013FD12749

- **Hash:** `0xCD7CA3013FD12749`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xcd7ca3013fd12749`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCD7CA3013FD12749

## Signature

```c
void _0xCD7CA3013FD12749(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcd7ca3013fd12749(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCD7CA3013FD12749, p0, p1)
```

### JavaScript

```js
N_0xcd7ca3013fd12749(p0, p1);

// by hash
Citizen.invokeNative('0xCD7CA3013FD12749', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCD7CA3013FD12749, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcd7ca3013fd12749` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCDDD4B74660E2335

- **Hash:** `0xCDDD4B74660E2335`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xcddd4b74660e2335`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCDDD4B74660E2335

## Signature

```c
void _0xCDDD4B74660E2335(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcddd4b74660e2335(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCDDD4B74660E2335, p0, p1, p2)
```

### JavaScript

```js
N_0xcddd4b74660e2335(p0, p1, p2);

// by hash
Citizen.invokeNative('0xCDDD4B74660E2335', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCDDD4B74660E2335, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcddd4b74660e2335` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCEDC16930526F728

- **Hash:** `0xCEDC16930526F728`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xcedc16930526f728`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCEDC16930526F728

## Signature

```c
void _0xCEDC16930526F728(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcedc16930526f728(p0)

-- always available, by hash
Citizen.InvokeNative(0xCEDC16930526F728, p0)
```

### JavaScript

```js
N_0xcedc16930526f728(p0);

// by hash
Citizen.invokeNative('0xCEDC16930526F728', p0);
```

### C#

```csharp
Function.Call((Hash)0xCEDC16930526F728, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcedc16930526f728` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xCFB2EED4FCB7BD77

- **Hash:** `0xCFB2EED4FCB7BD77`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xcfb2eed4fcb7bd77`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xCFB2EED4FCB7BD77

## Signature

```c
void _0xCFB2EED4FCB7BD77(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcfb2eed4fcb7bd77(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCFB2EED4FCB7BD77, p0, p1, p2)
```

### JavaScript

```js
N_0xcfb2eed4fcb7bd77(p0, p1, p2);

// by hash
Citizen.invokeNative('0xCFB2EED4FCB7BD77', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCFB2EED4FCB7BD77, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcfb2eed4fcb7bd77` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xD1F6B912785BFD35

- **Hash:** `0xD1F6B912785BFD35`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xd1f6b912785bfd35`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xD1F6B912785BFD35

## Signature

```c
Any _0xD1F6B912785BFD35(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd1f6b912785bfd35(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1F6B912785BFD35, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd1f6b912785bfd35(p0);

// by hash
const retval = Citizen.invokeNative('0xD1F6B912785BFD35', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD1F6B912785BFD35, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd1f6b912785bfd35` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xD288E02E364972D2

- **Hash:** `0xD288E02E364972D2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xd288e02e364972d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xD288E02E364972D2

## Signature

```c
void _0xD288E02E364972D2(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd288e02e364972d2(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD288E02E364972D2, p0, p1, p2)
```

### JavaScript

```js
N_0xd288e02e364972d2(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD288E02E364972D2', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD288E02E364972D2, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd288e02e364972d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xDA9D7BE231FE865F

- **Hash:** `0xDA9D7BE231FE865F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xda9d7be231fe865f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xDA9D7BE231FE865F

## Signature

```c
Any _0xDA9D7BE231FE865F(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xda9d7be231fe865f(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA9D7BE231FE865F, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xda9d7be231fe865f(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xDA9D7BE231FE865F', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDA9D7BE231FE865F, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xda9d7be231fe865f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xDAB6A2FC56B7DE65

- **Hash:** `0xDAB6A2FC56B7DE65`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xdab6a2fc56b7de65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xDAB6A2FC56B7DE65

## Signature

```c
Any _0xDAB6A2FC56B7DE65(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xdab6a2fc56b7de65(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDAB6A2FC56B7DE65, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdab6a2fc56b7de65(p0);

// by hash
const retval = Citizen.invokeNative('0xDAB6A2FC56B7DE65', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDAB6A2FC56B7DE65, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdab6a2fc56b7de65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xDD33A82352C4652F

- **Hash:** `0xDD33A82352C4652F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xdd33a82352c4652f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xDD33A82352C4652F

## Signature

```c
void _0xDD33A82352C4652F(Player player, Ped ped, int p2);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdd33a82352c4652f(player, ped, p2)

-- always available, by hash
Citizen.InvokeNative(0xDD33A82352C4652F, player, ped, p2)
```

### JavaScript

```js
N_0xdd33a82352c4652f(player, ped, p2);

// by hash
Citizen.invokeNative('0xDD33A82352C4652F', player, ped, p2);
```

### C#

```csharp
Function.Call((Hash)0xDD33A82352C4652F, player, ped, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xdd33a82352c4652f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xE1D356F5A66D0FFA

- **Hash:** `0xE1D356F5A66D0FFA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xe1d356f5a66d0ffa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xE1D356F5A66D0FFA

## Signature

```c
BOOL _0xE1D356F5A66D0FFA(Hash emote);
```

## Parameters

- `emote` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xe1d356f5a66d0ffa(emote)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1D356F5A66D0FFA, emote, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe1d356f5a66d0ffa(emote);

// by hash
const retval = Citizen.invokeNative('0xE1D356F5A66D0FFA', emote, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE1D356F5A66D0FFA, emote);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xe1d356f5a66d0ffa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xE50A67C33514A390

- **Hash:** `0xE50A67C33514A390`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xe50a67c33514a390`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xE50A67C33514A390

## Signature

```c
Any _0xE50A67C33514A390(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe50a67c33514a390(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE50A67C33514A390, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe50a67c33514a390(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xE50A67C33514A390', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE50A67C33514A390, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe50a67c33514a390` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xE7F8707269544B29

- **Hash:** `0xE7F8707269544B29`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xe7f8707269544b29`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xE7F8707269544B29

## Signature

```c
BOOL _0xE7F8707269544B29(Player player, Ped ped);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Description

_IS_PLAYER_A* - _IS_PLAYER_BE*

## Usage

### Lua

```lua
local retval = N_0xe7f8707269544b29(player, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE7F8707269544B29, player, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe7f8707269544b29(player, ped);

// by hash
const retval = Citizen.invokeNative('0xE7F8707269544B29', player, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE7F8707269544B29, player, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xe7f8707269544b29` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xE956C2340A76272E

- **Hash:** `0xE956C2340A76272E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xe956c2340a76272e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xE956C2340A76272E

## Signature

```c
Any _0xE956C2340A76272E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe956c2340a76272e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE956C2340A76272E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe956c2340a76272e(p0);

// by hash
const retval = Citizen.invokeNative('0xE956C2340A76272E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE956C2340A76272E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe956c2340a76272e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xEACEBAAE0A33FB3F

- **Hash:** `0xEACEBAAE0A33FB3F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xeacebaae0a33fb3f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xEACEBAAE0A33FB3F

## Signature

```c
void _0xEACEBAAE0A33FB3F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeacebaae0a33fb3f(p0)

-- always available, by hash
Citizen.InvokeNative(0xEACEBAAE0A33FB3F, p0)
```

### JavaScript

```js
N_0xeacebaae0a33fb3f(p0);

// by hash
Citizen.invokeNative('0xEACEBAAE0A33FB3F', p0);
```

### C#

```csharp
Function.Call((Hash)0xEACEBAAE0A33FB3F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xeacebaae0a33fb3f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xEBB6E27AC2FF32DA

- **Hash:** `0xEBB6E27AC2FF32DA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xebb6e27ac2ff32da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xEBB6E27AC2FF32DA

## Signature

```c
void _0xEBB6E27AC2FF32DA(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xebb6e27ac2ff32da(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xEBB6E27AC2FF32DA, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xebb6e27ac2ff32da(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xEBB6E27AC2FF32DA', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xEBB6E27AC2FF32DA, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xebb6e27ac2ff32da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xEBFF94328FF7A18A

- **Hash:** `0xEBFF94328FF7A18A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xebff94328ff7a18a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xEBFF94328FF7A18A

## Signature

```c
void _0xEBFF94328FF7A18A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xebff94328ff7a18a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xEBFF94328FF7A18A, p0, p1)
```

### JavaScript

```js
N_0xebff94328ff7a18a(p0, p1);

// by hash
Citizen.invokeNative('0xEBFF94328FF7A18A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xEBFF94328FF7A18A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xebff94328ff7a18a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xF21C7A3F3FFBA629

- **Hash:** `0xF21C7A3F3FFBA629`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xf21c7a3f3ffba629`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xF21C7A3F3FFBA629

## Signature

```c
void _0xF21C7A3F3FFBA629(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

_CLEAR_FACIAL_* - _CLEAR_PED_BLOOD*

## Usage

### Lua

```lua
N_0xf21c7a3f3ffba629(player)

-- always available, by hash
Citizen.InvokeNative(0xF21C7A3F3FFBA629, player)
```

### JavaScript

```js
N_0xf21c7a3f3ffba629(player);

// by hash
Citizen.invokeNative('0xF21C7A3F3FFBA629', player);
```

### C#

```csharp
Function.Call((Hash)0xF21C7A3F3FFBA629, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xf21c7a3f3ffba629` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xF4CB347D7B5EB0FD

- **Hash:** `0xF4CB347D7B5EB0FD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xf4cb347d7b5eb0fd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xF4CB347D7B5EB0FD

## Signature

```c
Any _0xF4CB347D7B5EB0FD();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf4cb347d7b5eb0fd()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF4CB347D7B5EB0FD, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf4cb347d7b5eb0fd();

// by hash
const retval = Citizen.invokeNative('0xF4CB347D7B5EB0FD', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF4CB347D7B5EB0FD);
```

- This native has no known name, so the runtime exposes it only as `N_0xf4cb347d7b5eb0fd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xF993373285053D77

- **Hash:** `0xF993373285053D77`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xf993373285053d77`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xF993373285053D77

## Signature

```c
void _0xF993373285053D77(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf993373285053d77(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF993373285053D77, p0, p1, p2)
```

### JavaScript

```js
N_0xf993373285053d77(p0, p1, p2);

// by hash
Citizen.invokeNative('0xF993373285053D77', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF993373285053D77, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xf993373285053d77` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xFA437FA0738C370C

- **Hash:** `0xFA437FA0738C370C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xfa437fa0738c370c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xFA437FA0738C370C

## Signature

```c
void _0xFA437FA0738C370C(Player player, float p1, int p2, int p3, int p4);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`int`)

## Returns

`void`

## Description

Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
_SPECIAL_ABILITY*

## Usage

### Lua

```lua
N_0xfa437fa0738c370c(player, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xFA437FA0738C370C, player, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xfa437fa0738c370c(player, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xFA437FA0738C370C', player, p1 + 0.0000001, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xFA437FA0738C370C, player, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xfa437fa0738c370c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_0xFA7DAAE3959E6C7B

- **Hash:** `0xFA7DAAE3959E6C7B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xfa7daae3959e6c7b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xFA7DAAE3959E6C7B

## Signature

```c
void _0xFA7DAAE3959E6C7B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfa7daae3959e6c7b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFA7DAAE3959E6C7B, p0, p1)
```

### JavaScript

```js
N_0xfa7daae3959e6c7b(p0, p1);

// by hash
Citizen.invokeNative('0xFA7DAAE3959E6C7B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFA7DAAE3959E6C7B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa7daae3959e6c7b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET

- **Hash:** `0x3946FC742AC305CD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `AddAmbientPlayerInteractiveFocusPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET

## Signature

```c
void _ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET(Player player, Ped ped, const char* preset, float x, float y, float z, Entity targetEntity, const char* name);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `preset` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `targetEntity` (`Entity`)
- `name` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Associates a specific "interactive focus mode preset" between a player and a ped, with a specified location and target entity.
To access all available presets, refer to the file located at:
`\update_1.rpf\common\data\interactive_focus_mode_presets.meta`
Video: https://imgur.com/gallery/0x3946fc742ac305cd-1uJIRNr

*Source: VORPCORE RDR3natives*

Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`

## Usage

### Lua

```lua
AddAmbientPlayerInteractiveFocusPreset(player, ped, preset, x, y, z, targetEntity, name)

-- always available, by hash
Citizen.InvokeNative(0x3946FC742AC305CD, player, ped, preset, x, y, z, targetEntity, name)
```

### JavaScript

```js
AddAmbientPlayerInteractiveFocusPreset(player, ped, preset, x, y, z, targetEntity, name);

// by hash
Citizen.invokeNative('0x3946FC742AC305CD', player, ped, preset, x + 0.0000001, y + 0.0000001, z + 0.0000001, targetEntity, name);
```

### C#

```csharp
Function.Call((Hash)0x3946FC742AC305CD, player, ped, preset, x, y, z, targetEntity, name);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET_AT_COORDS

- **Hash:** `0xD48227263E3D06AE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `AddAmbientPlayerInteractiveFocusPresetAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET_AT_COORDS

## Signature

```c
void _ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET_AT_COORDS(Player player, float x1, float y1, float z1, const char* preset, float x2, float y2, float z2, Entity targetEntity, const char* name);
```

## Parameters

- `player` (`Player`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `preset` (`const char*`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `targetEntity` (`Entity`)
- `name` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds an "interactive focus mode preset" between a player and a specific set of coordinates with a target entity.
To access all available presets, refer to the file located at:
`\update_1.rpf\common\data\interactive_focus_mode_presets.meta`

Related function:
- _DISABLE_PLAYER_INTERACTIVE_FOCUS_PRESET (0xC67A4910425F11F1)

Video: https://imgur.com/gallery/0xd48227263e3d06ae-SUJhMoA

*Source: VORPCORE RDR3natives*

Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta

## Usage

### Lua

```lua
AddAmbientPlayerInteractiveFocusPresetAtCoords(player, x1, y1, z1, preset, x2, y2, z2, targetEntity, name)

-- always available, by hash
Citizen.InvokeNative(0xD48227263E3D06AE, player, x1, y1, z1, preset, x2, y2, z2, targetEntity, name)
```

### JavaScript

```js
AddAmbientPlayerInteractiveFocusPresetAtCoords(player, x1, y1, z1, preset, x2, y2, z2, targetEntity, name);

// by hash
Citizen.invokeNative('0xD48227263E3D06AE', player, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, preset, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, targetEntity, name);
```

### C#

```csharp
Function.Call((Hash)0xD48227263E3D06AE, player, x1, y1, z1, preset, x2, y2, z2, targetEntity, name);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
AddPlayerInteractiveFocusPresetAtCoords(PlayerId(),GetEntityCoords(PlayerPedId()),'ForcedILONoIcon',0.0,0.0,0.0,PlayerPedId(),'text')
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_ADD_PLAYER_AS_FOLLOW_TARGET

- **Hash:** `0xAC22AA6DF4D1C1DE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `AddPlayerAsFollowTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ADD_PLAYER_AS_FOLLOW_TARGET

## Signature

```c
void _ADD_PLAYER_AS_FOLLOW_TARGET(Player player, Ped ped, float p2, float p3, int followMode, int followPriority, BOOL p6);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `p2` (`float`)
- `p3` (`float`)
- `followMode` (`int`)
- `followPriority` (`int`)
- `p6` (`BOOL`)

## Returns

`void`

## Description

Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
followMode:
HORSEFOLLOWMODE_AUTO = 0,
HORSEFOLLOWMODE_SIDE_ONLY,
HORSEFOLLOWMODE_BEHIND_ONLY,
HORSEFOLLOWMODE_BEHIND_AND_SIDE,
HORSEFOLLOWMODE_BEHIND_CLOSE
followPriority:
HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
HORSEFOLLOWPRIORITY_AMBIENT,
HORSEFOLLOWPRIORITY_NORMAL,
HORSEFOLLOWPRIORITY_HIGH

## Usage

### Lua

```lua
AddPlayerAsFollowTarget(player, ped, p2, p3, followMode, followPriority, p6)

-- always available, by hash
Citizen.InvokeNative(0xAC22AA6DF4D1C1DE, player, ped, p2, p3, followMode, followPriority, p6)
```

### JavaScript

```js
AddPlayerAsFollowTarget(player, ped, p2, p3, followMode, followPriority, p6);

// by hash
Citizen.invokeNative('0xAC22AA6DF4D1C1DE', player, ped, p2 + 0.0000001, p3 + 0.0000001, followMode, followPriority, p6);
```

### C#

```csharp
Function.Call((Hash)0xAC22AA6DF4D1C1DE, player, ped, p2, p3, followMode, followPriority, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_REMOVE_PLAYER_AS_FOLLOW_TARGET](https://natives.borderlinerp.com/natives/PLAYER/_REMOVE_PLAYER_AS_FOLLOW_TARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::BOOST_PLAYER_HORSE_SPEED_FOR_TIME

- **Hash:** `0x09C28F828EE674FA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `BoostPlayerHorseSpeedForTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/BOOST_PLAYER_HORSE_SPEED_FOR_TIME

## Signature

```c
void BOOST_PLAYER_HORSE_SPEED_FOR_TIME(Player player, float speedBoost, int duration);
```

## Parameters

- `player` (`Player`)
- `speedBoost` (`float`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
BoostPlayerHorseSpeedForTime(player, speedBoost, duration)

-- always available, by hash
Citizen.InvokeNative(0x09C28F828EE674FA, player, speedBoost, duration)
```

### JavaScript

```js
BoostPlayerHorseSpeedForTime(player, speedBoost, duration);

// by hash
Citizen.invokeNative('0x09C28F828EE674FA', player, speedBoost + 0.0000001, duration);
```

### C#

```csharp
Function.Call((Hash)0x09C28F828EE674FA, player, speedBoost, duration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::CAN_PLAYER_START_MISSION

- **Hash:** `0x2DF170B1185AF777`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `CanPlayerStartMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/CAN_PLAYER_START_MISSION

## Signature

```c
BOOL CAN_PLAYER_START_MISSION(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanPlayerStartMission(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2DF170B1185AF777, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanPlayerStartMission(player);

// by hash
const retval = Citizen.invokeNative('0x2DF170B1185AF777', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2DF170B1185AF777, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_CLEAR_BOUNTY_TARGET

- **Hash:** `0x8F2A81C09DA9124A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearBountyTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_CLEAR_BOUNTY_TARGET

## Signature

```c
void _CLEAR_BOUNTY_TARGET(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ClearBountyTarget(player)

-- always available, by hash
Citizen.InvokeNative(0x8F2A81C09DA9124A, player)
```

### JavaScript

```js
ClearBountyTarget(player);

// by hash
Citizen.invokeNative('0x8F2A81C09DA9124A', player);
```

### C#

```csharp
Function.Call((Hash)0x8F2A81C09DA9124A, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_BOUNTY_TARGET](https://natives.borderlinerp.com/natives/PLAYER/_SET_BOUNTY_TARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY

- **Hash:** `0x0E9057A9DA78D0F8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearDeadeyeAuraEffectIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_CLEAR_DEADEYE_AURA_INTENSITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY

## Signature

```c
void _CLEAR_DEADEYE_AURA_EFFECT_INTENSITY(Player player, int flag);
```

## Parameters

- `player` (`Player`)
- `flag` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY` (0x131E294EF60160DF), restoring affected entities' aura intensity to their default state.

Example usage:
PLAYER::_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY(PLAYER::PLAYER_ID(),2);
Clears all aura intensity adjustments for the player based on the specified flag, restoring entities' intensity to default values.

Video: https://imgur.com/gallery/0x0e9057a9da78d0f8-ctZPFmz

*Source: VORPCORE RDR3natives*

Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.

## Usage

### Lua

```lua
ClearDeadeyeAuraEffectIntensity(player, flag)

-- always available, by hash
Citizen.InvokeNative(0x0E9057A9DA78D0F8, player, flag)
```

### JavaScript

```js
ClearDeadeyeAuraEffectIntensity(player, flag);

// by hash
Citizen.invokeNative('0x0E9057A9DA78D0F8', player, flag);
```

### C#

```csharp
Function.Call((Hash)0x0E9057A9DA78D0F8, player, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_CLEAR_PED_EAGLE_EYE_TRAILS_FOR_PLAYER

- **Hash:** `0xE5D3EB37ABC1EB03`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearPedEagleEyeTrailsForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_CLEAR_REGISTERED_TRAILS`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_CLEAR_PED_EAGLE_EYE_TRAILS_FOR_PLAYER

## Signature

```c
void _CLEAR_PED_EAGLE_EYE_TRAILS_FOR_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears all eagle eye trails that were registered for peds (maybe also other entities?) associated with specified player.
Video: https://imgur.com/a/uvCTPei
_CLEAR_FACIAL_* - _CLEAR_PED_BLOOD*

*Source: VORPCORE RDR3natives*

Clears all Eagle Eye trails that were registered for entities associated with the specified player.

## Usage

### Lua

```lua
ClearPedEagleEyeTrailsForPlayer(player)

-- always available, by hash
Citizen.InvokeNative(0xE5D3EB37ABC1EB03, player)
```

### JavaScript

```js
ClearPedEagleEyeTrailsForPlayer(player);

// by hash
Citizen.invokeNative('0xE5D3EB37ABC1EB03', player);
```

### C#

```csharp
Function.Call((Hash)0xE5D3EB37ABC1EB03, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED

- **Hash:** `0x0361096D6CE4372C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearPlayerHasDamagedAtLeastOneNonAnimalPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED

## Signature

```c
void CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPlayerHasDamagedAtLeastOneNonAnimalPed(player)

-- always available, by hash
Citizen.InvokeNative(0x0361096D6CE4372C, player)
```

### JavaScript

```js
ClearPlayerHasDamagedAtLeastOneNonAnimalPed(player);

// by hash
Citizen.invokeNative('0x0361096D6CE4372C', player);
```

### C#

```csharp
Function.Call((Hash)0x0361096D6CE4372C, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED

- **Hash:** `0x270B63A641BE32F2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearPlayerHasDamagedAtLeastOnePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED

## Signature

```c
void CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPlayerHasDamagedAtLeastOnePed(player)

-- always available, by hash
Citizen.InvokeNative(0x270B63A641BE32F2, player)
```

### JavaScript

```js
ClearPlayerHasDamagedAtLeastOnePed(player);

// by hash
Citizen.invokeNative('0x270B63A641BE32F2', player);
```

### C#

```csharp
Function.Call((Hash)0x270B63A641BE32F2, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::CLEAR_PLAYER_WANTED_LEVEL

- **Hash:** `0x4E4B996C928C7AA6`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearPlayerWantedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/CLEAR_PLAYER_WANTED_LEVEL

## Signature

```c
void CLEAR_PLAYER_WANTED_LEVEL(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
ClearPlayerWantedLevel(player)

-- always available, by hash
Citizen.InvokeNative(0x4E4B996C928C7AA6, player)
```

### JavaScript

```js
ClearPlayerWantedLevel(player);

// by hash
Citizen.invokeNative('0x4E4B996C928C7AA6', player);
```

### C#

```csharp
Function.Call((Hash)0x4E4B996C928C7AA6, player);
```

## See also

- [PLAYER::SET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WANTED_LEVEL.md) — nullsub, doesn't do anything
- [PLAYER::GET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_WANTED_LEVEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::DISABLE_PLAYER_FIRING

- **Hash:** `0x2970929FD5F9FC89`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `DisablePlayerFiring`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/DISABLE_PLAYER_FIRING

## Signature

```c
void DISABLE_PLAYER_FIRING(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Inhibits the player from using any method of combat including melee and firearms.

NOTE: Only disables the firing for one frame

## Usage

### Lua

```lua
DisablePlayerFiring(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2970929FD5F9FC89, player, toggle)
```

### JavaScript

```js
DisablePlayerFiring(player, toggle);

// by hash
Citizen.invokeNative('0x2970929FD5F9FC89', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2970929FD5F9FC89, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_DISABLE_PLAYER_INTERACTIVE_FOCUS_PRESET

- **Hash:** `0xC67A4910425F11F1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `DisablePlayerInteractiveFocusPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_DISABLE_PLAYER_INTERACTIVE_FOCUS_PRESET

## Signature

```c
void _DISABLE_PLAYER_INTERACTIVE_FOCUS_PRESET(Player player, const char* name);
```

## Parameters

- `player` (`Player`)
- `name` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables the previously set "interactive focus mode preset" for a given player.
Example usage:
PLAYER::_DISABLE_PLAYER_INTERACTIVE_FOCUS_PRESET(Player::PLAYER_ID(), "qadr_");

This example disables the preset named "qadr_" for the current player, effectively removing the previously established interactive focus mode.
Refer to `_ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET(0x3946FC742AC305CD)` to understand how presets are added.
Video: https://imgur.com/gallery/0x3946fc742ac305cd-1uJIRNr

*Source: VORPCORE RDR3natives*

Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`

## Usage

### Lua

```lua
DisablePlayerInteractiveFocusPreset(player, name)

-- always available, by hash
Citizen.InvokeNative(0xC67A4910425F11F1, player, name)
```

### JavaScript

```js
DisablePlayerInteractiveFocusPreset(player, name);

// by hash
Citizen.invokeNative('0xC67A4910425F11F1', player, name);
```

### C#

```csharp
Function.Call((Hash)0xC67A4910425F11F1, player, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_EAGLE_EYE_ADD_FOCUS_SKILL

- **Hash:** `0xBC02B3D151D3859F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeAddFocusSkill`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_SET_REGISTERED_ENTITY_GLOW`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_ADD_FOCUS_SKILL

## Signature

```c
void _EAGLE_EYE_ADD_FOCUS_SKILL(Entity entity, BOOL enable);
```

## Parameters

- `entity` (`Entity`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enable/disable the focus skill on given entity in eagle eye mode, which makes the entity glow up.
Video: https://imgur.com/a/e1ph146

*Source: VORPCORE RDR3natives*

Enable/disable a color on the entity in eagle eye mode.

## Usage

### Lua

```lua
EagleEyeAddFocusSkill(entity, enable)

-- always available, by hash
Citizen.InvokeNative(0xBC02B3D151D3859F, entity, enable)
```

### JavaScript

```js
EagleEyeAddFocusSkill(entity, enable);

// by hash
Citizen.invokeNative('0xBC02B3D151D3859F', entity, enable);
```

### C#

```csharp
Function.Call((Hash)0xBC02B3D151D3859F, entity, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_EAGLE_EYE_ARE_ALL_TRAILS_HIDDEN

- **Hash:** `0xA62BBAAE67A05BB0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeAreAllTrailsHidden`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_ARE_ALL_TRAILS_HIDDEN

## Signature

```c
BOOL _EAGLE_EYE_ARE_ALL_TRAILS_HIDDEN(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
Images:
- https://imgur.com/gallery/0x330ca55a3647fa1c-0xa62bbaae67a05bb0-Lpzt2Yi
- https://imgur.com/gallery/0x330ca55a3647fa1c-0xa62bbaae67a05bb0-yLA6GBk

## Usage

### Lua

```lua
local retval = EagleEyeAreAllTrailsHidden(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA62BBAAE67A05BB0, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = EagleEyeAreAllTrailsHidden(player);

// by hash
const retval = Citizen.invokeNative('0xA62BBAAE67A05BB0', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA62BBAAE67A05BB0, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_CAN_PLAYER_FOCUS_ON_TRACK

- **Hash:** `0x1DA5C5B0923E1B85`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeCanPlayerFocusOnTrack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_CAN_PLAYER_FOCUS_ON_TRACK

## Signature

```c
BOOL _EAGLE_EYE_CAN_PLAYER_FOCUS_ON_TRACK(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
Example usage:
if (PLAYER::_EAGLE_EYE_CAN_PLAYER_FOCUS_ON_TRACK(PLAYER::PLAYER_ID())) {
    // Perform actions when the player is focusing on a track in Eagle Eye mode
}
Video: https://imgur.com/gallery/0x1da5c5b0923e1b85-M8AyOsu

## Usage

### Lua

```lua
local retval = EagleEyeCanPlayerFocusOnTrack(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1DA5C5B0923E1B85, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = EagleEyeCanPlayerFocusOnTrack(player);

// by hash
const retval = Citizen.invokeNative('0x1DA5C5B0923E1B85', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1DA5C5B0923E1B85, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_DISABLE_TRACKING_TRAIL

- **Hash:** `0x40AB73092C95B5F5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeDisableTrackingTrail`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_DISABLE_TRACKING_TRAIL

## Signature

```c
void _EAGLE_EYE_DISABLE_TRACKING_TRAIL(Entity entity, const char* trail, Any p2, Any p3);
```

## Parameters

- `entity` (`Entity`)
- `trail` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeDisableTrackingTrail(entity, trail, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x40AB73092C95B5F5, entity, trail, p2, p3)
```

### JavaScript

```js
EagleEyeDisableTrackingTrail(entity, trail, p2, p3);

// by hash
Citizen.invokeNative('0x40AB73092C95B5F5', entity, trail, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x40AB73092C95B5F5, entity, trail, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_GET_TRACKED_PED_ID

- **Hash:** `0x3813E11A378958A5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeGetTrackedPedId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_GET_TRACKED_PED_ID

## Signature

```c
Ped _EAGLE_EYE_GET_TRACKED_PED_ID(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Description

Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
Images:
- https://imgur.com/gallery/0x3813e11a378958a5-CHoJVRu
- https://imgur.com/gallery/0x3813e11a378958a5-reK5IXt

## Usage

### Lua

```lua
local retval = EagleEyeGetTrackedPedId(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3813E11A378958A5, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = EagleEyeGetTrackedPedId(player);

// by hash
const retval = Citizen.invokeNative('0x3813E11A378958A5', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3813E11A378958A5, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_REMOVE_PARTICLE_FX_FROM_ENTITY

- **Hash:** `0xDC5E09D012D759C4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeRemoveParticleFxFromEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_REMOVE_PARTICLE_EFFECT_FROM_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_REMOVE_PARTICLE_FX_FROM_ENTITY

## Signature

```c
void _EAGLE_EYE_REMOVE_PARTICLE_FX_FROM_ENTITY(Entity entity1, Entity entity2, int p2);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears yellow indicator particle effects from given entity.

*Source: VORPCORE RDR3natives*

Remove yellow particle from the entity when it was set using `0x6ECFC621A168424C` 
entity: entity to remove yellow particles
entity2: same entity as entity
p2: always 0

## Usage

### Lua

```lua
EagleEyeRemoveParticleFxFromEntity(entity1, entity2, p2)

-- always available, by hash
Citizen.InvokeNative(0xDC5E09D012D759C4, entity1, entity2, p2)
```

### JavaScript

```js
EagleEyeRemoveParticleFxFromEntity(entity1, entity2, p2);

// by hash
Citizen.invokeNative('0xDC5E09D012D759C4', entity1, entity2, p2);
```

### C#

```csharp
Function.Call((Hash)0xDC5E09D012D759C4, entity1, entity2, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_EAGLE_EYE_SET_COLOR

- **Hash:** `0x2C41D93F550D5E37`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_COLOR

## Signature

```c
void _EAGLE_EYE_SET_COLOR(Player player, BOOL p1, Any* p2);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)
- `p2` (`Any*`)

## Returns

`void`

## Description

false: default eagleeye color
true: green eagleeye color

## Usage

### Lua

```lua
local p2 = EagleEyeSetColor(player, p1, p2)

-- always available, by hash
local p2 = Citizen.InvokeNative(0x2C41D93F550D5E37, player, p1, Citizen.PointerValueIntInitialized(p2))
```

### JavaScript

```js
const p2 = EagleEyeSetColor(player, p1, p2);

// by hash
const p2 = Citizen.invokeNative('0x2C41D93F550D5E37', player, p1, Citizen.pointerValueIntInitialized(p2));
```

### C#

```csharp
var p2 = new OutputArgument();
Function.Call((Hash)0x2C41D93F550D5E37, player, p1, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_CUSTOM_DISTANCE

- **Hash:** `0x907B16B3834C69E2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetCustomDistance`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_CUSTOM_DISTANCE

## Signature

```c
void _EAGLE_EYE_SET_CUSTOM_DISTANCE(Entity entity, float distance);
```

## Parameters

- `entity` (`Entity`)
- `distance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetCustomDistance(entity, distance)

-- always available, by hash
Citizen.InvokeNative(0x907B16B3834C69E2, entity, distance)
```

### JavaScript

```js
EagleEyeSetCustomDistance(entity, distance);

// by hash
Citizen.invokeNative('0x907B16B3834C69E2', entity, distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x907B16B3834C69E2, entity, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::EAGLE_EYE_SET_CUSTOM_ENTITY_TINT

- **Hash:** `0x62ED71E133B6C9F1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetCustomEntityTint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/EAGLE_EYE_SET_CUSTOM_ENTITY_TINT

## Signature

```c
void EAGLE_EYE_SET_CUSTOM_ENTITY_TINT(Entity entity, int red, int green, int blue);
```

## Parameters

- `entity` (`Entity`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetCustomEntityTint(entity, red, green, blue)

-- always available, by hash
Citizen.InvokeNative(0x62ED71E133B6C9F1, entity, red, green, blue)
```

### JavaScript

```js
EagleEyeSetCustomEntityTint(entity, red, green, blue);

// by hash
Citizen.invokeNative('0x62ED71E133B6C9F1', entity, red, green, blue);
```

### C#

```csharp
Function.Call((Hash)0x62ED71E133B6C9F1, entity, red, green, blue);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_DRAIN_RATE_MODIFIER

- **Hash:** `0xE0D6C2A146A5C993`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetDrainRateModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_DRAIN_RATE_MODIFIER

## Signature

```c
void _EAGLE_EYE_SET_DRAIN_RATE_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetDrainRateModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0xE0D6C2A146A5C993, player, modifier)
```

### JavaScript

```js
EagleEyeSetDrainRateModifier(player, modifier);

// by hash
Citizen.invokeNative('0xE0D6C2A146A5C993', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE0D6C2A146A5C993, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_FOCUS_ON_ASSOCIATED_CLUE_TRAIL

- **Hash:** `0x2AF423D6ECB2C485`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetFocusOnAssociatedClueTrail`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_FOCUS_ON_ASSOCIATED_CLUE_TRAIL

## Signature

```c
void _EAGLE_EYE_SET_FOCUS_ON_ASSOCIATED_CLUE_TRAIL(Player player, Entity linkedWaypointPed);
```

## Parameters

- `player` (`Player`)
- `linkedWaypointPed` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetFocusOnAssociatedClueTrail(player, linkedWaypointPed)

-- always available, by hash
Citizen.InvokeNative(0x2AF423D6ECB2C485, player, linkedWaypointPed)
```

### JavaScript

```js
EagleEyeSetFocusOnAssociatedClueTrail(player, linkedWaypointPed);

// by hash
Citizen.invokeNative('0x2AF423D6ECB2C485', player, linkedWaypointPed);
```

### C#

```csharp
Function.Call((Hash)0x2AF423D6ECB2C485, player, linkedWaypointPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_HIDE_ALL_TRAILS

- **Hash:** `0x330CA55A3647FA1C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetHideAllTrails`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_HIDE_ALL_TRAILS

## Signature

```c
void _EAGLE_EYE_SET_HIDE_ALL_TRAILS(Player player, BOOL hideTrails);
```

## Parameters

- `player` (`Player`)
- `hideTrails` (`BOOL`)

## Returns

`void`

## Description

Sets whether all trails are hidden during Eagle Eye mode.
Example usage:
Hide all trails in Eagle Eye mode for the current player
PLAYER::_EAGLE_EYE_SET_HIDE_ALL_TRAILS(PLAYER::PLAYER_ID(), true);

Show all trails in Eagle Eye mode
PLAYER::_EAGLE_EYE_SET_HIDE_ALL_TRAILS(PLAYER::PLAYER_ID(), false);
Images:
- https://imgur.com/gallery/0x330ca55a3647fa1c-0xa62bbaae67a05bb0-Lpzt2Yi
- https://imgur.com/gallery/0x330ca55a3647fa1c-0xa62bbaae67a05bb0-yLA6GBk

## Usage

### Lua

```lua
EagleEyeSetHideAllTrails(player, hideTrails)

-- always available, by hash
Citizen.InvokeNative(0x330CA55A3647FA1C, player, hideTrails)
```

### JavaScript

```js
EagleEyeSetHideAllTrails(player, hideTrails);

// by hash
Citizen.invokeNative('0x330CA55A3647FA1C', player, hideTrails);
```

### C#

```csharp
Function.Call((Hash)0x330CA55A3647FA1C, player, hideTrails);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY

- **Hash:** `0x6ECFC621A168424C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetParticleFxToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_ADD_PARTICLE_EFFECT_TO_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY

## Signature

```c
void _EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY(Entity entity1, Entity entity2, int p2, float heading);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`int`)
- `heading` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds yellow indicator particle effects to given entity.
Image: https://imgur.com/a/cbldo35

*Source: VORPCORE RDR3natives*

Add a yellow particle to the entity.
entity: entity to apply yellow particle
entity2: same entity as entit
p2: always 
p3: always 0

## Usage

### Lua

```lua
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading)

-- always available, by hash
Citizen.InvokeNative(0x6ECFC621A168424C, entity1, entity2, p2, heading)
```

### JavaScript

```js
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading);

// by hash
Citizen.invokeNative('0x6ECFC621A168424C', entity1, entity2, p2, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6ECFC621A168424C, entity1, entity2, p2, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_EAGLE_EYE_SET_PLUS_FLAG_DISABLED

- **Hash:** `0xCE285A4413B00B7F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetPlusFlagDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLEEYE_SET_SPRINT_BEHAVIOR`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_PLUS_FLAG_DISABLED

## Signature

```c
void _EAGLE_EYE_SET_PLUS_FLAG_DISABLED(Player player, BOOL disabled);
```

## Parameters

- `player` (`Player`)
- `disabled` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the behavior of sprinting while the eagle eye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
disabled = true: sprinting will cancel the eagle eye effect when active. If the player starts sprinting, the Eagleeye feature will be deactivated.
disabled = false: sprinting will not cancel the eagle eye effect. The player can sprint while keeping the Eagleeye feature active.

*Source: VORPCORE RDR3natives*

Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
 old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.

## Usage

### Lua

```lua
EagleEyeSetPlusFlagDisabled(player, disabled)

-- always available, by hash
Citizen.InvokeNative(0xCE285A4413B00B7F, player, disabled)
```

### JavaScript

```js
EagleEyeSetPlusFlagDisabled(player, disabled);

// by hash
Citizen.invokeNative('0xCE285A4413B00B7F', player, disabled);
```

### C#

```csharp
Function.Call((Hash)0xCE285A4413B00B7F, player, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_EAGLE_EYE_SET_RANGE

- **Hash:** `0x22C8B10802301381`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_RANGE

## Signature

```c
void _EAGLE_EYE_SET_RANGE(Player player, float range);
```

## Parameters

- `player` (`Player`)
- `range` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetRange(player, range)

-- always available, by hash
Citizen.InvokeNative(0x22C8B10802301381, player, range)
```

### JavaScript

```js
EagleEyeSetRange(player, range);

// by hash
Citizen.invokeNative('0x22C8B10802301381', player, range + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x22C8B10802301381, player, range);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_TRACKING_UPGRADE

- **Hash:** `0xDFC85C5199045026`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetTrackingUpgrade`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_TRACKING_UPGRADE

## Signature

```c
void _EAGLE_EYE_SET_TRACKING_UPGRADE(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetTrackingUpgrade(player, p1)

-- always available, by hash
Citizen.InvokeNative(0xDFC85C5199045026, player, p1)
```

### JavaScript

```js
EagleEyeSetTrackingUpgrade(player, p1);

// by hash
Citizen.invokeNative('0xDFC85C5199045026', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDFC85C5199045026, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_EAGLE_EYE_SET_TRACKING_UPGRADE_2

- **Hash:** `0x6FA957D1B55941C1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetTrackingUpgrade_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_TRACKING_UPGRADE_2

## Signature

```c
void _EAGLE_EYE_SET_TRACKING_UPGRADE_2(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetTrackingUpgrade_2(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x6FA957D1B55941C1, player, p1)
```

### JavaScript

```js
EagleEyeSetTrackingUpgrade_2(player, p1);

// by hash
Citizen.invokeNative('0x6FA957D1B55941C1', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6FA957D1B55941C1, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_ENABLE_CUSTOM_DEADEYE_ABILITY

- **Hash:** `0x95EE1DEE1DCD9070`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EnableCustomDeadeyeAbility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ENABLE_CUSTOM_DEADEYE_ABILITY

## Signature

```c
void _ENABLE_CUSTOM_DEADEYE_ABILITY(Player player, BOOL enable);
```

## Parameters

- `player` (`Player`)
- `enable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
EnableCustomDeadeyeAbility(player, enable)

-- always available, by hash
Citizen.InvokeNative(0x95EE1DEE1DCD9070, player, enable)
```

### JavaScript

```js
EnableCustomDeadeyeAbility(player, enable);

// by hash
Citizen.invokeNative('0x95EE1DEE1DCD9070', player, enable);
```

### C#

```csharp
Function.Call((Hash)0x95EE1DEE1DCD9070, player, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_ENABLE_EAGLEEYE

- **Hash:** `0xA63FCAD3A6FEC6D2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EnableEagleeye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ENABLE_EAGLEEYE

## Signature

```c
void _ENABLE_EAGLEEYE(Player player, BOOL enable);
```

## Parameters

- `player` (`Player`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

(Un)lock Eagle Eye functionality

## Usage

### Lua

```lua
EnableEagleeye(player, enable)

-- always available, by hash
Citizen.InvokeNative(0xA63FCAD3A6FEC6D2, player, enable)
```

### JavaScript

```js
EnableEagleeye(player, enable);

// by hash
Citizen.invokeNative('0xA63FCAD3A6FEC6D2', player, enable);
```

### C#

```csharp
Function.Call((Hash)0xA63FCAD3A6FEC6D2, player, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::FORCE_CLEANUP

- **Hash:** `0x768C017FB878E4F4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ForceCleanup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/FORCE_CLEANUP

## Signature

```c
void FORCE_CLEANUP(int cleanupFlags);
```

## Parameters

- `cleanupFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ForceCleanup(cleanupFlags)

-- always available, by hash
Citizen.InvokeNative(0x768C017FB878E4F4, cleanupFlags)
```

### JavaScript

```js
ForceCleanup(cleanupFlags);

// by hash
Citizen.invokeNative('0x768C017FB878E4F4', cleanupFlags);
```

### C#

```csharp
Function.Call((Hash)0x768C017FB878E4F4, cleanupFlags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME

- **Hash:** `0xDAACAF8B687F2353`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ForceCleanupForAllThreadsWithThisName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME

## Signature

```c
void FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME(const char* name, int cleanupFlags);
```

## Parameters

- `name` (`const char*`)
- `cleanupFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ForceCleanupForAllThreadsWithThisName(name, cleanupFlags)

-- always available, by hash
Citizen.InvokeNative(0xDAACAF8B687F2353, name, cleanupFlags)
```

### JavaScript

```js
ForceCleanupForAllThreadsWithThisName(name, cleanupFlags);

// by hash
Citizen.invokeNative('0xDAACAF8B687F2353', name, cleanupFlags);
```

### C#

```csharp
Function.Call((Hash)0xDAACAF8B687F2353, name, cleanupFlags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::FORCE_CLEANUP_FOR_THREAD_WITH_THIS_ID

- **Hash:** `0xF4C9512A2F0A3031`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ForceCleanupForThreadWithThisId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/FORCE_CLEANUP_FOR_THREAD_WITH_THIS_ID

## Signature

```c
void FORCE_CLEANUP_FOR_THREAD_WITH_THIS_ID(int id, int cleanupFlags);
```

## Parameters

- `id` (`int`)
- `cleanupFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ForceCleanupForThreadWithThisId(id, cleanupFlags)

-- always available, by hash
Citizen.InvokeNative(0xF4C9512A2F0A3031, id, cleanupFlags)
```

### JavaScript

```js
ForceCleanupForThreadWithThisId(id, cleanupFlags);

// by hash
Citizen.invokeNative('0xF4C9512A2F0A3031', id, cleanupFlags);
```

### C#

```csharp
Function.Call((Hash)0xF4C9512A2F0A3031, id, cleanupFlags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_FORCE_REST_SCENARIO

- **Hash:** `0xE5A3DD2FF84E1A4B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ForceRestScenario`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_FORCE_REST_SCENARIO

## Signature

```c
void _FORCE_REST_SCENARIO(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ForceRestScenario(toggle)

-- always available, by hash
Citizen.InvokeNative(0xE5A3DD2FF84E1A4B, toggle)
```

### JavaScript

```js
ForceRestScenario(toggle);

// by hash
Citizen.invokeNative('0xE5A3DD2FF84E1A4B', toggle);
```

### C#

```csharp
Function.Call((Hash)0xE5A3DD2FF84E1A4B, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_FORMAT_PLAYER_NAME_STRING

- **Hash:** `0x5B6193813E03E4E9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `FormatPlayerNameString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_FORMAT_PLAYER_NAME_STRING

## Signature

```c
const char* _FORMAT_PLAYER_NAME_STRING(const char* string);
```

## Parameters

- `string` (`const char*`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = FormatPlayerNameString(string)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B6193813E03E4E9, string, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = FormatPlayerNameString(string);

// by hash
const retval = Citizen.invokeNative('0x5B6193813E03E4E9', string, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x5B6193813E03E4E9, string);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_ACTIVE_HORSE_FOR_PLAYER

- **Hash:** `0x46FA0AE18F4C7FA9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetActiveHorseForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_ACTIVE_HORSE_FOR_PLAYER

## Signature

```c
Ped _GET_ACTIVE_HORSE_FOR_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetActiveHorseForPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46FA0AE18F4C7FA9, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetActiveHorseForPlayer(player);

// by hash
const retval = Citizen.invokeNative('0x46FA0AE18F4C7FA9', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x46FA0AE18F4C7FA9, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI

- **Hash:** `0x2E78D822208E740A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetAiPlayerDefenseModifierAgainstAi`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI

## Signature

```c
float _GET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAiPlayerDefenseModifierAgainstAi(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E78D822208E740A, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAiPlayerDefenseModifierAgainstAi(player);

// by hash
const retval = Citizen.invokeNative('0x2E78D822208E740A', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2E78D822208E740A, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI](https://natives.borderlinerp.com/natives/PLAYER/_SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI.md) — Sets Player's Defense against AI modifier

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_CAUSE_OF_MOST_RECENT_FORCE_CLEANUP

- **Hash:** `0x84E8E29EBD4A46D2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetCauseOfMostRecentForceCleanup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_CAUSE_OF_MOST_RECENT_FORCE_CLEANUP

## Signature

```c
int GET_CAUSE_OF_MOST_RECENT_FORCE_CLEANUP();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetCauseOfMostRecentForceCleanup()

-- always available, by hash
local retval = Citizen.InvokeNative(0x84E8E29EBD4A46D2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCauseOfMostRecentForceCleanup();

// by hash
const retval = Citizen.invokeNative('0x84E8E29EBD4A46D2', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x84E8E29EBD4A46D2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_CONSTRUCTED_DISCOVERED_CHARACTER_NAME

- **Hash:** `0x8E84119A23C16623`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetConstructedDiscoveredCharacterName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_CONSTRUCTED_DISCOVERED_CHARACTER_NAME

## Signature

```c
Hash _GET_CONSTRUCTED_DISCOVERED_CHARACTER_NAME(Hash p0, BOOL model, BOOL outfit);
```

## Parameters

- `p0` (`Hash`)
- `model` (`BOOL`)
- `outfit` (`BOOL`)

## Returns

`Hash`

## Description

p0: mostly Ped Hashes

## Usage

### Lua

```lua
local retval = GetConstructedDiscoveredCharacterName(p0, model, outfit)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E84119A23C16623, p0, model, outfit, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetConstructedDiscoveredCharacterName(p0, model, outfit);

// by hash
const retval = Citizen.invokeNative('0x8E84119A23C16623', p0, model, outfit, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8E84119A23C16623, p0, model, outfit);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_DEADEYE_ABILITY_DEPLETION_DELAY

- **Hash:** `0xE92261BD28C0878F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetDeadeyeAbilityDepletionDelay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_DEADEYE_ABILITY_DEPLETION_DELAY

## Signature

```c
float _GET_DEADEYE_ABILITY_DEPLETION_DELAY(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the depletion delay value for the Deadeye ability that was previously set using `PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY` (0x870634493CB4372C). This function provides a float value representing the delay, allowing the game to retrieve the current Deadeye depletion setting for a specific player.

Example usage:

float depletionDelay = PLAYER::_GET_DEADEYE_ABILITY_DEPLETION_DELAY(PLAYER::PLAYER_ID());
Video: https://imgur.com/gallery/0xe92261bd28c0878f-TAqX0fg

*Source: VORPCORE RDR3natives*

Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`

## Usage

### Lua

```lua
local retval = GetDeadeyeAbilityDepletionDelay(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE92261BD28C0878F, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetDeadeyeAbilityDepletionDelay(player);

// by hash
const retval = Citizen.invokeNative('0xE92261BD28C0878F', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE92261BD28C0878F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY](https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_DEPLETION_DELAY.md) — Only used in R* SP Script short_update

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_GET_DEADEYE_ABILITY_LEVEL

- **Hash:** `0xCCE7C695C164C35F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetDeadeyeAbilityLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_DEADEYE_ABILITY_LEVEL

## Signature

```c
int _GET_DEADEYE_ABILITY_LEVEL(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetDeadeyeAbilityLevel(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCCE7C695C164C35F, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDeadeyeAbilityLevel(player);

// by hash
const retval = Citizen.invokeNative('0xCCE7C695C164C35F', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCCE7C695C164C35F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_DEADEYE_ABILITY_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_LEVEL.md) — Max level is 5.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_DISCOVERABLE_NAME_HASH_AND_TYPE_FOR_ENTITY

- **Hash:** `0x0139637A3BFF8B6D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetDiscoverableNameHashAndTypeForEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_DISCOVERABLE_NAME_HASH_AND_TYPE_FOR_ENTITY

## Signature

```c
Hash GET_DISCOVERABLE_NAME_HASH_AND_TYPE_FOR_ENTITY(Entity entity, Hash* type);
```

## Parameters

- `entity` (`Entity`)
- `type` (`Hash*`)

## Returns

`Hash`

## Description

Returns name hash (name) and outHash includes the type.

## Usage

### Lua

```lua
local retval, type = GetDiscoverableNameHashAndTypeForEntity(entity, type)

-- always available, by hash
local retval, type = Citizen.InvokeNative(0x0139637A3BFF8B6D, entity, Citizen.PointerValueIntInitialized(type), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, type] = GetDiscoverableNameHashAndTypeForEntity(entity, type);

// by hash
const [retval, type] = Citizen.invokeNative('0x0139637A3BFF8B6D', entity, Citizen.pointerValueIntInitialized(type), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var type = new OutputArgument();
int retval = Function.Call<int>((Hash)0x0139637A3BFF8B6D, entity, type);
// type.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT

- **Hash:** `0xA6817C110B830EAD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetEntityPlayerIsFreeAimingAt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_ENTITY_PLAYER_IS_FREE_AIMING_AT

## Signature

```c
BOOL GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(Player player, Entity* entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, entity = GetEntityPlayerIsFreeAimingAt(player, entity)

-- always available, by hash
local retval, entity = Citizen.InvokeNative(0xA6817C110B830EAD, player, Citizen.PointerValueIntInitialized(entity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, entity] = GetEntityPlayerIsFreeAimingAt(player, entity);

// by hash
const [retval, entity] = Citizen.invokeNative('0xA6817C110B830EAD', player, Citizen.pointerValueIntInitialized(entity), Citizen.returnResultAnyway());
```

### C#

```csharp
var entity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA6817C110B830EAD, player, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_HAS_PLAYER_DISCOVERED_CHARACTER_NAME_MP

- **Hash:** `0x354F689C4FFAAB37`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetHasPlayerDiscoveredCharacterNameMp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_HAS_PLAYER_DISCOVERED_CHARACTER_NAME_MP

## Signature

```c
BOOL GET_HAS_PLAYER_DISCOVERED_CHARACTER_NAME_MP(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetHasPlayerDiscoveredCharacterNameMp(discoveryHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x354F689C4FFAAB37, discoveryHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetHasPlayerDiscoveredCharacterNameMp(discoveryHash);

// by hash
const retval = Citizen.invokeNative('0x354F689C4FFAAB37', discoveryHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x354F689C4FFAAB37, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_HAS_PLAYER_DISCOVERED_CHARACTER_NAME_SP

- **Hash:** `0x0772F87D7B07719A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetHasPlayerDiscoveredCharacterNameSp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_HAS_PLAYER_DISCOVERED_CHARACTER_NAME_SP

## Signature

```c
BOOL _GET_HAS_PLAYER_DISCOVERED_CHARACTER_NAME_SP(Player player, int p1, Hash discoveryHash);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `discoveryHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetHasPlayerDiscoveredCharacterNameSp(player, p1, discoveryHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0772F87D7B07719A, player, p1, discoveryHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetHasPlayerDiscoveredCharacterNameSp(player, p1, discoveryHash);

// by hash
const retval = Citizen.invokeNative('0x0772F87D7B07719A', player, p1, discoveryHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0772F87D7B07719A, player, p1, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_IS_DEADEYE_TAGGING_ENABLED

- **Hash:** `0x32348719DCED2969`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetIsDeadeyeTaggingEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_IS_DEADEYE_TAGGING_ENABLED

## Signature

```c
BOOL _GET_IS_DEADEYE_TAGGING_ENABLED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsDeadeyeTaggingEnabled(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x32348719DCED2969, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsDeadeyeTaggingEnabled(player);

// by hash
const retval = Citizen.invokeNative('0x32348719DCED2969', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x32348719DCED2969, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_IS_PLAYER_UI_PROMPT_ACTIVE

- **Hash:** `0x51BEA356B1C60225`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetIsPlayerUiPromptActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_IS_PLAYER_UI_PROMPT_ACTIVE

## Signature

```c
BOOL GET_IS_PLAYER_UI_PROMPT_ACTIVE(Player player, int p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsPlayerUiPromptActive(player, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51BEA356B1C60225, player, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPlayerUiPromptActive(player, p1);

// by hash
const retval = Citizen.invokeNative('0x51BEA356B1C60225', player, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x51BEA356B1C60225, player, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_MAX_WANTED_LEVEL

- **Hash:** `0xD04CFAD1E2B7984A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetMaxWantedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_MAX_WANTED_LEVEL

## Signature

```c
int GET_MAX_WANTED_LEVEL();
```

## Returns

`int`

## Description

Gets the maximum wanted level the player can get.
Ranges from 0 to 5.

## Usage

### Lua

```lua
local retval = GetMaxWantedLevel()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD04CFAD1E2B7984A, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxWantedLevel();

// by hash
const retval = Citizen.invokeNative('0xD04CFAD1E2B7984A', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD04CFAD1E2B7984A);
```

## See also

- [PLAYER::SET_MAX_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/SET_MAX_WANTED_LEVEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_MOUNT_OWNED_BY_PLAYER

- **Hash:** `0xF49F14462F0AE27C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetMountOwnedByPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_MOUNT_OWNED_BY_PLAYER

## Signature

```c
Ped GET_MOUNT_OWNED_BY_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetMountOwnedByPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF49F14462F0AE27C, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMountOwnedByPlayer(player);

// by hash
const retval = Citizen.invokeNative('0xF49F14462F0AE27C', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF49F14462F0AE27C, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_NUM_DEADEYE_MARKS_ON_PED

- **Hash:** `0x27AD7162D3FED01E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetNumDeadeyeMarksOnPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_NUM_DEADEYE_MARKS_ON_PED

## Signature

```c
int _GET_NUM_DEADEYE_MARKS_ON_PED(Player player, Ped ped);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)

## Returns

`int`

## Description

Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
Example usage:
int marksCount = PLAYER::_GET_NUM_DEADEYE_MARKS_ON_PED(PLAYER::PLAYER_ID(), pedHandle);
Video: https://imgur.com/gallery/0x27ad7162d3fed01e-XvMXq2d

## Usage

### Lua

```lua
local retval = GetNumDeadeyeMarksOnPed(player, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27AD7162D3FED01E, player, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumDeadeyeMarksOnPed(player, ped);

// by hash
const retval = Citizen.invokeNative('0x27AD7162D3FED01E', player, ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x27AD7162D3FED01E, player, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_NUM_MARKED_DEADEYE_TARGETS

- **Hash:** `0xCCD9B77F70D31C9D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetNumMarkedDeadeyeTargets`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_NUM_MARKED_DEADEYE_TARGETS

## Signature

```c
int _GET_NUM_MARKED_DEADEYE_TARGETS(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumMarkedDeadeyeTargets(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCCD9B77F70D31C9D, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumMarkedDeadeyeTargets(player);

// by hash
const retval = Citizen.invokeNative('0xCCD9B77F70D31C9D', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCCD9B77F70D31C9D, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PEDS_IN_COMBAT_WITH_RECENTLY

- **Hash:** `0x1A6E84F13C952094`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPedsInCombatWithRecently`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **Other names:** `_GET_PEDS_DAMAGED_BY_PLAYER_RECENTLY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PEDS_IN_COMBAT_WITH_RECENTLY

## Signature

```c
BOOL _GET_PEDS_IN_COMBAT_WITH_RECENTLY(Player player, int recentlyMs, Any* outArray);
```

## Parameters

- `player` (`Player`)
- `recentlyMs` (`int`)
- `outArray` (`Any*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Alternate name: _GET_PEDS_DAMAGED_BY_PLAYER
Returns an array of peds the player has recently attacked in a combo, tracking up to three consecutive peds.
Video: https://imgur.com/gallery/0x1a6e84f13c952094-USZqpAJ

*Source: VORPCORE RDR3natives*

it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
 only stores the last 3 hits in the data view buffer
duration is in miliseconds
you need dataview

## Usage

### Lua

```lua
local retval, outArray = GetPedsInCombatWithRecently(player, recentlyMs, outArray)

-- always available, by hash
local retval, outArray = Citizen.InvokeNative(0x1A6E84F13C952094, player, recentlyMs, Citizen.PointerValueIntInitialized(outArray), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outArray] = GetPedsInCombatWithRecently(player, recentlyMs, outArray);

// by hash
const [retval, outArray] = Citizen.invokeNative('0x1A6E84F13C952094', player, recentlyMs, Citizen.pointerValueIntInitialized(outArray), Citizen.returnResultAnyway());
```

### C#

```csharp
var outArray = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1A6E84F13C952094, player, recentlyMs, outArray);
// outArray.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
Citizen.InvokeNative(0x1A6E84F13C952094, PlayerId(), 10000, dataView:Buffer())
local entity = dataView:GetInt32(8 * 1)
local entity2 = dataView:GetInt32(8 * 2)
local entity3 = dataView:GetInt32(8 * 3)
print(entity, entity2, entity3)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_GET_PLAYER_CACHED_DEAD_EYE_AMOUNT

- **Hash:** `0xDF66A37936D5F3D9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerCachedDeadEyeAmount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_CACHED_DEAD_EYE_AMOUNT

## Signature

```c
float _GET_PLAYER_CACHED_DEAD_EYE_AMOUNT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerCachedDeadEyeAmount(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF66A37936D5F3D9, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerCachedDeadEyeAmount(player);

// by hash
const retval = Citizen.invokeNative('0xDF66A37936D5F3D9', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xDF66A37936D5F3D9, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_CURRENT_STEALTH_NOISE

- **Hash:** `0xD7ECC25E176ECBA5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerCurrentStealthNoise`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_CURRENT_STEALTH_NOISE

## Signature

```c
float GET_PLAYER_CURRENT_STEALTH_NOISE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerCurrentStealthNoise(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD7ECC25E176ECBA5, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerCurrentStealthNoise(player);

// by hash
const retval = Citizen.invokeNative('0xD7ECC25E176ECBA5', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD7ECC25E176ECBA5, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_DEAD_EYE

- **Hash:** `0xA81D24AE0AF99A5E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerDeadEye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_DEAD_EYE

## Signature

```c
float _GET_PLAYER_DEAD_EYE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerDeadEye(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA81D24AE0AF99A5E, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerDeadEye(player);

// by hash
const retval = Citizen.invokeNative('0xA81D24AE0AF99A5E', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA81D24AE0AF99A5E, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_DEAD_EYE_METER_LEVEL

- **Hash:** `0x3A6AE4EEE30370FE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerDeadEyeMeterLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_DEAD_EYE_METER_LEVEL

## Signature

```c
float _GET_PLAYER_DEAD_EYE_METER_LEVEL(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerDeadEyeMeterLevel(player, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A6AE4EEE30370FE, player, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerDeadEyeMeterLevel(player, p1);

// by hash
const retval = Citizen.invokeNative('0x3A6AE4EEE30370FE', player, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3A6AE4EEE30370FE, player, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_FREE_AIM_CLOSEST_ENTITY

- **Hash:** `0x7AE93C45EC14A166`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerFreeAimClosestEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_FREE_AIM_CLOSEST_ENTITY

## Signature

```c
BOOL _GET_PLAYER_FREE_AIM_CLOSEST_ENTITY(Player player, Entity* entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if any entity have been found closest to where the player is aiming at (like 5m max far). Seems to only work on human peds

Parameters:
- entity: Entity* - Pointer of closest entity.

Returns:
- success: bool - True if entity found, false otherwise.

Example video:
- https://imgur.com/a/JiqTmYl

*Source: VORPCORE RDR3natives*

Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
_GET_PLAYER_*

## Usage

### Lua

```lua
local retval, entity = GetPlayerFreeAimClosestEntity(player, entity)

-- always available, by hash
local retval, entity = Citizen.InvokeNative(0x7AE93C45EC14A166, player, Citizen.PointerValueIntInitialized(entity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, entity] = GetPlayerFreeAimClosestEntity(player, entity);

// by hash
const [retval, entity] = Citizen.invokeNative('0x7AE93C45EC14A166', player, Citizen.pointerValueIntInitialized(entity), Citizen.returnResultAnyway());
```

### C#

```csharp
var entity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7AE93C45EC14A166, player, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::GET_PLAYER_GROUP

- **Hash:** `0x9BAB31815159ABCF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_GROUP

## Signature

```c
int GET_PLAYER_GROUP(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Returns the group ID the player is member of.

## Usage

### Lua

```lua
local retval = GetPlayerGroup(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9BAB31815159ABCF, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerGroup(player);

// by hash
const retval = Citizen.invokeNative('0x9BAB31815159ABCF', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9BAB31815159ABCF, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_HEALTH

- **Hash:** `0x0317C947D062854E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerHealth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_HEALTH

## Signature

```c
float _GET_PLAYER_HEALTH(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerHealth(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0317C947D062854E, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerHealth(player);

// by hash
const retval = Citizen.invokeNative('0x0317C947D062854E', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0317C947D062854E, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_HEALTH_RECHARGE_MULTIPLIER

- **Hash:** `0x22CD23BB0C45E0CD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerHealthRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_HEALTH_RECHARGE_MULTIPLIER

## Signature

```c
float _GET_PLAYER_HEALTH_RECHARGE_MULTIPLIER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerHealthRechargeMultiplier(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x22CD23BB0C45E0CD, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerHealthRechargeMultiplier(player);

// by hash
const retval = Citizen.invokeNative('0x22CD23BB0C45E0CD', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x22CD23BB0C45E0CD, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_HUNTING_WAGON

- **Hash:** `0x5CA6BBD4A7D8145E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerHuntingWagon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_HUNTING_WAGON

## Signature

```c
Vehicle _GET_PLAYER_HUNTING_WAGON(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetPlayerHuntingWagon(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CA6BBD4A7D8145E, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerHuntingWagon(player);

// by hash
const retval = Citizen.invokeNative('0x5CA6BBD4A7D8145E', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5CA6BBD4A7D8145E, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_PLAYER_HUNTING_WAGON](https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HUNTING_WAGON.md) — Only applies to HUNTERCART01

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_INDEX

- **Hash:** `0x47E385B0D957C8D4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_INDEX

## Signature

```c
Player GET_PLAYER_INDEX();
```

## Returns

`Player`

## Description

Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT

## Usage

### Lua

```lua
local retval = GetPlayerIndex()

-- always available, by hash
local retval = Citizen.InvokeNative(0x47E385B0D957C8D4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerIndex();

// by hash
const retval = Citizen.invokeNative('0x47E385B0D957C8D4', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x47E385B0D957C8D4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_INTERACTION_AIM_ENTITY

- **Hash:** `0xBEA3A6E5F5F79A6F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerInteractionAimEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_INTERACTION_AIM_ENTITY

## Signature

```c
BOOL _GET_PLAYER_INTERACTION_AIM_ENTITY(Player player, Entity* outEntity);
```

## Parameters

- `player` (`Player`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Get the entity the player is aiming at with/without weapon.

*Source: VORPCORE RDR3natives*

_GET_PLAYER_I*

## Usage

### Lua

```lua
local retval, outEntity = GetPlayerInteractionAimEntity(player, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0xBEA3A6E5F5F79A6F, player, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = GetPlayerInteractionAimEntity(player, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0xBEA3A6E5F5F79A6F', player, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBEA3A6E5F5F79A6F, player, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::GET_PLAYER_INTERACTION_TARGET_ENTITY

- **Hash:** `0x3EE1F7A8C32F24E1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerInteractionTargetEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_INTERACTION_TARGET_ENTITY

## Signature

```c
BOOL GET_PLAYER_INTERACTION_TARGET_ENTITY(Player player, Entity* outEntity, BOOL p2, BOOL p3);
```

## Parameters

- `player` (`Player`)
- `outEntity` (`Entity*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outEntity = GetPlayerInteractionTargetEntity(player, p2, p3)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x3EE1F7A8C32F24E1, player, Citizen.PointerValueInt(), p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = GetPlayerInteractionTargetEntity(player, p2, p3);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x3EE1F7A8C32F24E1', player, Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3EE1F7A8C32F24E1, player, outEntity, p2, p3);
// outEntity.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_INVINCIBLE

- **Hash:** `0x0CBBCB2CCFA7DC4E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerInvincible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_INVINCIBLE

## Signature

```c
BOOL GET_PLAYER_INVINCIBLE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns the player's invincibility status.

## Usage

### Lua

```lua
local retval = GetPlayerInvincible(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CBBCB2CCFA7DC4E, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerInvincible(player);

// by hash
const retval = Citizen.invokeNative('0x0CBBCB2CCFA7DC4E', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CBBCB2CCFA7DC4E, player);
```

## See also

- [PLAYER::SET_PLAYER_INVINCIBLE](https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_INVINCIBLE.md) — Simply sets you as invincible (Health will not deplete).

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_MAX_DEAD_EYE

- **Hash:** `0x592F58BC4D2A2CF3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerMaxDeadEye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_MAX_DEAD_EYE

## Signature

```c
float _GET_PLAYER_MAX_DEAD_EYE(Player player, Any p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`Any`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerMaxDeadEye(player, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x592F58BC4D2A2CF3, player, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerMaxDeadEye(player, p1);

// by hash
const retval = Citizen.invokeNative('0x592F58BC4D2A2CF3', player, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x592F58BC4D2A2CF3, player, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_MOOD

- **Hash:** `0x054473164C012699`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerMood`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_MOOD

## Signature

```c
int _GET_PLAYER_MOOD(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

See _SET_PLAYER_MOOD

## Usage

### Lua

```lua
local retval = GetPlayerMood(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x054473164C012699, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerMood(player);

// by hash
const retval = Citizen.invokeNative('0x054473164C012699', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x054473164C012699, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePedMood](https://natives.borderlinerp.com/enums/ePedMood.md) — 10 values

## See also

- [PLAYER::_SET_PLAYER_MOOD](https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_MOOD.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_MOUNT_IS_SPRINTING_ON_ROAD

- **Hash:** `0xE631EAF35828FA67`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerMountIsSprintingOnRoad`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_PLAYER_MOUNT_ON_ROAD`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_MOUNT_IS_SPRINTING_ON_ROAD

## Signature

```c
BOOL _GET_PLAYER_MOUNT_IS_SPRINTING_ON_ROAD(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks if the player is sprinting on a road while riding a horse.
This function only checks sprinting status when the player is on a road.

Video: https://youtu.be/cGyh0AXPu1E

*Source: VORPCORE RDR3natives*

returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false

## Usage

### Lua

```lua
local retval = GetPlayerMountIsSprintingOnRoad(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE631EAF35828FA67, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerMountIsSprintingOnRoad(player);

// by hash
const retval = Citizen.invokeNative('0xE631EAF35828FA67', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE631EAF35828FA67, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::GET_PLAYER_NAME

- **Hash:** `0x7124FD9AC0E01BA0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_NAME

## Signature

```c
const char* GET_PLAYER_NAME(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetPlayerName(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7124FD9AC0E01BA0, player, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetPlayerName(player);

// by hash
const retval = Citizen.invokeNative('0x7124FD9AC0E01BA0', player, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x7124FD9AC0E01BA0, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_OWNER_OF_MOUNT

- **Hash:** `0xAD03B03737CE6810`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerOwnerOfMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_OWNER_OF_MOUNT

## Signature

```c
Player _GET_PLAYER_OWNER_OF_MOUNT(Ped mount);
```

## Parameters

- `mount` (`Ped`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = GetPlayerOwnerOfMount(mount)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAD03B03737CE6810, mount, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerOwnerOfMount(mount);

// by hash
const retval = Citizen.invokeNative('0xAD03B03737CE6810', mount, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAD03B03737CE6810, mount);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_OWNER_OF_VEHICLE

- **Hash:** `0x7C803BDC8343228D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerOwnerOfVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_OWNER_OF_VEHICLE

## Signature

```c
Player _GET_PLAYER_OWNER_OF_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Player`

## Usage

### Lua

```lua
local retval = GetPlayerOwnerOfVehicle(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7C803BDC8343228D, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerOwnerOfVehicle(vehicle);

// by hash
const retval = Citizen.invokeNative('0x7C803BDC8343228D', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7C803BDC8343228D, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_PED

- **Hash:** `0x275F255ED201B937`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_PED

## Signature

```c
Ped GET_PLAYER_PED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPlayerPed(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x275F255ED201B937, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerPed(player);

// by hash
const retval = Citizen.invokeNative('0x275F255ED201B937', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x275F255ED201B937, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_PED_2

- **Hash:** `0x5EBE38A20BC51C27`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerPed_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_PED_2

## Signature

```c
Ped _GET_PLAYER_PED_2(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPlayerPed_2(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EBE38A20BC51C27, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerPed_2(player);

// by hash
const retval = Citizen.invokeNative('0x5EBE38A20BC51C27', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5EBE38A20BC51C27, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_PED_SCRIPT_INDEX

- **Hash:** `0x5C880F9056D784C8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerPedScriptIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_PED_SCRIPT_INDEX

## Signature

```c
Ped GET_PLAYER_PED_SCRIPT_INDEX(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Description

Does the same like PLAYER::GET_PLAYER_PED

## Usage

### Lua

```lua
local retval = GetPlayerPedScriptIndex(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C880F9056D784C8, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerPedScriptIndex(player);

// by hash
const retval = Citizen.invokeNative('0x5C880F9056D784C8', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5C880F9056D784C8, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_RECEIVED_BATTLE_EVENT_RECENTLY

- **Hash:** `0xFB6EB8785F808551`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerReceivedBattleEventRecently`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_RECEIVED_BATTLE_EVENT_RECENTLY

## Signature

```c
BOOL GET_PLAYER_RECEIVED_BATTLE_EVENT_RECENTLY(Player player, int p1, BOOL p2);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPlayerReceivedBattleEventRecently(player, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB6EB8785F808551, player, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerReceivedBattleEventRecently(player, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xFB6EB8785F808551', player, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB6EB8785F808551, player, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_REQUIRED_DEAD_EYE_AMOUNT

- **Hash:** `0x811A748B1BE231BA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerRequiredDeadEyeAmount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_REQUIRED_DEAD_EYE_AMOUNT

## Signature

```c
float _GET_PLAYER_REQUIRED_DEAD_EYE_AMOUNT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

If player has less Dead Eye than required, Dead Eye cant be triggered.

## Usage

### Lua

```lua
local retval = GetPlayerRequiredDeadEyeAmount(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x811A748B1BE231BA, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerRequiredDeadEyeAmount(player);

// by hash
const retval = Citizen.invokeNative('0x811A748B1BE231BA', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x811A748B1BE231BA, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_RESET_FLAG

- **Hash:** `0xFE691E89C08937B6`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerResetFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_RESET_FLAG

## Signature

```c
BOOL _GET_PLAYER_RESET_FLAG(Player player, int playerResetFlag);
```

## Parameters

- `player` (`Player`)
- `playerResetFlag` (`int`)

## Returns

`BOOL`

## Description

playerResetFlag: See 0x9F9A829C6751F3C7

## Usage

### Lua

```lua
local retval = GetPlayerResetFlag(player, playerResetFlag)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE691E89C08937B6, player, playerResetFlag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerResetFlag(player, playerResetFlag);

// by hash
const retval = Citizen.invokeNative('0xFE691E89C08937B6', player, playerResetFlag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFE691E89C08937B6, player, playerResetFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePlayerResetFlags](https://natives.borderlinerp.com/enums/ePlayerResetFlags.md) — 58 values

## See also

- [PLAYER::_SET_PLAYER_RESET_FLAG](https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_RESET_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_SPECIAL_ABILITY_MULTIPLIER

- **Hash:** `0xAB3773E7AA1E9DCC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerSpecialAbilityMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_SPECIAL_ABILITY_MULTIPLIER

## Signature

```c
float _GET_PLAYER_SPECIAL_ABILITY_MULTIPLIER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerSpecialAbilityMultiplier(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAB3773E7AA1E9DCC, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerSpecialAbilityMultiplier(player);

// by hash
const retval = Citizen.invokeNative('0xAB3773E7AA1E9DCC', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xAB3773E7AA1E9DCC, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_STAMINA

- **Hash:** `0x0FF421E467373FCF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerStamina`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_STAMINA

## Signature

```c
float _GET_PLAYER_STAMINA(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerStamina(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0FF421E467373FCF, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerStamina(player);

// by hash
const retval = Citizen.invokeNative('0x0FF421E467373FCF', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0FF421E467373FCF, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::RESTORE_PLAYER_STAMINA](https://natives.borderlinerp.com/natives/PLAYER/RESTORE_PLAYER_STAMINA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_STAMINA_DEPLETION_MULTIPLIER

- **Hash:** `0x68A0389E0718AC8F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerStaminaDepletionMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_STAMINA_DEPLETION_MULTIPLIER

## Signature

```c
float _GET_PLAYER_STAMINA_DEPLETION_MULTIPLIER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerStaminaDepletionMultiplier(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x68A0389E0718AC8F, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerStaminaDepletionMultiplier(player);

// by hash
const retval = Citizen.invokeNative('0x68A0389E0718AC8F', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x68A0389E0718AC8F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_STAMINA_RECHARGE_MULTIPLIER

- **Hash:** `0x617D3494AD58200F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerStaminaRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_STAMINA_RECHARGE_MULTIPLIER

## Signature

```c
float _GET_PLAYER_STAMINA_RECHARGE_MULTIPLIER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerStaminaRechargeMultiplier(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x617D3494AD58200F, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerStaminaRechargeMultiplier(player);

// by hash
const retval = Citizen.invokeNative('0x617D3494AD58200F', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x617D3494AD58200F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::SET_PLAYER_STAMINA_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_STAMINA_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_TARGET_ENTITY

- **Hash:** `0xAE663DDD99C8A670`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerTargetEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_TARGET_ENTITY

## Signature

```c
BOOL GET_PLAYER_TARGET_ENTITY(Player player, Entity* entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, entity = GetPlayerTargetEntity(player, entity)

-- always available, by hash
local retval, entity = Citizen.InvokeNative(0xAE663DDD99C8A670, player, Citizen.PointerValueIntInitialized(entity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, entity] = GetPlayerTargetEntity(player, entity);

// by hash
const [retval, entity] = Citizen.invokeNative('0xAE663DDD99C8A670', player, Citizen.pointerValueIntInitialized(entity), Citizen.returnResultAnyway());
```

### C#

```csharp
var entity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAE663DDD99C8A670, player, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_TEAM

- **Hash:** `0xB464EB6A40C7975B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerTeam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_TEAM

## Signature

```c
int GET_PLAYER_TEAM(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Description

Gets the player's team.
Returns -1 in singleplayer.

## Usage

### Lua

```lua
local retval = GetPlayerTeam(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB464EB6A40C7975B, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerTeam(player);

// by hash
const retval = Citizen.invokeNative('0xB464EB6A40C7975B', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB464EB6A40C7975B, player);
```

## See also

- [PLAYER::SET_PLAYER_TEAM](https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_TEAM.md) — Sets the player's team.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_UI_PROMPT_FOR_PED_IS_ENABLED

- **Hash:** `0xEA8F168A76A0B9BC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerUiPromptForPedIsEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_UI_PROMPT_FOR_PED_IS_ENABLED

## Signature

```c
BOOL _GET_PLAYER_UI_PROMPT_FOR_PED_IS_ENABLED(Player player, Ped ped, int promptType, int promptMode);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `promptType` (`int`)
- `promptMode` (`int`)

## Returns

`BOOL`

## Description

Returns true if PromptType is enabled for ped (mount)
Params: See 0x0751D461F06E41CE

## Usage

### Lua

```lua
local retval = GetPlayerUiPromptForPedIsEnabled(player, ped, promptType, promptMode)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA8F168A76A0B9BC, player, ped, promptType, promptMode, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerUiPromptForPedIsEnabled(player, ped, promptType, promptMode);

// by hash
const retval = Citizen.invokeNative('0xEA8F168A76A0B9BC', player, ped, promptType, promptMode, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEA8F168A76A0B9BC, player, ped, promptType, promptMode);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_UI_PROMPT_IS_DISABLED

- **Hash:** `0x6614F9039BD31931`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerUiPromptIsDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_UI_PROMPT_IS_DISABLED

## Signature

```c
BOOL _GET_PLAYER_UI_PROMPT_IS_DISABLED(Player player, int promptType, int promptMode);
```

## Parameters

- `player` (`Player`)
- `promptType` (`int`)
- `promptMode` (`int`)

## Returns

`BOOL`

## Description

Returns false if PromptType is enabled
Params: See 0x0751D461F06E41CE

## Usage

### Lua

```lua
local retval = GetPlayerUiPromptIsDisabled(player, promptType, promptMode)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6614F9039BD31931, player, promptType, promptMode, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetPlayerUiPromptIsDisabled(player, promptType, promptMode);

// by hash
const retval = Citizen.invokeNative('0x6614F9039BD31931', player, promptType, promptMode, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6614F9039BD31931, player, promptType, promptMode);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYER_WANTED_LEVEL

- **Hash:** `0xABC532F9098BFD9D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerWantedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_WANTED_LEVEL

## Signature

```c
int GET_PLAYER_WANTED_LEVEL(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPlayerWantedLevel(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xABC532F9098BFD9D, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerWantedLevel(player);

// by hash
const retval = Citizen.invokeNative('0xABC532F9098BFD9D', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xABC532F9098BFD9D, player);
```

## See also

- [PLAYER::SET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WANTED_LEVEL.md) — nullsub, doesn't do anything
- [PLAYER::CLEAR_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/CLEAR_PLAYER_WANTED_LEVEL.md) — nullsub, doesn't do anything

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_PLAYER_WEAPON_DAMAGE

- **Hash:** `0xFE0304050261442C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerWeaponDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_WEAPON_DAMAGE

## Signature

```c
float _GET_PLAYER_WEAPON_DAMAGE(Player player, Hash weaponHash);
```

## Parameters

- `player` (`Player`)
- `weaponHash` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerWeaponDamage(player, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE0304050261442C, player, weaponHash, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerWeaponDamage(player, weaponHash);

// by hash
const retval = Citizen.invokeNative('0xFE0304050261442C', player, weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFE0304050261442C, player, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_PLAYERS_LAST_VEHICLE

- **Hash:** `0x2F96E7720B0B19EA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayersLastVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYERS_LAST_VEHICLE

## Signature

```c
Vehicle GET_PLAYERS_LAST_VEHICLE();
```

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetPlayersLastVehicle()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F96E7720B0B19EA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayersLastVehicle();

// by hash
const retval = Citizen.invokeNative('0x2F96E7720B0B19EA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2F96E7720B0B19EA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_SADDLE_HORSE_FOR_PLAYER

- **Hash:** `0xB48050D326E9A2F3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetSaddleHorseForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_SADDLE_HORSE_FOR_PLAYER

## Signature

```c
Ped _GET_SADDLE_HORSE_FOR_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetSaddleHorseForPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB48050D326E9A2F3, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetSaddleHorseForPlayer(player);

// by hash
const retval = Citizen.invokeNative('0xB48050D326E9A2F3', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB48050D326E9A2F3, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_TARGET_CHARACTER_NAME_FOR_LOCAL_PLAYER

- **Hash:** `0x36E3D8B5A6552FE8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetTargetCharacterNameForLocalPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_TARGET_CHARACTER_NAME_FOR_LOCAL_PLAYER

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetTargetCharacterNameForLocalPlayer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36E3D8B5A6552FE8, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x36E3D8B5A6552FE8', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x36E3D8B5A6552FE8, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_TARGET_CHARACTER_NAME_SCRIPT_OVERRIDE_HASH

- **Hash:** `0x0335106F3ACABBED`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetTargetCharacterNameScriptOverrideHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_TARGET_CHARACTER_NAME_SCRIPT_OVERRIDE_HASH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetTargetCharacterNameScriptOverrideHash(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0335106F3ACABBED, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0335106F3ACABBED', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0335106F3ACABBED, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_TARGET_CHARACTER_NAME_SCRIPT_OVERRIDE_RAW_STRING

- **Hash:** `0x755E08680F21EF30`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetTargetCharacterNameScriptOverrideRawString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_TARGET_CHARACTER_NAME_SCRIPT_OVERRIDE_RAW_STRING

## Signature

```c
const char* GET_TARGET_CHARACTER_NAME_SCRIPT_OVERRIDE_RAW_STRING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetTargetCharacterNameScriptOverrideRawString(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x755E08680F21EF30, ped, Citizen.ResultAsString())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x755E08680F21EF30', ped, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x755E08680F21EF30, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_TEMP_PLAYER_HORSE

- **Hash:** `0xD3F7445CEA2E5035`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetTempPlayerHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_TEMP_PLAYER_HORSE

## Signature

```c
Ped _GET_TEMP_PLAYER_HORSE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetTempPlayerHorse(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3F7445CEA2E5035, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTempPlayerHorse(player);

// by hash
const retval = Citizen.invokeNative('0xD3F7445CEA2E5035', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD3F7445CEA2E5035, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_VEHICLE_OWNED_BY_PLAYER

- **Hash:** `0xB9050A97594C8832`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetVehicleOwnedByPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_VEHICLE_OWNED_BY_PLAYER

## Signature

```c
Vehicle _GET_VEHICLE_OWNED_BY_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetVehicleOwnedByPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB9050A97594C8832, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleOwnedByPlayer(player);

// by hash
const retval = Citizen.invokeNative('0xB9050A97594C8832', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB9050A97594C8832, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_GET_WANTED_LEVEL_MULTIPLIER

- **Hash:** `0xA82964B9D8D6A983`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetWantedLevelMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_WANTED_LEVEL_MULTIPLIER

## Signature

```c
float _GET_WANTED_LEVEL_MULTIPLIER();
```

## Returns

`float`

## Description

Returns -1.0f if no multiplier has been set

## Usage

### Lua

```lua
local retval = GetWantedLevelMultiplier()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA82964B9D8D6A983, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWantedLevelMultiplier();

// by hash
const retval = Citizen.invokeNative('0xA82964B9D8D6A983', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA82964B9D8D6A983);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::SET_WANTED_LEVEL_MULTIPLIER](https://natives.borderlinerp.com/natives/PLAYER/SET_WANTED_LEVEL_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::GET_WANTED_LEVEL_RADIUS

- **Hash:** `0x80B00EB26D9521C7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetWantedLevelRadius`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_WANTED_LEVEL_RADIUS

## Signature

```c
float GET_WANTED_LEVEL_RADIUS(int wantedLevel);
```

## Parameters

- `wantedLevel` (`int`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the radius for a wanted level, likely used for wanted blip/search volumes.
Observed values: level 0 = 60.0, level 1 = 75.0, level 2 = 90.0, level 5 = 200.0.

*Source: VORPCORE RDR3natives*

level 0 60.0 level 1 75.0 level 2 90.0 max level is 5 200.0 radius

## Usage

### Lua

```lua
local retval = GetWantedLevelRadius(wantedLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0x80B00EB26D9521C7, wantedLevel, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWantedLevelRadius(wantedLevel);

// by hash
const retval = Citizen.invokeNative('0x80B00EB26D9521C7', wantedLevel, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x80B00EB26D9521C7, wantedLevel);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::GET_WANTED_LEVEL_THRESHOLD

- **Hash:** `0x1B1A3B358F7D8F07`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetWantedLevelThreshold`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_WANTED_LEVEL_THRESHOLD

## Signature

```c
int GET_WANTED_LEVEL_THRESHOLD(int wantedLevel);
```

## Parameters

- `wantedLevel` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetWantedLevelThreshold(wantedLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B1A3B358F7D8F07, wantedLevel, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWantedLevelThreshold(wantedLevel);

// by hash
const retval = Citizen.invokeNative('0x1B1A3B358F7D8F07', wantedLevel, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1B1A3B358F7D8F07, wantedLevel);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::HAS_FORCE_CLEANUP_OCCURRED

- **Hash:** `0xC11469DCA6FC3BB5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `HasForceCleanupOccurred`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/HAS_FORCE_CLEANUP_OCCURRED

## Signature

```c
BOOL HAS_FORCE_CLEANUP_OCCURRED(int cleanupFlags);
```

## Parameters

- `cleanupFlags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasForceCleanupOccurred(cleanupFlags)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC11469DCA6FC3BB5, cleanupFlags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasForceCleanupOccurred(cleanupFlags);

// by hash
const retval = Citizen.invokeNative('0xC11469DCA6FC3BB5', cleanupFlags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC11469DCA6FC3BB5, cleanupFlags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::HAS_PLAYER_BEEN_SPOTTED_IN_STOLEN_VEHICLE

- **Hash:** `0xC932F57F31EA9152`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `HasPlayerBeenSpottedInStolenVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/HAS_PLAYER_BEEN_SPOTTED_IN_STOLEN_VEHICLE

## Signature

```c
BOOL HAS_PLAYER_BEEN_SPOTTED_IN_STOLEN_VEHICLE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPlayerBeenSpottedInStolenVehicle(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC932F57F31EA9152, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPlayerBeenSpottedInStolenVehicle(player);

// by hash
const retval = Citizen.invokeNative('0xC932F57F31EA9152', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC932F57F31EA9152, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::HAS_PLAYER_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED

- **Hash:** `0x16C8D205DD5A2E90`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `HasPlayerDamagedAtLeastOneNonAnimalPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/HAS_PLAYER_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED

## Signature

```c
BOOL HAS_PLAYER_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPlayerDamagedAtLeastOneNonAnimalPed(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x16C8D205DD5A2E90, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPlayerDamagedAtLeastOneNonAnimalPed(player);

// by hash
const retval = Citizen.invokeNative('0x16C8D205DD5A2E90', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x16C8D205DD5A2E90, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED

- **Hash:** `0xDA4A4B9B96E20092`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `HasPlayerDamagedAtLeastOnePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED

## Signature

```c
BOOL HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPlayerDamagedAtLeastOnePed(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA4A4B9B96E20092, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPlayerDamagedAtLeastOnePed(player);

// by hash
const retval = Citizen.invokeNative('0xDA4A4B9B96E20092', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDA4A4B9B96E20092, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_HAS_PLAYER_DAMAGED_RECENTLY_ATTACKED_PED

- **Hash:** `0x72AD59F7B7FB6E24`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `HasPlayerDamagedRecentlyAttackedPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HAS_PLAYER_DAMAGED_ANY_PED_RECENTLY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_HAS_PLAYER_DAMAGED_RECENTLY_ATTACKED_PED

## Signature

```c
BOOL _HAS_PLAYER_DAMAGED_RECENTLY_ATTACKED_PED(Player player, int recentlyMs);
```

## Parameters

- `player` (`Player`)
- `recentlyMs` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks if the player has damaged the ped they recently attacked. Useful for determining if the player's recent attack on a ped resulted in damage.

*Source: VORPCORE RDR3natives*

this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
duration is in miliseconds

## Usage

### Lua

```lua
local retval = HasPlayerDamagedRecentlyAttackedPed(player, recentlyMs)

-- always available, by hash
local retval = Citizen.InvokeNative(0x72AD59F7B7FB6E24, player, recentlyMs, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPlayerDamagedRecentlyAttackedPed(player, recentlyMs);

// by hash
const retval = Citizen.invokeNative('0x72AD59F7B7FB6E24', player, recentlyMs, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x72AD59F7B7FB6E24, player, recentlyMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::INT_TO_PARTICIPANTINDEX

- **Hash:** `0x58FF971FC8F2702C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IntToParticipantindex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/INT_TO_PARTICIPANTINDEX

## Signature

```c
int INT_TO_PARTICIPANTINDEX(int value);
```

## Parameters

- `value` (`int`)

## Returns

`int`

## Description

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

## Usage

### Lua

```lua
local retval = IntToParticipantindex(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58FF971FC8F2702C, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = IntToParticipantindex(value);

// by hash
const retval = Citizen.invokeNative('0x58FF971FC8F2702C', value, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58FF971FC8F2702C, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::INT_TO_PLAYERINDEX

- **Hash:** `0x748B3A65C2604C33`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IntToPlayerindex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/INT_TO_PLAYERINDEX

## Signature

```c
Player INT_TO_PLAYERINDEX(int value);
```

## Parameters

- `value` (`int`)

## Returns

`Player`

## Description

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

## Usage

### Lua

```lua
local retval = IntToPlayerindex(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x748B3A65C2604C33, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = IntToPlayerindex(value);

// by hash
const retval = Citizen.invokeNative('0x748B3A65C2604C33', value, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x748B3A65C2604C33, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_DEADEYE_ABILITY_LOCKED

- **Hash:** `0x8A0643B0B4CA276B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsDeadeyeAbilityLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_DEADEYE_ABILITY_LOCKED

## Signature

```c
BOOL _IS_DEADEYE_ABILITY_LOCKED(Player player, int abilityType);
```

## Parameters

- `player` (`Player`)
- `abilityType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDeadeyeAbilityLocked(player, abilityType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8A0643B0B4CA276B, player, abilityType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDeadeyeAbilityLocked(player, abilityType);

// by hash
const retval = Citizen.invokeNative('0x8A0643B0B4CA276B', player, abilityType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8A0643B0B4CA276B, player, abilityType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_SET_DEADEYE_ABILITY_LOCKED](https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_LOCKED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_EAGLE_EYE_REGISTERED_FOR_ENTITY

- **Hash:** `0x0E6846476906C9DD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsEagleEyeRegisteredForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_EAGLE_EYE_REGISTERED_FOR_ENTITY

## Signature

```c
BOOL _IS_EAGLE_EYE_REGISTERED_FOR_ENTITY(Player player, Entity entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEagleEyeRegisteredForEntity(player, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E6846476906C9DD, player, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEagleEyeRegisteredForEntity(player, entity);

// by hash
const retval = Citizen.invokeNative('0x0E6846476906C9DD', player, entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E6846476906C9DD, player, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_BEING_ARRESTED

- **Hash:** `0xC8183AE963C58374`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerBeingArrested`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_BEING_ARRESTED

## Signature

```c
BOOL IS_PLAYER_BEING_ARRESTED(Player player, BOOL atArresting);
```

## Parameters

- `player` (`Player`)
- `atArresting` (`BOOL`)

## Returns

`BOOL`

## Description

Return true while player is being arrested / busted.

If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control)

If atArresting is set to 0, this function will return 1 only when the busted screen is shown.

## Usage

### Lua

```lua
local retval = IsPlayerBeingArrested(player, atArresting)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC8183AE963C58374, player, atArresting, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerBeingArrested(player, atArresting);

// by hash
const retval = Citizen.invokeNative('0xC8183AE963C58374', player, atArresting, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC8183AE963C58374, player, atArresting);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_CLIMBING

- **Hash:** `0xB8A70C22FD48197A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerClimbing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_CLIMBING

## Signature

```c
BOOL IS_PLAYER_CLIMBING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns TRUE if the player ('s ped) is climbing at the moment.

## Usage

### Lua

```lua
local retval = IsPlayerClimbing(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB8A70C22FD48197A, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerClimbing(player);

// by hash
const retval = Citizen.invokeNative('0xB8A70C22FD48197A', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB8A70C22FD48197A, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_CONTROL_ON

- **Hash:** `0x7964097FCE4C244B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerControlOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_CONTROL_ON

## Signature

```c
BOOL IS_PLAYER_CONTROL_ON(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns whether the player can control himself.

## Usage

### Lua

```lua
local retval = IsPlayerControlOn(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7964097FCE4C244B, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerControlOn(player);

// by hash
const retval = Citizen.invokeNative('0x7964097FCE4C244B', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7964097FCE4C244B, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_DEAD

- **Hash:** `0x2E9C3FCB6798F397`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerDead`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_DEAD

## Signature

```c
BOOL IS_PLAYER_DEAD(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerDead(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E9C3FCB6798F397, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerDead(player);

// by hash
const retval = Citizen.invokeNative('0x2E9C3FCB6798F397', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2E9C3FCB6798F397, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_PLAYER_FOLLOWING_TARGET

- **Hash:** `0xE24C64D9ADED2EF5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerFollowingTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_PLAYER_FOLLOWING_TARGET

## Signature

```c
BOOL _IS_PLAYER_FOLLOWING_TARGET(Player player, Ped ped);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerFollowingTarget(player, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE24C64D9ADED2EF5, player, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerFollowingTarget(player, ped);

// by hash
const retval = Citizen.invokeNative('0xE24C64D9ADED2EF5', player, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE24C64D9ADED2EF5, player, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_FREE_AIMING

- **Hash:** `0x936F967D4BE1CE9D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerFreeAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_FREE_AIMING

## Signature

```c
BOOL IS_PLAYER_FREE_AIMING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Gets a value indicating whether the specified player is currently aiming freely.

## Usage

### Lua

```lua
local retval = IsPlayerFreeAiming(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x936F967D4BE1CE9D, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerFreeAiming(player);

// by hash
const retval = Citizen.invokeNative('0x936F967D4BE1CE9D', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x936F967D4BE1CE9D, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_FREE_AIMING_AT_ENTITY

- **Hash:** `0x8C67C11C68713D25`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerFreeAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_FREE_AIMING_AT_ENTITY

## Signature

```c
BOOL IS_PLAYER_FREE_AIMING_AT_ENTITY(Player player, Entity entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Gets a value indicating whether the specified player is currently aiming freely at the specified entity.

## Usage

### Lua

```lua
local retval = IsPlayerFreeAimingAtEntity(player, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8C67C11C68713D25, player, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerFreeAimingAtEntity(player, entity);

// by hash
const retval = Citizen.invokeNative('0x8C67C11C68713D25', player, entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8C67C11C68713D25, player, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_PLAYER_FREE_FOCUSING

- **Hash:** `0x1A51BFE60708E482`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerFreeFocusing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_PLAYER_FREE_FOCUSING

## Signature

```c
BOOL _IS_PLAYER_FREE_FOCUSING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Checks if player is focused on any entity

## Usage

### Lua

```lua
local retval = IsPlayerFreeFocusing(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1A51BFE60708E482, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerFreeFocusing(player);

// by hash
const retval = Citizen.invokeNative('0x1A51BFE60708E482', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1A51BFE60708E482, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_PLAYER_IN_SCOPE

- **Hash:** `0x04D7F33640662FA2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerInScope`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_PLAYER_IN_SCOPE

## Signature

```c
BOOL _IS_PLAYER_IN_SCOPE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerInScope(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x04D7F33640662FA2, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerInScope(player);

// by hash
const retval = Citizen.invokeNative('0x04D7F33640662FA2', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x04D7F33640662FA2, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE

- **Hash:** `0x2009F8AB7A5E9D6D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerLockedOnEntityOnHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_PLAYER_ON_MOUNT_LOCKON_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE

## Signature

```c
BOOL _IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks if the player has locked onto an entity while on horseback.
This function checks only the lock-on status and does not trigger any additional behavior.
Images: https://imgur.com/gallery/0x2009f8ab7a5e9d6d-0xWIXcK

*Source: VORPCORE RDR3natives*

This native is used to determine if the player has an active lockon an entity while riding a horse.

## Usage

### Lua

```lua
local retval = IsPlayerLockedOnEntityOnHorse(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2009F8AB7A5E9D6D, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerLockedOnEntityOnHorse(player);

// by hash
const retval = Citizen.invokeNative('0x2009F8AB7A5E9D6D', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2009F8AB7A5E9D6D, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::IS_PLAYER_PLAYING

- **Hash:** `0xBFFB35986CAAE58C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_PLAYING

## Signature

```c
BOOL IS_PLAYER_PLAYING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.

## Usage

### Lua

```lua
local retval = IsPlayerPlaying(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBFFB35986CAAE58C, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerPlaying(player);

// by hash
const retval = Citizen.invokeNative('0xBFFB35986CAAE58C', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBFFB35986CAAE58C, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_READY_FOR_CUTSCENE

- **Hash:** `0xAA67BCB0097F2FA3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerReadyForCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_READY_FOR_CUTSCENE

## Signature

```c
BOOL IS_PLAYER_READY_FOR_CUTSCENE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerReadyForCutscene(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA67BCB0097F2FA3, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerReadyForCutscene(player);

// by hash
const retval = Citizen.invokeNative('0xAA67BCB0097F2FA3', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA67BCB0097F2FA3, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_RIDING_TRAIN

- **Hash:** `0x2FB0ACADA6A238DD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerRidingTrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_RIDING_TRAIN

## Signature

```c
BOOL IS_PLAYER_RIDING_TRAIN(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns true if the player is riding a train.

## Usage

### Lua

```lua
local retval = IsPlayerRidingTrain(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FB0ACADA6A238DD, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerRidingTrain(player);

// by hash
const retval = Citizen.invokeNative('0x2FB0ACADA6A238DD', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2FB0ACADA6A238DD, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_SCRIPT_CONTROL_ON

- **Hash:** `0xB78350754157C00F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerScriptControlOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_SCRIPT_CONTROL_ON

## Signature

```c
BOOL IS_PLAYER_SCRIPT_CONTROL_ON(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerScriptControlOn(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB78350754157C00F, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerScriptControlOn(player);

// by hash
const retval = Citizen.invokeNative('0xB78350754157C00F', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB78350754157C00F, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_TARGETTING_ANYTHING

- **Hash:** `0x4605C66E0F935F83`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerTargettingAnything`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_TARGETTING_ANYTHING

## Signature

```c
BOOL IS_PLAYER_TARGETTING_ANYTHING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerTargettingAnything(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4605C66E0F935F83, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerTargettingAnything(player);

// by hash
const retval = Citizen.invokeNative('0x4605C66E0F935F83', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4605C66E0F935F83, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_TARGETTING_ENTITY

- **Hash:** `0x27F89FDC16688A7A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerTargettingEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_TARGETTING_ENTITY

## Signature

```c
BOOL IS_PLAYER_TARGETTING_ENTITY(Player player, Entity entity, BOOL withWeapon);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)
- `withWeapon` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

p2 will return true if player is targetting entity with a weapon if false will return true if player is targetting entity without a weapon

## Usage

### Lua

```lua
local retval = IsPlayerTargettingEntity(player, entity, withWeapon)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27F89FDC16688A7A, player, entity, withWeapon, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerTargettingEntity(player, entity, withWeapon);

// by hash
const retval = Citizen.invokeNative('0x27F89FDC16688A7A', player, entity, withWeapon, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x27F89FDC16688A7A, player, entity, withWeapon);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::IS_PLAYER_TELEPORT_ACTIVE

- **Hash:** `0x085EEAEB8783FEB5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerTeleportActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_TELEPORT_ACTIVE

## Signature

```c
BOOL IS_PLAYER_TELEPORT_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerTeleportActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0x085EEAEB8783FEB5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerTeleportActive();

// by hash
const retval = Citizen.invokeNative('0x085EEAEB8783FEB5', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x085EEAEB8783FEB5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_PLAYER_WANTED_LEVEL_GREATER

- **Hash:** `0xE1C0AD4C24324C36`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerWantedLevelGreater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_PLAYER_WANTED_LEVEL_GREATER

## Signature

```c
BOOL IS_PLAYER_WANTED_LEVEL_GREATER(Player player, int wantedLevel);
```

## Parameters

- `player` (`Player`)
- `wantedLevel` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerWantedLevelGreater(player, wantedLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1C0AD4C24324C36, player, wantedLevel, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerWantedLevelGreater(player, wantedLevel);

// by hash
const retval = Citizen.invokeNative('0xE1C0AD4C24324C36', player, wantedLevel, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE1C0AD4C24324C36, player, wantedLevel);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_SECONDARY_SPECIAL_ABILITY_ACTIVE

- **Hash:** `0x45AB66D02B601FA7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsSecondarySpecialAbilityActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_SECONDARY_SPECIAL_ABILITY_ACTIVE

## Signature

```c
BOOL _IS_SECONDARY_SPECIAL_ABILITY_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSecondarySpecialAbilityActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x45AB66D02B601FA7, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSecondarySpecialAbilityActive(player);

// by hash
const retval = Citizen.invokeNative('0x45AB66D02B601FA7', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x45AB66D02B601FA7, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_SECONDARY_SPECIAL_ABILITY_ENABLED

- **Hash:** `0xE022CC1B545F1D9F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsSecondarySpecialAbilityEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_SECONDARY_SPECIAL_ABILITY_ENABLED

## Signature

```c
BOOL _IS_SECONDARY_SPECIAL_ABILITY_ENABLED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns true if eagle eye is enabled for the player

## Usage

### Lua

```lua
local retval = IsSecondarySpecialAbilityEnabled(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE022CC1B545F1D9F, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSecondarySpecialAbilityEnabled(player);

// by hash
const retval = Citizen.invokeNative('0xE022CC1B545F1D9F', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE022CC1B545F1D9F, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_SPECIAL_ABILITY_ACTIVE

- **Hash:** `0xB16223CB7DA965F0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsSpecialAbilityActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_SPECIAL_ABILITY_ACTIVE

## Signature

```c
BOOL _IS_SPECIAL_ABILITY_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSpecialAbilityActive(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB16223CB7DA965F0, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSpecialAbilityActive(player);

// by hash
const retval = Citizen.invokeNative('0xB16223CB7DA965F0', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB16223CB7DA965F0, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_IS_SPECIAL_ABILITY_ENABLED

- **Hash:** `0xDE6C85975F9D4894`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsSpecialAbilityEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_SPECIAL_ABILITY_ENABLED

## Signature

```c
BOOL _IS_SPECIAL_ABILITY_ENABLED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Checks if the player's Deadeye ability is enabled.

Example usage:

if (PLAYER::_IS_SPECIAL_ABILITY_ENABLED(PLAYER::PLAYER_ID())) {
    // Execute logic when Deadeye is enabled
}

This function does not activate or modify the Deadeye ability but simply checks its status.

Image : https://imgur.com/gallery/0xde6c85975f9d4894-MS4KeUL

## Usage

### Lua

```lua
local retval = IsSpecialAbilityEnabled(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE6C85975F9D4894, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSpecialAbilityEnabled(player);

// by hash
const retval = Citizen.invokeNative('0xDE6C85975F9D4894', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE6C85975F9D4894, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::IS_SYSTEM_UI_BEING_DISPLAYED

- **Hash:** `0x908258B6209E71F7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsSystemUiBeingDisplayed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/IS_SYSTEM_UI_BEING_DISPLAYED

## Signature

```c
BOOL IS_SYSTEM_UI_BEING_DISPLAYED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSystemUiBeingDisplayed()

-- always available, by hash
local retval = Citizen.InvokeNative(0x908258B6209E71F7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSystemUiBeingDisplayed();

// by hash
const retval = Citizen.invokeNative('0x908258B6209E71F7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x908258B6209E71F7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_MODIFY_INFINITE_TRAIL_VISION

- **Hash:** `0x28A13BF6B05C3D83`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyInfiniteTrailVision`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_INFINITE_TRAIL_VISION

## Signature

```c
void _MODIFY_INFINITE_TRAIL_VISION(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Toggle handles wether Deadeye and Eagleeye are infinite or not.

## Usage

### Lua

```lua
ModifyInfiniteTrailVision(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x28A13BF6B05C3D83, player, toggle)
```

### JavaScript

```js
ModifyInfiniteTrailVision(player, toggle);

// by hash
Citizen.invokeNative('0x28A13BF6B05C3D83', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x28A13BF6B05C3D83, player, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED

- **Hash:** `0xFB0E622B401884D3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyPlayerDiscoveredCharacterNameMpSetUndiscovered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED

## Signature

```c
void _MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ModifyPlayerDiscoveredCharacterNameMpSetUndiscovered(discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0xFB0E622B401884D3, discoveryHash)
```

### JavaScript

```js
ModifyPlayerDiscoveredCharacterNameMpSetUndiscovered(discoveryHash);

// by hash
Citizen.invokeNative('0xFB0E622B401884D3', discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0xFB0E622B401884D3, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_MODIFY_PLAYER_UI_PROMPT

- **Hash:** `0x0751D461F06E41CE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyPlayerUiPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_PLAYER_UI_PROMPT

## Signature

```c
void _MODIFY_PLAYER_UI_PROMPT(Player player, int promptType, int promptMode, BOOL disabled);
```

## Parameters

- `player` (`Player`)
- `promptType` (`int`)
- `promptMode` (`int`)
- `disabled` (`BOOL`)

## Returns

`void`

## Description

Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts

## Usage

### Lua

```lua
ModifyPlayerUiPrompt(player, promptType, promptMode, disabled)

-- always available, by hash
Citizen.InvokeNative(0x0751D461F06E41CE, player, promptType, promptMode, disabled)
```

### JavaScript

```js
ModifyPlayerUiPrompt(player, promptType, promptMode, disabled);

// by hash
Citizen.invokeNative('0x0751D461F06E41CE', player, promptType, promptMode, disabled);
```

### C#

```csharp
Function.Call((Hash)0x0751D461F06E41CE, player, promptType, promptMode, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePromptType](https://natives.borderlinerp.com/enums/ePromptType.md) — 67 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_MODIFY_PLAYER_UI_PROMPT_FOR_PED

- **Hash:** `0xA3DB37EDF9A74635`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyPlayerUiPromptForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_PLAYER_UI_PROMPT_FOR_PED

## Signature

```c
void _MODIFY_PLAYER_UI_PROMPT_FOR_PED(Player player, Ped ped, int promptType, int promptMode, BOOL enabled);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)
- `promptType` (`int`)
- `promptMode` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Params: See 0x0751D461F06E41CE

## Usage

### Lua

```lua
ModifyPlayerUiPromptForPed(player, ped, promptType, promptMode, enabled)

-- always available, by hash
Citizen.InvokeNative(0xA3DB37EDF9A74635, player, ped, promptType, promptMode, enabled)
```

### JavaScript

```js
ModifyPlayerUiPromptForPed(player, ped, promptType, promptMode, enabled);

// by hash
Citizen.invokeNative('0xA3DB37EDF9A74635', player, ped, promptType, promptMode, enabled);
```

### C#

```csharp
Function.Call((Hash)0xA3DB37EDF9A74635, player, ped, promptType, promptMode, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_NETWORK_HAS_PLAYER_VALID_PED

- **Hash:** `0x0760D6F70EBCC05C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `NetworkHasPlayerValidPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_NETWORK_HAS_PLAYER_VALID_PED

## Signature

```c
BOOL _NETWORK_HAS_PLAYER_VALID_PED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns true if the given player has a valid ped.

## Usage

### Lua

```lua
local retval = NetworkHasPlayerValidPed(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0760D6F70EBCC05C, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkHasPlayerValidPed(player);

// by hash
const retval = Citizen.invokeNative('0x0760D6F70EBCC05C', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0760D6F70EBCC05C, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::NETWORK_PLAYER_ID_TO_INT

- **Hash:** `0x8A9386F0749A17FA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `NetworkPlayerIdToInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/NETWORK_PLAYER_ID_TO_INT

## Signature

```c
int NETWORK_PLAYER_ID_TO_INT();
```

## Returns

`int`

## Description

Does exactly the same thing as PLAYER_ID()

## Usage

### Lua

```lua
local retval = NetworkPlayerIdToInt()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8A9386F0749A17FA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NetworkPlayerIdToInt();

// by hash
const retval = Citizen.invokeNative('0x8A9386F0749A17FA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8A9386F0749A17FA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::PLAYER_ID

- **Hash:** `0x217E9DC48139933D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `PlayerId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/PLAYER_ID

## Signature

```c
Player PLAYER_ID();
```

## Returns

`Player`

## Description

This returns YOUR 'identity' as a Player type.

Always returns 0 in story mode.

## Usage

### Lua

```lua
local retval = PlayerId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x217E9DC48139933D, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PlayerId();

// by hash
const retval = Citizen.invokeNative('0x217E9DC48139933D', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x217E9DC48139933D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::PLAYER_PED_ID

- **Hash:** `0x096275889B8E0EE0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `PlayerPedId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/PLAYER_PED_ID

## Signature

```c
Ped PLAYER_PED_ID();
```

## Returns

`Ped`

## Description

Returns current player ped

## Usage

### Lua

```lua
local retval = PlayerPedId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x096275889B8E0EE0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PlayerPedId();

// by hash
const retval = Citizen.invokeNative('0x096275889B8E0EE0', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x096275889B8E0EE0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_REGISTER_EAGLE_EYE_FOR_ENTITY

- **Hash:** `0x543DFE14BE720027`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `RegisterEagleEyeForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_REGISTER_EAGLE_EYE_FOR_ENTITY

## Signature

```c
void _REGISTER_EAGLE_EYE_FOR_ENTITY(Player player, Entity entity, BOOL p2);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Used for setting up eagle eye for entity
Params: p2 = re-register or not?

## Usage

### Lua

```lua
RegisterEagleEyeForEntity(player, entity, p2)

-- always available, by hash
Citizen.InvokeNative(0x543DFE14BE720027, player, entity, p2)
```

### JavaScript

```js
RegisterEagleEyeForEntity(player, entity, p2);

// by hash
Citizen.invokeNative('0x543DFE14BE720027', player, entity, p2);
```

### C#

```csharp
Function.Call((Hash)0x543DFE14BE720027, player, entity, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_UNREGISTER_EAGLE_EYE_FOR_ENTITY](https://natives.borderlinerp.com/natives/PLAYER/_UNREGISTER_EAGLE_EYE_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY

- **Hash:** `0xAC67098A1E54ABB0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `RegisterEagleEyeTrailsForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY

## Signature

```c
void _REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY(Player player, Entity entity, Any p2);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterEagleEyeTrailsForEntity(player, entity, p2)

-- always available, by hash
Citizen.InvokeNative(0xAC67098A1E54ABB0, player, entity, p2)
```

### JavaScript

```js
RegisterEagleEyeTrailsForEntity(player, entity, p2);

// by hash
Citizen.invokeNative('0xAC67098A1E54ABB0', player, entity, p2);
```

### C#

```csharp
Function.Call((Hash)0xAC67098A1E54ABB0, player, entity, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY](https://natives.borderlinerp.com/natives/PLAYER/_UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_REMOVE_PLAYER_AS_FOLLOW_TARGET

- **Hash:** `0x0C6B89876262A99D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `RemovePlayerAsFollowTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_REMOVE_PLAYER_AS_FOLLOW_TARGET

## Signature

```c
void _REMOVE_PLAYER_AS_FOLLOW_TARGET(Player player, Ped ped);
```

## Parameters

- `player` (`Player`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePlayerAsFollowTarget(player, ped)

-- always available, by hash
Citizen.InvokeNative(0x0C6B89876262A99D, player, ped)
```

### JavaScript

```js
RemovePlayerAsFollowTarget(player, ped);

// by hash
Citizen.invokeNative('0x0C6B89876262A99D', player, ped);
```

### C#

```csharp
Function.Call((Hash)0x0C6B89876262A99D, player, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_ADD_PLAYER_AS_FOLLOW_TARGET](https://natives.borderlinerp.com/natives/PLAYER/_ADD_PLAYER_AS_FOLLOW_TARGET.md) — Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES HORSEFOLLOWMODE_SIDE_ONLY, HORSEFOLLOWMODE_BEHIND_ONLY, HORSEFOLLOWMODE_BEHIND_AND_SIDE, HORSEFOLLOWMODE_BEHIND_CLOSE HORSEFOLLOWPRIORITY_AMBIENT, HORSEFOLLOWPRIORITY_NORMAL,…

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::REPORT_POLICE_SPOTTED_PLAYER

- **Hash:** `0xCBCCF73FFA69CC6B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ReportPoliceSpottedPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/REPORT_POLICE_SPOTTED_PLAYER

## Signature

```c
void REPORT_POLICE_SPOTTED_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ReportPoliceSpottedPlayer(player)

-- always available, by hash
Citizen.InvokeNative(0xCBCCF73FFA69CC6B, player)
```

### JavaScript

```js
ReportPoliceSpottedPlayer(player);

// by hash
Citizen.invokeNative('0xCBCCF73FFA69CC6B', player);
```

### C#

```csharp
Function.Call((Hash)0xCBCCF73FFA69CC6B, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_RESET_DEADEYE_AURA_EFFECT

- **Hash:** `0xE910932F4B30BE23`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ResetDeadeyeAuraEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_RESET_DEADEYE_AURA_EFFECT

## Signature

```c
void _RESET_DEADEYE_AURA_EFFECT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT` (0x2B12B6FC8B8772AB) and `PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY` (0x131E294EF60160DF).

Example usage:
PLAYER::_RESET_DEADEYE_AURA_EFFECT(PLAYER::PLAYER_ID());
Resets all aura effects and intensity changes for the player, removing entity highlights and restoring default visuals after Deadeye.

Video: https://imgur.com/gallery/0xe910932f4b30be23-tjviTeU

*Source: VORPCORE RDR3natives*

Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY - 0x131E294EF60160DF`

## Usage

### Lua

```lua
ResetDeadeyeAuraEffect(player)

-- always available, by hash
Citizen.InvokeNative(0xE910932F4B30BE23, player)
```

### JavaScript

```js
ResetDeadeyeAuraEffect(player);

// by hash
Citizen.invokeNative('0xE910932F4B30BE23', player);
```

### C#

```csharp
Function.Call((Hash)0xE910932F4B30BE23, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::RESET_LAW_RESPONSE_DELAY_OVERRIDE

- **Hash:** `0x5CE5CACC01D0F985`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ResetLawResponseDelayOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/RESET_LAW_RESPONSE_DELAY_OVERRIDE

## Signature

```c
void RESET_LAW_RESPONSE_DELAY_OVERRIDE();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetLawResponseDelayOverride()

-- always available, by hash
Citizen.InvokeNative(0x5CE5CACC01D0F985)
```

### JavaScript

```js
ResetLawResponseDelayOverride();

// by hash
Citizen.invokeNative('0x5CE5CACC01D0F985');
```

### C#

```csharp
Function.Call((Hash)0x5CE5CACC01D0F985);
```

## See also

- [PLAYER::SET_LAW_RESPONSE_DELAY_OVERRIDE](https://natives.borderlinerp.com/natives/PLAYER/SET_LAW_RESPONSE_DELAY_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::RESET_PLAYER_ARREST_STATE

- **Hash:** `0x12917931C31F1750`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ResetPlayerArrestState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/RESET_PLAYER_ARREST_STATE

## Signature

```c
void RESET_PLAYER_ARREST_STATE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPlayerArrestState(player)

-- always available, by hash
Citizen.InvokeNative(0x12917931C31F1750, player)
```

### JavaScript

```js
ResetPlayerArrestState(player);

// by hash
Citizen.invokeNative('0x12917931C31F1750', player);
```

### C#

```csharp
Function.Call((Hash)0x12917931C31F1750, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::RESET_PLAYER_INPUT_GAIT

- **Hash:** `0x61A2EECAB274829B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ResetPlayerInputGait`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/RESET_PLAYER_INPUT_GAIT

## Signature

```c
void RESET_PLAYER_INPUT_GAIT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ResetPlayerInputGait(player)

-- always available, by hash
Citizen.InvokeNative(0x61A2EECAB274829B, player)
```

### JavaScript

```js
ResetPlayerInputGait(player);

// by hash
Citizen.invokeNative('0x61A2EECAB274829B', player);
```

### C#

```csharp
Function.Call((Hash)0x61A2EECAB274829B, player);
```

## See also

- [PLAYER::SIMULATE_PLAYER_INPUT_GAIT](https://natives.borderlinerp.com/natives/PLAYER/SIMULATE_PLAYER_INPUT_GAIT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::RESET_WANTED_LEVEL_DIFFICULTY

- **Hash:** `0x062D14F18E8B0CAE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ResetWantedLevelDifficulty`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/RESET_WANTED_LEVEL_DIFFICULTY

## Signature

```c
void RESET_WANTED_LEVEL_DIFFICULTY(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
ResetWantedLevelDifficulty(player)

-- always available, by hash
Citizen.InvokeNative(0x062D14F18E8B0CAE, player)
```

### JavaScript

```js
ResetWantedLevelDifficulty(player);

// by hash
Citizen.invokeNative('0x062D14F18E8B0CAE', player);
```

### C#

```csharp
Function.Call((Hash)0x062D14F18E8B0CAE, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::RESTORE_PLAYER_STAMINA

- **Hash:** `0xC41F4B6E23FE6A4A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `RestorePlayerStamina`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/RESTORE_PLAYER_STAMINA

## Signature

```c
void RESTORE_PLAYER_STAMINA(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RestorePlayerStamina(player, p1)

-- always available, by hash
Citizen.InvokeNative(0xC41F4B6E23FE6A4A, player, p1)
```

### JavaScript

```js
RestorePlayerStamina(player, p1);

// by hash
Citizen.invokeNative('0xC41F4B6E23FE6A4A', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC41F4B6E23FE6A4A, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::_GET_PLAYER_STAMINA](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_STAMINA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SECONDARY_SPECIAL_ABILITY_SET_ACTIVE

- **Hash:** `0x1710BC33CFB83634`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SecondarySpecialAbilitySetActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SECONDARY_SPECIAL_ABILITY_SET_ACTIVE

## Signature

```c
void _SECONDARY_SPECIAL_ABILITY_SET_ACTIVE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

Activates EagleEye, called together with 0x28A13BF6B05C3D83

## Usage

### Lua

```lua
SecondarySpecialAbilitySetActive(player)

-- always available, by hash
Citizen.InvokeNative(0x1710BC33CFB83634, player)
```

### JavaScript

```js
SecondarySpecialAbilitySetActive(player);

// by hash
Citizen.invokeNative('0x1710BC33CFB83634', player);
```

### C#

```csharp
Function.Call((Hash)0x1710BC33CFB83634, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SECONDARY_SPECIAL_ABILITY_SET_DISABLED

- **Hash:** `0x64FF4BF9AF59E139`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SecondarySpecialAbilitySetDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SECONDARY_SPECIAL_ABILITY_SET_DISABLED

## Signature

```c
void _SECONDARY_SPECIAL_ABILITY_SET_DISABLED(Player player, BOOL disabled);
```

## Parameters

- `player` (`Player`)
- `disabled` (`BOOL`)

## Returns

`void`

## Description

Deactivates EagleEye, called together with 0xC0B21F235C02139C

## Usage

### Lua

```lua
SecondarySpecialAbilitySetDisabled(player, disabled)

-- always available, by hash
Citizen.InvokeNative(0x64FF4BF9AF59E139, player, disabled)
```

### JavaScript

```js
SecondarySpecialAbilitySetDisabled(player, disabled);

// by hash
Citizen.invokeNative('0x64FF4BF9AF59E139', player, disabled);
```

### C#

```csharp
Function.Call((Hash)0x64FF4BF9AF59E139, player, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI

- **Hash:** `0x914071FF93AF2692`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetAiPlayerDefenseModifierAgainstAi`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI

## Signature

```c
void _SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Description

Sets Player's Defense against AI modifier

## Usage

### Lua

```lua
SetAiPlayerDefenseModifierAgainstAi(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0x914071FF93AF2692, player, modifier)
```

### JavaScript

```js
SetAiPlayerDefenseModifierAgainstAi(player, modifier);

// by hash
Citizen.invokeNative('0x914071FF93AF2692', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x914071FF93AF2692, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_GET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI](https://natives.borderlinerp.com/natives/PLAYER/_GET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE

- **Hash:** `0x5DA6500FE849DA16`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetAirDragMultiplierForPlayersVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE

## Signature

```c
void SET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Description

This can be between 1.0f - 50.0f

## Usage

### Lua

```lua
SetAirDragMultiplierForPlayersVehicle(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x5DA6500FE849DA16, player, multiplier)
```

### JavaScript

```js
SetAirDragMultiplierForPlayersVehicle(player, multiplier);

// by hash
Citizen.invokeNative('0x5DA6500FE849DA16', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5DA6500FE849DA16, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_ALL_NEUTRAL_RANDOM_PEDS_FLEE_THIS_FRAME

- **Hash:** `0x16752DAA7E6D3F72`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetAllNeutralRandomPedsFleeThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_ALL_NEUTRAL_RANDOM_PEDS_FLEE_THIS_FRAME

## Signature

```c
void SET_ALL_NEUTRAL_RANDOM_PEDS_FLEE_THIS_FRAME(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllNeutralRandomPedsFleeThisFrame(player)

-- always available, by hash
Citizen.InvokeNative(0x16752DAA7E6D3F72, player)
```

### JavaScript

```js
SetAllNeutralRandomPedsFleeThisFrame(player);

// by hash
Citizen.invokeNative('0x16752DAA7E6D3F72', player);
```

### C#

```csharp
Function.Call((Hash)0x16752DAA7E6D3F72, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_ALL_RANDOM_PEDS_FLEE

- **Hash:** `0xE705309B8C6445A4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetAllRandomPedsFlee`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_ALL_RANDOM_PEDS_FLEE

## Signature

```c
void SET_ALL_RANDOM_PEDS_FLEE(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).

## Usage

### Lua

```lua
SetAllRandomPedsFlee(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE705309B8C6445A4, player, toggle)
```

### JavaScript

```js
SetAllRandomPedsFlee(player, toggle);

// by hash
Citizen.invokeNative('0xE705309B8C6445A4', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE705309B8C6445A4, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME

- **Hash:** `0xD5C198A62F1DEB0A`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetAllRandomPedsFleeThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME

## Signature

```c
void SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllRandomPedsFleeThisFrame(player)

-- always available, by hash
Citizen.InvokeNative(0xD5C198A62F1DEB0A, player)
```

### JavaScript

```js
SetAllRandomPedsFleeThisFrame(player);

// by hash
Citizen.invokeNative('0xD5C198A62F1DEB0A', player);
```

### C#

```csharp
Function.Call((Hash)0xD5C198A62F1DEB0A, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_BOUNTY_TARGET

- **Hash:** `0x6ADF821FBF21920E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetBountyTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_BOUNTY_TARGET

## Signature

```c
void _SET_BOUNTY_TARGET(Player player, Player target);
```

## Parameters

- `player` (`Player`)
- `target` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetBountyTarget(player, target)

-- always available, by hash
Citizen.InvokeNative(0x6ADF821FBF21920E, player, target)
```

### JavaScript

```js
SetBountyTarget(player, target);

// by hash
Citizen.invokeNative('0x6ADF821FBF21920E', player, target);
```

### C#

```csharp
Function.Call((Hash)0x6ADF821FBF21920E, player, target);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_CLEAR_BOUNTY_TARGET](https://natives.borderlinerp.com/natives/PLAYER/_CLEAR_BOUNTY_TARGET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_BOW_DRAW_REDUCTION_TIME_IN_DEADEYE

- **Hash:** `0xBE0C524970892D41`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetBowDrawReductionTimeInDeadeye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_BOW_DRAW_REDUCTION_TIME_IN_DEADEYE

## Signature

```c
void _SET_BOW_DRAW_REDUCTION_TIME_IN_DEADEYE(Player player, float drawReductionTime);
```

## Parameters

- `player` (`Player`)
- `drawReductionTime` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetBowDrawReductionTimeInDeadeye(player, drawReductionTime)

-- always available, by hash
Citizen.InvokeNative(0xBE0C524970892D41, player, drawReductionTime)
```

### JavaScript

```js
SetBowDrawReductionTimeInDeadeye(player, drawReductionTime);

// by hash
Citizen.invokeNative('0xBE0C524970892D41', player, drawReductionTime + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBE0C524970892D41, player, drawReductionTime);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_BOW_STAMINA_DRAIN_SPEED

- **Hash:** `0xFE7C9CF376D23342`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetBowStaminaDrainSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_BOW_STAMINA_DRAIN_SPEED

## Signature

```c
void _SET_BOW_STAMINA_DRAIN_SPEED(Player player, float staminaDrain);
```

## Parameters

- `player` (`Player`)
- `staminaDrain` (`float`)

## Returns

`void`

## Description

Decreases Stamina bar drain speed by % when drawing a bow.

## Usage

### Lua

```lua
SetBowStaminaDrainSpeed(player, staminaDrain)

-- always available, by hash
Citizen.InvokeNative(0xFE7C9CF376D23342, player, staminaDrain)
```

### JavaScript

```js
SetBowStaminaDrainSpeed(player, staminaDrain);

// by hash
Citizen.invokeNative('0xFE7C9CF376D23342', player, staminaDrain + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFE7C9CF376D23342, player, staminaDrain);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DAMAGE_CLOSE_DISTANCE_BONUS

- **Hash:** `0x7761A30432C91297`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDamageCloseDistanceBonus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DAMAGE_CLOSE_DISTANCE_BONUS

## Signature

```c
void _SET_DAMAGE_CLOSE_DISTANCE_BONUS(Player player, float closeRangeLowerBound, float closeRangeUpperBound);
```

## Parameters

- `player` (`Player`)
- `closeRangeLowerBound` (`float`)
- `closeRangeUpperBound` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDamageCloseDistanceBonus(player, closeRangeLowerBound, closeRangeUpperBound)

-- always available, by hash
Citizen.InvokeNative(0x7761A30432C91297, player, closeRangeLowerBound, closeRangeUpperBound)
```

### JavaScript

```js
SetDamageCloseDistanceBonus(player, closeRangeLowerBound, closeRangeUpperBound);

// by hash
Citizen.invokeNative('0x7761A30432C91297', player, closeRangeLowerBound + 0.0000001, closeRangeUpperBound + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7761A30432C91297, player, closeRangeLowerBound, closeRangeUpperBound);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DAMAGE_CLOSE_DISTANCE_BONUS_TOTAL

- **Hash:** `0x5006C36652D6EC56`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDamageCloseDistanceBonusTotal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DAMAGE_CLOSE_DISTANCE_BONUS_TOTAL

## Signature

```c
void _SET_DAMAGE_CLOSE_DISTANCE_BONUS_TOTAL(Player player, float closeDamageBonus);
```

## Parameters

- `player` (`Player`)
- `closeDamageBonus` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDamageCloseDistanceBonusTotal(player, closeDamageBonus)

-- always available, by hash
Citizen.InvokeNative(0x5006C36652D6EC56, player, closeDamageBonus)
```

### JavaScript

```js
SetDamageCloseDistanceBonusTotal(player, closeDamageBonus);

// by hash
Citizen.invokeNative('0x5006C36652D6EC56', player, closeDamageBonus + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5006C36652D6EC56, player, closeDamageBonus);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DAMAGE_FAR_DISTANCE_BONUS

- **Hash:** `0xED591CB17C8BA216`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDamageFarDistanceBonus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DAMAGE_FAR_DISTANCE_BONUS

## Signature

```c
void _SET_DAMAGE_FAR_DISTANCE_BONUS(Player player, float farRangeLowerBound, float farRangeUpperBound);
```

## Parameters

- `player` (`Player`)
- `farRangeLowerBound` (`float`)
- `farRangeUpperBound` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDamageFarDistanceBonus(player, farRangeLowerBound, farRangeUpperBound)

-- always available, by hash
Citizen.InvokeNative(0xED591CB17C8BA216, player, farRangeLowerBound, farRangeUpperBound)
```

### JavaScript

```js
SetDamageFarDistanceBonus(player, farRangeLowerBound, farRangeUpperBound);

// by hash
Citizen.invokeNative('0xED591CB17C8BA216', player, farRangeLowerBound + 0.0000001, farRangeUpperBound + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xED591CB17C8BA216, player, farRangeLowerBound, farRangeUpperBound);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DAMAGE_FAR_DISTANCE_BONUS_TOTAL

- **Hash:** `0x1F0E3A4434565F8F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDamageFarDistanceBonusTotal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DAMAGE_FAR_DISTANCE_BONUS_TOTAL

## Signature

```c
void _SET_DAMAGE_FAR_DISTANCE_BONUS_TOTAL(Player player, float farDamageBonus);
```

## Parameters

- `player` (`Player`)
- `farDamageBonus` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDamageFarDistanceBonusTotal(player, farDamageBonus)

-- always available, by hash
Citizen.InvokeNative(0x1F0E3A4434565F8F, player, farDamageBonus)
```

### JavaScript

```js
SetDamageFarDistanceBonusTotal(player, farDamageBonus);

// by hash
Citizen.invokeNative('0x1F0E3A4434565F8F', player, farDamageBonus + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1F0E3A4434565F8F, player, farDamageBonus);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY

- **Hash:** `0x870634493CB4372C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeAbilityDepletionDelay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_DEPLETION_DELAY

## Signature

```c
void _SET_DEADEYE_ABILITY_DEPLETION_DELAY(Player player, float delay);
```

## Parameters

- `player` (`Player`)
- `delay` (`float`)

## Returns

`void`

## Description

Only used in R* SP Script short_update

## Usage

### Lua

```lua
SetDeadeyeAbilityDepletionDelay(player, delay)

-- always available, by hash
Citizen.InvokeNative(0x870634493CB4372C, player, delay)
```

### JavaScript

```js
SetDeadeyeAbilityDepletionDelay(player, delay);

// by hash
Citizen.invokeNative('0x870634493CB4372C', player, delay + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x870634493CB4372C, player, delay);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_GET_DEADEYE_ABILITY_DEPLETION_DELAY](https://natives.borderlinerp.com/natives/PLAYER/_GET_DEADEYE_ABILITY_DEPLETION_DELAY.md) — Returns the depletion delay value for the Deadeye ability that was previously set using `PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY` (0x870634493CB4372C).

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DEADEYE_ABILITY_LEVEL

- **Hash:** `0xF0FE8E790BFEB5BB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeAbilityLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_LEVEL

## Signature

```c
void _SET_DEADEYE_ABILITY_LEVEL(Player player, int level);
```

## Parameters

- `player` (`Player`)
- `level` (`int`)

## Returns

`void`

## Description

Max level is 5.

## Usage

### Lua

```lua
SetDeadeyeAbilityLevel(player, level)

-- always available, by hash
Citizen.InvokeNative(0xF0FE8E790BFEB5BB, player, level)
```

### JavaScript

```js
SetDeadeyeAbilityLevel(player, level);

// by hash
Citizen.invokeNative('0xF0FE8E790BFEB5BB', player, level);
```

### C#

```csharp
Function.Call((Hash)0xF0FE8E790BFEB5BB, player, level);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_GET_DEADEYE_ABILITY_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/_GET_DEADEYE_ABILITY_LEVEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DEADEYE_ABILITY_LOCKED

- **Hash:** `0x2797B8D66DD0EBB8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeAbilityLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_LOCKED

## Signature

```c
void _SET_DEADEYE_ABILITY_LOCKED(Player player, int abilityType, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `abilityType` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDeadeyeAbilityLocked(player, abilityType, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2797B8D66DD0EBB8, player, abilityType, toggle)
```

### JavaScript

```js
SetDeadeyeAbilityLocked(player, abilityType, toggle);

// by hash
Citizen.invokeNative('0x2797B8D66DD0EBB8', player, abilityType, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2797B8D66DD0EBB8, player, abilityType, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_IS_DEADEYE_ABILITY_LOCKED](https://natives.borderlinerp.com/natives/PLAYER/_IS_DEADEYE_ABILITY_LOCKED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT

- **Hash:** `0x2B12B6FC8B8772AB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeEntityAuraEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_DEADEYE_ENTITY_AURA`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ENTITY_AURA_EFFECT

## Signature

```c
void _SET_DEADEYE_ENTITY_AURA_EFFECT(Player player, int flag);
```

## Parameters

- `player` (`Player`)
- `flag` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies an aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).

Example usage:
PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT(PLAYER::PLAYER_ID(), 3);
Applies an aura effect to nearby entities, and the player turns gray by default when flag is set to 8.

Video: https://youtu.be/Mgb1N9_6Htc

*Source: VORPCORE RDR3natives*

Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
- flag (int): A flag that determines the behavior of the aura effect. 2 means people 4 means animal etc.

## Usage

### Lua

```lua
SetDeadeyeEntityAuraEffect(player, flag)

-- always available, by hash
Citizen.InvokeNative(0x2B12B6FC8B8772AB, player, flag)
```

### JavaScript

```js
SetDeadeyeEntityAuraEffect(player, flag);

// by hash
Citizen.invokeNative('0x2B12B6FC8B8772AB', player, flag);
```

### C#

```csharp
Function.Call((Hash)0x2B12B6FC8B8772AB, player, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY

- **Hash:** `0x131E294EF60160DF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeEntityAuraEffectIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY

## Signature

```c
void _SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY(Player player, float p1, float p2, float p3, float auraIntensity, int flag);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `auraIntensity` (`float`)
- `flag` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.

auraIntensity: maximum value of 1.0. Represents how strong the aura appears on nearby entities.
flag: 2: Applies aura to humans, 4: Applies aura to animals

Example usage:
PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY(PLAYER::PLAYER_ID(), 0.0, 0.0, 0.0, 1.0, 8);
Applies a maximum intensity aura effect to all nearby entities while Deadeye is active.

Screenshot: https://imgur.com/gallery/0x131e294ef60160df-zNQ6Pc0

*Source: VORPCORE RDR3natives*

Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.
- flag (int): A flag that determines the behavior of the aura effect and which entities are affected. 2: Applies aura to humans. 4: Applies aura to animals.

## Usage

### Lua

```lua
SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag)

-- always available, by hash
Citizen.InvokeNative(0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag)
```

### JavaScript

```js
SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag);

// by hash
Citizen.invokeNative('0x131E294EF60160DF', player, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, auraIntensity + 0.0000001, flag);
```

### C#

```csharp
Function.Call((Hash)0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_DEADEYE_TAGGING_CONFIG

- **Hash:** `0x83FCD6921FC8FD05`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeTaggingConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PLAYER_DEADEYE_TAGGING_CONFIG`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_TAGGING_CONFIG

## Signature

```c
void _SET_DEADEYE_TAGGING_CONFIG(Player player, int filter);
```

## Parameters

- `player` (`Player`)
- `filter` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

old name _SET_DEADEYE_TAGGING_CONFIG 
FILTER_RESTRICTED = 6, Dead Eye Tagging is currently restricted to AI and Animals only...
FILTER_UNRESTRICTED = 7, Dead Eye Tagging is enabled and not restricted...

## Usage

### Lua

```lua
SetDeadeyeTaggingConfig(player, filter)

-- always available, by hash
Citizen.InvokeNative(0x83FCD6921FC8FD05, player, filter)
```

### JavaScript

```js
SetDeadeyeTaggingConfig(player, filter);

// by hash
Citizen.invokeNative('0x83FCD6921FC8FD05', player, filter);
```

### C#

```csharp
Function.Call((Hash)0x83FCD6921FC8FD05, player, filter);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_DEADEYE_TAGGING_ENABLED

- **Hash:** `0x6B5DDFB967E5073D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeTaggingEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_TAGGING_ENABLED

## Signature

```c
void _SET_DEADEYE_TAGGING_ENABLED(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDeadeyeTaggingEnabled(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6B5DDFB967E5073D, player, toggle)
```

### JavaScript

```js
SetDeadeyeTaggingEnabled(player, toggle);

// by hash
Citizen.invokeNative('0x6B5DDFB967E5073D', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6B5DDFB967E5073D, player, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_DISABLE_PLAYER_WANTED_LEVEL

- **Hash:** `0x8674D138391FFB1B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDisablePlayerWantedLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DISABLE_PLAYER_WANTED_LEVEL

## Signature

```c
void _SET_DISABLE_PLAYER_WANTED_LEVEL(Player player, BOOL disable);
```

## Parameters

- `player` (`Player`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

Disables the players ability to be wanted by lawmen

## Usage

### Lua

```lua
SetDisablePlayerWantedLevel(player, disable)

-- always available, by hash
Citizen.InvokeNative(0x8674D138391FFB1B, player, disable)
```

### JavaScript

```js
SetDisablePlayerWantedLevel(player, disable);

// by hash
Citizen.invokeNative('0x8674D138391FFB1B', player, disable);
```

### C#

```csharp
Function.Call((Hash)0x8674D138391FFB1B, player, disable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_EVERYONE_IGNORE_PLAYER

- **Hash:** `0x34630A768925B852`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetEveryoneIgnorePlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_EVERYONE_IGNORE_PLAYER

## Signature

```c
void SET_EVERYONE_IGNORE_PLAYER(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEveryoneIgnorePlayer(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x34630A768925B852, player, toggle)
```

### JavaScript

```js
SetEveryoneIgnorePlayer(player, toggle);

// by hash
Citizen.invokeNative('0x34630A768925B852', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x34630A768925B852, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_LAW_RESPONSE_DELAY_OVERRIDE

- **Hash:** `0xD2DFC9CCA5596A11`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetLawResponseDelayOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_LAW_RESPONSE_DELAY_OVERRIDE

## Signature

```c
void SET_LAW_RESPONSE_DELAY_OVERRIDE(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetLawResponseDelayOverride(p0)

-- always available, by hash
Citizen.InvokeNative(0xD2DFC9CCA5596A11, p0)
```

### JavaScript

```js
SetLawResponseDelayOverride(p0);

// by hash
Citizen.invokeNative('0xD2DFC9CCA5596A11', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD2DFC9CCA5596A11, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::RESET_LAW_RESPONSE_DELAY_OVERRIDE](https://natives.borderlinerp.com/natives/PLAYER/RESET_LAW_RESPONSE_DELAY_OVERRIDE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_LOCAL_PLAYER_PERSONA_ABILITY_FLAG

- **Hash:** `0x7146CF430965927C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetLocalPlayerPersonaAbilityFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_LOCAL_PLAYER_PERSONA_ABILITY_FLAG

## Signature

```c
void _SET_LOCAL_PLAYER_PERSONA_ABILITY_FLAG(int flagId, BOOL toggle);
```

## Parameters

- `flagId` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

see personaabilities.meta
enum ePersonaAbilityFlag
{
	PERSONA_CAN_AUTOESCAPE_FROM_LASSO,
	PERSONA_HAT_BLOCKS_FIRST_HEADSHOT,
	PERSONA_FULL_AUTO_FOR_ALL_WEAPONS,
	PERSONA_MIGHT_LIVE_AFTER_DEADLY_DAMAGE,
	PERSONA_IGNORE_AIM_BEFORE_FIRING_RESTRICTIONS,
	PERSONA_DEADEYE_INSTANT_RELOAD,
	PERSONA_USE_PHOSPHOROUS_ROUNDS,
	PERSONA_CONT_DEADEYE_ON_TAKING_COVER,
	PERSONA_CONT_DEADEYE_ON_RELOAD,
	PERSONA_CONT_DEADEYE_ON_SHOOTING,
	PERSONA_CONT_DEADEYE_ON_EXITING_AIM,
	PERSONA_DISABLE_PLAYER_CANCELLING_DEADEYE,
	PERSONA_CONT_DEADEYE_ON_RAGDOLL,
	PERSONA_USE_EXPLOSIVE_ROUNDS,
	PERSONA_EXIT_DEADEYE_ON_TAKING_DAMAGE,
	PERSONA_CARRY_TWO_MONEYBAGS,
	PERSONA_ABILITY_LONG_PICK_HERBS,
	PERSONA_ABILITY_UNBREAKABLE_LASSO,
	PERSONA_CONT_DEADEYE_ON_SPRINTING,
	PERSONA_CANT_DEAL_HEADSHOTS,
	PERSONA_HANGMAN,
	PERSONA_ALLOW_DEADEYE_WITH_MELEE_WEAPONS,
	PERSONA_ALLOW_DEADEYE_WHILE_UNARMED,
	PERSONA_DISABLE_DEADEYE_PERFECT_ACCURACY,
	PERSONA_CANT_DEAL_HEADSHOTS_TO_PLAYERS,
	PERSONA_CANT_DEAL_CRITICAL_DAMAGE,
	PERSONA_CANT_DEAL_CRITICAL_DAMAGE_TO_PLAYERS,
	PERSONA_ALLOW_EAGLEEYE_IN_COMBAT,
	PERSONA_CONT_EAGLEEYE_ON_SPRINT,
	PERSONA_SUPPRESS_LENGENDARY_EAGLEEYE_TRAIL_COLOR
};

## Usage

### Lua

```lua
SetLocalPlayerPersonaAbilityFlag(flagId, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7146CF430965927C, flagId, toggle)
```

### JavaScript

```js
SetLocalPlayerPersonaAbilityFlag(flagId, toggle);

// by hash
Citizen.invokeNative('0x7146CF430965927C', flagId, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7146CF430965927C, flagId, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_LOCKON_FOCUS_FIRE_VFX

- **Hash:** `0x5F8E0303C229C84B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetLockonFocusFireVfx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_LOCKON_FOCUS_FIRE_VFX

## Signature

```c
void _SET_LOCKON_FOCUS_FIRE_VFX(Player player, const char* p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`const char*`)

## Returns

`void`

## Description

Focus Fire VFX start for player: p1 = focusfire

## Usage

### Lua

```lua
SetLockonFocusFireVfx(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x5F8E0303C229C84B, player, p1)
```

### JavaScript

```js
SetLockonFocusFireVfx(player, p1);

// by hash
Citizen.invokeNative('0x5F8E0303C229C84B', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x5F8E0303C229C84B, player, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_LOCKON_TO_FRIENDLY_PLAYERS

- **Hash:** `0x4A056257802DD3E5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetLockonToFriendlyPlayers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_LOCKON_TO_FRIENDLY_PLAYERS

## Signature

```c
void SET_LOCKON_TO_FRIENDLY_PLAYERS(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetLockonToFriendlyPlayers(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x4A056257802DD3E5, player, toggle)
```

### JavaScript

```js
SetLockonToFriendlyPlayers(player, toggle);

// by hash
Citizen.invokeNative('0x4A056257802DD3E5', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x4A056257802DD3E5, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_MAX_WANTED_LEVEL

- **Hash:** `0x28A4BD2CEE236E19`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetMaxWantedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_MAX_WANTED_LEVEL

## Signature

```c
void SET_MAX_WANTED_LEVEL(int maxWantedLevel);
```

## Parameters

- `maxWantedLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMaxWantedLevel(maxWantedLevel)

-- always available, by hash
Citizen.InvokeNative(0x28A4BD2CEE236E19, maxWantedLevel)
```

### JavaScript

```js
SetMaxWantedLevel(maxWantedLevel);

// by hash
Citizen.invokeNative('0x28A4BD2CEE236E19', maxWantedLevel);
```

### C#

```csharp
Function.Call((Hash)0x28A4BD2CEE236E19, maxWantedLevel);
```

## See also

- [PLAYER::GET_MAX_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/GET_MAX_WANTED_LEVEL.md) — Gets the maximum wanted level the player can get.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_MAX_WANTED_LEVEL_2

- **Hash:** `0xEA6DE0CD15AECBE2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetMaxWantedLevel_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_MAX_WANTED_LEVEL_2

## Signature

```c
void _SET_MAX_WANTED_LEVEL_2(int maxWantedLevel);
```

## Parameters

- `maxWantedLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMaxWantedLevel_2(maxWantedLevel)

-- always available, by hash
Citizen.InvokeNative(0xEA6DE0CD15AECBE2, maxWantedLevel)
```

### JavaScript

```js
SetMaxWantedLevel_2(maxWantedLevel);

// by hash
Citizen.invokeNative('0xEA6DE0CD15AECBE2', maxWantedLevel);
```

### C#

```csharp
Function.Call((Hash)0xEA6DE0CD15AECBE2, maxWantedLevel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_MIN_TIME_BEFORE_HORSE_BUCKING

- **Hash:** `0x506CE71FB6E8CF5E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetMinTimeBeforeHorseBucking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_MIN_TIME_BEFORE_HORSE_BUCKING

## Signature

```c
void SET_MIN_TIME_BEFORE_HORSE_BUCKING(Ped mount, int iMinBuckTime);
```

## Parameters

- `mount` (`Ped`)
- `iMinBuckTime` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMinTimeBeforeHorseBucking(mount, iMinBuckTime)

-- always available, by hash
Citizen.InvokeNative(0x506CE71FB6E8CF5E, mount, iMinBuckTime)
```

### JavaScript

```js
SetMinTimeBeforeHorseBucking(mount, iMinBuckTime);

// by hash
Citizen.invokeNative('0x506CE71FB6E8CF5E', mount, iMinBuckTime);
```

### C#

```csharp
Function.Call((Hash)0x506CE71FB6E8CF5E, mount, iMinBuckTime);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_MOUNT_PROMPT_DISABLED

- **Hash:** `0x5B9813ECF7633FE8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetMountPromptDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_MOUNT_PROMPT_DISABLED

## Signature

```c
void _SET_MOUNT_PROMPT_DISABLED(BOOL disabled);
```

## Parameters

- `disabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetMountPromptDisabled(disabled)

-- always available, by hash
Citizen.InvokeNative(0x5B9813ECF7633FE8, disabled)
```

### JavaScript

```js
SetMountPromptDisabled(disabled);

// by hash
Citizen.invokeNative('0x5B9813ECF7633FE8', disabled);
```

### C#

```csharp
Function.Call((Hash)0x5B9813ECF7633FE8, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PED_ACTIVE_PLAYER_HORSE

- **Hash:** `0x8FBF9EDB378CCB8C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPedActivePlayerHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PED_ACTIVE_PLAYER_HORSE

## Signature

```c
void _SET_PED_ACTIVE_PLAYER_HORSE(Player player, Ped horse);
```

## Parameters

- `player` (`Player`)
- `horse` (`Ped`)

## Returns

`void`

## Description

Seems to work similar to 0xD2CB0FB0FDCB473D

## Usage

### Lua

```lua
SetPedActivePlayerHorse(player, horse)

-- always available, by hash
Citizen.InvokeNative(0x8FBF9EDB378CCB8C, player, horse)
```

### JavaScript

```js
SetPedActivePlayerHorse(player, horse);

// by hash
Citizen.invokeNative('0x8FBF9EDB378CCB8C', player, horse);
```

### C#

```csharp
Function.Call((Hash)0x8FBF9EDB378CCB8C, player, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PED_AS_SADDLE_HORSE_FOR_PLAYER

- **Hash:** `0xD2CB0FB0FDCB473D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPedAsSaddleHorseForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PED_AS_SADDLE_HORSE_FOR_PLAYER

## Signature

```c
void _SET_PED_AS_SADDLE_HORSE_FOR_PLAYER(Player player, Ped mount);
```

## Parameters

- `player` (`Player`)
- `mount` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAsSaddleHorseForPlayer(player, mount)

-- always available, by hash
Citizen.InvokeNative(0xD2CB0FB0FDCB473D, player, mount)
```

### JavaScript

```js
SetPedAsSaddleHorseForPlayer(player, mount);

// by hash
Citizen.invokeNative('0xD2CB0FB0FDCB473D', player, mount);
```

### C#

```csharp
Function.Call((Hash)0xD2CB0FB0FDCB473D, player, mount);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PED_AS_TEMP_PLAYER_HORSE

- **Hash:** `0x227B06324234FB09`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPedAsTempPlayerHorse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PED_AS_TEMP_PLAYER_HORSE

## Signature

```c
BOOL SET_PED_AS_TEMP_PLAYER_HORSE(Player player, Ped horse);
```

## Parameters

- `player` (`Player`)
- `horse` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetPedAsTempPlayerHorse(player, horse)

-- always available, by hash
local retval = Citizen.InvokeNative(0x227B06324234FB09, player, horse, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedAsTempPlayerHorse(player, horse);

// by hash
const retval = Citizen.invokeNative('0x227B06324234FB09', player, horse, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x227B06324234FB09, player, horse);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_AIM_WEAPON

- **Hash:** `0xCFFC3ECCD7A5CCEB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerAimWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_AIM_WEAPON

## Signature

```c
void _SET_PLAYER_AIM_WEAPON(Player player, Hash weapon, int weaponDrawOrder);
```

## Parameters

- `player` (`Player`)
- `weapon` (`Hash`)
- `weaponDrawOrder` (`int`)

## Returns

`void`

## Description

Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
Example usage:

Set the player's aim weapon to the specified weapon hash in slot 0
PLAYER::_SET_PLAYER_AIM_WEAPON(PLAYER::PLAYER_ID(), GetHashKey("WEAPON_RIFLE_VARMINT"), 0);

Video: https://youtu.be/-fUMrLIm9ng

## Usage

### Lua

```lua
SetPlayerAimWeapon(player, weapon, weaponDrawOrder)

-- always available, by hash
Citizen.InvokeNative(0xCFFC3ECCD7A5CCEB, player, weapon, weaponDrawOrder)
```

### JavaScript

```js
SetPlayerAimWeapon(player, weapon, weaponDrawOrder);

// by hash
Citizen.invokeNative('0xCFFC3ECCD7A5CCEB', player, weapon, weaponDrawOrder);
```

### C#

```csharp
Function.Call((Hash)0xCFFC3ECCD7A5CCEB, player, weapon, weaponDrawOrder);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_CAN_BE_HASSLED_BY_GANGS

- **Hash:** `0xC7FE774412046825`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerCanBeHassledByGangs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_CAN_BE_HASSLED_BY_GANGS

## Signature

```c
void SET_PLAYER_CAN_BE_HASSLED_BY_GANGS(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets whether this player can be hassled by gangs.

## Usage

### Lua

```lua
SetPlayerCanBeHassledByGangs(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC7FE774412046825, player, toggle)
```

### JavaScript

```js
SetPlayerCanBeHassledByGangs(player, toggle);

// by hash
Citizen.invokeNative('0xC7FE774412046825', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC7FE774412046825, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_CAN_MERCY_KILL

- **Hash:** `0x39363DFD04E91496`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerCanMercyKill`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_CAN_MERCY_KILL

## Signature

```c
void _SET_PLAYER_CAN_MERCY_KILL(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerCanMercyKill(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x39363DFD04E91496, player, toggle)
```

### JavaScript

```js
SetPlayerCanMercyKill(player, toggle);

// by hash
Citizen.invokeNative('0x39363DFD04E91496', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x39363DFD04E91496, player, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_CAN_PICKUP_ABILITY

- **Hash:** `0xD1A70C1E8D1031FE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerCanPickupAbility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PLAYER_PICKUP_PROMPT_VISIBLE`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_CAN_PICKUP_ABILITY

## Signature

```c
void _SET_PLAYER_CAN_PICKUP_ABILITY(Player player, BOOL isVisible);
```

## Parameters

- `player` (`Player`)
- `isVisible` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Shows or hides all "Pick Up" prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see "Pick Up" prompts for all nearby items. If set to false, all "Pick Up" prompts will be hidden.
Video: https://imgur.com/gallery/0xd1a70c1e8d1031fe-ifgUnmV

*Source: VORPCORE RDR3natives*

Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.

## Usage

### Lua

```lua
SetPlayerCanPickupAbility(player, isVisible)

-- always available, by hash
Citizen.InvokeNative(0xD1A70C1E8D1031FE, player, isVisible)
```

### JavaScript

```js
SetPlayerCanPickupAbility(player, isVisible);

// by hash
Citizen.invokeNative('0xD1A70C1E8D1031FE', player, isVisible);
```

### C#

```csharp
Function.Call((Hash)0xD1A70C1E8D1031FE, player, isVisible);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_PLAYER_CAN_PICKUP_HAT

- **Hash:** `0xACA45DDCEF6071C4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerCanPickupHat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_CAN_PICKUP_HAT

## Signature

```c
void _SET_PLAYER_CAN_PICKUP_HAT(Player player, BOOL enable);
```

## Parameters

- `player` (`Player`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables the "Pick Up" prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
Video: https://imgur.com/gallery/0xaca45ddcef6071c4-dzlnm8Z

*Source: VORPCORE RDR3natives*

Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.

## Usage

### Lua

```lua
SetPlayerCanPickupHat(player, enable)

-- always available, by hash
Citizen.InvokeNative(0xACA45DDCEF6071C4, player, enable)
```

### JavaScript

```js
SetPlayerCanPickupHat(player, enable);

// by hash
Citizen.invokeNative('0xACA45DDCEF6071C4', player, enable);
```

### C#

```csharp
Function.Call((Hash)0xACA45DDCEF6071C4, player, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::SET_PLAYER_CAN_USE_COVER

- **Hash:** `0x5EDA520F7A3BAF4E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerCanUseCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_CAN_USE_COVER

## Signature

```c
void SET_PLAYER_CAN_USE_COVER(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets whether this player can take cover.

## Usage

### Lua

```lua
SetPlayerCanUseCover(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x5EDA520F7A3BAF4E, player, toggle)
```

### JavaScript

```js
SetPlayerCanUseCover(player, toggle);

// by hash
Citizen.invokeNative('0x5EDA520F7A3BAF4E', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x5EDA520F7A3BAF4E, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_CLOTH_PIN_FRAMES

- **Hash:** `0xD0D9317DFEEF9A66`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerClothPinFrames`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_CLOTH_PIN_FRAMES

## Signature

```c
void SET_PLAYER_CLOTH_PIN_FRAMES(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerClothPinFrames(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xD0D9317DFEEF9A66, ped, p1)
```

### JavaScript

```js
SetPlayerClothPinFrames(ped, p1);

// by hash
Citizen.invokeNative('0xD0D9317DFEEF9A66', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xD0D9317DFEEF9A66, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_CONTROL

- **Hash:** `0x4D51E59243281D80`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerControl`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_CONTROL

## Signature

```c
void SET_PLAYER_CONTROL(Player player, BOOL toggle, int flags, BOOL bPreventHeadingChange);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)
- `flags` (`int`)
- `bPreventHeadingChange` (`BOOL`)

## Returns

`void`

## Description

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags

## Usage

### Lua

```lua
SetPlayerControl(player, toggle, flags, bPreventHeadingChange)

-- always available, by hash
Citizen.InvokeNative(0x4D51E59243281D80, player, toggle, flags, bPreventHeadingChange)
```

### JavaScript

```js
SetPlayerControl(player, toggle, flags, bPreventHeadingChange);

// by hash
Citizen.invokeNative('0x4D51E59243281D80', player, toggle, flags, bPreventHeadingChange);
```

### C#

```csharp
Function.Call((Hash)0x4D51E59243281D80, player, toggle, flags, bPreventHeadingChange);
```

## Related enums

- [eSetPlayerControlFlags](https://natives.borderlinerp.com/enums/eSetPlayerControlFlags.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_COOPERATE_PROMPT_THIS_FRAME

- **Hash:** `0xCBB54CC7FFFFAB86`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerCooperatePromptThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_COOPERATE_PROMPT_THIS_FRAME

## Signature

```c
void _SET_PLAYER_COOPERATE_PROMPT_THIS_FRAME(Player player, Ped targetPed, int promptOrder, BOOL unknownFlag);
```

## Parameters

- `player` (`Player`)
- `targetPed` (`Ped`)
- `promptOrder` (`int`)
- `unknownFlag` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Activates the "Surrender" prompt for the specified player in the current frame.
Notes:
- Continuous Activation: Must be called every frame to keep the "Surrender" prompt active.
- Prompt Grouping: Setting `promptOrder` to `1` ties the prompt to the `targetPed`'s prompt group.
- Enemy Behavior: Stops enemies from continuing their attack when activated.
Video: https://youtu.be/AfHdJ0Nrs7Q

*Source: VORPCORE RDR3natives*

Activates the Surrender prompt for the specified player in the current frame.

## Usage

### Lua

```lua
SetPlayerCooperatePromptThisFrame(player, targetPed, promptOrder, unknownFlag)

-- always available, by hash
Citizen.InvokeNative(0xCBB54CC7FFFFAB86, player, targetPed, promptOrder, unknownFlag)
```

### JavaScript

```js
SetPlayerCooperatePromptThisFrame(player, targetPed, promptOrder, unknownFlag);

// by hash
Citizen.invokeNative('0xCBB54CC7FFFFAB86', player, targetPed, promptOrder, unknownFlag);
```

### C#

```csharp
Function.Call((Hash)0xCBB54CC7FFFFAB86, player, targetPed, promptOrder, unknownFlag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
// Calm targetPed
Citizen.InvokeNative(0x3A2A2071DF5CC569,targetPed,PlayerPedId(),2)
//Register lockon prompt to targetPed
Citizen.InvokeNative(0x870708A6E147A9AD,targetPed,"",10.1,10.1, 0, 0.0, 0.0, 0, false, -1)

// Activate the surrender prompt for the current player towards the targetPed
while true do 
  Wait(0)
  Citizen.InvokeNative(0xCBB54CC7FFFFAB86,PlayerId(),targetPed,1, false)
  //_SET_PLAYER_SURRENDER_PROMPT_THIS_FRAME(PlayerId(), targetPed, 1, false);
end
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_PLAYER_DAMAGE_INFO_OVERRIDE

- **Hash:** `0x78B3D19AF6391A55`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerDamageInfoOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_DAMAGE_INFO_OVERRIDE

## Signature

```c
void _SET_PLAYER_DAMAGE_INFO_OVERRIDE(Player player, const char* damageInfo);
```

## Parameters

- `player` (`Player`)
- `damageInfo` (`const char*`)

## Returns

`void`

## Description

damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP

## Usage

### Lua

```lua
SetPlayerDamageInfoOverride(player, damageInfo)

-- always available, by hash
Citizen.InvokeNative(0x78B3D19AF6391A55, player, damageInfo)
```

### JavaScript

```js
SetPlayerDamageInfoOverride(player, damageInfo);

// by hash
Citizen.invokeNative('0x78B3D19AF6391A55', player, damageInfo);
```

### C#

```csharp
Function.Call((Hash)0x78B3D19AF6391A55, player, damageInfo);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_DEAD_EYE_AURA_BY_HASH

- **Hash:** `0x768E81AE285A4B67`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerDeadEyeAuraByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_DEAD_EYE_AURA_BY_HASH

## Signature

```c
void _SET_PLAYER_DEAD_EYE_AURA_BY_HASH(Player player, Hash auraHash);
```

## Parameters

- `player` (`Player`)
- `auraHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value.
Known hash : 
- 1014693585 
- 1936842089 
- 1979474018
Example usage:
PLAYER::_SET_PLAYER_DEAD_EYE_AURA_BY_HASH(PLAYER::PLAYER_ID(), 1014693585);
Video: https://imgur.com/gallery/0x768e81ae285a4b67-LzWAwBc 
Previous name: _SET_PLAYER_STAT_FLAG_HASH
_N*, _O* or _PE*

*Source: VORPCORE RDR3natives*

Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
some colors
0: Default aura
1014693585
1936842089
1979474018

## Usage

### Lua

```lua
SetPlayerDeadEyeAuraByHash(player, auraHash)

-- always available, by hash
Citizen.InvokeNative(0x768E81AE285A4B67, player, auraHash)
```

### JavaScript

```js
SetPlayerDeadEyeAuraByHash(player, auraHash);

// by hash
Citizen.invokeNative('0x768E81AE285A4B67', player, auraHash);
```

### C#

```csharp
Function.Call((Hash)0x768E81AE285A4B67, player, auraHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_PLAYER_DEFENSE_MODIFIER

- **Hash:** `0x497A6539BB0E8787`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerDefenseModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_DEFENSE_MODIFIER

## Signature

```c
void _SET_PLAYER_DEFENSE_MODIFIER(Player player, float weaponDefenseMod, float meleeDefenseMod);
```

## Parameters

- `player` (`Player`)
- `weaponDefenseMod` (`float`)
- `meleeDefenseMod` (`float`)

## Returns

`void`

## Description

Sets stamina core drains peed using ranged damage scale and melee damage scale

## Usage

### Lua

```lua
SetPlayerDefenseModifier(player, weaponDefenseMod, meleeDefenseMod)

-- always available, by hash
Citizen.InvokeNative(0x497A6539BB0E8787, player, weaponDefenseMod, meleeDefenseMod)
```

### JavaScript

```js
SetPlayerDefenseModifier(player, weaponDefenseMod, meleeDefenseMod);

// by hash
Citizen.invokeNative('0x497A6539BB0E8787', player, weaponDefenseMod + 0.0000001, meleeDefenseMod + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x497A6539BB0E8787, player, weaponDefenseMod, meleeDefenseMod);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_DEFENSE_TYPE_MODIFIER

- **Hash:** `0x93F499CAE53FCD05`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerDefenseTypeModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_DEFENSE_TYPE_MODIFIER

## Signature

```c
void _SET_PLAYER_DEFENSE_TYPE_MODIFIER(Player player, int type, float defenseModifier);
```

## Parameters

- `player` (`Player`)
- `type` (`int`)
- `defenseModifier` (`float`)

## Returns

`void`

## Description

bullet damage modifier: type = 4
explosive damage Defense mod: type = 7
fire damage Defense mod: type = 8, 15

## Usage

### Lua

```lua
SetPlayerDefenseTypeModifier(player, type, defenseModifier)

-- always available, by hash
Citizen.InvokeNative(0x93F499CAE53FCD05, player, type, defenseModifier)
```

### JavaScript

```js
SetPlayerDefenseTypeModifier(player, type, defenseModifier);

// by hash
Citizen.invokeNative('0x93F499CAE53FCD05', player, type, defenseModifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x93F499CAE53FCD05, player, type, defenseModifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_EXPLOSIVE_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0x2D3ACE3DE0A2B622`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerExplosiveWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_EXPLOSIVE_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void _SET_PLAYER_EXPLOSIVE_WEAPON_DAMAGE_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerExplosiveWeaponDamageModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0x2D3ACE3DE0A2B622, player, modifier)
```

### JavaScript

```js
SetPlayerExplosiveWeaponDamageModifier(player, modifier);

// by hash
Citizen.invokeNative('0x2D3ACE3DE0A2B622', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2D3ACE3DE0A2B622, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_FORCED_AIM

- **Hash:** `0xD5FCC166AEB2FD0F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerForcedAim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_FORCED_AIM

## Signature

```c
void SET_PLAYER_FORCED_AIM(Player player, BOOL toggle, Ped ped, int p3, BOOL p4);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)
- `ped` (`Ped`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerForcedAim(player, toggle, ped, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xD5FCC166AEB2FD0F, player, toggle, ped, p3, p4)
```

### JavaScript

```js
SetPlayerForcedAim(player, toggle, ped, p3, p4);

// by hash
Citizen.invokeNative('0xD5FCC166AEB2FD0F', player, toggle, ped, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xD5FCC166AEB2FD0F, player, toggle, ped, p3, p4);
```

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_MP

- **Hash:** `0x7C32191D9FB2BDEA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHasDiscoveredCharacterNameMp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_MP

## Signature

```c
void _SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_MP(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerHasDiscoveredCharacterNameMp(discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0x7C32191D9FB2BDEA, discoveryHash)
```

### JavaScript

```js
SetPlayerHasDiscoveredCharacterNameMp(discoveryHash);

// by hash
Citizen.invokeNative('0x7C32191D9FB2BDEA', discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0x7C32191D9FB2BDEA, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_SP

- **Hash:** `0x946D46CD6DFB9742`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHasDiscoveredCharacterNameSp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_SP

## Signature

```c
void _SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_SP(Player player, int p1, Hash discoveryHash);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerHasDiscoveredCharacterNameSp(player, p1, discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0x946D46CD6DFB9742, player, p1, discoveryHash)
```

### JavaScript

```js
SetPlayerHasDiscoveredCharacterNameSp(player, p1, discoveryHash);

// by hash
Citizen.invokeNative('0x946D46CD6DFB9742', player, p1, discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0x946D46CD6DFB9742, player, p1, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_HAT_ACCESS

- **Hash:** `0xA0C683284DF027C7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHatAccess`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HAT_ACCESS

## Signature

```c
void _SET_PLAYER_HAT_ACCESS(Player player, int flag, BOOL enable);
```

## Parameters

- `player` (`Player`)
- `flag` (`int`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.

If the flag is set to 15 and `allow` is true, the player can wear all available hats. To restrict the player to wearing only owned hats (flag 1), you must first disable flag 15 by setting it to false, then set flag 1 to true.

Example usage:

Allow the player to wear all hats
PLAYER::_SET_PLAYER_HAT_ACCESS(PLAYER::PLAYER_ID(), 15, true);

Restrict the player to only wearing owned hats
PLAYER::_SET_PLAYER_HAT_ACCESS(PLAYER::PLAYER_ID(), 15, false);
PLAYER::_SET_PLAYER_HAT_ACCESS(PLAYER::PLAYER_ID(), 1, true);

Video: https://imgur.com/gallery/0xa0c683284df027c7-dhV5NAL

*Source: VORPCORE RDR3natives*

Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.

## Usage

### Lua

```lua
SetPlayerHatAccess(player, flag, enable)

-- always available, by hash
Citizen.InvokeNative(0xA0C683284DF027C7, player, flag, enable)
```

### JavaScript

```js
SetPlayerHatAccess(player, flag, enable);

// by hash
Citizen.invokeNative('0xA0C683284DF027C7', player, flag, enable);
```

### C#

```csharp
Function.Call((Hash)0xA0C683284DF027C7, player, flag, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER

- **Hash:** `0x8899C244EBCF70DE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHealthRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER

## Signature

```c
void SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER(Player player, float regenRate);
```

## Parameters

- `player` (`Player`)
- `regenRate` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerHealthRechargeMultiplier(player, regenRate)

-- always available, by hash
Citizen.InvokeNative(0x8899C244EBCF70DE, player, regenRate)
```

### JavaScript

```js
SetPlayerHealthRechargeMultiplier(player, regenRate);

// by hash
Citizen.invokeNative('0x8899C244EBCF70DE', player, regenRate + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8899C244EBCF70DE, player, regenRate);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::_GET_PLAYER_HEALTH_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_HEALTH_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_HEALTH_RECHARGE_TIME_MODIFIER

- **Hash:** `0x535ED4605F89AB6E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHealthRechargeTimeModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HEALTH_RECHARGE_TIME_MODIFIER

## Signature

```c
void _SET_PLAYER_HEALTH_RECHARGE_TIME_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Description

Setting player's Health recharge time to zero forces immediate health regen

## Usage

### Lua

```lua
SetPlayerHealthRechargeTimeModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0x535ED4605F89AB6E, player, modifier)
```

### JavaScript

```js
SetPlayerHealthRechargeTimeModifier(player, modifier);

// by hash
Citizen.invokeNative('0x535ED4605F89AB6E', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x535ED4605F89AB6E, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_HUNTING_WAGON

- **Hash:** `0x6A4404BDFA62CE2C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHuntingWagon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HUNTING_WAGON

## Signature

```c
void _SET_PLAYER_HUNTING_WAGON(Player player, Vehicle wagon);
```

## Parameters

- `player` (`Player`)
- `wagon` (`Vehicle`)

## Returns

`void`

## Description

Only applies to HUNTERCART01

## Usage

### Lua

```lua
SetPlayerHuntingWagon(player, wagon)

-- always available, by hash
Citizen.InvokeNative(0x6A4404BDFA62CE2C, player, wagon)
```

### JavaScript

```js
SetPlayerHuntingWagon(player, wagon);

// by hash
Citizen.invokeNative('0x6A4404BDFA62CE2C', player, wagon);
```

### C#

```csharp
Function.Call((Hash)0x6A4404BDFA62CE2C, player, wagon);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_GET_PLAYER_HUNTING_WAGON](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_HUNTING_WAGON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_IN_VEHICLE_TARGETING_MODE

- **Hash:** `0x19B4F71703902238`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerInVehicleTargetingMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_IN_VEHICLE_TARGETING_MODE

## Signature

```c
void _SET_PLAYER_IN_VEHICLE_TARGETING_MODE(int targetMode);
```

## Parameters

- `targetMode` (`int`)

## Returns

`void`

## Description

Sets your targeting mode for when you're in a vehicle (perhaps a mount/horse).
see SET_PLAYER_TARGETING_MODE for eTargetingMode

## Usage

### Lua

```lua
SetPlayerInVehicleTargetingMode(targetMode)

-- always available, by hash
Citizen.InvokeNative(0x19B4F71703902238, targetMode)
```

### JavaScript

```js
SetPlayerInVehicleTargetingMode(targetMode);

// by hash
Citizen.invokeNative('0x19B4F71703902238', targetMode);
```

### C#

```csharp
Function.Call((Hash)0x19B4F71703902238, targetMode);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_INTERACTION_NEGATIVE_RESPONSE

- **Hash:** `0x98CD760DE43B612E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerInteractionNegativeResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_INTERACTION_NEGATIVE_RESPONSE

## Signature

```c
void _SET_PLAYER_INTERACTION_NEGATIVE_RESPONSE(Player player, const char* speech);
```

## Parameters

- `player` (`Player`)
- `speech` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerInteractionNegativeResponse(player, speech)

-- always available, by hash
Citizen.InvokeNative(0x98CD760DE43B612E, player, speech)
```

### JavaScript

```js
SetPlayerInteractionNegativeResponse(player, speech);

// by hash
Citizen.invokeNative('0x98CD760DE43B612E', player, speech);
```

### C#

```csharp
Function.Call((Hash)0x98CD760DE43B612E, player, speech);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_INTERACTION_POSITIVE_RESPONSE

- **Hash:** `0xC6366A585659D15C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerInteractionPositiveResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_INTERACTION_POSITIVE_RESPONSE

## Signature

```c
void _SET_PLAYER_INTERACTION_POSITIVE_RESPONSE(Player player, const char* speech);
```

## Parameters

- `player` (`Player`)
- `speech` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerInteractionPositiveResponse(player, speech)

-- always available, by hash
Citizen.InvokeNative(0xC6366A585659D15C, player, speech)
```

### JavaScript

```js
SetPlayerInteractionPositiveResponse(player, speech);

// by hash
Citizen.invokeNative('0xC6366A585659D15C', player, speech);
```

### C#

```csharp
Function.Call((Hash)0xC6366A585659D15C, player, speech);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_INVINCIBLE

- **Hash:** `0xFEBEEBC9CBDF4B12`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerInvincible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_INVINCIBLE

## Signature

```c
void SET_PLAYER_INVINCIBLE(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Simply sets you as invincible (Health will not deplete).

## Usage

### Lua

```lua
SetPlayerInvincible(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xFEBEEBC9CBDF4B12, player, toggle)
```

### JavaScript

```js
SetPlayerInvincible(player, toggle);

// by hash
Citizen.invokeNative('0xFEBEEBC9CBDF4B12', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xFEBEEBC9CBDF4B12, player, toggle);
```

## See also

- [PLAYER::GET_PLAYER_INVINCIBLE](https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_INVINCIBLE.md) — Returns the player's invincibility status.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_LASSO_DAMAGE_PER_SECOND

- **Hash:** `0x43F50A7CD2482156`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerLassoDamagePerSecond`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_LASSO_DAMAGE_PER_SECOND

## Signature

```c
void _SET_PLAYER_LASSO_DAMAGE_PER_SECOND(Player player, float damage);
```

## Parameters

- `player` (`Player`)
- `damage` (`float`)

## Returns

`void`

## Description

_SET_PLAYER_A* - _SET_PLAYER_C*

## Usage

### Lua

```lua
SetPlayerLassoDamagePerSecond(player, damage)

-- always available, by hash
Citizen.InvokeNative(0x43F50A7CD2482156, player, damage)
```

### JavaScript

```js
SetPlayerLassoDamagePerSecond(player, damage);

// by hash
Citizen.invokeNative('0x43F50A7CD2482156', player, damage + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x43F50A7CD2482156, player, damage);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_LOCAL_ACCURACY_FLOOR_MODIFIER

- **Hash:** `0x4EA69188FBCE6A7D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerLocalAccuracyFloorModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_LOCAL_ACCURACY_FLOOR_MODIFIER

## Signature

```c
void _SET_PLAYER_LOCAL_ACCURACY_FLOOR_MODIFIER(Player player, float accuracy);
```

## Parameters

- `player` (`Player`)
- `accuracy` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerLocalAccuracyFloorModifier(player, accuracy)

-- always available, by hash
Citizen.InvokeNative(0x4EA69188FBCE6A7D, player, accuracy)
```

### JavaScript

```js
SetPlayerLocalAccuracyFloorModifier(player, accuracy);

// by hash
Citizen.invokeNative('0x4EA69188FBCE6A7D', player, accuracy + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4EA69188FBCE6A7D, player, accuracy);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_LOCKON

- **Hash:** `0x462AA1973CBBA75E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerLockon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_LOCKON

## Signature

```c
void SET_PLAYER_LOCKON(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerLockon(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x462AA1973CBBA75E, player, toggle)
```

### JavaScript

```js
SetPlayerLockon(player, toggle);

// by hash
Citizen.invokeNative('0x462AA1973CBBA75E', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x462AA1973CBBA75E, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_LOCKON_RANGE_OVERRIDE

- **Hash:** `0x3A3CD06597388322`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerLockonRangeOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_LOCKON_RANGE_OVERRIDE

## Signature

```c
void SET_PLAYER_LOCKON_RANGE_OVERRIDE(Player player, float range);
```

## Parameters

- `player` (`Player`)
- `range` (`float`)

## Returns

`void`

## Description

Affects the range of auto aim target.

## Usage

### Lua

```lua
SetPlayerLockonRangeOverride(player, range)

-- always available, by hash
Citizen.InvokeNative(0x3A3CD06597388322, player, range)
```

### JavaScript

```js
SetPlayerLockonRangeOverride(player, range);

// by hash
Citizen.invokeNative('0x3A3CD06597388322', player, range + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3A3CD06597388322, player, range);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_MANAGE_BUFF_SUPER_JUMP

- **Hash:** `0x292F0B6EDC82E3A4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerManageBuffSuperJump`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_MANAGE_BUFF_SUPER_JUMP

## Signature

```c
void _SET_PLAYER_MANAGE_BUFF_SUPER_JUMP(Player player, float p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerManageBuffSuperJump(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x292F0B6EDC82E3A4, player, p1)
```

### JavaScript

```js
SetPlayerManageBuffSuperJump(player, p1);

// by hash
Citizen.invokeNative('0x292F0B6EDC82E3A4', player, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x292F0B6EDC82E3A4, player, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_MAX_AMMO_OVERRIDE_FOR_AMMO_TYPE

- **Hash:** `0xE133C1EC5300F740`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMaxAmmoOverrideForAmmoType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_MAX_AMMO_OVERRIDE_FOR_AMMO_TYPE

## Signature

```c
void _SET_PLAYER_MAX_AMMO_OVERRIDE_FOR_AMMO_TYPE(Player player, Hash ammoType, int amount);
```

## Parameters

- `player` (`Player`)
- `ammoType` (`Hash`)
- `amount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerMaxAmmoOverrideForAmmoType(player, ammoType, amount)

-- always available, by hash
Citizen.InvokeNative(0xE133C1EC5300F740, player, ammoType, amount)
```

### JavaScript

```js
SetPlayerMaxAmmoOverrideForAmmoType(player, ammoType, amount);

// by hash
Citizen.invokeNative('0xE133C1EC5300F740', player, ammoType, amount);
```

### C#

```csharp
Function.Call((Hash)0xE133C1EC5300F740, player, ammoType, amount);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_MAY_NOT_ENTER_ANY_VEHICLE

- **Hash:** `0xBEC463B3A11C909E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMayNotEnterAnyVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_MAY_NOT_ENTER_ANY_VEHICLE

## Signature

```c
void SET_PLAYER_MAY_NOT_ENTER_ANY_VEHICLE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerMayNotEnterAnyVehicle(player)

-- always available, by hash
Citizen.InvokeNative(0xBEC463B3A11C909E, player)
```

### JavaScript

```js
SetPlayerMayNotEnterAnyVehicle(player);

// by hash
Citizen.invokeNative('0xBEC463B3A11C909E', player);
```

### C#

```csharp
Function.Call((Hash)0xBEC463B3A11C909E, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_MAY_ONLY_ENTER_THIS_VEHICLE

- **Hash:** `0xDA35A134038557EC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMayOnlyEnterThisVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_MAY_ONLY_ENTER_THIS_VEHICLE

## Signature

```c
void SET_PLAYER_MAY_ONLY_ENTER_THIS_VEHICLE(Player player, Vehicle vehicle);
```

## Parameters

- `player` (`Player`)
- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerMayOnlyEnterThisVehicle(player, vehicle)

-- always available, by hash
Citizen.InvokeNative(0xDA35A134038557EC, player, vehicle)
```

### JavaScript

```js
SetPlayerMayOnlyEnterThisVehicle(player, vehicle);

// by hash
Citizen.invokeNative('0xDA35A134038557EC', player, vehicle);
```

### C#

```csharp
Function.Call((Hash)0xDA35A134038557EC, player, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0xE4CB5A3F18170381`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMeleeWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerMeleeWeaponDamageModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0xE4CB5A3F18170381, player, modifier)
```

### JavaScript

```js
SetPlayerMeleeWeaponDamageModifier(player, modifier);

// by hash
Citizen.invokeNative('0xE4CB5A3F18170381', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE4CB5A3F18170381, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_MODEL

- **Hash:** `0xED40380076A31506`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_MODEL

## Signature

```c
void SET_PLAYER_MODEL(Player player, Hash modelHash, BOOL p2);
```

## Parameters

- `player` (`Player`)
- `modelHash` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Make sure to request the model first and wait until it has loaded.

## Usage

### Lua

```lua
SetPlayerModel(player, modelHash, p2)

-- always available, by hash
Citizen.InvokeNative(0xED40380076A31506, player, modelHash, p2)
```

### JavaScript

```js
SetPlayerModel(player, modelHash, p2);

// by hash
Citizen.invokeNative('0xED40380076A31506', player, modelHash, p2);
```

### C#

```csharp
Function.Call((Hash)0xED40380076A31506, player, modelHash, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_MOOD

- **Hash:** `0x39BED552DB46FFA9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMood`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_MOOD

## Signature

```c
void _SET_PLAYER_MOOD(Player player, int mood);
```

## Parameters

- `player` (`Player`)
- `mood` (`int`)

## Returns

`void`

## Description

mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood

## Usage

### Lua

```lua
SetPlayerMood(player, mood)

-- always available, by hash
Citizen.InvokeNative(0x39BED552DB46FFA9, player, mood)
```

### JavaScript

```js
SetPlayerMood(player, mood);

// by hash
Citizen.invokeNative('0x39BED552DB46FFA9', player, mood);
```

### C#

```csharp
Function.Call((Hash)0x39BED552DB46FFA9, player, mood);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePedMood](https://natives.borderlinerp.com/enums/ePedMood.md) — 10 values

## See also

- [PLAYER::_GET_PLAYER_MOOD](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_MOOD.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_MOUNT_STATE_ACTIVE

- **Hash:** `0xDF93973251FB2CA5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMountStateActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_MOUNT_STATE_ACTIVE

## Signature

```c
void _SET_PLAYER_MOUNT_STATE_ACTIVE(Player player, BOOL active);
```

## Parameters

- `player` (`Player`)
- `active` (`BOOL`)

## Returns

`void`

## Description

Name could potentially be inaccurate.
Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
_SET_PLAYER_L* - _SET_PLAYER_M*

## Usage

### Lua

```lua
SetPlayerMountStateActive(player, active)

-- always available, by hash
Citizen.InvokeNative(0xDF93973251FB2CA5, player, active)
```

### JavaScript

```js
SetPlayerMountStateActive(player, active);

// by hash
Citizen.invokeNative('0xDF93973251FB2CA5', player, active);
```

### C#

```csharp
Function.Call((Hash)0xDF93973251FB2CA5, player, active);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_NOISE_MULTIPLIER

- **Hash:** `0xB5EC6BDAEBCA454C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerNoiseMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_NOISE_MULTIPLIER

## Signature

```c
void SET_PLAYER_NOISE_MULTIPLIER(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerNoiseMultiplier(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xB5EC6BDAEBCA454C, player, multiplier)
```

### JavaScript

```js
SetPlayerNoiseMultiplier(player, multiplier);

// by hash
Citizen.invokeNative('0xB5EC6BDAEBCA454C', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB5EC6BDAEBCA454C, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_OWNS_MOUNT

- **Hash:** `0xE6D4E435B56D5BD0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerOwnsMount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_OWNS_MOUNT

## Signature

```c
void _SET_PLAYER_OWNS_MOUNT(Player player, Ped mount);
```

## Parameters

- `player` (`Player`)
- `mount` (`Ped`)

## Returns

`void`

## Description

Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well

## Usage

### Lua

```lua
SetPlayerOwnsMount(player, mount)

-- always available, by hash
Citizen.InvokeNative(0xE6D4E435B56D5BD0, player, mount)
```

### JavaScript

```js
SetPlayerOwnsMount(player, mount);

// by hash
Citizen.invokeNative('0xE6D4E435B56D5BD0', player, mount);
```

### C#

```csharp
Function.Call((Hash)0xE6D4E435B56D5BD0, player, mount);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_OWNS_VEHICLE

- **Hash:** `0xD0E02AA618020D17`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerOwnsVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_OWNS_VEHICLE

## Signature

```c
void _SET_PLAYER_OWNS_VEHICLE(Player player, Vehicle vehicle);
```

## Parameters

- `player` (`Player`)
- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerOwnsVehicle(player, vehicle)

-- always available, by hash
Citizen.InvokeNative(0xD0E02AA618020D17, player, vehicle)
```

### JavaScript

```js
SetPlayerOwnsVehicle(player, vehicle);

// by hash
Citizen.invokeNative('0xD0E02AA618020D17', player, vehicle);
```

### C#

```csharp
Function.Call((Hash)0xD0E02AA618020D17, player, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_PROMPT_LEAVE_TEXT

- **Hash:** `0x06C3DB00B69D5435`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerPromptLeaveText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_PROMPT_LEAVE_TEXT

## Signature

```c
void _SET_PLAYER_PROMPT_LEAVE_TEXT(Player player, const char* promptTextKey);
```

## Parameters

- `player` (`Player`)
- `promptTextKey` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the stand prompt for a specific player using a predefined text entry.
Example usage:
PLAYER::_SET_PLAYER_PROMPT_LEAVE_TEXT(PLAYER::PLAYER_ID(), MISC::VAR_STRING(10, "LITERAL_STRING", "Get on your feet"));
The prompt for player to stand uses this text.
Screenshot: https://imgur.com/gallery/rdrnative-kscnRlF

*Source: VORPCORE RDR3natives*

Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names

## Usage

### Lua

```lua
SetPlayerPromptLeaveText(player, promptTextKey)

-- always available, by hash
Citizen.InvokeNative(0x06C3DB00B69D5435, player, promptTextKey)
```

### JavaScript

```js
SetPlayerPromptLeaveText(player, promptTextKey);

// by hash
Citizen.invokeNative('0x06C3DB00B69D5435', player, promptTextKey);
```

### C#

```csharp
Function.Call((Hash)0x06C3DB00B69D5435, player, promptTextKey);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_PLAYER_PROMPT_MELEE_TEXT

- **Hash:** `0x0FAF95D71ED67ADE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerPromptMeleeText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PLAYER_MELEE_PROMPT_TEXT`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_PROMPT_MELEE_TEXT

## Signature

```c
void _SET_PLAYER_PROMPT_MELEE_TEXT(Player player, const char* promptTextKey);
```

## Parameters

- `player` (`Player`)
- `promptTextKey` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the melee combat prompt for a specific player using a predefined text entry.
Example usage:
PLAYER::_SET_PLAYER_PROMPT_MELEE_TEXT(PLAYER::PLAYER_ID(), MISC::VAR_STRING(10, "LITERAL_STRING", "Throw Punch"));
The prompt for player during melee combat uses this text.
Screenshot: https://imgur.com/gallery/0x0faf95d71ed67ade-GDYsE9L

*Source: VORPCORE RDR3natives*

Sets the melee combat prompt for a specific player using a predefined text entry. use game string or 
AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native

## Usage

### Lua

```lua
SetPlayerPromptMeleeText(player, promptTextKey)

-- always available, by hash
Citizen.InvokeNative(0x0FAF95D71ED67ADE, player, promptTextKey)
```

### JavaScript

```js
SetPlayerPromptMeleeText(player, promptTextKey);

// by hash
Citizen.invokeNative('0x0FAF95D71ED67ADE', player, promptTextKey);
```

### C#

```csharp
Function.Call((Hash)0x0FAF95D71ED67ADE, player, promptTextKey);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_PLAYER_PROMPT_SIT_TEXT

- **Hash:** `0x988C9045531B9FCE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerPromptSitText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **Other names:** `_SET_PLAYER_SIT_PROMPT_TEXT`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_PROMPT_SIT_TEXT

## Signature

```c
void _SET_PLAYER_PROMPT_SIT_TEXT(Player player, const char* promptTextKey);
```

## Parameters

- `player` (`Player`)
- `promptTextKey` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the sit prompt for a specific player using a predefined text entry.
Example usage:
PLAYER::_SET_PLAYER_PROMPT_SIT_TEXT(PLAYER::PLAYER_ID(), MISC::VAR_STRING(10, "LITERAL_STRING", "Take a Seat"));
The prompt for player to sit uses this text.
Screenshot: https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv

*Source: VORPCORE RDR3natives*

Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
AddTextEntry("sit_custom", "Take a seat")
this native must be invoked
https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv

## Usage

### Lua

```lua
SetPlayerPromptSitText(player, promptTextKey)

-- always available, by hash
Citizen.InvokeNative(0x988C9045531B9FCE, player, promptTextKey)
```

### JavaScript

```js
SetPlayerPromptSitText(player, promptTextKey);

// by hash
Citizen.invokeNative('0x988C9045531B9FCE', player, promptTextKey);
```

### C#

```csharp
Function.Call((Hash)0x988C9045531B9FCE, player, promptTextKey);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::_SET_PLAYER_REMOTE_ACCURACY_FLOOR_MODIFIER

- **Hash:** `0xDEE80FEDFDD43C9B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerRemoteAccuracyFloorModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_REMOTE_ACCURACY_FLOOR_MODIFIER

## Signature

```c
void _SET_PLAYER_REMOTE_ACCURACY_FLOOR_MODIFIER(Player player, float accuracy);
```

## Parameters

- `player` (`Player`)
- `accuracy` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerRemoteAccuracyFloorModifier(player, accuracy)

-- always available, by hash
Citizen.InvokeNative(0xDEE80FEDFDD43C9B, player, accuracy)
```

### JavaScript

```js
SetPlayerRemoteAccuracyFloorModifier(player, accuracy);

// by hash
Citizen.invokeNative('0xDEE80FEDFDD43C9B', player, accuracy + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDEE80FEDFDD43C9B, player, accuracy);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_RESET_FLAG

- **Hash:** `0x9F9A829C6751F3C7`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerResetFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_RESET_FLAG

## Signature

```c
void _SET_PLAYER_RESET_FLAG(Player player, int playerResetFlag, BOOL p2);
```

## Parameters

- `player` (`Player`)
- `playerResetFlag` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS

## Usage

### Lua

```lua
SetPlayerResetFlag(player, playerResetFlag, p2)

-- always available, by hash
Citizen.InvokeNative(0x9F9A829C6751F3C7, player, playerResetFlag, p2)
```

### JavaScript

```js
SetPlayerResetFlag(player, playerResetFlag, p2);

// by hash
Citizen.invokeNative('0x9F9A829C6751F3C7', player, playerResetFlag, p2);
```

### C#

```csharp
Function.Call((Hash)0x9F9A829C6751F3C7, player, playerResetFlag, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePlayerResetFlags](https://natives.borderlinerp.com/enums/ePlayerResetFlags.md) — 58 values

## See also

- [PLAYER::_GET_PLAYER_RESET_FLAG](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_RESET_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_SIMULATE_AIMING

- **Hash:** `0xE0447DEF81CCDFD2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerSimulateAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_SIMULATE_AIMING

## Signature

```c
void SET_PLAYER_SIMULATE_AIMING(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerSimulateAiming(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE0447DEF81CCDFD2, player, toggle)
```

### JavaScript

```js
SetPlayerSimulateAiming(player, toggle);

// by hash
Citizen.invokeNative('0xE0447DEF81CCDFD2', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE0447DEF81CCDFD2, player, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_SNEAKING_NOISE_MULTIPLIER

- **Hash:** `0x4DE44FA389DCA565`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerSneakingNoiseMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_SNEAKING_NOISE_MULTIPLIER

## Signature

```c
void SET_PLAYER_SNEAKING_NOISE_MULTIPLIER(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerSneakingNoiseMultiplier(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x4DE44FA389DCA565, player, multiplier)
```

### JavaScript

```js
SetPlayerSneakingNoiseMultiplier(player, multiplier);

// by hash
Citizen.invokeNative('0x4DE44FA389DCA565', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4DE44FA389DCA565, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_STAMINA_RECHARGE_MULTIPLIER

- **Hash:** `0xFECA17CF3343694B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerStaminaRechargeMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_STAMINA_RECHARGE_MULTIPLIER

## Signature

```c
void SET_PLAYER_STAMINA_RECHARGE_MULTIPLIER(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerStaminaRechargeMultiplier(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xFECA17CF3343694B, player, multiplier)
```

### JavaScript

```js
SetPlayerStaminaRechargeMultiplier(player, multiplier);

// by hash
Citizen.invokeNative('0xFECA17CF3343694B', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFECA17CF3343694B, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::_GET_PLAYER_STAMINA_RECHARGE_MULTIPLIER](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_STAMINA_RECHARGE_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_STAMINA_SPRINT_DEPLETION_MULTIPLIER

- **Hash:** `0xBBADFB5E5E5766FB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerStaminaSprintDepletionMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_STAMINA_SPRINT_DEPLETION_MULTIPLIER

## Signature

```c
void _SET_PLAYER_STAMINA_SPRINT_DEPLETION_MULTIPLIER(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerStaminaSprintDepletionMultiplier(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xBBADFB5E5E5766FB, player, multiplier)
```

### JavaScript

```js
SetPlayerStaminaSprintDepletionMultiplier(player, multiplier);

// by hash
Citizen.invokeNative('0xBBADFB5E5E5766FB', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBBADFB5E5E5766FB, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_TARGETING_MODE

- **Hash:** `0xD66A941F401E7302`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerTargetingMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_TARGETING_MODE

## Signature

```c
void SET_PLAYER_TARGETING_MODE(int targetMode);
```

## Parameters

- `targetMode` (`int`)

## Returns

`void`

## Description

Sets your targeting mode for when you're on foot.
enum eTargetingMode
{
	TARGETING_MODE_INVALID = -1,
	TARGETING_MODE_CAUSAL, (Wide)
	TARGETING_MODE_NORMAL,
	TARGETING_MODE_HARD, (Narrow)
	TARGETING_MODE_EXPERT (Free Aim)
};

## Usage

### Lua

```lua
SetPlayerTargetingMode(targetMode)

-- always available, by hash
Citizen.InvokeNative(0xD66A941F401E7302, targetMode)
```

### JavaScript

```js
SetPlayerTargetingMode(targetMode);

// by hash
Citizen.invokeNative('0xD66A941F401E7302', targetMode);
```

### C#

```csharp
Function.Call((Hash)0xD66A941F401E7302, targetMode);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_TEAM

- **Hash:** `0xE8DD8536F01DE600`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerTeam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_TEAM

## Signature

```c
void SET_PLAYER_TEAM(Player player, int team, BOOL bRestrictToThisScript);
```

## Parameters

- `player` (`Player`)
- `team` (`int`)
- `bRestrictToThisScript` (`BOOL`)

## Returns

`void`

## Description

Sets the player's team.

## Usage

### Lua

```lua
SetPlayerTeam(player, team, bRestrictToThisScript)

-- always available, by hash
Citizen.InvokeNative(0xE8DD8536F01DE600, player, team, bRestrictToThisScript)
```

### JavaScript

```js
SetPlayerTeam(player, team, bRestrictToThisScript);

// by hash
Citizen.invokeNative('0xE8DD8536F01DE600', player, team, bRestrictToThisScript);
```

### C#

```csharp
Function.Call((Hash)0xE8DD8536F01DE600, player, team, bRestrictToThisScript);
```

## See also

- [PLAYER::GET_PLAYER_TEAM](https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_TEAM.md) — Gets the player's team.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_TOTAL_ACCURACY_MODIFIER

- **Hash:** `0x967FF5BC0CFE6D26`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerTotalAccuracyModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_TOTAL_ACCURACY_MODIFIER

## Signature

```c
void _SET_PLAYER_TOTAL_ACCURACY_MODIFIER(Player player, float accuracy);
```

## Parameters

- `player` (`Player`)
- `accuracy` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerTotalAccuracyModifier(player, accuracy)

-- always available, by hash
Citizen.InvokeNative(0x967FF5BC0CFE6D26, player, accuracy)
```

### JavaScript

```js
SetPlayerTotalAccuracyModifier(player, accuracy);

// by hash
Citizen.invokeNative('0x967FF5BC0CFE6D26', player, accuracy + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x967FF5BC0CFE6D26, player, accuracy);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_TRAMPLE_DAMAGE_MODIFIER

- **Hash:** `0xAF341032E97FB061`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerTrampleDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_TRAMPLE_DAMAGE_MODIFIER

## Signature

```c
void _SET_PLAYER_TRAMPLE_DAMAGE_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerTrampleDamageModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0xAF341032E97FB061, player, modifier)
```

### JavaScript

```js
SetPlayerTrampleDamageModifier(player, modifier);

// by hash
Citizen.invokeNative('0xAF341032E97FB061', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAF341032E97FB061, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_WANTED_LEVEL

- **Hash:** `0x384D4765395E006C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWantedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WANTED_LEVEL

## Signature

```c
void SET_PLAYER_WANTED_LEVEL(Player player, int wantedLevel, BOOL disableNoMission);
```

## Parameters

- `player` (`Player`)
- `wantedLevel` (`int`)
- `disableNoMission` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetPlayerWantedLevel(player, wantedLevel, disableNoMission)

-- always available, by hash
Citizen.InvokeNative(0x384D4765395E006C, player, wantedLevel, disableNoMission)
```

### JavaScript

```js
SetPlayerWantedLevel(player, wantedLevel, disableNoMission);

// by hash
Citizen.invokeNative('0x384D4765395E006C', player, wantedLevel, disableNoMission);
```

### C#

```csharp
Function.Call((Hash)0x384D4765395E006C, player, wantedLevel, disableNoMission);
```

## See also

- [PLAYER::CLEAR_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/CLEAR_PLAYER_WANTED_LEVEL.md) — nullsub, doesn't do anything
- [PLAYER::GET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_WANTED_LEVEL.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER

- **Hash:** `0x94D529F7B73D7A85`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWeaponDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WEAPON_DAMAGE_MODIFIER

## Signature

```c
void SET_PLAYER_WEAPON_DAMAGE_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Description

This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.

## Usage

### Lua

```lua
SetPlayerWeaponDamageModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0x94D529F7B73D7A85, player, modifier)
```

### JavaScript

```js
SetPlayerWeaponDamageModifier(player, modifier);

// by hash
Citizen.invokeNative('0x94D529F7B73D7A85', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x94D529F7B73D7A85, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_WEAPON_DEFENSE_MODIFIER

- **Hash:** `0xD15CC2D493160BE3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWeaponDefenseModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WEAPON_DEFENSE_MODIFIER

## Signature

```c
void SET_PLAYER_WEAPON_DEFENSE_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerWeaponDefenseModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0xD15CC2D493160BE3, player, modifier)
```

### JavaScript

```js
SetPlayerWeaponDefenseModifier(player, modifier);

// by hash
Citizen.invokeNative('0xD15CC2D493160BE3', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD15CC2D493160BE3, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_WEAPON_GROUP_AS_INSTANT_KILL

- **Hash:** `0x59F0AFF3E0A1B019`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWeaponGroupAsInstantKill`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_WEAPON_GROUP_AS_INSTANT_KILL

## Signature

```c
void _SET_PLAYER_WEAPON_GROUP_AS_INSTANT_KILL(Player player, Hash weaponGroup, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `weaponGroup` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerWeaponGroupAsInstantKill(player, weaponGroup, toggle)

-- always available, by hash
Citizen.InvokeNative(0x59F0AFF3E0A1B019, player, weaponGroup, toggle)
```

### JavaScript

```js
SetPlayerWeaponGroupAsInstantKill(player, weaponGroup, toggle);

// by hash
Citizen.invokeNative('0x59F0AFF3E0A1B019', player, weaponGroup, toggle);
```

### C#

```csharp
Function.Call((Hash)0x59F0AFF3E0A1B019, player, weaponGroup, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER

- **Hash:** `0xFC79DCC94D0A5897`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWeaponGroupDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER

## Signature

```c
void _SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER(Player player, Hash weaponGroup, float modifier);
```

## Parameters

- `player` (`Player`)
- `weaponGroup` (`Hash`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerWeaponGroupDamageModifier(player, weaponGroup, modifier)

-- always available, by hash
Citizen.InvokeNative(0xFC79DCC94D0A5897, player, weaponGroup, modifier)
```

### JavaScript

```js
SetPlayerWeaponGroupDamageModifier(player, weaponGroup, modifier);

// by hash
Citizen.invokeNative('0xFC79DCC94D0A5897', player, weaponGroup, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFC79DCC94D0A5897, player, weaponGroup, modifier);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER

- **Hash:** `0xD04AD186CE8BB129`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWeaponTypeDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER

## Signature

```c
void SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER(Player player, Hash weaponHash, float damageModifier);
```

## Parameters

- `player` (`Player`)
- `weaponHash` (`Hash`)
- `damageModifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier)

-- always available, by hash
Citizen.InvokeNative(0xD04AD186CE8BB129, player, weaponHash, damageModifier)
```

### JavaScript

```js
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier);

// by hash
Citizen.invokeNative('0xD04AD186CE8BB129', player, weaponHash, damageModifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD04AD186CE8BB129, player, weaponHash, damageModifier);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_POLICE_RADAR_BLIPS

- **Hash:** `0x6FD7DD6B63F2820E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPoliceRadarBlips`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_POLICE_RADAR_BLIPS

## Signature

```c
void SET_POLICE_RADAR_BLIPS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

If toggle is set to false:
 The police won't be shown on the (mini)map

If toggle is set to true:
 The police will be shown on the (mini)map

## Usage

### Lua

```lua
SetPoliceRadarBlips(toggle)

-- always available, by hash
Citizen.InvokeNative(0x6FD7DD6B63F2820E, toggle)
```

### JavaScript

```js
SetPoliceRadarBlips(toggle);

// by hash
Citizen.invokeNative('0x6FD7DD6B63F2820E', toggle);
```

### C#

```csharp
Function.Call((Hash)0x6FD7DD6B63F2820E, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_RECEIVED_DAMAGE_TAKEN_ON_HORSEBACK_MODIFIER

- **Hash:** `0xB427911EA6DFFEF3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetReceivedDamageTakenOnHorsebackModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_RECEIVED_DAMAGE_TAKEN_ON_HORSEBACK_MODIFIER

## Signature

```c
void _SET_RECEIVED_DAMAGE_TAKEN_ON_HORSEBACK_MODIFIER(Player player, float damageDecrease);
```

## Parameters

- `player` (`Player`)
- `damageDecrease` (`float`)

## Returns

`void`

## Description

Decreases the damage the player receives while on horseback
Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE

## Usage

### Lua

```lua
SetReceivedDamageTakenOnHorsebackModifier(player, damageDecrease)

-- always available, by hash
Citizen.InvokeNative(0xB427911EA6DFFEF3, player, damageDecrease)
```

### JavaScript

```js
SetReceivedDamageTakenOnHorsebackModifier(player, damageDecrease);

// by hash
Citizen.invokeNative('0xB427911EA6DFFEF3', player, damageDecrease + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB427911EA6DFFEF3, player, damageDecrease);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_SHOW_INFO_CARD

- **Hash:** `0xDC68829BB3F37023`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetShowInfoCard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SHOW_INFO_CARD

## Signature

```c
void _SET_SHOW_INFO_CARD(Player player, BOOL showingInfoCard);
```

## Parameters

- `player` (`Player`)
- `showingInfoCard` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetShowInfoCard(player, showingInfoCard)

-- always available, by hash
Citizen.InvokeNative(0xDC68829BB3F37023, player, showingInfoCard)
```

### JavaScript

```js
SetShowInfoCard(player, showingInfoCard);

// by hash
Citizen.invokeNative('0xDC68829BB3F37023', player, showingInfoCard);
```

### C#

```csharp
Function.Call((Hash)0xDC68829BB3F37023, player, showingInfoCard);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_SPECIAL_ABILITY_ACTIVATION_COST

- **Hash:** `0xAE4BCC79C587EBBF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSpecialAbilityActivationCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SPECIAL_ABILITY_ACTIVATION_COST

## Signature

```c
void _SET_SPECIAL_ABILITY_ACTIVATION_COST(Player player, float activationCost, int p2);
```

## Parameters

- `player` (`Player`)
- `activationCost` (`float`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetSpecialAbilityActivationCost(player, activationCost, p2)

-- always available, by hash
Citizen.InvokeNative(0xAE4BCC79C587EBBF, player, activationCost, p2)
```

### JavaScript

```js
SetSpecialAbilityActivationCost(player, activationCost, p2);

// by hash
Citizen.invokeNative('0xAE4BCC79C587EBBF', player, activationCost + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xAE4BCC79C587EBBF, player, activationCost, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_SPECIAL_ABILITY_DISABLE_TIMER

- **Hash:** `0xC0B1C05B313693D1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSpecialAbilityDisableTimer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SPECIAL_ABILITY_DISABLE_TIMER

## Signature

```c
void _SET_SPECIAL_ABILITY_DISABLE_TIMER(Player player, float timer);
```

## Parameters

- `player` (`Player`)
- `timer` (`float`)

## Returns

`void`

## Description

Only used in R* SP Script short_update

## Usage

### Lua

```lua
SetSpecialAbilityDisableTimer(player, timer)

-- always available, by hash
Citizen.InvokeNative(0xC0B1C05B313693D1, player, timer)
```

### JavaScript

```js
SetSpecialAbilityDisableTimer(player, timer);

// by hash
Citizen.invokeNative('0xC0B1C05B313693D1', player, timer + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC0B1C05B313693D1, player, timer);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_SPECIAL_ABILITY_DURATION_COST

- **Hash:** `0xB783F75940B23014`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSpecialAbilityDurationCost`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SPECIAL_ABILITY_DURATION_COST

## Signature

```c
void _SET_SPECIAL_ABILITY_DURATION_COST(Player player, float durationCost);
```

## Parameters

- `player` (`Player`)
- `durationCost` (`float`)

## Returns

`void`

## Description

durationCost: per second

## Usage

### Lua

```lua
SetSpecialAbilityDurationCost(player, durationCost)

-- always available, by hash
Citizen.InvokeNative(0xB783F75940B23014, player, durationCost)
```

### JavaScript

```js
SetSpecialAbilityDurationCost(player, durationCost);

// by hash
Citizen.invokeNative('0xB783F75940B23014', player, durationCost + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB783F75940B23014, player, durationCost);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_SPECIAL_ABILITY_MULTIPLIER

- **Hash:** `0x5A498FCA232F71E1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSpecialAbilityMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SPECIAL_ABILITY_MULTIPLIER

## Signature

```c
void _SET_SPECIAL_ABILITY_MULTIPLIER(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetSpecialAbilityMultiplier(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x5A498FCA232F71E1, player, multiplier)
```

### JavaScript

```js
SetSpecialAbilityMultiplier(player, multiplier);

// by hash
Citizen.invokeNative('0x5A498FCA232F71E1', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5A498FCA232F71E1, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_SPECIAL_ABILITY_TYPE

- **Hash:** `0x00BA333DA05ADC23`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSpecialAbilityType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SPECIAL_ABILITY_TYPE

## Signature

```c
void _SET_SPECIAL_ABILITY_TYPE(Player player, int type);
```

## Parameters

- `player` (`Player`)
- `type` (`int`)

## Returns

`void`

## Description

SPECIAL_ABILITY_NONE = -1,
SPECIAL_ABILITY_CAR_SLOWDOWN,
SPECIAL_ABILITY_RAGE,
SPECIAL_ABILITY_BULLET_TIME,
SPECIAL_ABILITY_SNAPSHOT,
SPECIAL_ABILITY_INSULT,
SPECIAL_ABILITY_DEADEYE,
SPECIAL_ABILITY_REVIVE

## Usage

### Lua

```lua
SetSpecialAbilityType(player, type)

-- always available, by hash
Citizen.InvokeNative(0x00BA333DA05ADC23, player, type)
```

### JavaScript

```js
SetSpecialAbilityType(player, type);

// by hash
Citizen.invokeNative('0x00BA333DA05ADC23', player, type);
```

### C#

```csharp
Function.Call((Hash)0x00BA333DA05ADC23, player, type);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SET_SWIM_MULTIPLIER_FOR_PLAYER

- **Hash:** `0xBFCEABDE34DA5085`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSwimMultiplierForPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_SWIM_MULTIPLIER_FOR_PLAYER

## Signature

```c
void SET_SWIM_MULTIPLIER_FOR_PLAYER(Player player, float multiplier);
```

## Parameters

- `player` (`Player`)
- `multiplier` (`float`)

## Returns

`void`

## Description

Swim speed multiplier.
Multiplier goes up to 1.49f

## Usage

### Lua

```lua
SetSwimMultiplierForPlayer(player, multiplier)

-- always available, by hash
Citizen.InvokeNative(0xBFCEABDE34DA5085, player, multiplier)
```

### JavaScript

```js
SetSwimMultiplierForPlayer(player, multiplier);

// by hash
Citizen.invokeNative('0xBFCEABDE34DA5085', player, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBFCEABDE34DA5085, player, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_USED_ITEM_EFFECT

- **Hash:** `0x0E1DB1F8F5B561DC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetUsedItemEffect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_USED_ITEM_EFFECT

## Signature

```c
void _SET_USED_ITEM_EFFECT(float health, float stamina, float deadeye, int healthCore, int staminaCore, int deadeyeCore);
```

## Parameters

- `health` (`float`)
- `stamina` (`float`)
- `deadeye` (`float`)
- `healthCore` (`int`)
- `staminaCore` (`int`)
- `deadeyeCore` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetUsedItemEffect(health, stamina, deadeye, healthCore, staminaCore, deadeyeCore)

-- always available, by hash
Citizen.InvokeNative(0x0E1DB1F8F5B561DC, health, stamina, deadeye, healthCore, staminaCore, deadeyeCore)
```

### JavaScript

```js
SetUsedItemEffect(health, stamina, deadeye, healthCore, staminaCore, deadeyeCore);

// by hash
Citizen.invokeNative('0x0E1DB1F8F5B561DC', health + 0.0000001, stamina + 0.0000001, deadeye + 0.0000001, healthCore, staminaCore, deadeyeCore);
```

### C#

```csharp
Function.Call((Hash)0x0E1DB1F8F5B561DC, health, stamina, deadeye, healthCore, staminaCore, deadeyeCore);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_WANTED_COOLDOWN

- **Hash:** `0x39D8D7082BC34B72`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetWantedCooldown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Other names:** `_SET_PLAYER_WANTED_COOLDOWN`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_WANTED_COOLDOWN

## Signature

```c
void _SET_WANTED_COOLDOWN(int ms);
```

## Parameters

- `ms` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the current player's wanted evasion cooldown timer.
Observed values: 10000 = short cooldown, 35000 = long cooldown. The wanted UI only exposes short/long states and must be cleared manually after the cooldown ends.

*Source: VORPCORE RDR3natives*

sets the player evasion cooldown timer 10000 short 35000 long

## Usage

### Lua

```lua
SetWantedCooldown(ms)

-- always available, by hash
Citizen.InvokeNative(0x39D8D7082BC34B72, ms)
```

### JavaScript

```js
SetWantedCooldown(ms);

// by hash
Citizen.invokeNative('0x39D8D7082BC34B72', ms);
```

### C#

```csharp
Function.Call((Hash)0x39D8D7082BC34B72, ms);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PLAYER::SET_WANTED_LEVEL_MULTIPLIER

- **Hash:** `0xD7FA719CB54866C2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetWantedLevelMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_WANTED_LEVEL_MULTIPLIER

## Signature

```c
void SET_WANTED_LEVEL_MULTIPLIER(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWantedLevelMultiplier(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xD7FA719CB54866C2, multiplier)
```

### JavaScript

```js
SetWantedLevelMultiplier(multiplier);

// by hash
Citizen.invokeNative('0xD7FA719CB54866C2', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD7FA719CB54866C2, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::_GET_WANTED_LEVEL_MULTIPLIER](https://natives.borderlinerp.com/natives/PLAYER/_GET_WANTED_LEVEL_MULTIPLIER.md) — Returns -1.0f if no multiplier has been set

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_WEAPON_DEGRADATION_MODIFIER

- **Hash:** `0x11A7FF918EF6BC66`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetWeaponDegradationModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_WEAPON_DEGRADATION_MODIFIER

## Signature

```c
void _SET_WEAPON_DEGRADATION_MODIFIER(Player player, float modifier);
```

## Parameters

- `player` (`Player`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponDegradationModifier(player, modifier)

-- always available, by hash
Citizen.InvokeNative(0x11A7FF918EF6BC66, player, modifier)
```

### JavaScript

```js
SetWeaponDegradationModifier(player, modifier);

// by hash
Citizen.invokeNative('0x11A7FF918EF6BC66', player, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x11A7FF918EF6BC66, player, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SET_WEAPON_DRAW_SPEED

- **Hash:** `0x00EB5A760638DB55`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetWeaponDrawSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Other names:** `_SET_PLAYER_WEAPON_DRAW_SPEED`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_WEAPON_DRAW_SPEED

## Signature

```c
void _SET_WEAPON_DRAW_SPEED(Player player, Hash weaponHash, float modifier);
```

## Parameters

- `player` (`Player`)
- `weaponHash` (`Hash`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponDrawSpeed(player, weaponHash, modifier)

-- always available, by hash
Citizen.InvokeNative(0x00EB5A760638DB55, player, weaponHash, modifier)
```

### JavaScript

```js
SetWeaponDrawSpeed(player, weaponHash, modifier);

// by hash
Citizen.invokeNative('0x00EB5A760638DB55', player, weaponHash, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x00EB5A760638DB55, player, weaponHash, modifier);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SIMULATE_PLAYER_INPUT_GAIT

- **Hash:** `0xFA0C063C422C4355`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SimulatePlayerInputGait`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SIMULATE_PLAYER_INPUT_GAIT

## Signature

```c
void SIMULATE_PLAYER_INPUT_GAIT(Player player, float speed, int duration, float heading, BOOL p4, BOOL p5);
```

## Parameters

- `player` (`Player`)
- `speed` (`float`)
- `duration` (`int`)
- `heading` (`float`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SimulatePlayerInputGait(player, speed, duration, heading, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xFA0C063C422C4355, player, speed, duration, heading, p4, p5)
```

### JavaScript

```js
SimulatePlayerInputGait(player, speed, duration, heading, p4, p5);

// by hash
Citizen.invokeNative('0xFA0C063C422C4355', player, speed + 0.0000001, duration, heading + 0.0000001, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xFA0C063C422C4355, player, speed, duration, heading, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::RESET_PLAYER_INPUT_GAIT](https://natives.borderlinerp.com/natives/PLAYER/RESET_PLAYER_INPUT_GAIT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_DRAIN_BY_AMOUNT

- **Hash:** `0x200114E99552462B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilityDrainByAmount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_DRAIN_BY_AMOUNT

## Signature

```c
void _SPECIAL_ABILITY_DRAIN_BY_AMOUNT(Player player, float amount, Any p2);
```

## Parameters

- `player` (`Player`)
- `amount` (`float`)
- `p2` (`Any`)

## Returns

`void`

## Description

Drains Deadeye by given amount.

## Usage

### Lua

```lua
SpecialAbilityDrainByAmount(player, amount, p2)

-- always available, by hash
Citizen.InvokeNative(0x200114E99552462B, player, amount, p2)
```

### JavaScript

```js
SpecialAbilityDrainByAmount(player, amount, p2);

// by hash
Citizen.invokeNative('0x200114E99552462B', player, amount + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0x200114E99552462B, player, amount, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_GET_AMOUNT_CACHED

- **Hash:** `0x029884FB65821B07`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilityGetAmountCached`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_GET_AMOUNT_CACHED

## Signature

```c
float _SPECIAL_ABILITY_GET_AMOUNT_CACHED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Description

Returns Deadeye value from player

## Usage

### Lua

```lua
local retval = SpecialAbilityGetAmountCached(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x029884FB65821B07, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = SpecialAbilityGetAmountCached(player);

// by hash
const retval = Citizen.invokeNative('0x029884FB65821B07', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x029884FB65821B07, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_RESTORE_BY_AMOUNT

- **Hash:** `0x51345AE20F22C261`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilityRestoreByAmount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_RESTORE_BY_AMOUNT

## Signature

```c
void _SPECIAL_ABILITY_RESTORE_BY_AMOUNT(Player player, float amount, int p2, int p3, int p4);
```

## Parameters

- `player` (`Player`)
- `amount` (`float`)
- `p2` (`int`)
- `p3` (`int`)
- `p4` (`int`)

## Returns

`void`

## Description

Restores Deadeye by given amount.
Params: p2, p3, p4 = 0, 0, 1 in R* Scripts

## Usage

### Lua

```lua
SpecialAbilityRestoreByAmount(player, amount, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x51345AE20F22C261, player, amount, p2, p3, p4)
```

### JavaScript

```js
SpecialAbilityRestoreByAmount(player, amount, p2, p3, p4);

// by hash
Citizen.invokeNative('0x51345AE20F22C261', player, amount + 0.0000001, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x51345AE20F22C261, player, amount, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_RESTORE_OUTER_RING

- **Hash:** `0x2498035289B5688F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilityRestoreOuterRing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_RESTORE_OUTER_RING

## Signature

```c
void _SPECIAL_ABILITY_RESTORE_OUTER_RING(Player player, float amount);
```

## Parameters

- `player` (`Player`)
- `amount` (`float`)

## Returns

`void`

## Description

Only used in R* SP Script short_update
Restores Deadeye Outer Ring

## Usage

### Lua

```lua
SpecialAbilityRestoreOuterRing(player, amount)

-- always available, by hash
Citizen.InvokeNative(0x2498035289B5688F, player, amount)
```

### JavaScript

```js
SpecialAbilityRestoreOuterRing(player, amount);

// by hash
Citizen.invokeNative('0x2498035289B5688F', player, amount + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2498035289B5688F, player, amount);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_SET_ACTIVATE

- **Hash:** `0xBBA140062B15A8AC`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilitySetActivate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_SET_ACTIVATE

## Signature

```c
void _SPECIAL_ABILITY_SET_ACTIVATE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

Activates the special ability for the specified player.
Example usage:

Activate the special ability for the current player
PLAYER::_SPECIAL_ABILITY_SET_ACTIVATE(PLAYER::PLAYER_ID());

Video: https://imgur.com/gallery/0xbba140062b15a8ac-P8jniMu

## Usage

### Lua

```lua
SpecialAbilitySetActivate(player)

-- always available, by hash
Citizen.InvokeNative(0xBBA140062B15A8AC, player)
```

### JavaScript

```js
SpecialAbilitySetActivate(player);

// by hash
Citizen.invokeNative('0xBBA140062B15A8AC', player);
```

### C#

```csharp
Function.Call((Hash)0xBBA140062B15A8AC, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_SET_DISABLED

- **Hash:** `0xAE637BB8EF017875`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilitySetDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_SET_DISABLED

## Signature

```c
void _SPECIAL_ABILITY_SET_DISABLED(Player player, BOOL disabled);
```

## Parameters

- `player` (`Player`)
- `disabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SpecialAbilitySetDisabled(player, disabled)

-- always available, by hash
Citizen.InvokeNative(0xAE637BB8EF017875, player, disabled)
```

### JavaScript

```js
SpecialAbilitySetDisabled(player, disabled);

// by hash
Citizen.invokeNative('0xAE637BB8EF017875', player, disabled);
```

### C#

```csharp
Function.Call((Hash)0xAE637BB8EF017875, player, disabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_SET_EAGLE_EYE_DISABLED

- **Hash:** `0xC0B21F235C02139C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilitySetEagleEyeDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_SET_EAGLE_EYE_DISABLED

## Signature

```c
void _SPECIAL_ABILITY_SET_EAGLE_EYE_DISABLED(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SpecialAbilitySetEagleEyeDisabled(player)

-- always available, by hash
Citizen.InvokeNative(0xC0B21F235C02139C, player)
```

### JavaScript

```js
SpecialAbilitySetEagleEyeDisabled(player);

// by hash
Citizen.invokeNative('0xC0B21F235C02139C', player);
```

### C#

```csharp
Function.Call((Hash)0xC0B21F235C02139C, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_SPECIAL_ABILITY_START_RESTORE

- **Hash:** `0x1D77B47AFA584E90`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SpecialAbilityStartRestore`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SPECIAL_ABILITY_START_RESTORE

## Signature

```c
void _SPECIAL_ABILITY_START_RESTORE(Player player, int abilityType, BOOL p2);
```

## Parameters

- `player` (`Player`)
- `abilityType` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Params: p1 = -1 in R* Scripts

## Usage

### Lua

```lua
SpecialAbilityStartRestore(player, abilityType, p2)

-- always available, by hash
Citizen.InvokeNative(0x1D77B47AFA584E90, player, abilityType, p2)
```

### JavaScript

```js
SpecialAbilityStartRestore(player, abilityType, p2);

// by hash
Citizen.invokeNative('0x1D77B47AFA584E90', player, abilityType, p2);
```

### C#

```csharp
Function.Call((Hash)0x1D77B47AFA584E90, player, abilityType, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::START_PLAYER_TELEPORT

- **Hash:** `0xDF8822C55EDDA65B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `StartPlayerTeleport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/START_PLAYER_TELEPORT

## Signature

```c
void START_PLAYER_TELEPORT(Player player, float x, float y, float z, float heading, BOOL p5, BOOL p6, BOOL p7, BOOL p8);
```

## Parameters

- `player` (`Player`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StartPlayerTeleport(player, x, y, z, heading, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xDF8822C55EDDA65B, player, x, y, z, heading, p5, p6, p7, p8)
```

### JavaScript

```js
StartPlayerTeleport(player, x, y, z, heading, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xDF8822C55EDDA65B', player, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xDF8822C55EDDA65B, player, x, y, z, heading, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PLAYER::UPDATE_PLAYER_TELEPORT](https://natives.borderlinerp.com/natives/PLAYER/UPDATE_PLAYER_TELEPORT.md)
- [PLAYER::STOP_PLAYER_TELEPORT](https://natives.borderlinerp.com/natives/PLAYER/STOP_PLAYER_TELEPORT.md) — Disables the player's teleportation

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::STOP_PLAYER_TELEPORT

- **Hash:** `0x0858B86146601BE8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `StopPlayerTeleport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/STOP_PLAYER_TELEPORT

## Signature

```c
void STOP_PLAYER_TELEPORT();
```

## Returns

`void`

## Description

Disables the player's teleportation

## Usage

### Lua

```lua
StopPlayerTeleport()

-- always available, by hash
Citizen.InvokeNative(0x0858B86146601BE8)
```

### JavaScript

```js
StopPlayerTeleport();

// by hash
Citizen.invokeNative('0x0858B86146601BE8');
```

### C#

```csharp
Function.Call((Hash)0x0858B86146601BE8);
```

## See also

- [PLAYER::START_PLAYER_TELEPORT](https://natives.borderlinerp.com/natives/PLAYER/START_PLAYER_TELEPORT.md)
- [PLAYER::UPDATE_PLAYER_TELEPORT](https://natives.borderlinerp.com/natives/PLAYER/UPDATE_PLAYER_TELEPORT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::SUPPRESS_WITNESSES_CALLING_POLICE_THIS_FRAME

- **Hash:** `0x96722257E5381E00`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SuppressWitnessesCallingPoliceThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SUPPRESS_WITNESSES_CALLING_POLICE_THIS_FRAME

## Signature

```c
void SUPPRESS_WITNESSES_CALLING_POLICE_THIS_FRAME(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SuppressWitnessesCallingPoliceThisFrame(player)

-- always available, by hash
Citizen.InvokeNative(0x96722257E5381E00, player)
```

### JavaScript

```js
SuppressWitnessesCallingPoliceThisFrame(player);

// by hash
Citizen.invokeNative('0x96722257E5381E00', player);
```

### C#

```csharp
Function.Call((Hash)0x96722257E5381E00, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_UNREGISTER_EAGLE_EYE_FOR_ENTITY

- **Hash:** `0x9DAE1380CC5C6451`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `UnregisterEagleEyeForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_UNREGISTER_EAGLE_EYE_FOR_ENTITY

## Signature

```c
void _UNREGISTER_EAGLE_EYE_FOR_ENTITY(Player player, Entity entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
UnregisterEagleEyeForEntity(player, entity)

-- always available, by hash
Citizen.InvokeNative(0x9DAE1380CC5C6451, player, entity)
```

### JavaScript

```js
UnregisterEagleEyeForEntity(player, entity);

// by hash
Citizen.invokeNative('0x9DAE1380CC5C6451', player, entity);
```

### C#

```csharp
Function.Call((Hash)0x9DAE1380CC5C6451, player, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_REGISTER_EAGLE_EYE_FOR_ENTITY](https://natives.borderlinerp.com/natives/PLAYER/_REGISTER_EAGLE_EYE_FOR_ENTITY.md) — Used for setting up eagle eye for entity

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::_UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY

- **Hash:** `0x9A957912CE2EABD1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `UnregisterEagleEyeTrailsForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY

## Signature

```c
void _UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY(Player player, Entity entity, Any p2);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UnregisterEagleEyeTrailsForEntity(player, entity, p2)

-- always available, by hash
Citizen.InvokeNative(0x9A957912CE2EABD1, player, entity, p2)
```

### JavaScript

```js
UnregisterEagleEyeTrailsForEntity(player, entity, p2);

// by hash
Citizen.invokeNative('0x9A957912CE2EABD1', player, entity, p2);
```

### C#

```csharp
Function.Call((Hash)0x9A957912CE2EABD1, player, entity, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PLAYER::_REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY](https://natives.borderlinerp.com/natives/PLAYER/_REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::UPDATE_PLAYER_TELEPORT

- **Hash:** `0xC39DCE4672CBFBC1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `UpdatePlayerTeleport`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/UPDATE_PLAYER_TELEPORT

## Signature

```c
BOOL UPDATE_PLAYER_TELEPORT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UpdatePlayerTeleport(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC39DCE4672CBFBC1, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UpdatePlayerTeleport(player);

// by hash
const retval = Citizen.invokeNative('0xC39DCE4672CBFBC1', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC39DCE4672CBFBC1, player);
```

## See also

- [PLAYER::START_PLAYER_TELEPORT](https://natives.borderlinerp.com/natives/PLAYER/START_PLAYER_TELEPORT.md)
- [PLAYER::STOP_PLAYER_TELEPORT](https://natives.borderlinerp.com/natives/PLAYER/STOP_PLAYER_TELEPORT.md) — Disables the player's teleportation

*Sources: alloc8or RDR3 NativeDB.*

---

# PLAYER::UPDATE_WANTED_POSITION_THIS_FRAME

- **Hash:** `0xD0B0B044112BF424`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `UpdateWantedPositionThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/UPDATE_WANTED_POSITION_THIS_FRAME

## Signature

```c
void UPDATE_WANTED_POSITION_THIS_FRAME(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
UpdateWantedPositionThisFrame(player)

-- always available, by hash
Citizen.InvokeNative(0xD0B0B044112BF424, player)
```

### JavaScript

```js
UpdateWantedPositionThisFrame(player);

// by hash
Citizen.invokeNative('0xD0B0B044112BF424', player);
```

### C#

```csharp
Function.Call((Hash)0xD0B0B044112BF424, player);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x08892122769770D5

- **Hash:** `0x08892122769770D5`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x08892122769770d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x08892122769770D5

## Signature

```c
void _0x08892122769770D5(PopZone popZone, BOOL p1);
```

## Parameters

- `popZone` (`PopZone`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x08892122769770d5(popZone, p1)

-- always available, by hash
Citizen.InvokeNative(0x08892122769770D5, popZone, p1)
```

### JavaScript

```js
N_0x08892122769770d5(popZone, p1);

// by hash
Citizen.invokeNative('0x08892122769770D5', popZone, p1);
```

### C#

```csharp
Function.Call((Hash)0x08892122769770D5, popZone, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x08892122769770d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x0F1861101C9A9944

- **Hash:** `0x0F1861101C9A9944`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x0f1861101c9a9944`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x0F1861101C9A9944

## Signature

```c
void _0x0F1861101C9A9944(PopZone popZone, BOOL p1);
```

## Parameters

- `popZone` (`PopZone`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0f1861101c9a9944(popZone, p1)

-- always available, by hash
Citizen.InvokeNative(0x0F1861101C9A9944, popZone, p1)
```

### JavaScript

```js
N_0x0f1861101c9a9944(popZone, p1);

// by hash
Citizen.invokeNative('0x0F1861101C9A9944', popZone, p1);
```

### C#

```csharp
Function.Call((Hash)0x0F1861101C9A9944, popZone, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f1861101c9a9944` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x2161278C6322F740

- **Hash:** `0x2161278C6322F740`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x2161278c6322f740`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x2161278C6322F740

## Signature

```c
void _0x2161278C6322F740(int includeFlags, int excludeFlags, int p2, Hash p3, int p4, Volume volume);
```

## Parameters

- `includeFlags` (`int`)
- `excludeFlags` (`int`)
- `p2` (`int`)
- `p3` (`Hash`)
- `p4` (`int`)
- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2161278c6322f740(includeFlags, excludeFlags, p2, p3, p4, volume)

-- always available, by hash
Citizen.InvokeNative(0x2161278C6322F740, includeFlags, excludeFlags, p2, p3, p4, volume)
```

### JavaScript

```js
N_0x2161278c6322f740(includeFlags, excludeFlags, p2, p3, p4, volume);

// by hash
Citizen.invokeNative('0x2161278C6322F740', includeFlags, excludeFlags, p2, p3, p4, volume);
```

### C#

```csharp
Function.Call((Hash)0x2161278C6322F740, includeFlags, excludeFlags, p2, p3, p4, volume);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x2161278c6322f740` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x247F86595D396344

- **Hash:** `0x247F86595D396344`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x247f86595d396344`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x247F86595D396344

## Signature

```c
void _0x247F86595D396344(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x247f86595d396344(p0)

-- always available, by hash
Citizen.InvokeNative(0x247F86595D396344, p0)
```

### JavaScript

```js
N_0x247f86595d396344(p0);

// by hash
Citizen.invokeNative('0x247F86595D396344', p0);
```

### C#

```csharp
Function.Call((Hash)0x247F86595D396344, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x247f86595d396344` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x2660E7720EDC4BD0

- **Hash:** `0x2660E7720EDC4BD0`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x2660e7720edc4bd0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x2660E7720EDC4BD0

## Signature

```c
void _0x2660E7720EDC4BD0(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2660e7720edc4bd0(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x2660E7720EDC4BD0, p0, p1, p2)
```

### JavaScript

```js
N_0x2660e7720edc4bd0(p0, p1, p2);

// by hash
Citizen.invokeNative('0x2660E7720EDC4BD0', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x2660E7720EDC4BD0, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x2660e7720edc4bd0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x324AB2A68AD8AEE5

- **Hash:** `0x324AB2A68AD8AEE5`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x324ab2a68ad8aee5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x324AB2A68AD8AEE5

## Signature

```c
void _0x324AB2A68AD8AEE5();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x324ab2a68ad8aee5()

-- always available, by hash
Citizen.InvokeNative(0x324AB2A68AD8AEE5)
```

### JavaScript

```js
N_0x324ab2a68ad8aee5();

// by hash
Citizen.invokeNative('0x324AB2A68AD8AEE5');
```

### C#

```csharp
Function.Call((Hash)0x324AB2A68AD8AEE5);
```

- This native has no known name, so the runtime exposes it only as `N_0x324ab2a68ad8aee5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x578E2FA64E847C60

- **Hash:** `0x578E2FA64E847C60`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x578e2fa64e847c60`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x578E2FA64E847C60

## Signature

```c
void _0x578E2FA64E847C60(PopZone popZone, int p1);
```

## Parameters

- `popZone` (`PopZone`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x578e2fa64e847c60(popZone, p1)

-- always available, by hash
Citizen.InvokeNative(0x578E2FA64E847C60, popZone, p1)
```

### JavaScript

```js
N_0x578e2fa64e847c60(popZone, p1);

// by hash
Citizen.invokeNative('0x578E2FA64E847C60', popZone, p1);
```

### C#

```csharp
Function.Call((Hash)0x578E2FA64E847C60, popZone, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x578e2fa64e847c60` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x638FCFC6042A9473

- **Hash:** `0x638FCFC6042A9473`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x638fcfc6042a9473`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x638FCFC6042A9473

## Signature

```c
void _0x638FCFC6042A9473(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x638fcfc6042a9473(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x638FCFC6042A9473, p0, p1)
```

### JavaScript

```js
N_0x638fcfc6042a9473(p0, p1);

// by hash
Citizen.invokeNative('0x638FCFC6042A9473', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x638FCFC6042A9473, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x638fcfc6042a9473` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x7E6BC0B94F5928F0

- **Hash:** `0x7E6BC0B94F5928F0`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x7e6bc0b94f5928f0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x7E6BC0B94F5928F0

## Signature

```c
void _0x7E6BC0B94F5928F0(PopZone popZone, int p1, int p2);
```

## Parameters

- `popZone` (`PopZone`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7e6bc0b94f5928f0(popZone, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x7E6BC0B94F5928F0, popZone, p1, p2)
```

### JavaScript

```js
N_0x7e6bc0b94f5928f0(popZone, p1, p2);

// by hash
Citizen.invokeNative('0x7E6BC0B94F5928F0', popZone, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x7E6BC0B94F5928F0, popZone, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x7e6bc0b94f5928f0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0x8EC7CD701F872F87

- **Hash:** `0x8EC7CD701F872F87`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0x8ec7cd701f872f87`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0x8EC7CD701F872F87

## Signature

```c
void _0x8EC7CD701F872F87(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8ec7cd701f872f87(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x8EC7CD701F872F87, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0x8ec7cd701f872f87(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x8EC7CD701F872F87', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x8EC7CD701F872F87, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x8ec7cd701f872f87` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0xC4533E3E87125C9E

- **Hash:** `0xC4533E3E87125C9E`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0xc4533e3e87125c9e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0xC4533E3E87125C9E

## Signature

```c
void _0xC4533E3E87125C9E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc4533e3e87125c9e(p0)

-- always available, by hash
Citizen.InvokeNative(0xC4533E3E87125C9E, p0)
```

### JavaScript

```js
N_0xc4533e3e87125c9e(p0);

// by hash
Citizen.invokeNative('0xC4533E3E87125C9E', p0);
```

### C#

```csharp
Function.Call((Hash)0xC4533E3E87125C9E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4533e3e87125c9e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0xDBBF12EA7C1029B2

- **Hash:** `0xDBBF12EA7C1029B2`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0xdbbf12ea7c1029b2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0xDBBF12EA7C1029B2

## Signature

```c
void _0xDBBF12EA7C1029B2(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdbbf12ea7c1029b2(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDBBF12EA7C1029B2, p0, p1)
```

### JavaScript

```js
N_0xdbbf12ea7c1029b2(p0, p1);

// by hash
Citizen.invokeNative('0xDBBF12EA7C1029B2', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDBBF12EA7C1029B2, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdbbf12ea7c1029b2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0xEC116EDB683AD479

- **Hash:** `0xEC116EDB683AD479`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0xec116edb683ad479`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0xEC116EDB683AD479

## Signature

```c
void _0xEC116EDB683AD479(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Only used for Special Event (XMAS).
_SET_P*

## Usage

### Lua

```lua
N_0xec116edb683ad479(p0)

-- always available, by hash
Citizen.InvokeNative(0xEC116EDB683AD479, p0)
```

### JavaScript

```js
N_0xec116edb683ad479(p0);

// by hash
Citizen.invokeNative('0xEC116EDB683AD479', p0);
```

### C#

```csharp
Function.Call((Hash)0xEC116EDB683AD479, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xec116edb683ad479` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_0xF45E46DEECF7DF6E

- **Hash:** `0xF45E46DEECF7DF6E`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `N_0xf45e46deecf7df6e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/0xF45E46DEECF7DF6E

## Signature

```c
void _0xF45E46DEECF7DF6E(int bitFlag, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `bitFlag` (`int`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf45e46deecf7df6e(bitFlag, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xF45E46DEECF7DF6E, bitFlag, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xf45e46deecf7df6e(bitFlag, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xF45E46DEECF7DF6E', bitFlag, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xF45E46DEECF7DF6E, bitFlag, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xf45e46deecf7df6e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_ADD_AMBIENT_AVOIDANCE_RESTRICTION

- **Hash:** `0xB56D41A694E42E86`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `AddAmbientAvoidanceRestriction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_ADD_AMBIENT_AVOIDANCE_RESTRICTION

## Signature

```c
void _ADD_AMBIENT_AVOIDANCE_RESTRICTION(Volume volume, int includeFlags, int excludeFlags, Hash p3, Hash p4, Hash p5, int p6);
```

## Parameters

- `volume` (`Volume`)
- `includeFlags` (`int`)
- `excludeFlags` (`int`)
- `p3` (`Hash`)
- `p4` (`Hash`)
- `p5` (`Hash`)
- `p6` (`int`)

## Returns

`void`

## Description

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/PedFilterFlags

## Usage

### Lua

```lua
AddAmbientAvoidanceRestriction(volume, includeFlags, excludeFlags, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xB56D41A694E42E86, volume, includeFlags, excludeFlags, p3, p4, p5, p6)
```

### JavaScript

```js
AddAmbientAvoidanceRestriction(volume, includeFlags, excludeFlags, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xB56D41A694E42E86', volume, includeFlags, excludeFlags, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xB56D41A694E42E86, volume, includeFlags, excludeFlags, p3, p4, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedFilterFlags](https://natives.borderlinerp.com/enums/PedFilterFlags.md) — 31 values

## See also

- [POPULATION::_REMOVE_AMBIENT_AVOIDANCE_RESTRICTION](https://natives.borderlinerp.com/natives/POPULATION/_REMOVE_AMBIENT_AVOIDANCE_RESTRICTION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_ADD_AMBIENT_SPAWN_RESTRICTION

- **Hash:** `0x18262CAFEBB5FBE1`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `AddAmbientSpawnRestriction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_ADD_AMBIENT_SPAWN_RESTRICTION

## Signature

```c
void _ADD_AMBIENT_SPAWN_RESTRICTION(Volume volume, int includeFlags, int excludeFlags, Hash p3, Hash p4, Hash p5, int p6);
```

## Parameters

- `volume` (`Volume`)
- `includeFlags` (`int`)
- `excludeFlags` (`int`)
- `p3` (`Hash`)
- `p4` (`Hash`)
- `p5` (`Hash`)
- `p6` (`int`)

## Returns

`void`

## Description

flags: see 0xB56D41A694E42E86

## Usage

### Lua

```lua
AddAmbientSpawnRestriction(volume, includeFlags, excludeFlags, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x18262CAFEBB5FBE1, volume, includeFlags, excludeFlags, p3, p4, p5, p6)
```

### JavaScript

```js
AddAmbientSpawnRestriction(volume, includeFlags, excludeFlags, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x18262CAFEBB5FBE1', volume, includeFlags, excludeFlags, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x18262CAFEBB5FBE1, volume, includeFlags, excludeFlags, p3, p4, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedFilterFlags](https://natives.borderlinerp.com/enums/PedFilterFlags.md) — 31 values

## See also

- [POPULATION::_REMOVE_AMBIENT_SPAWN_RESTRICTION](https://natives.borderlinerp.com/natives/POPULATION/_REMOVE_AMBIENT_SPAWN_RESTRICTION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::CLEAR_SPAWNER_INFO_PRIORITY

- **Hash:** `0x217A54DE2D200305`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `ClearSpawnerInfoPriority`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/CLEAR_SPAWNER_INFO_PRIORITY

## Signature

```c
void CLEAR_SPAWNER_INFO_PRIORITY(Hash p0, Hash p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ClearSpawnerInfoPriority(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x217A54DE2D200305, p0, p1)
```

### JavaScript

```js
ClearSpawnerInfoPriority(p0, p1);

// by hash
Citizen.invokeNative('0x217A54DE2D200305', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x217A54DE2D200305, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [POPULATION::SET_SPAWNER_INFO_PRIORITY](https://natives.borderlinerp.com/natives/POPULATION/SET_SPAWNER_INFO_PRIORITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_CREATE_POPZONE_FROM_VOLUME

- **Hash:** `0x9AC1C64FE46B6D09`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `CreatePopzoneFromVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_CREATE_POPZONE_FROM_VOLUME

## Signature

```c
PopZone _CREATE_POPZONE_FROM_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`PopZone`

## Usage

### Lua

```lua
local retval = CreatePopzoneFromVolume(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9AC1C64FE46B6D09, volume, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePopzoneFromVolume(volume);

// by hash
const retval = Citizen.invokeNative('0x9AC1C64FE46B6D09', volume, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9AC1C64FE46B6D09, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_DELETE_SCRIPT_POPZONE

- **Hash:** `0xA6E6A66FC4CA4224`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `DeleteScriptPopzone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_DELETE_SCRIPT_POPZONE

## Signature

```c
void _DELETE_SCRIPT_POPZONE(PopZone popZone);
```

## Parameters

- `popZone` (`PopZone`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteScriptPopzone(popZone)

-- always available, by hash
Citizen.InvokeNative(0xA6E6A66FC4CA4224, popZone)
```

### JavaScript

```js
DeleteScriptPopzone(popZone);

// by hash
Citizen.invokeNative('0xA6E6A66FC4CA4224', popZone);
```

### C#

```csharp
Function.Call((Hash)0xA6E6A66FC4CA4224, popZone);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::DISABLE_AMBIENT_ROAD_POPULATION

- **Hash:** `0xC6DCC2A3A8825C85`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `DisableAmbientRoadPopulation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/DISABLE_AMBIENT_ROAD_POPULATION

## Signature

```c
void DISABLE_AMBIENT_ROAD_POPULATION(BOOL unk);
```

## Parameters

- `unk` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DisableAmbientRoadPopulation(unk)

-- always available, by hash
Citizen.InvokeNative(0xC6DCC2A3A8825C85, unk)
```

### JavaScript

```js
DisableAmbientRoadPopulation(unk);

// by hash
Citizen.invokeNative('0xC6DCC2A3A8825C85', unk);
```

### C#

```csharp
Function.Call((Hash)0xC6DCC2A3A8825C85, unk);
```

## See also

- [POPULATION::ENABLE_AMBIENT_ROAD_POPULATION](https://natives.borderlinerp.com/natives/POPULATION/ENABLE_AMBIENT_ROAD_POPULATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::ENABLE_AMBIENT_ROAD_POPULATION

- **Hash:** `0xBC90BDF4E5228EA1`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `EnableAmbientRoadPopulation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/ENABLE_AMBIENT_ROAD_POPULATION

## Signature

```c
void ENABLE_AMBIENT_ROAD_POPULATION();
```

## Returns

`void`

## Usage

### Lua

```lua
EnableAmbientRoadPopulation()

-- always available, by hash
Citizen.InvokeNative(0xBC90BDF4E5228EA1)
```

### JavaScript

```js
EnableAmbientRoadPopulation();

// by hash
Citizen.invokeNative('0xBC90BDF4E5228EA1');
```

### C#

```csharp
Function.Call((Hash)0xBC90BDF4E5228EA1);
```

## See also

- [POPULATION::DISABLE_AMBIENT_ROAD_POPULATION](https://natives.borderlinerp.com/natives/POPULATION/DISABLE_AMBIENT_ROAD_POPULATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::GET_NUM_MODELS_IN_POPULATION_SET

- **Hash:** `0xA1E3171ED0E47564`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `GetNumModelsInPopulationSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/GET_NUM_MODELS_IN_POPULATION_SET

## Signature

```c
int GET_NUM_MODELS_IN_POPULATION_SET(Hash popSetHash);
```

## Parameters

- `popSetHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumModelsInPopulationSet(popSetHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA1E3171ED0E47564, popSetHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumModelsInPopulationSet(popSetHash);

// by hash
const retval = Citizen.invokeNative('0xA1E3171ED0E47564', popSetHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA1E3171ED0E47564, popSetHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::GET_PED_MODEL_NAME_IN_POPULATION_SET

- **Hash:** `0x3EAFA1C533B7139E`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `GetPedModelNameInPopulationSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/GET_PED_MODEL_NAME_IN_POPULATION_SET

## Signature

```c
Hash GET_PED_MODEL_NAME_IN_POPULATION_SET(Hash popSetHash, int index);
```

## Parameters

- `popSetHash` (`Hash`)
- `index` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedModelNameInPopulationSet(popSetHash, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3EAFA1C533B7139E, popSetHash, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedModelNameInPopulationSet(popSetHash, index);

// by hash
const retval = Citizen.invokeNative('0x3EAFA1C533B7139E', popSetHash, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3EAFA1C533B7139E, popSetHash, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_GET_RANDOM_FISH_TYPE_FOR_LOCATION

- **Hash:** `0x595478B3BBC3076D`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `GetRandomFishTypeForLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_GET_RANDOM_FISH_TYPE_FOR_LOCATION

## Signature

```c
Hash _GET_RANDOM_FISH_TYPE_FOR_LOCATION();
```

## Returns

`Hash`

## Description

Returns model hash of the closest fish

## Usage

### Lua

```lua
local retval = GetRandomFishTypeForLocation()

-- always available, by hash
local retval = Citizen.InvokeNative(0x595478B3BBC3076D, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomFishTypeForLocation();

// by hash
const retval = Citizen.invokeNative('0x595478B3BBC3076D', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x595478B3BBC3076D);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# POPULATION::GET_RANDOM_MODEL_FROM_POPULATION_SET

- **Hash:** `0x6B12ED8C77E8567B`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `GetRandomModelFromPopulationSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/GET_RANDOM_MODEL_FROM_POPULATION_SET

## Signature

```c
Hash GET_RANDOM_MODEL_FROM_POPULATION_SET(Hash popSetHash, int flags, Hash p2, BOOL p3, BOOL p4, float x, float y, float z);
```

## Parameters

- `popSetHash` (`Hash`)
- `flags` (`int`)
- `p2` (`Hash`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetRandomModelFromPopulationSet(popSetHash, flags, p2, p3, p4, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B12ED8C77E8567B, popSetHash, flags, p2, p3, p4, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomModelFromPopulationSet(popSetHash, flags, p2, p3, p4, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x6B12ED8C77E8567B', popSetHash, flags, p2, p3, p4, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6B12ED8C77E8567B, popSetHash, flags, p2, p3, p4, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_IS_POPZONE_VALID

- **Hash:** `0xA5BD585005EFCAD4`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `IsPopzoneValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_IS_POPZONE_VALID

## Signature

```c
BOOL _IS_POPZONE_VALID(PopZone popZone);
```

## Parameters

- `popZone` (`PopZone`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPopzoneValid(popZone)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA5BD585005EFCAD4, popZone, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPopzoneValid(popZone);

// by hash
const retval = Citizen.invokeNative('0xA5BD585005EFCAD4', popZone, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA5BD585005EFCAD4, popZone);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_REMOVE_AMBIENT_AVOIDANCE_RESTRICTION

- **Hash:** `0x74C2B3DC0B294102`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `RemoveAmbientAvoidanceRestriction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_REMOVE_AMBIENT_AVOIDANCE_RESTRICTION

## Signature

```c
void _REMOVE_AMBIENT_AVOIDANCE_RESTRICTION(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Description

flags: see 0xB56D41A694E42E86

## Usage

### Lua

```lua
RemoveAmbientAvoidanceRestriction(volume)

-- always available, by hash
Citizen.InvokeNative(0x74C2B3DC0B294102, volume)
```

### JavaScript

```js
RemoveAmbientAvoidanceRestriction(volume);

// by hash
Citizen.invokeNative('0x74C2B3DC0B294102', volume);
```

### C#

```csharp
Function.Call((Hash)0x74C2B3DC0B294102, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [POPULATION::_ADD_AMBIENT_AVOIDANCE_RESTRICTION](https://natives.borderlinerp.com/natives/POPULATION/_ADD_AMBIENT_AVOIDANCE_RESTRICTION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_REMOVE_AMBIENT_SPAWN_RESTRICTION

- **Hash:** `0xA1CFB35069D23C23`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `RemoveAmbientSpawnRestriction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_REMOVE_AMBIENT_SPAWN_RESTRICTION

## Signature

```c
void _REMOVE_AMBIENT_SPAWN_RESTRICTION(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAmbientSpawnRestriction(volume)

-- always available, by hash
Citizen.InvokeNative(0xA1CFB35069D23C23, volume)
```

### JavaScript

```js
RemoveAmbientSpawnRestriction(volume);

// by hash
Citizen.invokeNative('0xA1CFB35069D23C23', volume);
```

### C#

```csharp
Function.Call((Hash)0xA1CFB35069D23C23, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [POPULATION::_ADD_AMBIENT_SPAWN_RESTRICTION](https://natives.borderlinerp.com/natives/POPULATION/_ADD_AMBIENT_SPAWN_RESTRICTION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::_SET_PED_SHOULD_IGNORE_AVOIDANCE_VOLUMES

- **Hash:** `0xF74E134F40192884`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `SetPedShouldIgnoreAvoidanceVolumes`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/_SET_PED_SHOULD_IGNORE_AVOIDANCE_VOLUMES

## Signature

```c
void _SET_PED_SHOULD_IGNORE_AVOIDANCE_VOLUMES(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`void`

## Description

Params: p1 = 1 & 2 in R* Scripts, 0 = Disable avoidance, 1 = Enabled avoidance, 2 = Enabled avoidance (?)

## Usage

### Lua

```lua
SetPedShouldIgnoreAvoidanceVolumes(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xF74E134F40192884, ped, p1)
```

### JavaScript

```js
SetPedShouldIgnoreAvoidanceVolumes(ped, p1);

// by hash
Citizen.invokeNative('0xF74E134F40192884', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xF74E134F40192884, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::SET_POPZONE_POPULATION_SET

- **Hash:** `0x3E6A49D9B519E85C`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `SetPopzonePopulationSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/SET_POPZONE_POPULATION_SET

## Signature

```c
void SET_POPZONE_POPULATION_SET(PopZone popZone, Hash populationSetHash);
```

## Parameters

- `popZone` (`PopZone`)
- `populationSetHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPopzonePopulationSet(popZone, populationSetHash)

-- always available, by hash
Citizen.InvokeNative(0x3E6A49D9B519E85C, popZone, populationSetHash)
```

### JavaScript

```js
SetPopzonePopulationSet(popZone, populationSetHash);

// by hash
Citizen.invokeNative('0x3E6A49D9B519E85C', popZone, populationSetHash);
```

### C#

```csharp
Function.Call((Hash)0x3E6A49D9B519E85C, popZone, populationSetHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# POPULATION::SET_SPAWNER_INFO_PRIORITY

- **Hash:** `0x60CDE717A6D47769`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `SetSpawnerInfoPriority`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/SET_SPAWNER_INFO_PRIORITY

## Signature

```c
void SET_SPAWNER_INFO_PRIORITY(Hash p0, Hash p1, int priority);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)
- `priority` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetSpawnerInfoPriority(p0, p1, priority)

-- always available, by hash
Citizen.InvokeNative(0x60CDE717A6D47769, p0, p1, priority)
```

### JavaScript

```js
SetSpawnerInfoPriority(p0, p1, priority);

// by hash
Citizen.invokeNative('0x60CDE717A6D47769', p0, p1, priority);
```

### C#

```csharp
Function.Call((Hash)0x60CDE717A6D47769, p0, p1, priority);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [POPULATION::CLEAR_SPAWNER_INFO_PRIORITY](https://natives.borderlinerp.com/natives/POPULATION/CLEAR_SPAWNER_INFO_PRIORITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC06CFF658B2E51DA

- **Hash:** `0xC06CFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc06cff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC06CFF658B2E51DA

## Signature

```c
Any _0xC06CFF658B2E51DA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc06cff658b2e51da(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC06CFF658B2E51DA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc06cff658b2e51da(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC06CFF658B2E51DA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC06CFF658B2E51DA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc06cff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC07CFF658B2E51DA

- **Hash:** `0xC07CFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc07cff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC07CFF658B2E51DA

## Signature

```c
Any _0xC07CFF658B2E51DA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc07cff658b2e51da(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC07CFF658B2E51DA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc07cff658b2e51da(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC07CFF658B2E51DA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC07CFF658B2E51DA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc07cff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E52DA

- **Hash:** `0xC084FF658B2E52DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e52da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E52DA

## Signature

```c
Any _0xC084FF658B2E52DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e52da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E52DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e52da(p0);

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E52DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E52DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e52da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E53DA

- **Hash:** `0xC084FF658B2E53DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e53da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E53DA

## Signature

```c
Any _0xC084FF658B2E53DA();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e53da()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E53DA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e53da();

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E53DA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E53DA);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e53da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E54DA

- **Hash:** `0xC084FF658B2E54DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e54da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E54DA

## Signature

```c
Any _0xC084FF658B2E54DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e54da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E54DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e54da(p0);

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E54DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E54DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e54da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E55DA

- **Hash:** `0xC084FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E55DA

## Signature

```c
Any _0xC084FF658B2E55DA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e55da(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E55DA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e55da(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E55DA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E55DA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E61DA

- **Hash:** `0xC084FF658B2E61DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e61da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E61DA

## Signature

```c
Any _0xC084FF658B2E61DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e61da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E61DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e61da(p0);

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E61DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E61DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e61da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E71DA

- **Hash:** `0xC084FF658B2E71DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e71da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E71DA

## Signature

```c
Any _0xC084FF658B2E71DA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e71da(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E71DA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e71da(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E71DA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E71DA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e71da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC084FF658B2E81DA

- **Hash:** `0xC084FF658B2E81DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc084ff658b2e81da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC084FF658B2E81DA

## Signature

```c
Any _0xC084FF658B2E81DA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc084ff658b2e81da(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC084FF658B2E81DA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc084ff658b2e81da(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC084FF658B2E81DA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC084FF658B2E81DA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc084ff658b2e81da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC086FF658B2E51DA

- **Hash:** `0xC086FF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc086ff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC086FF658B2E51DA

## Signature

```c
Any _0xC086FF658B2E51DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc086ff658b2e51da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC086FF658B2E51DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc086ff658b2e51da(p0);

// by hash
const retval = Citizen.invokeNative('0xC086FF658B2E51DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC086FF658B2E51DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc086ff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC086FF658B2E51DB

- **Hash:** `0xC086FF658B2E51DB`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc086ff658b2e51db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC086FF658B2E51DB

## Signature

```c
Any _0xC086FF658B2E51DB();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc086ff658b2e51db()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC086FF658B2E51DB, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc086ff658b2e51db();

// by hash
const retval = Citizen.invokeNative('0xC086FF658B2E51DB', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC086FF658B2E51DB);
```

- This native has no known name, so the runtime exposes it only as `N_0xc086ff658b2e51db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC087FF658B2E51DA

- **Hash:** `0xC087FF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc087ff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC087FF658B2E51DA

## Signature

```c
Any _0xC087FF658B2E51DA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc087ff658b2e51da(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC087FF658B2E51DA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc087ff658b2e51da(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC087FF658B2E51DA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC087FF658B2E51DA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc087ff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC089FF658B2E51DA

- **Hash:** `0xC089FF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc089ff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC089FF658B2E51DA

## Signature

```c
Any _0xC089FF658B2E51DA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc089ff658b2e51da(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC089FF658B2E51DA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc089ff658b2e51da(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC089FF658B2E51DA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC089FF658B2E51DA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc089ff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08AFF658B2E51DA

- **Hash:** `0xC08AFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08aff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08AFF658B2E51DA

## Signature

```c
void _0xC08AFF658B2E51DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc08aff658b2e51da(p0)

-- always available, by hash
Citizen.InvokeNative(0xC08AFF658B2E51DA, p0)
```

### JavaScript

```js
N_0xc08aff658b2e51da(p0);

// by hash
Citizen.invokeNative('0xC08AFF658B2E51DA', p0);
```

### C#

```csharp
Function.Call((Hash)0xC08AFF658B2E51DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08aff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08AFF658B2E51DB

- **Hash:** `0xC08AFF658B2E51DB`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08aff658b2e51db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08AFF658B2E51DB

## Signature

```c
void _0xC08AFF658B2E51DB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc08aff658b2e51db(p0)

-- always available, by hash
Citizen.InvokeNative(0xC08AFF658B2E51DB, p0)
```

### JavaScript

```js
N_0xc08aff658b2e51db(p0);

// by hash
Citizen.invokeNative('0xC08AFF658B2E51DB', p0);
```

### C#

```csharp
Function.Call((Hash)0xC08AFF658B2E51DB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08aff658b2e51db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08BFF658B2E51DA

- **Hash:** `0xC08BFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08bff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08BFF658B2E51DA

## Signature

```c
Any _0xC08BFF658B2E51DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08bff658b2e51da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08BFF658B2E51DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08bff658b2e51da(p0);

// by hash
const retval = Citizen.invokeNative('0xC08BFF658B2E51DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08BFF658B2E51DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08bff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08CFF658B2E51DA

- **Hash:** `0xC08CFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08cff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08CFF658B2E51DA

## Signature

```c
Any _0xC08CFF658B2E51DA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08cff658b2e51da(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08CFF658B2E51DA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08cff658b2e51da(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC08CFF658B2E51DA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08CFF658B2E51DA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08cff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08DEF658B2E51DA

- **Hash:** `0xC08DEF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08def658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08DEF658B2E51DA

## Signature

```c
Any _0xC08DEF658B2E51DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08def658b2e51da(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08DEF658B2E51DA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08def658b2e51da(p0);

// by hash
const retval = Citizen.invokeNative('0xC08DEF658B2E51DA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08DEF658B2E51DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08def658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08DFF658B2E51DA

- **Hash:** `0xC08DFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08dff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08DFF658B2E51DA

## Signature

```c
Any _0xC08DFF658B2E51DA();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08dff658b2e51da()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08DFF658B2E51DA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08dff658b2e51da();

// by hash
const retval = Citizen.invokeNative('0xC08DFF658B2E51DA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08DFF658B2E51DA);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08dff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08DFF658B2E51DB

- **Hash:** `0xC08DFF658B2E51DB`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08dff658b2e51db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08DFF658B2E51DB

## Signature

```c
Any _0xC08DFF658B2E51DB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08dff658b2e51db(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08DFF658B2E51DB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08dff658b2e51db(p0);

// by hash
const retval = Citizen.invokeNative('0xC08DFF658B2E51DB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08DFF658B2E51DB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08dff658b2e51db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08EFF658B2E51DB

- **Hash:** `0xC08EFF658B2E51DB`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08eff658b2e51db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08EFF658B2E51DB

## Signature

```c
Any _0xC08EFF658B2E51DB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08eff658b2e51db(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08EFF658B2E51DB, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08eff658b2e51db(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC08EFF658B2E51DB', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08EFF658B2E51DB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08eff658b2e51db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08FFF658B2E51DA

- **Hash:** `0xC08FFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08fff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08FFF658B2E51DA

## Signature

```c
Any _0xC08FFF658B2E51DA();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08fff658b2e51da()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08FFF658B2E51DA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08fff658b2e51da();

// by hash
const retval = Citizen.invokeNative('0xC08FFF658B2E51DA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08FFF658B2E51DA);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08fff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC08FFF658B2E51DB

- **Hash:** `0xC08FFF658B2E51DB`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc08fff658b2e51db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC08FFF658B2E51DB

## Signature

```c
Any _0xC08FFF658B2E51DB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc08fff658b2e51db(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC08FFF658B2E51DB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc08fff658b2e51db(p0);

// by hash
const retval = Citizen.invokeNative('0xC08FFF658B2E51DB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC08FFF658B2E51DB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc08fff658b2e51db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC09CFF658B2E51DA

- **Hash:** `0xC09CFF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc09cff658b2e51da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC09CFF658B2E51DA

## Signature

```c
Any _0xC09CFF658B2E51DA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc09cff658b2e51da(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC09CFF658B2E51DA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc09cff658b2e51da(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC09CFF658B2E51DA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC09CFF658B2E51DA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc09cff658b2e51da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC184FF658B2E55DA

- **Hash:** `0xC184FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc184ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC184FF658B2E55DA

## Signature

```c
Any _0xC184FF658B2E55DA(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc184ff658b2e55da(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC184FF658B2E55DA, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc184ff658b2e55da(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xC184FF658B2E55DA', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC184FF658B2E55DA, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc184ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC284FF658B2E55DA

- **Hash:** `0xC284FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc284ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC284FF658B2E55DA

## Signature

```c
Any _0xC284FF658B2E55DA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc284ff658b2e55da(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC284FF658B2E55DA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc284ff658b2e55da(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC284FF658B2E55DA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC284FF658B2E55DA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc284ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC394FF658B2E55DA

- **Hash:** `0xC394FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc394ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC394FF658B2E55DA

## Signature

```c
Any _0xC394FF658B2E55DA(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc394ff658b2e55da(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC394FF658B2E55DA, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc394ff658b2e55da(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xC394FF658B2E55DA', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC394FF658B2E55DA, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xc394ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC484FF658B2E55DA

- **Hash:** `0xC484FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc484ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC484FF658B2E55DA

## Signature

```c
void _0xC484FF658B2E55DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc484ff658b2e55da(p0)

-- always available, by hash
Citizen.InvokeNative(0xC484FF658B2E55DA, p0)
```

### JavaScript

```js
N_0xc484ff658b2e55da(p0);

// by hash
Citizen.invokeNative('0xC484FF658B2E55DA', p0);
```

### C#

```csharp
Function.Call((Hash)0xC484FF658B2E55DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc484ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC584FF658B2E55DA

- **Hash:** `0xC584FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc584ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC584FF658B2E55DA

## Signature

```c
void _0xC584FF658B2E55DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc584ff658b2e55da(p0)

-- always available, by hash
Citizen.InvokeNative(0xC584FF658B2E55DA, p0)
```

### JavaScript

```js
N_0xc584ff658b2e55da(p0);

// by hash
Citizen.invokeNative('0xC584FF658B2E55DA', p0);
```

### C#

```csharp
Function.Call((Hash)0xC584FF658B2E55DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc584ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::_0xC684FF658B2E55DA

- **Hash:** `0xC684FF658B2E55DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `N_0xc684ff658b2e55da`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/0xC684FF658B2E55DA

## Signature

```c
void _0xC684FF658B2E55DA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc684ff658b2e55da(p0)

-- always available, by hash
Citizen.InvokeNative(0xC684FF658B2E55DA, p0)
```

### JavaScript

```js
N_0xc684ff658b2e55da(p0);

// by hash
Citizen.invokeNative('0xC684FF658B2E55DA', p0);
```

### C#

```csharp
Function.Call((Hash)0xC684FF658B2E55DA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc684ff658b2e55da` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# POSSE::POSSE_GET_POSSE_MEMBERSHIP_COUNT

- **Hash:** `0xC088FF658B2E51DA`
- **Namespace:** POSSE
- **Runtime name (Lua/JS):** `PosseGetPosseMembershipCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POSSE/POSSE_GET_POSSE_MEMBERSHIP_COUNT

## Signature

```c
int POSSE_GET_POSSE_MEMBERSHIP_COUNT();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = PosseGetPosseMembershipCount()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC088FF658B2E51DA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PosseGetPosseMembershipCount();

// by hash
const retval = Citizen.invokeNative('0xC088FF658B2E51DA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC088FF658B2E51DA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_0x58E0B01D45CA7357

- **Hash:** `0x58E0B01D45CA7357`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `N_0x58e0b01d45ca7357`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/0x58E0B01D45CA7357

## Signature

```c
void _0x58E0B01D45CA7357(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x58e0b01d45ca7357(p0)

-- always available, by hash
Citizen.InvokeNative(0x58E0B01D45CA7357, p0)
```

### JavaScript

```js
N_0x58e0b01d45ca7357(p0);

// by hash
Citizen.invokeNative('0x58E0B01D45CA7357', p0);
```

### C#

```csharp
Function.Call((Hash)0x58E0B01D45CA7357, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x58e0b01d45ca7357` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_ADD_ADDITIONAL_PROP_SET_FOR_VEHICLE

- **Hash:** `0x75F90E4051CC084C`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `AddAdditionalPropSetForVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_ADD_ADDITIONAL_PROP_SET_FOR_VEHICLE

## Signature

```c
void _ADD_ADDITIONAL_PROP_SET_FOR_VEHICLE(Vehicle vehicle, Hash propset);
```

## Parameters

- `vehicle` (`Vehicle`)
- `propset` (`Hash`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_propsets.lua

## Usage

### Lua

```lua
AddAdditionalPropSetForVehicle(vehicle, propset)

-- always available, by hash
Citizen.InvokeNative(0x75F90E4051CC084C, vehicle, propset)
```

### JavaScript

```js
AddAdditionalPropSetForVehicle(vehicle, propset);

// by hash
Citizen.invokeNative('0x75F90E4051CC084C', vehicle, propset);
```

### C#

```csharp
Function.Call((Hash)0x75F90E4051CC084C, vehicle, propset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_ADD_LIGHT_PROP_SET_TO_VEHICLE

- **Hash:** `0xC0F0417A90402742`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `AddLightPropSetToVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_ADD_LIGHT_PROP_SET_TO_VEHICLE

## Signature

```c
void _ADD_LIGHT_PROP_SET_TO_VEHICLE(Vehicle vehicle, Hash lightPropset);
```

## Parameters

- `vehicle` (`Vehicle`)
- `lightPropset` (`Hash`)

## Returns

`void`

## Description

To remove propsets either parse a zero as hash or call 0xE31C0CB1C3186D40
0xA6A9712955F53D9C returns lightPropset Hashes
https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_lantern_propsets.lua

## Usage

### Lua

```lua
AddLightPropSetToVehicle(vehicle, lightPropset)

-- always available, by hash
Citizen.InvokeNative(0xC0F0417A90402742, vehicle, lightPropset)
```

### JavaScript

```js
AddLightPropSetToVehicle(vehicle, lightPropset);

// by hash
Citizen.invokeNative('0xC0F0417A90402742', vehicle, lightPropset);
```

### C#

```csharp
Function.Call((Hash)0xC0F0417A90402742, vehicle, lightPropset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_ADD_PROP_SET_FOR_VEHICLE

- **Hash:** `0xD80FAF919A2E56EA`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `AddPropSetForVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_ADD_PROP_SET_FOR_VEHICLE

## Signature

```c
void _ADD_PROP_SET_FOR_VEHICLE(Vehicle vehicle, Hash propset);
```

## Parameters

- `vehicle` (`Vehicle`)
- `propset` (`Hash`)

## Returns

`void`

## Description

List of vehicle propsets (wagons & trains): https://pastebin.com/1CsnvGLu / https://pastebin.com/v7TtqTgE

## Usage

### Lua

```lua
AddPropSetForVehicle(vehicle, propset)

-- always available, by hash
Citizen.InvokeNative(0xD80FAF919A2E56EA, vehicle, propset)
```

### JavaScript

```js
AddPropSetForVehicle(vehicle, propset);

// by hash
Citizen.invokeNative('0xD80FAF919A2E56EA', vehicle, propset);
```

### C#

```csharp
Function.Call((Hash)0xD80FAF919A2E56EA, vehicle, propset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# PROPSET::_CREATE_PROP_SET

- **Hash:** `0xE65C5CBA95F0E510`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `CreatePropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET

## Signature

```c
PropSet _CREATE_PROP_SET(Hash propsetType, float x, float y, float z, int placementType, float heading, float zProbe, BOOL p7, BOOL useVegMod);
```

## Parameters

- `propsetType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `placementType` (`int`)
- `heading` (`float`)
- `zProbe` (`float`)
- `p7` (`BOOL`)
- `useVegMod` (`BOOL`)

## Returns

`PropSet`

## Description

propsetType: https://github.com/femga/rdr3_discoveries/blob/master/objects/propsets_list.lua
placementType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/PlacementType

## Usage

### Lua

```lua
local retval = CreatePropSet(propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE65C5CBA95F0E510, propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePropSet(propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod);

// by hash
const retval = Citizen.invokeNative('0xE65C5CBA95F0E510', propsetType, x + 0.0000001, y + 0.0000001, z + 0.0000001, placementType, heading + 0.0000001, zProbe + 0.0000001, p7, useVegMod, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE65C5CBA95F0E510, propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PlacementType](https://natives.borderlinerp.com/enums/PlacementType.md) — 6 values

## See also

- [PROPSET::_REQUEST_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET.md)
- [PROPSET::_DELETE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_DELETE_PROP_SET.md)
- [PROPSET::_RELEASE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_RELEASE_PROP_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_CREATE_PROP_SET_2

- **Hash:** `0x899C97A1CCE7D483`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `CreatePropSet_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET_2

## Signature

```c
PropSet _CREATE_PROP_SET_2(Hash propsetType, float x, float y, float z, int placementType, float heading, float zProbe, BOOL p7, BOOL useVegMod);
```

## Parameters

- `propsetType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `placementType` (`int`)
- `heading` (`float`)
- `zProbe` (`float`)
- `p7` (`BOOL`)
- `useVegMod` (`BOOL`)

## Returns

`PropSet`

## Description

Same as _CREATE_PROP_SET

## Usage

### Lua

```lua
local retval = CreatePropSet_2(propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod)

-- always available, by hash
local retval = Citizen.InvokeNative(0x899C97A1CCE7D483, propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePropSet_2(propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod);

// by hash
const retval = Citizen.invokeNative('0x899C97A1CCE7D483', propsetType, x + 0.0000001, y + 0.0000001, z + 0.0000001, placementType, heading + 0.0000001, zProbe + 0.0000001, p7, useVegMod, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x899C97A1CCE7D483, propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PlacementType](https://natives.borderlinerp.com/enums/PlacementType.md) — 6 values

## See also

- [PROPSET::_REQUEST_PROP_SET_2](https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET_2.md) — Same as _REQUEST_PROP_SET

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

- **Hash:** `0x9609DBDDE18FAD8C`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `CreatePropSetInstanceAttachedToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

## Signature

```c
PropSet CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY(Hash hash, float x, float y, float z, Entity entity, float p5, BOOL p6, int p7, BOOL p8);
```

## Parameters

- `hash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `entity` (`Entity`)
- `p5` (`float`)
- `p6` (`BOOL`)
- `p7` (`int`)
- `p8` (`BOOL`)

## Returns

`PropSet`

## Usage

### Lua

```lua
local retval = CreatePropSetInstanceAttachedToEntity(hash, x, y, z, entity, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9609DBDDE18FAD8C, hash, x, y, z, entity, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePropSetInstanceAttachedToEntity(hash, x, y, z, entity, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x9609DBDDE18FAD8C', hash, x + 0.0000001, y + 0.0000001, z + 0.0000001, entity, p5 + 0.0000001, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9609DBDDE18FAD8C, hash, x, y, z, entity, p5, p6, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2

- **Hash:** `0xACA7FB30269096D4`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `CreatePropSetInstanceAttachedToEntity_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2

## Signature

```c
PropSet _CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2(Hash hash, float x, float y, float z, Entity entity, float p5, BOOL p6, int p7, BOOL p8);
```

## Parameters

- `hash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `entity` (`Entity`)
- `p5` (`float`)
- `p6` (`BOOL`)
- `p7` (`int`)
- `p8` (`BOOL`)

## Returns

`PropSet`

## Description

Same as CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

## Usage

### Lua

```lua
local retval = CreatePropSetInstanceAttachedToEntity_2(hash, x, y, z, entity, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xACA7FB30269096D4, hash, x, y, z, entity, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePropSetInstanceAttachedToEntity_2(hash, x, y, z, entity, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xACA7FB30269096D4', hash, x + 0.0000001, y + 0.0000001, z + 0.0000001, entity, p5 + 0.0000001, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xACA7FB30269096D4, hash, x, y, z, entity, p5, p6, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_DELETE_PROP_SET

- **Hash:** `0x58AC173A55D9D7B4`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `DeletePropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_DELETE_PROP_SET

## Signature

```c
void _DELETE_PROP_SET(PropSet propSet, BOOL p1, BOOL p2);
```

## Parameters

- `propSet` (`PropSet`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DeletePropSet(propSet, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x58AC173A55D9D7B4, propSet, p1, p2)
```

### JavaScript

```js
DeletePropSet(propSet, p1, p2);

// by hash
Citizen.invokeNative('0x58AC173A55D9D7B4', propSet, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x58AC173A55D9D7B4, propSet, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PROPSET::_REQUEST_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET.md)
- [PROPSET::_RELEASE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_RELEASE_PROP_SET.md)
- [PROPSET::_CREATE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::DOES_PROP_SET_EXIST

- **Hash:** `0x7DDDCF815E650FF5`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `DoesPropSetExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/DOES_PROP_SET_EXIST

## Signature

```c
BOOL DOES_PROP_SET_EXIST(PropSet propSet);
```

## Parameters

- `propSet` (`PropSet`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPropSetExist(propSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7DDDCF815E650FF5, propSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPropSetExist(propSet);

// by hash
const retval = Citizen.invokeNative('0x7DDDCF815E650FF5', propSet, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7DDDCF815E650FF5, propSet);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_DOES_PROP_SET_OF_TYPE_EXIST_NEAR_COORDS

- **Hash:** `0x72068021F498E6E3`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `DoesPropSetOfTypeExistNearCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_DOES_PROP_SET_OF_TYPE_EXIST_NEAR_COORDS

## Signature

```c
BOOL _DOES_PROP_SET_OF_TYPE_EXIST_NEAR_COORDS(Hash propsetHash, float x, float y, float z);
```

## Parameters

- `propsetHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesPropSetOfTypeExistNearCoords(propsetHash, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x72068021F498E6E3, propsetHash, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPropSetOfTypeExistNearCoords(propsetHash, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x72068021F498E6E3', propsetHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x72068021F498E6E3, propsetHash, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_DOES_VEHICLE_HAVE_ANY_LIGHT_PROP_SET

- **Hash:** `0xC9B4B3A36F81FD75`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `DoesVehicleHaveAnyLightPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_DOES_VEHICLE_HAVE_ANY_LIGHT_PROP_SET

## Signature

```c
BOOL _DOES_VEHICLE_HAVE_ANY_LIGHT_PROP_SET(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesVehicleHaveAnyLightPropSet(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC9B4B3A36F81FD75, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesVehicleHaveAnyLightPropSet(vehicle);

// by hash
const retval = Citizen.invokeNative('0xC9B4B3A36F81FD75', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC9B4B3A36F81FD75, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_DOES_VEHICLE_HAVE_ANY_PROP_SET

- **Hash:** `0x53784CEA0159439B`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `DoesVehicleHaveAnyPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_DOES_VEHICLE_HAVE_ANY_PROP_SET

## Signature

```c
BOOL _DOES_VEHICLE_HAVE_ANY_PROP_SET(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesVehicleHaveAnyPropSet(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53784CEA0159439B, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesVehicleHaveAnyPropSet(vehicle);

// by hash
const retval = Citizen.invokeNative('0x53784CEA0159439B', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x53784CEA0159439B, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_ENTITIES_FROM_PROP_SET

- **Hash:** `0x738271B660FE0695`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetEntitiesFromPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_ENTITIES_FROM_PROP_SET

## Signature

```c
int _GET_ENTITIES_FROM_PROP_SET(PropSet propSet, ItemSet itemSet, Hash model, BOOL p3, BOOL p4);
```

## Parameters

- `propSet` (`PropSet`)
- `itemSet` (`ItemSet`)
- `model` (`Hash`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntitiesFromPropSet(propSet, itemSet, model, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x738271B660FE0695, propSet, itemSet, model, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntitiesFromPropSet(propSet, itemSet, model, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x738271B660FE0695', propSet, itemSet, model, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x738271B660FE0695, propSet, itemSet, model, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_PROP_SET_AT_COORDS

- **Hash:** `0xC061E50F8D299F95`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetPropSetAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_PROP_SET_AT_COORDS

## Signature

```c
PropSet _GET_PROP_SET_AT_COORDS(Hash propsetHash, float x, float y, float z);
```

## Parameters

- `propsetHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`PropSet`

## Usage

### Lua

```lua
local retval = GetPropSetAtCoords(propsetHash, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC061E50F8D299F95, propsetHash, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPropSetAtCoords(propsetHash, x, y, z);

// by hash
const retval = Citizen.invokeNative('0xC061E50F8D299F95', propsetHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC061E50F8D299F95, propsetHash, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_PROP_SET_MODEL

- **Hash:** `0xA6A9712955F53D9C`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetPropSetModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_PROP_SET_MODEL

## Signature

```c
Hash _GET_PROP_SET_MODEL(PropSet propSet);
```

## Parameters

- `propSet` (`PropSet`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPropSetModel(propSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA6A9712955F53D9C, propSet, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPropSetModel(propSet);

// by hash
const retval = Citizen.invokeNative('0xA6A9712955F53D9C', propSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA6A9712955F53D9C, propSet);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_TRAIN_CARRIAGE_PROP_SET

- **Hash:** `0xCFC0BD09BB1B73FF`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetTrainCarriagePropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_TRAIN_CARRIAGE_PROP_SET

## Signature

```c
PropSet _GET_TRAIN_CARRIAGE_PROP_SET(Entity trainCarriage);
```

## Parameters

- `trainCarriage` (`Entity`)

## Returns

`PropSet`

## Description

Example before/after deleting a train carriage's propset: https://imgur.com/a/qRNrIrK

## Usage

### Lua

```lua
local retval = GetTrainCarriagePropSet(trainCarriage)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCFC0BD09BB1B73FF, trainCarriage, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainCarriagePropSet(trainCarriage);

// by hash
const retval = Citizen.invokeNative('0xCFC0BD09BB1B73FF', trainCarriage, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCFC0BD09BB1B73FF, trainCarriage);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_VEHICLE_LIGHT_PROP_SET

- **Hash:** `0xA079300AF757FB1A`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetVehicleLightPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_VEHICLE_LIGHT_PROP_SET

## Signature

```c
PropSet _GET_VEHICLE_LIGHT_PROP_SET(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`PropSet`

## Description

Returns PropSet handle to be used with _GET_PROP_SET_MODEL

## Usage

### Lua

```lua
local retval = GetVehicleLightPropSet(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA079300AF757FB1A, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleLightPropSet(vehicle);

// by hash
const retval = Citizen.invokeNative('0xA079300AF757FB1A', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA079300AF757FB1A, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_VEHICLE_PROP_SET

- **Hash:** `0xCE2ACD6F602803E5`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetVehiclePropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_VEHICLE_PROP_SET

## Signature

```c
PropSet _GET_VEHICLE_PROP_SET(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`PropSet`

## Usage

### Lua

```lua
local retval = GetVehiclePropSet(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCE2ACD6F602803E5, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehiclePropSet(vehicle);

// by hash
const retval = Citizen.invokeNative('0xCE2ACD6F602803E5', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCE2ACD6F602803E5, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_GET_VEHICLE_PROP_SET_HASH

- **Hash:** `0x36F69E7A22655653`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetVehiclePropSetHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_VEHICLE_PROP_SET_HASH

## Signature

```c
Hash _GET_VEHICLE_PROP_SET_HASH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetVehiclePropSetHash(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x36F69E7A22655653, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehiclePropSetHash(vehicle);

// by hash
const retval = Citizen.invokeNative('0x36F69E7A22655653', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x36F69E7A22655653, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_HAS_PROP_SET_LOADED

- **Hash:** `0x48A88FC684C55FDC`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `HasPropSetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_HAS_PROP_SET_LOADED

## Signature

```c
BOOL _HAS_PROP_SET_LOADED(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPropSetLoaded(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x48A88FC684C55FDC, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPropSetLoaded(hash);

// by hash
const retval = Citizen.invokeNative('0x48A88FC684C55FDC', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x48A88FC684C55FDC, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_HAS_PROP_SET_LOADED_2

- **Hash:** `0xD090ABEF4D6A7D96`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `HasPropSetLoaded_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_HAS_PROP_SET_LOADED_2

## Signature

```c
BOOL _HAS_PROP_SET_LOADED_2(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Description

Same as _HAS_PROP_SET_LOADED

## Usage

### Lua

```lua
local retval = HasPropSetLoaded_2(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD090ABEF4D6A7D96, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPropSetLoaded_2(hash);

// by hash
const retval = Citizen.invokeNative('0xD090ABEF4D6A7D96', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD090ABEF4D6A7D96, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_HAS_VEHICLE_TRAILER_PROP_SET_LOADED

- **Hash:** `0x8F3333F0A6900B3C`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `HasVehicleTrailerPropSetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_HAS_VEHICLE_TRAILER_PROP_SET_LOADED

## Signature

```c
BOOL _HAS_VEHICLE_TRAILER_PROP_SET_LOADED(Vehicle vehicle, int wagonIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wagonIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasVehicleTrailerPropSetLoaded(vehicle, wagonIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8F3333F0A6900B3C, vehicle, wagonIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasVehicleTrailerPropSetLoaded(vehicle, wagonIndex);

// by hash
const retval = Citizen.invokeNative('0x8F3333F0A6900B3C', vehicle, wagonIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8F3333F0A6900B3C, vehicle, wagonIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::IS_PROP_SET_FULLY_LOADED

- **Hash:** `0xF42DB680A8B2A4D9`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `IsPropSetFullyLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/IS_PROP_SET_FULLY_LOADED

## Signature

```c
BOOL IS_PROP_SET_FULLY_LOADED(PropSet propSet);
```

## Parameters

- `propSet` (`PropSet`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPropSetFullyLoaded(propSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF42DB680A8B2A4D9, propSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPropSetFullyLoaded(propSet);

// by hash
const retval = Citizen.invokeNative('0xF42DB680A8B2A4D9', propSet, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF42DB680A8B2A4D9, propSet);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_IS_PROP_SET_VISIBLE

- **Hash:** `0x0CE8AAFE9E433A23`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `IsPropSetVisible`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_IS_PROP_SET_VISIBLE

## Signature

```c
BOOL _IS_PROP_SET_VISIBLE(PropSet propSet);
```

## Parameters

- `propSet` (`PropSet`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPropSetVisible(propSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CE8AAFE9E433A23, propSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPropSetVisible(propSet);

// by hash
const retval = Citizen.invokeNative('0x0CE8AAFE9E433A23', propSet, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CE8AAFE9E433A23, propSet);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PROPSET::_SET_PROP_SET_VISIBLE](https://natives.borderlinerp.com/natives/PROPSET/_SET_PROP_SET_VISIBLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_IS_VEHICLE_LIGHT_PROP_SET_LOADED

- **Hash:** `0x0790473EEE1977D3`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `IsVehicleLightPropSetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_IS_VEHICLE_LIGHT_PROP_SET_LOADED

## Signature

```c
BOOL _IS_VEHICLE_LIGHT_PROP_SET_LOADED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleLightPropSetLoaded(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0790473EEE1977D3, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleLightPropSetLoaded(vehicle);

// by hash
const retval = Citizen.invokeNative('0x0790473EEE1977D3', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0790473EEE1977D3, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_IS_VEHICLE_PROP_SET_LOADED

- **Hash:** `0x155B2FBE72D7D1D0`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `IsVehiclePropSetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_IS_VEHICLE_PROP_SET_LOADED

## Signature

```c
BOOL _IS_VEHICLE_PROP_SET_LOADED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehiclePropSetLoaded(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x155B2FBE72D7D1D0, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehiclePropSetLoaded(vehicle);

// by hash
const retval = Citizen.invokeNative('0x155B2FBE72D7D1D0', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x155B2FBE72D7D1D0, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_IS_VEHICLE_PROP_SET_LOADED_ADDITIONAL

- **Hash:** `0x7264F9CA87A9830B`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `IsVehiclePropSetLoadedAdditional`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_IS_VEHICLE_PROP_SET_LOADED_ADDITIONAL

## Signature

```c
BOOL _IS_VEHICLE_PROP_SET_LOADED_ADDITIONAL(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehiclePropSetLoadedAdditional(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7264F9CA87A9830B, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehiclePropSetLoadedAdditional(vehicle);

// by hash
const retval = Citizen.invokeNative('0x7264F9CA87A9830B', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7264F9CA87A9830B, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_MOVE_PROPSET_COORDS_AND_HEADING

- **Hash:** `0xC4B67EF3FD65622D`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `MovePropsetCoordsAndHeading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_MOVE_PROPSET_COORDS_AND_HEADING

## Signature

```c
void _MOVE_PROPSET_COORDS_AND_HEADING(PropSet propSet, float x, float y, float z, BOOL onGroundProperly, float heading);
```

## Parameters

- `propSet` (`PropSet`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `onGroundProperly` (`BOOL`)
- `heading` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Relocates an existing prop set to specified coordinates and adjusts its heading (rotation) without affecting the prop set's internal layout or structure.
When `onGroundProperly` is true, the prop set automatically aligns accurately with the terrain.

*Source: VORPCORE RDR3natives*

Relocates an existing prop set to specified coordinates and adjusts its heading (rotation) without affecting the prop set's internal layout or structure. The `propSet` parameter identifies the prop set to move. The parameters (`coordsX`, `coordsY`, `coordsZ`) set the new central position of the prop set, while `heading` specifies its rotation around the Z-axis (in degrees). When `onGroundProperly` is true, the prop set automatically aligns accurately with the terrain

## Usage

### Lua

```lua
MovePropsetCoordsAndHeading(propSet, x, y, z, onGroundProperly, heading)

-- always available, by hash
Citizen.InvokeNative(0xC4B67EF3FD65622D, propSet, x, y, z, onGroundProperly, heading)
```

### JavaScript

```js
MovePropsetCoordsAndHeading(propSet, x, y, z, onGroundProperly, heading);

// by hash
Citizen.invokeNative('0xC4B67EF3FD65622D', propSet, x + 0.0000001, y + 0.0000001, z + 0.0000001, onGroundProperly, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC4B67EF3FD65622D, propSet, x, y, z, onGroundProperly, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# PROPSET::_RELEASE_PROP_SET

- **Hash:** `0xB1964A83B345B4AB`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `ReleasePropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_RELEASE_PROP_SET

## Signature

```c
BOOL _RELEASE_PROP_SET(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ReleasePropSet(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB1964A83B345B4AB, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ReleasePropSet(hash);

// by hash
const retval = Citizen.invokeNative('0xB1964A83B345B4AB', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB1964A83B345B4AB, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PROPSET::_REQUEST_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET.md)
- [PROPSET::_DELETE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_DELETE_PROP_SET.md)
- [PROPSET::_CREATE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_REMOVE_VEHICLE_LIGHT_PROP_SETS

- **Hash:** `0xE31C0CB1C3186D40`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `RemoveVehicleLightPropSets`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_REMOVE_VEHICLE_LIGHT_PROP_SETS

## Signature

```c
void _REMOVE_VEHICLE_LIGHT_PROP_SETS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveVehicleLightPropSets(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xE31C0CB1C3186D40, vehicle)
```

### JavaScript

```js
RemoveVehicleLightPropSets(vehicle);

// by hash
Citizen.invokeNative('0xE31C0CB1C3186D40', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xE31C0CB1C3186D40, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_REMOVE_VEHICLE_PROP_SETS

- **Hash:** `0x3BCF32FF37EA9F1D`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `RemoveVehiclePropSets`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_REMOVE_VEHICLE_PROP_SETS

## Signature

```c
void _REMOVE_VEHICLE_PROP_SETS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveVehiclePropSets(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x3BCF32FF37EA9F1D, vehicle)
```

### JavaScript

```js
RemoveVehiclePropSets(vehicle);

// by hash
Citizen.invokeNative('0x3BCF32FF37EA9F1D', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x3BCF32FF37EA9F1D, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_REQUEST_PROP_SET

- **Hash:** `0xF3DE57A46D5585E9`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `RequestPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET

## Signature

```c
BOOL _REQUEST_PROP_SET(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RequestPropSet(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF3DE57A46D5585E9, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestPropSet(hash);

// by hash
const retval = Citizen.invokeNative('0xF3DE57A46D5585E9', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF3DE57A46D5585E9, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PROPSET::_DELETE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_DELETE_PROP_SET.md)
- [PROPSET::_RELEASE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_RELEASE_PROP_SET.md)
- [PROPSET::_CREATE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_REQUEST_PROP_SET_2

- **Hash:** `0xE72F591958F3ACAB`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `RequestPropSet_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET_2

## Signature

```c
BOOL _REQUEST_PROP_SET_2(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Description

Same as _REQUEST_PROP_SET

## Usage

### Lua

```lua
local retval = RequestPropSet_2(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE72F591958F3ACAB, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestPropSet_2(hash);

// by hash
const retval = Citizen.invokeNative('0xE72F591958F3ACAB', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE72F591958F3ACAB, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PROPSET::_CREATE_PROP_SET_2](https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET_2.md) — Same as _CREATE_PROP_SET

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_SET_PROP_SET_AS_NO_LONGER_NEEDED

- **Hash:** `0x909E3C7FAE539FB1`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `SetPropSetAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_SET_PROP_SET_AS_NO_LONGER_NEEDED

## Signature

```c
void _SET_PROP_SET_AS_NO_LONGER_NEEDED(PropSet propSet);
```

## Parameters

- `propSet` (`PropSet`)

## Returns

`void`

## Usage

### Lua

```lua
SetPropSetAsNoLongerNeeded(propSet)

-- always available, by hash
Citizen.InvokeNative(0x909E3C7FAE539FB1, propSet)
```

### JavaScript

```js
SetPropSetAsNoLongerNeeded(propSet);

// by hash
Citizen.invokeNative('0x909E3C7FAE539FB1', propSet);
```

### C#

```csharp
Function.Call((Hash)0x909E3C7FAE539FB1, propSet);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_SET_PROP_SET_FLAG

- **Hash:** `0xC1AB7EEFD3E6EE49`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `SetPropSetFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_SET_PROP_SET_FLAG

## Signature

```c
void _SET_PROP_SET_FLAG(PropSet propSet, int flag);
```

## Parameters

- `propSet` (`PropSet`)
- `flag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPropSetFlag(propSet, flag)

-- always available, by hash
Citizen.InvokeNative(0xC1AB7EEFD3E6EE49, propSet, flag)
```

### JavaScript

```js
SetPropSetFlag(propSet, flag);

// by hash
Citizen.invokeNative('0xC1AB7EEFD3E6EE49', propSet, flag);
```

### C#

```csharp
Function.Call((Hash)0xC1AB7EEFD3E6EE49, propSet, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# PROPSET::_SET_PROP_SET_VISIBLE

- **Hash:** `0x9D096A5BD02F953E`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `SetPropSetVisible`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_SET_PROP_SET_VISIBLE

## Signature

```c
void _SET_PROP_SET_VISIBLE(PropSet propSet, BOOL toggle);
```

## Parameters

- `propSet` (`PropSet`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPropSetVisible(propSet, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9D096A5BD02F953E, propSet, toggle)
```

### JavaScript

```js
SetPropSetVisible(propSet, toggle);

// by hash
Citizen.invokeNative('0x9D096A5BD02F953E', propSet, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9D096A5BD02F953E, propSet, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [PROPSET::_IS_PROP_SET_VISIBLE](https://natives.borderlinerp.com/natives/PROPSET/_IS_PROP_SET_VISIBLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# QUEUE::_EVENT_QUEUE_IS_EMPTY

- **Hash:** `0x402B5D7D269FF796`
- **Namespace:** QUEUE
- **Runtime name (Lua/JS):** `EventQueueIsEmpty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/QUEUE/_EVENT_QUEUE_IS_EMPTY

## Signature

```c
BOOL _EVENT_QUEUE_IS_EMPTY(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = EventQueueIsEmpty(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x402B5D7D269FF796, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = EventQueueIsEmpty(hash);

// by hash
const retval = Citizen.invokeNative('0x402B5D7D269FF796', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x402B5D7D269FF796, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# QUEUE::_EVENT_QUEUE_POP

- **Hash:** `0xD87DF294B049211D`
- **Namespace:** QUEUE
- **Runtime name (Lua/JS):** `EventQueuePop`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/QUEUE/_EVENT_QUEUE_POP

## Signature

```c
void _EVENT_QUEUE_POP(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
EventQueuePop(hash)

-- always available, by hash
Citizen.InvokeNative(0xD87DF294B049211D, hash)
```

### JavaScript

```js
EventQueuePop(hash);

// by hash
Citizen.invokeNative('0xD87DF294B049211D', hash);
```

### C#

```csharp
Function.Call((Hash)0xD87DF294B049211D, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# RECORDING::REPLAY_PREVENT_RECORDING_THIS_FRAME

- **Hash:** `0xA8C44C13419634F2`
- **Namespace:** RECORDING
- **Runtime name (Lua/JS):** `ReplayPreventRecordingThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/RECORDING/REPLAY_PREVENT_RECORDING_THIS_FRAME

## Signature

```c
void REPLAY_PREVENT_RECORDING_THIS_FRAME();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

Old name: _STOP_RECORDING_THIS_FRAME

## Usage

### Lua

```lua
ReplayPreventRecordingThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xA8C44C13419634F2)
```

### JavaScript

```js
ReplayPreventRecordingThisFrame();

// by hash
Citizen.invokeNative('0xA8C44C13419634F2');
```

### C#

```csharp
Function.Call((Hash)0xA8C44C13419634F2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# REPLAY::CLOSE_VIDEO_EDITOR

- **Hash:** `0xCEEC64BD27A59312`
- **Namespace:** REPLAY
- **Runtime name (Lua/JS):** `CloseVideoEditor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/REPLAY/CLOSE_VIDEO_EDITOR

## Signature

```c
BOOL CLOSE_VIDEO_EDITOR(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`BOOL`

## Description

Hardcoded to return true.

## Usage

### Lua

```lua
local retval = CloseVideoEditor(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCEEC64BD27A59312, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CloseVideoEditor(p0);

// by hash
const retval = Citizen.invokeNative('0xCEEC64BD27A59312', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCEEC64BD27A59312, p0);
```

## See also

- [REPLAY::OPEN_VIDEO_EDITOR](https://natives.borderlinerp.com/natives/REPLAY/OPEN_VIDEO_EDITOR.md) — Hardcoded to return true.

*Sources: alloc8or RDR3 NativeDB.*

---

# REPLAY::IS_VIDEO_EDITOR_RUNNING

- **Hash:** `0x9EEB007317FA3B9C`
- **Namespace:** REPLAY
- **Runtime name (Lua/JS):** `IsVideoEditorRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/REPLAY/IS_VIDEO_EDITOR_RUNNING

## Signature

```c
BOOL IS_VIDEO_EDITOR_RUNNING();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

## Usage

### Lua

```lua
local retval = IsVideoEditorRunning()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9EEB007317FA3B9C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVideoEditorRunning();

// by hash
const retval = Citizen.invokeNative('0x9EEB007317FA3B9C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9EEB007317FA3B9C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# REPLAY::OPEN_VIDEO_EDITOR

- **Hash:** `0xB3F2829907403C13`
- **Namespace:** REPLAY
- **Runtime name (Lua/JS):** `OpenVideoEditor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/REPLAY/OPEN_VIDEO_EDITOR

## Signature

```c
BOOL OPEN_VIDEO_EDITOR();
```

## Returns

`BOOL`

## Description

Hardcoded to return true.

## Usage

### Lua

```lua
local retval = OpenVideoEditor()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB3F2829907403C13, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = OpenVideoEditor();

// by hash
const retval = Citizen.invokeNative('0xB3F2829907403C13', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB3F2829907403C13);
```

## See also

- [REPLAY::CLOSE_VIDEO_EDITOR](https://natives.borderlinerp.com/natives/REPLAY/CLOSE_VIDEO_EDITOR.md) — Hardcoded to return true.

*Sources: alloc8or RDR3 NativeDB.*

---

# REPLAY::REPLAY_SYSTEM_HAS_REQUESTED_A_SCRIPT_CLEANUP

- **Hash:** `0x0F838D47DE58EDB2`
- **Namespace:** REPLAY
- **Runtime name (Lua/JS):** `ReplaySystemHasRequestedAScriptCleanup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/REPLAY/REPLAY_SYSTEM_HAS_REQUESTED_A_SCRIPT_CLEANUP

## Signature

```c
BOOL REPLAY_SYSTEM_HAS_REQUESTED_A_SCRIPT_CLEANUP();
```

## Returns

`BOOL`

## Description

Hardcoded to return false.

Old name: _IS_INTERIOR_RENDERING_DISABLED

## Usage

### Lua

```lua
local retval = ReplaySystemHasRequestedAScriptCleanup()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0F838D47DE58EDB2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ReplaySystemHasRequestedAScriptCleanup();

// by hash
const retval = Citizen.invokeNative('0x0F838D47DE58EDB2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0F838D47DE58EDB2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# REPLAY::SET_SCRIPTS_HAVE_CLEANED_UP_FOR_REPLAY_SYSTEM

- **Hash:** `0x57C6525034E76EB0`
- **Namespace:** REPLAY
- **Runtime name (Lua/JS):** `SetScriptsHaveCleanedUpForReplaySystem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/REPLAY/SET_SCRIPTS_HAVE_CLEANED_UP_FOR_REPLAY_SYSTEM

## Signature

```c
void SET_SCRIPTS_HAVE_CLEANED_UP_FOR_REPLAY_SYSTEM();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetScriptsHaveCleanedUpForReplaySystem()

-- always available, by hash
Citizen.InvokeNative(0x57C6525034E76EB0)
```

### JavaScript

```js
SetScriptsHaveCleanedUpForReplaySystem();

// by hash
Citizen.invokeNative('0x57C6525034E76EB0');
```

### C#

```csharp
Function.Call((Hash)0x57C6525034E76EB0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0x443174C20B8B9E7F

- **Hash:** `0x443174C20B8B9E7F`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0x443174c20b8b9e7f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0x443174C20B8B9E7F

## Signature

```c
void _0x443174C20B8B9E7F(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x443174c20b8b9e7f(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x443174C20B8B9E7F, p0, p1, p2)
```

### JavaScript

```js
N_0x443174c20b8b9e7f(p0, p1, p2);

// by hash
Citizen.invokeNative('0x443174C20B8B9E7F', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x443174C20B8B9E7F, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x443174c20b8b9e7f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0x4FB5869E2B37FC00

- **Hash:** `0x4FB5869E2B37FC00`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0x4fb5869e2b37fc00`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0x4FB5869E2B37FC00

## Signature

```c
void _0x4FB5869E2B37FC00();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4fb5869e2b37fc00()

-- always available, by hash
Citizen.InvokeNative(0x4FB5869E2B37FC00)
```

### JavaScript

```js
N_0x4fb5869e2b37fc00();

// by hash
Citizen.invokeNative('0x4FB5869E2B37FC00');
```

### C#

```csharp
Function.Call((Hash)0x4FB5869E2B37FC00);
```

- This native has no known name, so the runtime exposes it only as `N_0x4fb5869e2b37fc00` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0x81F4E92BE3958364

- **Hash:** `0x81F4E92BE3958364`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0x81f4e92be3958364`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0x81F4E92BE3958364

## Signature

```c
void _0x81F4E92BE3958364(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x81f4e92be3958364(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x81F4E92BE3958364, p0, p1, p2)
```

### JavaScript

```js
N_0x81f4e92be3958364(p0, p1, p2);

// by hash
Citizen.invokeNative('0x81F4E92BE3958364', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x81F4E92BE3958364, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x81f4e92be3958364` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0x8E8FFB9E4AD051D2

- **Hash:** `0x8E8FFB9E4AD051D2`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0x8e8ffb9e4ad051d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0x8E8FFB9E4AD051D2

## Signature

```c
void _0x8E8FFB9E4AD051D2(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8e8ffb9e4ad051d2(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x8E8FFB9E4AD051D2, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x8e8ffb9e4ad051d2(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x8E8FFB9E4AD051D2', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x8E8FFB9E4AD051D2, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e8ffb9e4ad051d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0x9BB83C4DD7BE0802

- **Hash:** `0x9BB83C4DD7BE0802`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0x9bb83c4dd7be0802`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0x9BB83C4DD7BE0802

## Signature

```c
void _0x9BB83C4DD7BE0802(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9bb83c4dd7be0802(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x9BB83C4DD7BE0802, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x9bb83c4dd7be0802(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x9BB83C4DD7BE0802', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x9BB83C4DD7BE0802, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x9bb83c4dd7be0802` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xA7ECEBAFBAF997A5

- **Hash:** `0xA7ECEBAFBAF997A5`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xa7ecebafbaf997a5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xA7ECEBAFBAF997A5

## Signature

```c
Any _0xA7ECEBAFBAF997A5(Hash savegameType);
```

## Parameters

- `savegameType` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa7ecebafbaf997a5(savegameType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA7ECEBAFBAF997A5, savegameType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa7ecebafbaf997a5(savegameType);

// by hash
const retval = Citizen.invokeNative('0xA7ECEBAFBAF997A5', savegameType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA7ECEBAFBAF997A5, savegameType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xa7ecebafbaf997a5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xA844FEB5C22C2C74

- **Hash:** `0xA844FEB5C22C2C74`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xa844feb5c22c2c74`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xA844FEB5C22C2C74

## Signature

```c
void _0xA844FEB5C22C2C74();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xa844feb5c22c2c74()

-- always available, by hash
Citizen.InvokeNative(0xA844FEB5C22C2C74)
```

### JavaScript

```js
N_0xa844feb5c22c2c74();

// by hash
Citizen.invokeNative('0xA844FEB5C22C2C74');
```

### C#

```csharp
Function.Call((Hash)0xA844FEB5C22C2C74);
```

- This native has no known name, so the runtime exposes it only as `N_0xa844feb5c22c2c74` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xB00CE33465B5406D

- **Hash:** `0xB00CE33465B5406D`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xb00ce33465b5406d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xB00CE33465B5406D

## Signature

```c
Any _0xB00CE33465B5406D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xb00ce33465b5406d(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB00CE33465B5406D, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xb00ce33465b5406d(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB00CE33465B5406D', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB00CE33465B5406D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb00ce33465b5406d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xC0ABF784590798A9

- **Hash:** `0xC0ABF784590798A9`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xc0abf784590798a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xC0ABF784590798A9

## Signature

```c
void _0xC0ABF784590798A9(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc0abf784590798a9(p0)

-- always available, by hash
Citizen.InvokeNative(0xC0ABF784590798A9, p0)
```

### JavaScript

```js
N_0xc0abf784590798a9(p0);

// by hash
Citizen.invokeNative('0xC0ABF784590798A9', p0);
```

### C#

```csharp
Function.Call((Hash)0xC0ABF784590798A9, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc0abf784590798a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xE0B45E983BFC0768

- **Hash:** `0xE0B45E983BFC0768`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xe0b45e983bfc0768`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xE0B45E983BFC0768

## Signature

```c
void _0xE0B45E983BFC0768();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe0b45e983bfc0768()

-- always available, by hash
Citizen.InvokeNative(0xE0B45E983BFC0768)
```

### JavaScript

```js
N_0xe0b45e983bfc0768();

// by hash
Citizen.invokeNative('0xE0B45E983BFC0768');
```

### C#

```csharp
Function.Call((Hash)0xE0B45E983BFC0768);
```

- This native has no known name, so the runtime exposes it only as `N_0xe0b45e983bfc0768` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xE8346E62FD7FB962

- **Hash:** `0xE8346E62FD7FB962`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xe8346e62fd7fb962`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xE8346E62FD7FB962

## Signature

```c
void _0xE8346E62FD7FB962();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe8346e62fd7fb962()

-- always available, by hash
Citizen.InvokeNative(0xE8346E62FD7FB962)
```

### JavaScript

```js
N_0xe8346e62fd7fb962();

// by hash
Citizen.invokeNative('0xE8346E62FD7FB962');
```

### C#

```csharp
Function.Call((Hash)0xE8346E62FD7FB962);
```

- This native has no known name, so the runtime exposes it only as `N_0xe8346e62fd7fb962` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_0xED4B0C1057892B2E

- **Hash:** `0xED4B0C1057892B2E`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `N_0xed4b0c1057892b2e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/0xED4B0C1057892B2E

## Signature

```c
void _0xED4B0C1057892B2E(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xed4b0c1057892b2e(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xED4B0C1057892B2E, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xed4b0c1057892b2e(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xED4B0C1057892B2E', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xED4B0C1057892B2E, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xed4b0c1057892b2e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_BOOL

- **Hash:** `0xBB7F4273C186BC4B`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetBool`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_BOOL

## Signature

```c
void _SAVEGAME_GET_BOOL(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Description

Does the exact same as 0x529B9CCD0972AF4E

## Usage

### Lua

```lua
local p0 = SavegameGetBool(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0xBB7F4273C186BC4B, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetBool(variableName);

// by hash
const p0 = Citizen.invokeNative('0xBB7F4273C186BC4B', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0xBB7F4273C186BC4B, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_FLOAT

- **Hash:** `0x35DEFECAE36D4FAE`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_FLOAT

## Signature

```c
void _SAVEGAME_GET_FLOAT(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = SavegameGetFloat(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x35DEFECAE36D4FAE, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetFloat(variableName);

// by hash
const p0 = Citizen.invokeNative('0x35DEFECAE36D4FAE', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x35DEFECAE36D4FAE, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_INT

- **Hash:** `0x529B9CCD0972AF4E`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_INT

## Signature

```c
void _SAVEGAME_GET_INT(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = SavegameGetInt(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x529B9CCD0972AF4E, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetInt(variableName);

// by hash
const p0 = Citizen.invokeNative('0x529B9CCD0972AF4E', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x529B9CCD0972AF4E, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_INT_2

- **Hash:** `0x529B9CCD0972AF4D`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetInt_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_INT_2

## Signature

```c
void _SAVEGAME_GET_INT_2(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Description

Does the exact same as 0x529B9CCD0972AF4E
Commonly used with time/timestamps

## Usage

### Lua

```lua
local p0 = SavegameGetInt_2(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x529B9CCD0972AF4D, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetInt_2(variableName);

// by hash
const p0 = Citizen.invokeNative('0x529B9CCD0972AF4D', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x529B9CCD0972AF4D, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_INT_3

- **Hash:** `0xB25B5A375BE5BE26`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetInt_3`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_INT_3

## Signature

```c
void _SAVEGAME_GET_INT_3(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Description

Does the exact same as 0x529B9CCD0972AF4E
Commonly used with enums and flags

## Usage

### Lua

```lua
local p0 = SavegameGetInt_3(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0xB25B5A375BE5BE26, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetInt_3(variableName);

// by hash
const p0 = Citizen.invokeNative('0xB25B5A375BE5BE26', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0xB25B5A375BE5BE26, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_TEXT_LABEL_23

- **Hash:** `0x5A10D6506B2F2C63`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetTextLabel_23`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_TEXT_LABEL_23

## Signature

```c
void _SAVEGAME_GET_TEXT_LABEL_23(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = SavegameGetTextLabel_23(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x5A10D6506B2F2C63, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetTextLabel_23(variableName);

// by hash
const p0 = Citizen.invokeNative('0x5A10D6506B2F2C63', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x5A10D6506B2F2C63, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_TEXT_LABEL_31

- **Hash:** `0x4845E7E7643A908C`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetTextLabel_31`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_TEXT_LABEL_31

## Signature

```c
void _SAVEGAME_GET_TEXT_LABEL_31(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = SavegameGetTextLabel_31(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x4845E7E7643A908C, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetTextLabel_31(variableName);

// by hash
const p0 = Citizen.invokeNative('0x4845E7E7643A908C', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x4845E7E7643A908C, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_GET_TEXT_LABEL_63

- **Hash:** `0x186608A2AC6F9E88`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameGetTextLabel_63`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_TEXT_LABEL_63

## Signature

```c
void _SAVEGAME_GET_TEXT_LABEL_63(Any* p0, const char* variableName);
```

## Parameters

- `p0` (`Any*`)
- `variableName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = SavegameGetTextLabel_63(variableName)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x186608A2AC6F9E88, Citizen.PointerValueInt(), variableName)
```

### JavaScript

```js
const p0 = SavegameGetTextLabel_63(variableName);

// by hash
const p0 = Citizen.invokeNative('0x186608A2AC6F9E88', Citizen.pointerValueInt(), variableName);
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x186608A2AC6F9E88, p0, variableName);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::_SAVEGAME_HAS_SAVE_FAILED

- **Hash:** `0x1431540BCA1A1BD2`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameHasSaveFailed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_HAS_SAVE_FAILED

## Signature

```c
BOOL _SAVEGAME_HAS_SAVE_FAILED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SavegameHasSaveFailed()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1431540BCA1A1BD2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SavegameHasSaveFailed();

// by hash
const retval = Citizen.invokeNative('0x1431540BCA1A1BD2', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1431540BCA1A1BD2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::SAVEGAME_IS_SAVE_PENDING

- **Hash:** `0x3CF46F55C6585590`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameIsSavePending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/SAVEGAME_IS_SAVE_PENDING

## Signature

```c
BOOL SAVEGAME_IS_SAVE_PENDING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SavegameIsSavePending()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CF46F55C6585590, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SavegameIsSavePending();

// by hash
const retval = Citizen.invokeNative('0x3CF46F55C6585590', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3CF46F55C6585590);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::SAVEGAME_SAVE_MP

- **Hash:** `0x1840F3B30ED0105F`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameSaveMp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/SAVEGAME_SAVE_MP

## Signature

```c
BOOL SAVEGAME_SAVE_MP(Hash savegameType);
```

## Parameters

- `savegameType` (`Hash`)

## Returns

`BOOL`

## Description

See SAVEGAME_SAVE_SP

## Usage

### Lua

```lua
local retval = SavegameSaveMp(savegameType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1840F3B30ED0105F, savegameType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SavegameSaveMp(savegameType);

// by hash
const retval = Citizen.invokeNative('0x1840F3B30ED0105F', savegameType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1840F3B30ED0105F, savegameType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SAVE::SAVEGAME_SAVE_SP

- **Hash:** `0x62C9EB51656D68CE`
- **Namespace:** SAVE
- **Runtime name (Lua/JS):** `SavegameSaveSp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SAVE/SAVEGAME_SAVE_SP

## Signature

```c
BOOL SAVEGAME_SAVE_SP(Hash savegameType);
```

## Parameters

- `savegameType` (`Hash`)

## Returns

`BOOL`

## Description

enum eSavegameType : Hash
{
	SAVEGAMETYPE_AMBIENT = 0x3CA4E1F8,
	SAVEGAMETYPE_DEFAULT = 0xCB6ED080,
	SAVEGAMETYPE_DELETE_CHAR = 0xCD35F947,
	SAVEGAMETYPE_END_CREATE_NEWCHAR = 0x4C50A3CE,
	SAVEGAMETYPE_END_MATCH = 0xE470ED50,
	SAVEGAMETYPE_END_MISSION = 0x9A444E54,
	SAVEGAMETYPE_END_SESSION = 0x6D23956C,
	SAVEGAMETYPE_END_SHOPPING = 0xA311A6C4,
	SAVEGAMETYPE_RANKUP = 0xE25F8017,
	SAVEGAMETYPE_SCRIPT_MP_GLOBALS = 0xAFF30AD4,
	SAVEGAMETYPE_SP_AUTOSAVE = 0xF4AE69EC,
	SAVEGAMETYPE_SP_DEBUG = 0x6A8122FD,
	SAVEGAMETYPE_SP_PROPERTY = 0xAE0AB38E
};

## Usage

### Lua

```lua
local retval = SavegameSaveSp(savegameType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62C9EB51656D68CE, savegameType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SavegameSaveSp(savegameType);

// by hash
const retval = Citizen.invokeNative('0x62C9EB51656D68CE', savegameType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x62C9EB51656D68CE, savegameType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x0A79C81C418F5D38

- **Hash:** `0x0A79C81C418F5D38`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x0a79c81c418f5d38`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x0A79C81C418F5D38

## Signature

```c
Any _0x0A79C81C418F5D38(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0a79c81c418f5d38(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0A79C81C418F5D38, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0a79c81c418f5d38(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x0A79C81C418F5D38', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0A79C81C418F5D38, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0a79c81c418f5d38` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x11B0A0B282FA9B10

- **Hash:** `0x11B0A0B282FA9B10`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x11b0a0b282fa9b10`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x11B0A0B282FA9B10

## Signature

```c
void _0x11B0A0B282FA9B10(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

Used in Script Function DISABLE_REGISTERED_WORLD_BRAINS

## Usage

### Lua

```lua
N_0x11b0a0b282fa9b10(p0)

-- always available, by hash
Citizen.InvokeNative(0x11B0A0B282FA9B10, p0)
```

### JavaScript

```js
N_0x11b0a0b282fa9b10(p0);

// by hash
Citizen.invokeNative('0x11B0A0B282FA9B10', p0);
```

### C#

```csharp
Function.Call((Hash)0x11B0A0B282FA9B10, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x11b0a0b282fa9b10` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x1BDB5A07307F6929

- **Hash:** `0x1BDB5A07307F6929`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x1bdb5a07307f6929`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x1BDB5A07307F6929

## Signature

```c
void _0x1BDB5A07307F6929(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1bdb5a07307f6929(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1BDB5A07307F6929, p0, p1)
```

### JavaScript

```js
N_0x1bdb5a07307f6929(p0, p1);

// by hash
Citizen.invokeNative('0x1BDB5A07307F6929', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1BDB5A07307F6929, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1bdb5a07307f6929` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x1C5EB3C27F7508CB

- **Hash:** `0x1C5EB3C27F7508CB`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x1c5eb3c27f7508cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x1C5EB3C27F7508CB

## Signature

```c
void _0x1C5EB3C27F7508CB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1c5eb3c27f7508cb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1C5EB3C27F7508CB, p0, p1)
```

### JavaScript

```js
N_0x1c5eb3c27f7508cb(p0, p1);

// by hash
Citizen.invokeNative('0x1C5EB3C27F7508CB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1C5EB3C27F7508CB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1c5eb3c27f7508cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x29FB4CE89472C3CB

- **Hash:** `0x29FB4CE89472C3CB`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x29fb4ce89472c3cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x29FB4CE89472C3CB

## Signature

```c
void _0x29FB4CE89472C3CB(Any p0, Any p1, float p2, float p3, const char* p4, const char* p5, const char* p6, int p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`const char*`)
- `p5` (`const char*`)
- `p6` (`const char*`)
- `p7` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x29fb4ce89472c3cb(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x29FB4CE89472C3CB, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
N_0x29fb4ce89472c3cb(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x29FB4CE89472C3CB', p0, p1, p2 + 0.0000001, p3 + 0.0000001, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x29FB4CE89472C3CB, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x29fb4ce89472c3cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x42A429CDFED6D99D

- **Hash:** `0x42A429CDFED6D99D`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x42a429cdfed6d99d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x42A429CDFED6D99D

## Signature

```c
void _0x42A429CDFED6D99D(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x42a429cdfed6d99d(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x42A429CDFED6D99D, p0, p1, p2)
```

### JavaScript

```js
N_0x42a429cdfed6d99d(p0, p1, p2);

// by hash
Citizen.invokeNative('0x42A429CDFED6D99D', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x42A429CDFED6D99D, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x42a429cdfed6d99d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x5827BE85A87B073D

- **Hash:** `0x5827BE85A87B073D`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x5827be85a87b073d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x5827BE85A87B073D

## Signature

```c
void _0x5827BE85A87B073D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5827be85a87b073d(p0)

-- always available, by hash
Citizen.InvokeNative(0x5827BE85A87B073D, p0)
```

### JavaScript

```js
N_0x5827be85a87b073d(p0);

// by hash
Citizen.invokeNative('0x5827BE85A87B073D', p0);
```

### C#

```csharp
Function.Call((Hash)0x5827BE85A87B073D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5827be85a87b073d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x64F765D9A1F8F02C

- **Hash:** `0x64F765D9A1F8F02C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x64f765d9a1f8f02c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x64F765D9A1F8F02C

## Signature

```c
void _0x64F765D9A1F8F02C(Any* p0, Any* p1, Any* p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0, p1, p2 = N_0x64f765d9a1f8f02c()

-- always available, by hash
local p0, p1, p2 = Citizen.InvokeNative(0x64F765D9A1F8F02C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [p0, p1, p2] = N_0x64f765d9a1f8f02c();

// by hash
const [p0, p1, p2] = Citizen.invokeNative('0x64F765D9A1F8F02C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
var p2 = new OutputArgument();
Function.Call((Hash)0x64F765D9A1F8F02C, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x64f765d9a1f8f02c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x6F700A4BF7C3331B

- **Hash:** `0x6F700A4BF7C3331B`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x6f700a4bf7c3331b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x6F700A4BF7C3331B

## Signature

```c
void _0x6F700A4BF7C3331B(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6f700a4bf7c3331b(p0)

-- always available, by hash
Citizen.InvokeNative(0x6F700A4BF7C3331B, p0)
```

### JavaScript

```js
N_0x6f700a4bf7c3331b(p0);

// by hash
Citizen.invokeNative('0x6F700A4BF7C3331B', p0);
```

### C#

```csharp
Function.Call((Hash)0x6F700A4BF7C3331B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6f700a4bf7c3331b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0x76CBCD9EADC00955

- **Hash:** `0x76CBCD9EADC00955`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0x76cbcd9eadc00955`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0x76CBCD9EADC00955

## Signature

```c
void _0x76CBCD9EADC00955();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x76cbcd9eadc00955()

-- always available, by hash
Citizen.InvokeNative(0x76CBCD9EADC00955)
```

### JavaScript

```js
N_0x76cbcd9eadc00955();

// by hash
Citizen.invokeNative('0x76CBCD9EADC00955');
```

### C#

```csharp
Function.Call((Hash)0x76CBCD9EADC00955);
```

- This native has no known name, so the runtime exposes it only as `N_0x76cbcd9eadc00955` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0xA88E1D7FA1E20080

- **Hash:** `0xA88E1D7FA1E20080`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0xa88e1d7fa1e20080`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0xA88E1D7FA1E20080

## Signature

```c
Any _0xA88E1D7FA1E20080(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa88e1d7fa1e20080(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA88E1D7FA1E20080, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa88e1d7fa1e20080(p0);

// by hash
const retval = Citizen.invokeNative('0xA88E1D7FA1E20080', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA88E1D7FA1E20080, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa88e1d7fa1e20080` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0xE4ABE20DCE7C7CFE

- **Hash:** `0xE4ABE20DCE7C7CFE`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0xe4abe20dce7c7cfe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0xE4ABE20DCE7C7CFE

## Signature

```c
void _0xE4ABE20DCE7C7CFE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe4abe20dce7c7cfe(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE4ABE20DCE7C7CFE, p0, p1, p2)
```

### JavaScript

```js
N_0xe4abe20dce7c7cfe(p0, p1, p2);

// by hash
Citizen.invokeNative('0xE4ABE20DCE7C7CFE', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE4ABE20DCE7C7CFE, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe4abe20dce7c7cfe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0xE7282390542F570D

- **Hash:** `0xE7282390542F570D`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0xe7282390542f570d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0xE7282390542F570D

## Signature

```c
Any _0xE7282390542F570D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe7282390542f570d(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE7282390542F570D, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe7282390542f570d(p0);

// by hash
const retval = Citizen.invokeNative('0xE7282390542F570D', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE7282390542F570D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe7282390542f570d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0xF9E951A1E5517C06

- **Hash:** `0xF9E951A1E5517C06`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0xf9e951a1e5517c06`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0xF9E951A1E5517C06

## Signature

```c
void _0xF9E951A1E5517C06();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf9e951a1e5517c06()

-- always available, by hash
Citizen.InvokeNative(0xF9E951A1E5517C06)
```

### JavaScript

```js
N_0xf9e951a1e5517c06();

// by hash
Citizen.invokeNative('0xF9E951A1E5517C06');
```

### C#

```csharp
Function.Call((Hash)0xF9E951A1E5517C06);
```

- This native has no known name, so the runtime exposes it only as `N_0xf9e951a1e5517c06` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_0xFFDDF802279BE128

- **Hash:** `0xFFDDF802279BE128`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `N_0xffddf802279be128`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/0xFFDDF802279BE128

## Signature

```c
void _0xFFDDF802279BE128(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xffddf802279be128(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xFFDDF802279BE128, p0, p1, p2)
```

### JavaScript

```js
N_0xffddf802279be128(p0, p1, p2);

// by hash
Citizen.invokeNative('0xFFDDF802279BE128', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xFFDDF802279BE128, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xffddf802279be128` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_ACTIVATE_GOAL_CONTEXT

- **Hash:** `0x7D654266025E921B`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ActivateGoalContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_ACTIVATE_GOAL_CONTEXT

## Signature

```c
void _ACTIVATE_GOAL_CONTEXT(Hash goalContext);
```

## Parameters

- `goalContext` (`Hash`)

## Returns

`void`

## Description

goalContext: see <availableContexts> in common/data/stats_and_challenges/goals_*.meta

## Usage

### Lua

```lua
ActivateGoalContext(goalContext)

-- always available, by hash
Citizen.InvokeNative(0x7D654266025E921B, goalContext)
```

### JavaScript

```js
ActivateGoalContext(goalContext);

// by hash
Citizen.invokeNative('0x7D654266025E921B', goalContext);
```

### C#

```csharp
Function.Call((Hash)0x7D654266025E921B, goalContext);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_DEACTIVATE_GOAL_CONTEXT](https://natives.borderlinerp.com/natives/SCRIPT/_DEACTIVATE_GOAL_CONTEXT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::AWARDS_GET_RESULT_ITEM

- **Hash:** `0xAC8FAB22A914AE34`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `AwardsGetResultItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/AWARDS_GET_RESULT_ITEM

## Signature

```c
BOOL AWARDS_GET_RESULT_ITEM(Any* rpcGuid, Hash awardHash, int itemIndex, Any* outResultItem);
```

## Parameters

- `rpcGuid` (`Any*`)
- `awardHash` (`Hash`)
- `itemIndex` (`int`)
- `outResultItem` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid, outResultItem = AwardsGetResultItem(awardHash, itemIndex)

-- always available, by hash
local retval, rpcGuid, outResultItem = Citizen.InvokeNative(0xAC8FAB22A914AE34, Citizen.PointerValueInt(), awardHash, itemIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid, outResultItem] = AwardsGetResultItem(awardHash, itemIndex);

// by hash
const [retval, rpcGuid, outResultItem] = Citizen.invokeNative('0xAC8FAB22A914AE34', Citizen.pointerValueInt(), awardHash, itemIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var rpcGuid = new OutputArgument();
var outResultItem = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAC8FAB22A914AE34, rpcGuid, awardHash, itemIndex, outResultItem);
// rpcGuid.GetResult<int>()
// outResultItem.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [SCRIPT::_LOOT_GET_RESULT_ITEM](https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_RESULT_ITEM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_AWARDS_GET_UNLOCK_CLAIM_DATA

- **Hash:** `0xB9467E41DAB1CF2C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `AwardsGetUnlockClaimData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_AWARDS_GET_UNLOCK_CLAIM_DATA

## Signature

```c
BOOL _AWARDS_GET_UNLOCK_CLAIM_DATA(Any* rpcGuid, Hash awardHash, int dataIndex, Any* outUnlockData);
```

## Parameters

- `rpcGuid` (`Any*`)
- `awardHash` (`Hash`)
- `dataIndex` (`int`)
- `outUnlockData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid, outUnlockData = AwardsGetUnlockClaimData(awardHash, dataIndex)

-- always available, by hash
local retval, rpcGuid, outUnlockData = Citizen.InvokeNative(0xB9467E41DAB1CF2C, Citizen.PointerValueInt(), awardHash, dataIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid, outUnlockData] = AwardsGetUnlockClaimData(awardHash, dataIndex);

// by hash
const [retval, rpcGuid, outUnlockData] = Citizen.invokeNative('0xB9467E41DAB1CF2C', Citizen.pointerValueInt(), awardHash, dataIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var rpcGuid = new OutputArgument();
var outUnlockData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB9467E41DAB1CF2C, rpcGuid, awardHash, dataIndex, outUnlockData);
// rpcGuid.GetResult<int>()
// outUnlockData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BAIL_TO_LANDING_PAGE

- **Hash:** `0xBC2C927F5C264243`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BailToLandingPage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BAIL_TO_LANDING_PAGE

## Signature

```c
void BAIL_TO_LANDING_PAGE(int bailCode);
```

## Parameters

- `bailCode` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
BailToLandingPage(bailCode)

-- always available, by hash
Citizen.InvokeNative(0xBC2C927F5C264243, bailCode)
```

### JavaScript

```js
BailToLandingPage(bailCode);

// by hash
Citizen.invokeNative('0xBC2C927F5C264243', bailCode);
```

### C#

```csharp
Function.Call((Hash)0xBC2C927F5C264243, bailCode);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BAIL_WITH_PASS_THROUGH_PARAMS

- **Hash:** `0xE98204D3C25AE14C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BailWithPassThroughParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BAIL_WITH_PASS_THROUGH_PARAMS

## Signature

```c
void BAIL_WITH_PASS_THROUGH_PARAMS(const char* params);
```

## Parameters

- `params` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
BailWithPassThroughParams(params)

-- always available, by hash
Citizen.InvokeNative(0xE98204D3C25AE14C, params)
```

### JavaScript

```js
BailWithPassThroughParams(params);

// by hash
Citizen.invokeNative('0xE98204D3C25AE14C', params);
```

### C#

```csharp
Function.Call((Hash)0xE98204D3C25AE14C, params);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_DOES_LAUNCH_PARAM_EXIST

- **Hash:** `0x4AE1DFF337A86FDE`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgDoesLaunchParamExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_DOES_LAUNCH_PARAM_EXIST

## Signature

```c
BOOL BG_DOES_LAUNCH_PARAM_EXIST(int scriptIndex, const char* p1);
```

## Parameters

- `scriptIndex` (`int`)
- `p1` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = BgDoesLaunchParamExist(scriptIndex, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4AE1DFF337A86FDE, scriptIndex, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BgDoesLaunchParamExist(scriptIndex, p1);

// by hash
const retval = Citizen.invokeNative('0x4AE1DFF337A86FDE', scriptIndex, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4AE1DFF337A86FDE, scriptIndex, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_END_CONTEXT

- **Hash:** `0x3ABF7BA1C3E2C8CF`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgEndContext`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_END_CONTEXT

## Signature

```c
void BG_END_CONTEXT(const char* contextName);
```

## Parameters

- `contextName` (`const char*`)

## Returns

`void`

## Description

Deletes the given context from the background scripts context map.

## Usage

### Lua

```lua
BgEndContext(contextName)

-- always available, by hash
Citizen.InvokeNative(0x3ABF7BA1C3E2C8CF, contextName)
```

### JavaScript

```js
BgEndContext(contextName);

// by hash
Citizen.invokeNative('0x3ABF7BA1C3E2C8CF', contextName);
```

### C#

```csharp
Function.Call((Hash)0x3ABF7BA1C3E2C8CF, contextName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_END_CONTEXT_HASH

- **Hash:** `0x6D1431744182CDE8`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgEndContextHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_END_CONTEXT_HASH

## Signature

```c
void BG_END_CONTEXT_HASH(Hash contextHash);
```

## Parameters

- `contextHash` (`Hash`)

## Returns

`void`

## Description

Hashed version of BG_END_CONTEXT

## Usage

### Lua

```lua
BgEndContextHash(contextHash)

-- always available, by hash
Citizen.InvokeNative(0x6D1431744182CDE8, contextHash)
```

### JavaScript

```js
BgEndContextHash(contextHash);

// by hash
Citizen.invokeNative('0x6D1431744182CDE8', contextHash);
```

### C#

```csharp
Function.Call((Hash)0x6D1431744182CDE8, contextHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_GET_LAUNCH_PARAM_VALUE

- **Hash:** `0x55C40B7592BAD213`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgGetLaunchParamValue`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_GET_LAUNCH_PARAM_VALUE

## Signature

```c
int BG_GET_LAUNCH_PARAM_VALUE(int scriptIndex, const char* p1);
```

## Parameters

- `scriptIndex` (`int`)
- `p1` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = BgGetLaunchParamValue(scriptIndex, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x55C40B7592BAD213, scriptIndex, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BgGetLaunchParamValue(scriptIndex, p1);

// by hash
const retval = Citizen.invokeNative('0x55C40B7592BAD213', scriptIndex, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x55C40B7592BAD213, scriptIndex, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_GET_SCRIPT_ID_FROM_NAME_HASH

- **Hash:** `0x829CD22E043A2577`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgGetScriptIdFromNameHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_GET_SCRIPT_ID_FROM_NAME_HASH

## Signature

```c
int BG_GET_SCRIPT_ID_FROM_NAME_HASH(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = BgGetScriptIdFromNameHash(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x829CD22E043A2577, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BgGetScriptIdFromNameHash(p0);

// by hash
const retval = Citizen.invokeNative('0x829CD22E043A2577', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x829CD22E043A2577, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_IS_EXITFLAG_SET

- **Hash:** `0x2238EC3EC631AB1F`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgIsExitflagSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_IS_EXITFLAG_SET

## Signature

```c
BOOL BG_IS_EXITFLAG_SET();
```

## Returns

`BOOL`

## Description

Returns true if GtaThread+0x77C is equal to 1.

Old name: _BG_EXITED_BECAUSE_BACKGROUND_THREAD_STOPPED

## Usage

### Lua

```lua
local retval = BgIsExitflagSet()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2238EC3EC631AB1F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BgIsExitflagSet();

// by hash
const retval = Citizen.invokeNative('0x2238EC3EC631AB1F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2238EC3EC631AB1F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_BG_RELOAD_ALL_BACKGROUND_SCRIPTS

- **Hash:** `0xBE7D814CFA181B56`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgReloadAllBackgroundScripts`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_BG_RELOAD_ALL_BACKGROUND_SCRIPTS

## Signature

```c
void _BG_RELOAD_ALL_BACKGROUND_SCRIPTS();
```

## Returns

`void`

## Usage

### Lua

```lua
BgReloadAllBackgroundScripts()

-- always available, by hash
Citizen.InvokeNative(0xBE7D814CFA181B56)
```

### JavaScript

```js
BgReloadAllBackgroundScripts();

// by hash
Citizen.invokeNative('0xBE7D814CFA181B56');
```

### C#

```csharp
Function.Call((Hash)0xBE7D814CFA181B56);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_SET_EXITFLAG_RESPONSE

- **Hash:** `0x4858148E3B8A75D0`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgSetExitflagResponse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_SET_EXITFLAG_RESPONSE

## Signature

```c
void BG_SET_EXITFLAG_RESPONSE();
```

## Returns

`void`

## Description

Sets bit 0 in GtaThread+0x784

## Usage

### Lua

```lua
BgSetExitflagResponse()

-- always available, by hash
Citizen.InvokeNative(0x4858148E3B8A75D0)
```

### JavaScript

```js
BgSetExitflagResponse();

// by hash
Citizen.invokeNative('0x4858148E3B8A75D0');
```

### C#

```csharp
Function.Call((Hash)0x4858148E3B8A75D0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_START_CONTEXT

- **Hash:** `0x49BA5678BA040CA7`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgStartContext`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_START_CONTEXT

## Signature

```c
void BG_START_CONTEXT(const char* contextName);
```

## Parameters

- `contextName` (`const char*`)

## Returns

`void`

## Description

Inserts the given context into the background scripts context map.

## Usage

### Lua

```lua
BgStartContext(contextName)

-- always available, by hash
Citizen.InvokeNative(0x49BA5678BA040CA7, contextName)
```

### JavaScript

```js
BgStartContext(contextName);

// by hash
Citizen.invokeNative('0x49BA5678BA040CA7', contextName);
```

### C#

```csharp
Function.Call((Hash)0x49BA5678BA040CA7, contextName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::BG_START_CONTEXT_HASH

- **Hash:** `0x2EB67D564DCC09D5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `BgStartContextHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/BG_START_CONTEXT_HASH

## Signature

```c
void BG_START_CONTEXT_HASH(Hash contextHash);
```

## Parameters

- `contextHash` (`Hash`)

## Returns

`void`

## Description

Hashed version of BG_START_CONTEXT

## Usage

### Lua

```lua
BgStartContextHash(contextHash)

-- always available, by hash
Citizen.InvokeNative(0x2EB67D564DCC09D5, contextHash)
```

### JavaScript

```js
BgStartContextHash(contextHash);

// by hash
Citizen.invokeNative('0x2EB67D564DCC09D5', contextHash);
```

### C#

```csharp
Function.Call((Hash)0x2EB67D564DCC09D5, contextHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_CLEAR_ALL_PLAYER_BITS

- **Hash:** `0xDE544B7EC0C187CC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ClearAllPlayerBits`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_CLEAR_ALL_PLAYER_BITS

## Signature

```c
void _CLEAR_ALL_PLAYER_BITS(Any* value);
```

## Parameters

- `value` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local value = ClearAllPlayerBits(value)

-- always available, by hash
local value = Citizen.InvokeNative(0xDE544B7EC0C187CC, Citizen.PointerValueIntInitialized(value))
```

### JavaScript

```js
const value = ClearAllPlayerBits(value);

// by hash
const value = Citizen.invokeNative('0xDE544B7EC0C187CC', Citizen.pointerValueIntInitialized(value));
```

### C#

```csharp
var value = new OutputArgument();
Function.Call((Hash)0xDE544B7EC0C187CC, value);
// value.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_SET_ALL_PLAYER_BITS](https://natives.borderlinerp.com/natives/SCRIPT/_SET_ALL_PLAYER_BITS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_CLEAR_PLAYER_BIT_AT_INDEX

- **Hash:** `0xD426E2E3288469D6`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ClearPlayerBitAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_CLEAR_PLAYER_BIT_AT_INDEX

## Signature

```c
void _CLEAR_PLAYER_BIT_AT_INDEX(Any* value, int bitIndex);
```

## Parameters

- `value` (`Any*`)
- `bitIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local value = ClearPlayerBitAtIndex(bitIndex)

-- always available, by hash
local value = Citizen.InvokeNative(0xD426E2E3288469D6, Citizen.PointerValueInt(), bitIndex)
```

### JavaScript

```js
const value = ClearPlayerBitAtIndex(bitIndex);

// by hash
const value = Citizen.invokeNative('0xD426E2E3288469D6', Citizen.pointerValueInt(), bitIndex);
```

### C#

```csharp
var value = new OutputArgument();
Function.Call((Hash)0xD426E2E3288469D6, value, bitIndex);
// value.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_SET_PLAYER_BIT_AT_INDEX](https://natives.borderlinerp.com/natives/SCRIPT/_SET_PLAYER_BIT_AT_INDEX.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::COUNT_PARTICIPANT_BITS

- **Hash:** `0x2F050A3FF8738245`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `CountParticipantBits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/COUNT_PARTICIPANT_BITS

## Signature

```c
int COUNT_PARTICIPANT_BITS(Any* value);
```

## Parameters

- `value` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, value = CountParticipantBits(value)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0x2F050A3FF8738245, Citizen.PointerValueIntInitialized(value), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, value] = CountParticipantBits(value);

// by hash
const [retval, value] = Citizen.invokeNative('0x2F050A3FF8738245', Citizen.pointerValueIntInitialized(value), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var value = new OutputArgument();
int retval = Function.Call<int>((Hash)0x2F050A3FF8738245, value);
// value.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::COUNT_PLAYER_BITS

- **Hash:** `0x462C687BEA254BD9`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `CountPlayerBits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/COUNT_PLAYER_BITS

## Signature

```c
int COUNT_PLAYER_BITS(Any* value);
```

## Parameters

- `value` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, value = CountPlayerBits(value)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0x462C687BEA254BD9, Citizen.PointerValueIntInitialized(value), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, value] = CountPlayerBits(value);

// by hash
const [retval, value] = Citizen.invokeNative('0x462C687BEA254BD9', Citizen.pointerValueIntInitialized(value), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var value = new OutputArgument();
int retval = Function.Call<int>((Hash)0x462C687BEA254BD9, value);
// value.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_DEACTIVATE_GOAL_CONTEXT

- **Hash:** `0x50B72A754EE64A71`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DeactivateGoalContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_DEACTIVATE_GOAL_CONTEXT

## Signature

```c
void _DEACTIVATE_GOAL_CONTEXT(Hash goalContext);
```

## Parameters

- `goalContext` (`Hash`)

## Returns

`void`

## Description

goalContext: see _ACTIVATE_GOAL_CONTEXT

## Usage

### Lua

```lua
DeactivateGoalContext(goalContext)

-- always available, by hash
Citizen.InvokeNative(0x50B72A754EE64A71, goalContext)
```

### JavaScript

```js
DeactivateGoalContext(goalContext);

// by hash
Citizen.invokeNative('0x50B72A754EE64A71', goalContext);
```

### C#

```csharp
Function.Call((Hash)0x50B72A754EE64A71, goalContext);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_ACTIVATE_GOAL_CONTEXT](https://natives.borderlinerp.com/natives/SCRIPT/_ACTIVATE_GOAL_CONTEXT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_DISPLAY_LOADING_SCREENS

- **Hash:** `0x1E5B70E53DB661E5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DisplayLoadingScreens`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_DISPLAY_LOADING_SCREENS

## Signature

```c
void _DISPLAY_LOADING_SCREENS(Hash p0, Hash p1, Hash p2, const char* gamemodeName, const char* title, const char* subtitle);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)
- `p2` (`Hash`)
- `gamemodeName` (`const char*`)
- `title` (`const char*`)
- `subtitle` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DisplayLoadingScreens(p0, p1, p2, gamemodeName, title, subtitle)

-- always available, by hash
Citizen.InvokeNative(0x1E5B70E53DB661E5, p0, p1, p2, gamemodeName, title, subtitle)
```

### JavaScript

```js
DisplayLoadingScreens(p0, p1, p2, gamemodeName, title, subtitle);

// by hash
Citizen.invokeNative('0x1E5B70E53DB661E5', p0, p1, p2, gamemodeName, title, subtitle);
```

### C#

```csharp
Function.Call((Hash)0x1E5B70E53DB661E5, p0, p1, p2, gamemodeName, title, subtitle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_DOES_COMPRESSED_GLOBAL_BLOCK_BUFFER_EXIST

- **Hash:** `0x66EE5B93C308F734`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DoesCompressedGlobalBlockBufferExist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_DOES_COMPRESSED_GLOBAL_BLOCK_BUFFER_EXIST

## Signature

```c
BOOL _DOES_COMPRESSED_GLOBAL_BLOCK_BUFFER_EXIST(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesCompressedGlobalBlockBufferExist(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x66EE5B93C308F734, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesCompressedGlobalBlockBufferExist(index);

// by hash
const retval = Citizen.invokeNative('0x66EE5B93C308F734', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x66EE5B93C308F734, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::DOES_SCRIPT_EXIST

- **Hash:** `0x552B171E3F69E5AE`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DoesScriptExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/DOES_SCRIPT_EXIST

## Signature

```c
BOOL DOES_SCRIPT_EXIST(const char* scriptName);
```

## Parameters

- `scriptName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScriptExist(scriptName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x552B171E3F69E5AE, scriptName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScriptExist(scriptName);

// by hash
const retval = Citizen.invokeNative('0x552B171E3F69E5AE', scriptName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x552B171E3F69E5AE, scriptName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::DOES_SCRIPT_WITH_NAME_HASH_EXIST

- **Hash:** `0xA34E89749F628284`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DoesScriptWithNameHashExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/DOES_SCRIPT_WITH_NAME_HASH_EXIST

## Signature

```c
BOOL DOES_SCRIPT_WITH_NAME_HASH_EXIST(Hash scriptHash);
```

## Parameters

- `scriptHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScriptWithNameHashExist(scriptHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA34E89749F628284, scriptHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScriptWithNameHashExist(scriptHash);

// by hash
const retval = Citizen.invokeNative('0xA34E89749F628284', scriptHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA34E89749F628284, scriptHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::DOES_THREAD_EXIST

- **Hash:** `0xFF975BC4435A0FA3`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DoesThreadExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/DOES_THREAD_EXIST

## Signature

```c
BOOL DOES_THREAD_EXIST(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesThreadExist(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF975BC4435A0FA3, threadId, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xFF975BC4435A0FA3', threadId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF975BC4435A0FA3, threadId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_BLOCK_OF_PLAYER_BITS

- **Hash:** `0xFA3B530A5CC693D5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetBlockOfPlayerBits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_BLOCK_OF_PLAYER_BITS

## Signature

```c
int GET_BLOCK_OF_PLAYER_BITS(Any* value, int p1);
```

## Parameters

- `value` (`Any*`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, value = GetBlockOfPlayerBits(p1)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0xFA3B530A5CC693D5, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, value] = GetBlockOfPlayerBits(p1);

// by hash
const [retval, value] = Citizen.invokeNative('0xFA3B530A5CC693D5', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var value = new OutputArgument();
int retval = Function.Call<int>((Hash)0xFA3B530A5CC693D5, value, p1);
// value.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [SCRIPT::SET_BLOCK_OF_PLAYER_BITS](https://natives.borderlinerp.com/natives/SCRIPT/SET_BLOCK_OF_PLAYER_BITS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_EVENT_AT_INDEX

- **Hash:** `0xA85E614430EFF816`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetEventAtIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_EVENT_AT_INDEX

## Signature

```c
Hash GET_EVENT_AT_INDEX(int eventGroup, int eventIndex);
```

## Parameters

- `eventGroup` (`int`)
- `eventIndex` (`int`)

## Returns

`Hash`

## Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_SCRIPT_ERRORS (CEventGroupScriptErrors)

Returns event name hash: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

## Usage

### Lua

```lua
local retval = GetEventAtIndex(eventGroup, eventIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA85E614430EFF816, eventGroup, eventIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEventAtIndex(eventGroup, eventIndex);

// by hash
const retval = Citizen.invokeNative('0xA85E614430EFF816', eventGroup, eventIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA85E614430EFF816, eventGroup, eventIndex);
```

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_EVENT_DATA

- **Hash:** `0x57EC5FA4D4D6AFCA`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetEventData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_EVENT_DATA

## Signature

```c
BOOL GET_EVENT_DATA(int eventGroup, int eventIndex, Any* eventData, int eventDataSize);
```

## Parameters

- `eventGroup` (`int`)
- `eventIndex` (`int`)
- `eventData` (`Any*`)
- `eventDataSize` (`int`)

## Returns

`BOOL`

## Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_SCRIPT_ERRORS (CEventGroupScriptErrors)

Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).

https://github.com/femga/rdr3_discoveries/tree/master/AI/EVENTS

## Usage

### Lua

```lua
local retval, eventData = GetEventData(eventGroup, eventIndex, eventDataSize)

-- always available, by hash
local retval, eventData = Citizen.InvokeNative(0x57EC5FA4D4D6AFCA, eventGroup, eventIndex, Citizen.PointerValueInt(), eventDataSize, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, eventData] = GetEventData(eventGroup, eventIndex, eventDataSize);

// by hash
const [retval, eventData] = Citizen.invokeNative('0x57EC5FA4D4D6AFCA', eventGroup, eventIndex, Citizen.pointerValueInt(), eventDataSize, Citizen.returnResultAnyway());
```

### C#

```csharp
var eventData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x57EC5FA4D4D6AFCA, eventGroup, eventIndex, eventData, eventDataSize);
// eventData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_EVENT_EXISTS

- **Hash:** `0xC9F59C0A710ECD34`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetEventExists`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_EVENT_EXISTS

## Signature

```c
BOOL GET_EVENT_EXISTS(int eventGroup, Hash eventType);
```

## Parameters

- `eventGroup` (`int`)
- `eventType` (`Hash`)

## Returns

`BOOL`

## Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_SCRIPT_ERRORS (CEventGroupScriptErrors)

## Usage

### Lua

```lua
local retval = GetEventExists(eventGroup, eventType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC9F59C0A710ECD34, eventGroup, eventType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEventExists(eventGroup, eventType);

// by hash
const retval = Citizen.invokeNative('0xC9F59C0A710ECD34', eventGroup, eventType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC9F59C0A710ECD34, eventGroup, eventType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_GET_GLOBAL_BLOCK_CAN_BE_ACCESSED

- **Hash:** `0x42A7EB5C814C2DE0`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetGlobalBlockCanBeAccessed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_GET_GLOBAL_BLOCK_CAN_BE_ACCESSED

## Signature

```c
BOOL _GET_GLOBAL_BLOCK_CAN_BE_ACCESSED(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetGlobalBlockCanBeAccessed(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42A7EB5C814C2DE0, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetGlobalBlockCanBeAccessed(index);

// by hash
const retval = Citizen.invokeNative('0x42A7EB5C814C2DE0', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x42A7EB5C814C2DE0, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_SET_GLOBAL_BLOCK_CAN_BE_ACCESSED](https://natives.borderlinerp.com/natives/SCRIPT/_SET_GLOBAL_BLOCK_CAN_BE_ACCESSED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_HASH_OF_THIS_SCRIPT_NAME

- **Hash:** `0xBC2C927F5C264960`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetHashOfThisScriptName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_HASH_OF_THIS_SCRIPT_NAME

## Signature

```c
Hash GET_HASH_OF_THIS_SCRIPT_NAME();
```

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetHashOfThisScriptName()

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC2C927F5C264960, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetHashOfThisScriptName();

// by hash
const retval = Citizen.invokeNative('0xBC2C927F5C264960', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBC2C927F5C264960);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_GET_HASH_OF_THREAD

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

## Signature

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

## Parameters

- `threadId` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetHashOfThread(threadId)

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

### JavaScript

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

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

### C#

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

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_ID_OF_THIS_THREAD

- **Hash:** `0x55525C346BEF6960`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetIdOfThisThread`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_ID_OF_THIS_THREAD

## Signature

```c
int GET_ID_OF_THIS_THREAD();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetIdOfThisThread()

-- always available, by hash
local retval = Citizen.InvokeNative(0x55525C346BEF6960, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetIdOfThisThread();

// by hash
const retval = Citizen.invokeNative('0x55525C346BEF6960', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x55525C346BEF6960);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_NO_LOADING_SCREEN

- **Hash:** `0x323DAF00687E0F28`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetNoLoadingScreen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_NO_LOADING_SCREEN

## Signature

```c
BOOL GET_NO_LOADING_SCREEN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetNoLoadingScreen()

-- always available, by hash
local retval = Citizen.InvokeNative(0x323DAF00687E0F28, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetNoLoadingScreen();

// by hash
const retval = Citizen.invokeNative('0x323DAF00687E0F28', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x323DAF00687E0F28);
```

## See also

- [SCRIPT::SET_NO_LOADING_SCREEN](https://natives.borderlinerp.com/natives/SCRIPT/SET_NO_LOADING_SCREEN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_NUMBER_OF_EVENTS

- **Hash:** `0x5CE8DE5909565748`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetNumberOfEvents`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_NUMBER_OF_EVENTS

## Signature

```c
int GET_NUMBER_OF_EVENTS(int eventGroup);
```

## Parameters

- `eventGroup` (`int`)

## Returns

`int`

## Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_ERRORS (CEventGroupScriptErrors)

## Usage

### Lua

```lua
local retval = GetNumberOfEvents(eventGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CE8DE5909565748, eventGroup, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfEvents(eventGroup);

// by hash
const retval = Citizen.invokeNative('0x5CE8DE5909565748', eventGroup, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5CE8DE5909565748, eventGroup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_NUMBER_OF_THREADS_RUNNING_THE_SCRIPT_WITH_THIS_HASH

- **Hash:** `0x8E34C953364A76DD`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetNumberOfThreadsRunningTheScriptWithThisHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_NUMBER_OF_THREADS_RUNNING_THE_SCRIPT_WITH_THIS_HASH

## Signature

```c
int GET_NUMBER_OF_THREADS_RUNNING_THE_SCRIPT_WITH_THIS_HASH(Hash scriptHash);
```

## Parameters

- `scriptHash` (`Hash`)

## Returns

`int`

## Description

Gets the number of instances of the specified script is currently running.

Actually returns numRefs - 1.
if (program)
	v3 = rage::scrProgram::GetNumRefs(program) - 1;
return v3;

Old name: _GET_NUMBER_OF_REFERENCES_OF_SCRIPT_WITH_NAME_HASH

## Usage

### Lua

```lua
local retval = GetNumberOfThreadsRunningTheScriptWithThisHash(scriptHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E34C953364A76DD, scriptHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfThreadsRunningTheScriptWithThisHash(scriptHash);

// by hash
const retval = Citizen.invokeNative('0x8E34C953364A76DD', scriptHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8E34C953364A76DD, scriptHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::GET_THREAD_EXISTENCE_DETAILS

- **Hash:** `0xD92FA81B64920E85`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetThreadExistenceDetails`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_THREAD_EXISTENCE_DETAILS

## Signature

```c
void GET_THREAD_EXISTENCE_DETAILS(int threadId, BOOL* threadExists, BOOL* hasScriptHandler);
```

## Parameters

- `threadId` (`int`)
- `threadExists` (`BOOL*`)
- `hasScriptHandler` (`BOOL*`)

## Returns

`void`

## Usage

### Lua

```lua
local threadExists, hasScriptHandler = GetThreadExistenceDetails(threadId)

-- always available, by hash
local threadExists, hasScriptHandler = Citizen.InvokeNative(0xD92FA81B64920E85, threadId, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt() --[[ BOOL* ]])
```

### JavaScript

```js
const [threadExists, hasScriptHandler] = GetThreadExistenceDetails(threadId);

// by hash
const [threadExists, hasScriptHandler] = Citizen.invokeNative('0xD92FA81B64920E85', threadId, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt() /* BOOL* */);
```

### C#

```csharp
var threadExists = new OutputArgument();
var hasScriptHandler = new OutputArgument();
Function.Call((Hash)0xD92FA81B64920E85, threadId, threadExists, hasScriptHandler);
// threadExists.GetResult<bool>()
// hasScriptHandler.GetResult<bool>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_GET_THREAD_EXIT_REASON

- **Hash:** `0x54AE4FDEEFEAB77E`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetThreadExitReason`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_GET_THREAD_EXIT_REASON

## Signature

```c
int _GET_THREAD_EXIT_REASON();
```

## Returns

`int`

## Description

enum eThreadExitReason
{
	THREAD_EXIT_REASON_NONE,
	THREAD_EXIT_REASON_BACKGROUND_THREAD_STOPPED,
	THREAD_EXIT_REASON_SESSION_MERGE,
	THREAD_EXIT_REASON_SCENARIO_OUT_OF_SCOPE,
	THREAD_EXIT_REASON_REQUESTED_BY_SCRIPT
};

## Usage

### Lua

```lua
local retval = GetThreadExitReason()

-- always available, by hash
local retval = Citizen.InvokeNative(0x54AE4FDEEFEAB77E, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetThreadExitReason();

// by hash
const retval = Citizen.invokeNative('0x54AE4FDEEFEAB77E', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x54AE4FDEEFEAB77E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::HAS_SCRIPT_LOADED

- **Hash:** `0xE97BD36574F8B0A6`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `HasScriptLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/HAS_SCRIPT_LOADED

## Signature

```c
BOOL HAS_SCRIPT_LOADED(const char* scriptName);
```

## Parameters

- `scriptName` (`const char*`)

## Returns

`BOOL`

## Description

Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting.

## Usage

### Lua

```lua
local retval = HasScriptLoaded(scriptName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE97BD36574F8B0A6, scriptName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasScriptLoaded(scriptName);

// by hash
const retval = Citizen.invokeNative('0xE97BD36574F8B0A6', scriptName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE97BD36574F8B0A6, scriptName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::HAS_SCRIPT_WITH_NAME_HASH_LOADED

- **Hash:** `0xA5D8E0C2F3C7EEBC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `HasScriptWithNameHashLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/HAS_SCRIPT_WITH_NAME_HASH_LOADED

## Signature

```c
BOOL HAS_SCRIPT_WITH_NAME_HASH_LOADED(Hash scriptHash);
```

## Parameters

- `scriptHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasScriptWithNameHashLoaded(scriptHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA5D8E0C2F3C7EEBC, scriptHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasScriptWithNameHashLoaded(scriptHash);

// by hash
const retval = Citizen.invokeNative('0xA5D8E0C2F3C7EEBC', scriptHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA5D8E0C2F3C7EEBC, scriptHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::HAVE_ALL_CHILD_SCRIPTS_TERMINATED

- **Hash:** `0x380FFA15B72408FB`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `HaveAllChildScriptsTerminated`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/HAVE_ALL_CHILD_SCRIPTS_TERMINATED

## Signature

```c
BOOL HAVE_ALL_CHILD_SCRIPTS_TERMINATED(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

Waiting for child scripts to terminate / waiting for collapse of child scripts

## Usage

### Lua

```lua
local retval = HaveAllChildScriptsTerminated(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x380FFA15B72408FB, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HaveAllChildScriptsTerminated(p0);

// by hash
const retval = Citizen.invokeNative('0x380FFA15B72408FB', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x380FFA15B72408FB, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_IS_ANY_PLAYER_BIT_SET

- **Hash:** `0x179A6F0EE2E79026`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsAnyPlayerBitSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_IS_ANY_PLAYER_BIT_SET

## Signature

```c
BOOL _IS_ANY_PLAYER_BIT_SET(int* playerBits);
```

## Parameters

- `playerBits` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, playerBits = IsAnyPlayerBitSet(playerBits)

-- always available, by hash
local retval, playerBits = Citizen.InvokeNative(0x179A6F0EE2E79026, Citizen.PointerValueIntInitialized(playerBits), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, playerBits] = IsAnyPlayerBitSet(playerBits);

// by hash
const [retval, playerBits] = Citizen.invokeNative('0x179A6F0EE2E79026', Citizen.pointerValueIntInitialized(playerBits), Citizen.returnResultAnyway());
```

### C#

```csharp
var playerBits = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x179A6F0EE2E79026, playerBits);
// playerBits.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_IS_BACKGROUND_SCRIPT

- **Hash:** `0x20B7F69B40C6B755`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsBackgroundScript`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_IS_BACKGROUND_SCRIPT

## Signature

```c
BOOL _IS_BACKGROUND_SCRIPT(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBackgroundScript(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x20B7F69B40C6B755, threadId, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x20B7F69B40C6B755', threadId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x20B7F69B40C6B755, threadId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_IS_GOAL_CONTEXT_ACTIVE

- **Hash:** `0x7409669C5ED50144`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsGoalContextActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_IS_GOAL_CONTEXT_ACTIVE

## Signature

```c
BOOL _IS_GOAL_CONTEXT_ACTIVE(Hash goalContext);
```

## Parameters

- `goalContext` (`Hash`)

## Returns

`BOOL`

## Description

goalContext: see _ACTIVATE_GOAL_CONTEXT

## Usage

### Lua

```lua
local retval = IsGoalContextActive(goalContext)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7409669C5ED50144, goalContext, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsGoalContextActive(goalContext);

// by hash
const retval = Citizen.invokeNative('0x7409669C5ED50144', goalContext, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7409669C5ED50144, goalContext);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::IS_LOADING_SCREEN_VISIBLE

- **Hash:** `0xB54ADBE65D528FCB`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsLoadingScreenVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/IS_LOADING_SCREEN_VISIBLE

## Signature

```c
BOOL IS_LOADING_SCREEN_VISIBLE();
```

## Returns

`BOOL`

## Description

Same as GET_IS_LOADING_SCREEN_ACTIVE

## Usage

### Lua

```lua
local retval = IsLoadingScreenVisible()

-- always available, by hash
local retval = Citizen.InvokeNative(0xB54ADBE65D528FCB, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsLoadingScreenVisible();

// by hash
const retval = Citizen.invokeNative('0xB54ADBE65D528FCB', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB54ADBE65D528FCB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_IS_PLAYER_BIT_SET_AT_INDEX

- **Hash:** `0x72B2E00C9BAC6789`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsPlayerBitSetAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_IS_PLAYER_BIT_SET_AT_INDEX

## Signature

```c
BOOL _IS_PLAYER_BIT_SET_AT_INDEX(Any* value, int bitIndex);
```

## Parameters

- `value` (`Any*`)
- `bitIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, value = IsPlayerBitSetAtIndex(bitIndex)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0x72B2E00C9BAC6789, Citizen.PointerValueInt(), bitIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, value] = IsPlayerBitSetAtIndex(bitIndex);

// by hash
const [retval, value] = Citizen.invokeNative('0x72B2E00C9BAC6789', Citizen.pointerValueInt(), bitIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x72B2E00C9BAC6789, value, bitIndex);
// value.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::IS_THREAD_ACTIVE

- **Hash:** `0x46E9AE36D8FA6417`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsThreadActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/IS_THREAD_ACTIVE

## Signature

```c
BOOL IS_THREAD_ACTIVE(int threadId, BOOL ignoreKilledState);
```

## Parameters

- `threadId` (`int`)
- `ignoreKilledState` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThreadActive(threadId, ignoreKilledState)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46E9AE36D8FA6417, threadId, ignoreKilledState, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsThreadActive(threadId, ignoreKilledState);

// by hash
const retval = Citizen.invokeNative('0x46E9AE36D8FA6417', threadId, ignoreKilledState, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x46E9AE36D8FA6417, threadId, ignoreKilledState);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::IS_THREAD_EXIT_REQUESTED

- **Hash:** `0x9E4EF615E307FBBE`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsThreadExitRequested`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/IS_THREAD_EXIT_REQUESTED

## Signature

```c
BOOL IS_THREAD_EXIT_REQUESTED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThreadExitRequested()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E4EF615E307FBBE, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsThreadExitRequested();

// by hash
const retval = Citizen.invokeNative('0x9E4EF615E307FBBE', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E4EF615E307FBBE);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_IS_THREAD_EXIT_REQUESTED_FOR_THREAD_WITH_THIS_ID

- **Hash:** `0x30BED53646C86D11`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsThreadExitRequestedForThreadWithThisId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_IS_THREAD_EXIT_REQUESTED_FOR_THREAD_WITH_THIS_ID

## Signature

```c
BOOL _IS_THREAD_EXIT_REQUESTED_FOR_THREAD_WITH_THIS_ID(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThreadExitRequestedForThreadWithThisId(threadId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30BED53646C86D11, threadId, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x30BED53646C86D11', threadId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x30BED53646C86D11, threadId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_LOOT_GET_LOOT_CLAIM_DATA

- **Hash:** `0xF1E9045F5AA9E428`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `LootGetLootClaimData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_LOOT_CLAIM_DATA

## Signature

```c
BOOL _LOOT_GET_LOOT_CLAIM_DATA(Any* rpcGuid, int dataIndex, Any* outLootData);
```

## Parameters

- `rpcGuid` (`Any*`)
- `dataIndex` (`int`)
- `outLootData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid, outLootData = LootGetLootClaimData(dataIndex)

-- always available, by hash
local retval, rpcGuid, outLootData = Citizen.InvokeNative(0xF1E9045F5AA9E428, Citizen.PointerValueInt(), dataIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid, outLootData] = LootGetLootClaimData(dataIndex);

// by hash
const [retval, rpcGuid, outLootData] = Citizen.invokeNative('0xF1E9045F5AA9E428', Citizen.pointerValueInt(), dataIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var rpcGuid = new OutputArgument();
var outLootData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF1E9045F5AA9E428, rpcGuid, dataIndex, outLootData);
// rpcGuid.GetResult<int>()
// outLootData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_LOOT_GET_RESULT_ITEM

- **Hash:** `0x4293B44A855F82CC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `LootGetResultItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_RESULT_ITEM

## Signature

```c
BOOL _LOOT_GET_RESULT_ITEM(Any* rpcGuid, int itemIndex, Any* outResultItem);
```

## Parameters

- `rpcGuid` (`Any*`)
- `itemIndex` (`int`)
- `outResultItem` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid, outResultItem = LootGetResultItem(itemIndex)

-- always available, by hash
local retval, rpcGuid, outResultItem = Citizen.InvokeNative(0x4293B44A855F82CC, Citizen.PointerValueInt(), itemIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid, outResultItem] = LootGetResultItem(itemIndex);

// by hash
const [retval, rpcGuid, outResultItem] = Citizen.invokeNative('0x4293B44A855F82CC', Citizen.pointerValueInt(), itemIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var rpcGuid = new OutputArgument();
var outResultItem = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4293B44A855F82CC, rpcGuid, itemIndex, outResultItem);
// rpcGuid.GetResult<int>()
// outResultItem.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::AWARDS_GET_RESULT_ITEM](https://natives.borderlinerp.com/natives/SCRIPT/AWARDS_GET_RESULT_ITEM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_NET_RPC_GUID_TO_STRING

- **Hash:** `0xAC9FF854BD4BA9B5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `NetRpcGuidToString`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_NET_RPC_GUID_TO_STRING

## Signature

```c
const char* _NET_RPC_GUID_TO_STRING(Any* netRpcGuid);
```

## Parameters

- `netRpcGuid` (`Any*`)

## Returns

`const char*`

## Description

Returns "INVALID_NET_RPC_GUID" if netRpcGuid is invalid.

## Usage

### Lua

```lua
local retval, netRpcGuid = NetRpcGuidToString(netRpcGuid)

-- always available, by hash
local retval, netRpcGuid = Citizen.InvokeNative(0xAC9FF854BD4BA9B5, Citizen.PointerValueIntInitialized(netRpcGuid), Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, netRpcGuid] = NetRpcGuidToString(netRpcGuid);

// by hash
const [retval, netRpcGuid] = Citizen.invokeNative('0xAC9FF854BD4BA9B5', Citizen.pointerValueIntInitialized(netRpcGuid), Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var netRpcGuid = new OutputArgument();
string retval = Function.Call<string>((Hash)0xAC9FF854BD4BA9B5, netRpcGuid);
// netRpcGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::REQUEST_SCRIPT

- **Hash:** `0x46ED607DDD40D7FE`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RequestScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/REQUEST_SCRIPT

## Signature

```c
void REQUEST_SCRIPT(const char* scriptName);
```

## Parameters

- `scriptName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RequestScript(scriptName)

-- always available, by hash
Citizen.InvokeNative(0x46ED607DDD40D7FE, scriptName)
```

### JavaScript

```js
RequestScript(scriptName);

// by hash
Citizen.invokeNative('0x46ED607DDD40D7FE', scriptName);
```

### C#

```csharp
Function.Call((Hash)0x46ED607DDD40D7FE, scriptName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::REQUEST_SCRIPT_WITH_NAME_HASH

- **Hash:** `0xF6B9CE3F8D5B9B74`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RequestScriptWithNameHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/REQUEST_SCRIPT_WITH_NAME_HASH

## Signature

```c
void REQUEST_SCRIPT_WITH_NAME_HASH(Hash scriptHash);
```

## Parameters

- `scriptHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RequestScriptWithNameHash(scriptHash)

-- always available, by hash
Citizen.InvokeNative(0xF6B9CE3F8D5B9B74, scriptHash)
```

### JavaScript

```js
RequestScriptWithNameHash(scriptHash);

// by hash
Citizen.invokeNative('0xF6B9CE3F8D5B9B74', scriptHash);
```

### C#

```csharp
Function.Call((Hash)0xF6B9CE3F8D5B9B74, scriptHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_REQUEST_THREAD_EXIT

- **Hash:** `0x7DE4643157AD646C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RequestThreadExit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_REQUEST_THREAD_EXIT

## Signature

```c
void _REQUEST_THREAD_EXIT(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RequestThreadExit(threadId)

-- always available, by hash
Citizen.InvokeNative(0x7DE4643157AD646C, threadId)
```

### JavaScript

```js
RequestThreadExit(threadId);

// by hash
Citizen.invokeNative('0x7DE4643157AD646C', threadId);
```

### C#

```csharp
Function.Call((Hash)0x7DE4643157AD646C, threadId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_REQUEST_THREAD_EXIT_FOR_ALL_THREADS_WITH_THIS_NAME

- **Hash:** `0x7423F7835770F619`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RequestThreadExitForAllThreadsWithThisName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_REQUEST_THREAD_EXIT_FOR_ALL_THREADS_WITH_THIS_NAME

## Signature

```c
void _REQUEST_THREAD_EXIT_FOR_ALL_THREADS_WITH_THIS_NAME(Hash nameHash);
```

## Parameters

- `nameHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RequestThreadExitForAllThreadsWithThisName(nameHash)

-- always available, by hash
Citizen.InvokeNative(0x7423F7835770F619, nameHash)
```

### JavaScript

```js
RequestThreadExitForAllThreadsWithThisName(nameHash);

// by hash
Citizen.invokeNative('0x7423F7835770F619', nameHash);
```

### C#

```csharp
Function.Call((Hash)0x7423F7835770F619, nameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_RESTORE_GLOBAL_BLOCK

- **Hash:** `0xDC3914A99B4A5FDF`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `RestoreGlobalBlock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_RESTORE_GLOBAL_BLOCK

## Signature

```c
BOOL _RESTORE_GLOBAL_BLOCK(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RestoreGlobalBlock(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC3914A99B4A5FDF, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RestoreGlobalBlock(index);

// by hash
const retval = Citizen.invokeNative('0xDC3914A99B4A5FDF', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDC3914A99B4A5FDF, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_STORE_GLOBAL_BLOCK](https://natives.borderlinerp.com/natives/SCRIPT/_STORE_GLOBAL_BLOCK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID

- **Hash:** `0x3CE3FB167E837D7C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ScriptThreadIteratorGetNextThreadId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID

## Signature

```c
int SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID();
```

## Returns

`int`

## Description

If the function returns 0, the end of the iteration has been reached.

## Usage

### Lua

```lua
local retval = ScriptThreadIteratorGetNextThreadId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CE3FB167E837D7C, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScriptThreadIteratorGetNextThreadId();

// by hash
const retval = Citizen.invokeNative('0x3CE3FB167E837D7C', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3CE3FB167E837D7C);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SCRIPT_THREAD_ITERATOR_RESET

- **Hash:** `0x39382EB8DCD8684D`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ScriptThreadIteratorReset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SCRIPT_THREAD_ITERATOR_RESET

## Signature

```c
void SCRIPT_THREAD_ITERATOR_RESET();
```

## Returns

`void`

## Description

Starts a new iteration of the current threads.
Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)

## Usage

### Lua

```lua
ScriptThreadIteratorReset()

-- always available, by hash
Citizen.InvokeNative(0x39382EB8DCD8684D)
```

### JavaScript

```js
ScriptThreadIteratorReset();

// by hash
Citizen.invokeNative('0x39382EB8DCD8684D');
```

### C#

```csharp
Function.Call((Hash)0x39382EB8DCD8684D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_SET_ALL_GLOBAL_BLOCKS_HAVE_BEEN_LOADED

- **Hash:** `0x11986B05885564D2`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetAllGlobalBlocksHaveBeenLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_SET_ALL_GLOBAL_BLOCKS_HAVE_BEEN_LOADED

## Signature

```c
void _SET_ALL_GLOBAL_BLOCKS_HAVE_BEEN_LOADED(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllGlobalBlocksHaveBeenLoaded(toggle)

-- always available, by hash
Citizen.InvokeNative(0x11986B05885564D2, toggle)
```

### JavaScript

```js
SetAllGlobalBlocksHaveBeenLoaded(toggle);

// by hash
Citizen.invokeNative('0x11986B05885564D2', toggle);
```

### C#

```csharp
Function.Call((Hash)0x11986B05885564D2, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_SET_ALL_PLAYER_BITS

- **Hash:** `0x20F4CB76689ACDBC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetAllPlayerBits`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_SET_ALL_PLAYER_BITS

## Signature

```c
void _SET_ALL_PLAYER_BITS(Any* value);
```

## Parameters

- `value` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local value = SetAllPlayerBits(value)

-- always available, by hash
local value = Citizen.InvokeNative(0x20F4CB76689ACDBC, Citizen.PointerValueIntInitialized(value))
```

### JavaScript

```js
const value = SetAllPlayerBits(value);

// by hash
const value = Citizen.invokeNative('0x20F4CB76689ACDBC', Citizen.pointerValueIntInitialized(value));
```

### C#

```csharp
var value = new OutputArgument();
Function.Call((Hash)0x20F4CB76689ACDBC, value);
// value.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_CLEAR_ALL_PLAYER_BITS](https://natives.borderlinerp.com/natives/SCRIPT/_CLEAR_ALL_PLAYER_BITS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SET_BLOCK_OF_PLAYER_BITS

- **Hash:** `0xC6DFB8C04C86D5A5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetBlockOfPlayerBits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SET_BLOCK_OF_PLAYER_BITS

## Signature

```c
void SET_BLOCK_OF_PLAYER_BITS(Any* value, int p1, int p2);
```

## Parameters

- `value` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local value = SetBlockOfPlayerBits(p1, p2)

-- always available, by hash
local value = Citizen.InvokeNative(0xC6DFB8C04C86D5A5, Citizen.PointerValueInt(), p1, p2)
```

### JavaScript

```js
const value = SetBlockOfPlayerBits(p1, p2);

// by hash
const value = Citizen.invokeNative('0xC6DFB8C04C86D5A5', Citizen.pointerValueInt(), p1, p2);
```

### C#

```csharp
var value = new OutputArgument();
Function.Call((Hash)0xC6DFB8C04C86D5A5, value, p1, p2);
// value.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [SCRIPT::GET_BLOCK_OF_PLAYER_BITS](https://natives.borderlinerp.com/natives/SCRIPT/GET_BLOCK_OF_PLAYER_BITS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SET_EVENT_FLAG_FOR_DELETION

- **Hash:** `0x4768D5252EAEB76F`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetEventFlagForDeletion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SET_EVENT_FLAG_FOR_DELETION

## Signature

```c
void SET_EVENT_FLAG_FOR_DELETION(int eventGroup, int eventIndex, BOOL p2);
```

## Parameters

- `eventGroup` (`int`)
- `eventIndex` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEventFlagForDeletion(eventGroup, eventIndex, p2)

-- always available, by hash
Citizen.InvokeNative(0x4768D5252EAEB76F, eventGroup, eventIndex, p2)
```

### JavaScript

```js
SetEventFlagForDeletion(eventGroup, eventIndex, p2);

// by hash
Citizen.invokeNative('0x4768D5252EAEB76F', eventGroup, eventIndex, p2);
```

### C#

```csharp
Function.Call((Hash)0x4768D5252EAEB76F, eventGroup, eventIndex, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_SET_GLOBAL_BLOCK_CAN_BE_ACCESSED

- **Hash:** `0xE66F392BFCE734AF`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetGlobalBlockCanBeAccessed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_SET_GLOBAL_BLOCK_CAN_BE_ACCESSED

## Signature

```c
void _SET_GLOBAL_BLOCK_CAN_BE_ACCESSED(int index, BOOL toggle);
```

## Parameters

- `index` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetGlobalBlockCanBeAccessed(index, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE66F392BFCE734AF, index, toggle)
```

### JavaScript

```js
SetGlobalBlockCanBeAccessed(index, toggle);

// by hash
Citizen.invokeNative('0xE66F392BFCE734AF', index, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE66F392BFCE734AF, index, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_GET_GLOBAL_BLOCK_CAN_BE_ACCESSED](https://natives.borderlinerp.com/natives/SCRIPT/_GET_GLOBAL_BLOCK_CAN_BE_ACCESSED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SET_NO_LOADING_SCREEN

- **Hash:** `0x5CB83156AA038F95`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetNoLoadingScreen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SET_NO_LOADING_SCREEN

## Signature

```c
void SET_NO_LOADING_SCREEN(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetNoLoadingScreen(toggle)

-- always available, by hash
Citizen.InvokeNative(0x5CB83156AA038F95, toggle)
```

### JavaScript

```js
SetNoLoadingScreen(toggle);

// by hash
Citizen.invokeNative('0x5CB83156AA038F95', toggle);
```

### C#

```csharp
Function.Call((Hash)0x5CB83156AA038F95, toggle);
```

## See also

- [SCRIPT::GET_NO_LOADING_SCREEN](https://natives.borderlinerp.com/natives/SCRIPT/GET_NO_LOADING_SCREEN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_SET_PLAYER_BIT_AT_INDEX

- **Hash:** `0x31010318BA9897AC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetPlayerBitAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_SET_PLAYER_BIT_AT_INDEX

## Signature

```c
void _SET_PLAYER_BIT_AT_INDEX(Any* value, int bitIndex);
```

## Parameters

- `value` (`Any*`)
- `bitIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local value = SetPlayerBitAtIndex(bitIndex)

-- always available, by hash
local value = Citizen.InvokeNative(0x31010318BA9897AC, Citizen.PointerValueInt(), bitIndex)
```

### JavaScript

```js
const value = SetPlayerBitAtIndex(bitIndex);

// by hash
const value = Citizen.invokeNative('0x31010318BA9897AC', Citizen.pointerValueInt(), bitIndex);
```

### C#

```csharp
var value = new OutputArgument();
Function.Call((Hash)0x31010318BA9897AC, value, bitIndex);
// value.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_CLEAR_PLAYER_BIT_AT_INDEX](https://natives.borderlinerp.com/natives/SCRIPT/_CLEAR_PLAYER_BIT_AT_INDEX.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED

- **Hash:** `0x0086D3067E1CFD1C`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetScriptAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SET_SCRIPT_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_SCRIPT_AS_NO_LONGER_NEEDED(const char* scriptName);
```

## Parameters

- `scriptName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetScriptAsNoLongerNeeded(scriptName)

-- always available, by hash
Citizen.InvokeNative(0x0086D3067E1CFD1C, scriptName)
```

### JavaScript

```js
SetScriptAsNoLongerNeeded(scriptName);

// by hash
Citizen.invokeNative('0x0086D3067E1CFD1C', scriptName);
```

### C#

```csharp
Function.Call((Hash)0x0086D3067E1CFD1C, scriptName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED

- **Hash:** `0x50723A1567C8361E`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetScriptWithNameHashAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED(Hash scriptHash);
```

## Parameters

- `scriptHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetScriptWithNameHashAsNoLongerNeeded(scriptHash)

-- always available, by hash
Citizen.InvokeNative(0x50723A1567C8361E, scriptHash)
```

### JavaScript

```js
SetScriptWithNameHashAsNoLongerNeeded(scriptHash);

// by hash
Citizen.invokeNative('0x50723A1567C8361E', scriptHash);
```

### C#

```csharp
Function.Call((Hash)0x50723A1567C8361E, scriptHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::SHUTDOWN_LOADING_SCREEN

- **Hash:** `0xFC179D7E8886DADF`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ShutdownLoadingScreen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SHUTDOWN_LOADING_SCREEN

## Signature

```c
void SHUTDOWN_LOADING_SCREEN();
```

## Returns

`void`

## Usage

### Lua

```lua
ShutdownLoadingScreen()

-- always available, by hash
Citizen.InvokeNative(0xFC179D7E8886DADF)
```

### JavaScript

```js
ShutdownLoadingScreen();

// by hash
Citizen.invokeNative('0xFC179D7E8886DADF');
```

### C#

```csharp
Function.Call((Hash)0xFC179D7E8886DADF);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::START_NEW_SCRIPT

- **Hash:** `0xE81651AD79516E48`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StartNewScript`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/START_NEW_SCRIPT

## Signature

```c
int START_NEW_SCRIPT(const char* scriptName, int stackSize);
```

## Parameters

- `scriptName` (`const char*`)
- `stackSize` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartNewScript(scriptName, stackSize)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE81651AD79516E48, scriptName, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartNewScript(scriptName, stackSize);

// by hash
const retval = Citizen.invokeNative('0xE81651AD79516E48', scriptName, stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE81651AD79516E48, scriptName, stackSize);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::START_NEW_SCRIPT_WITH_ARGS

- **Hash:** `0xB8BA7F44DF1575E1`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StartNewScriptWithArgs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/START_NEW_SCRIPT_WITH_ARGS

## Signature

```c
int START_NEW_SCRIPT_WITH_ARGS(const char* scriptName, Any* args, int argCount, int stackSize);
```

## Parameters

- `scriptName` (`const char*`)
- `args` (`Any*`)
- `argCount` (`int`)
- `stackSize` (`int`)

## Returns

`int`

## Description

return : script thread id, 0 if failed
Pass pointer to struct of args in p1, size of struct goes into p2

## Usage

### Lua

```lua
local retval, args = StartNewScriptWithArgs(scriptName, argCount, stackSize)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xB8BA7F44DF1575E1, scriptName, Citizen.PointerValueInt(), argCount, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = StartNewScriptWithArgs(scriptName, argCount, stackSize);

// by hash
const [retval, args] = Citizen.invokeNative('0xB8BA7F44DF1575E1', scriptName, Citizen.pointerValueInt(), argCount, stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0xB8BA7F44DF1575E1, scriptName, args, argCount, stackSize);
// args.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::START_NEW_SCRIPT_WITH_NAME_HASH

- **Hash:** `0xEB1C67C3A5333A92`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StartNewScriptWithNameHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/START_NEW_SCRIPT_WITH_NAME_HASH

## Signature

```c
int START_NEW_SCRIPT_WITH_NAME_HASH(Hash scriptHash, int stackSize);
```

## Parameters

- `scriptHash` (`Hash`)
- `stackSize` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = StartNewScriptWithNameHash(scriptHash, stackSize)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB1C67C3A5333A92, scriptHash, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartNewScriptWithNameHash(scriptHash, stackSize);

// by hash
const retval = Citizen.invokeNative('0xEB1C67C3A5333A92', scriptHash, stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEB1C67C3A5333A92, scriptHash, stackSize);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS

- **Hash:** `0xC4BB298BD441BE78`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StartNewScriptWithNameHashAndArgs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS

## Signature

```c
int START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS(Hash scriptHash, Any* args, int argCount, int stackSize);
```

## Parameters

- `scriptHash` (`Hash`)
- `args` (`Any*`)
- `argCount` (`int`)
- `stackSize` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, args = StartNewScriptWithNameHashAndArgs(scriptHash, argCount, stackSize)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xC4BB298BD441BE78, scriptHash, Citizen.PointerValueInt(), argCount, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = StartNewScriptWithNameHashAndArgs(scriptHash, argCount, stackSize);

// by hash
const [retval, args] = Citizen.invokeNative('0xC4BB298BD441BE78', scriptHash, Citizen.pointerValueInt(), argCount, stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC4BB298BD441BE78, scriptHash, args, argCount, stackSize);
// args.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::STOP_DISPLAYING_MP_TRANSITION_LOADING_SCREENS

- **Hash:** `0x778D4733E0F2F265`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StopDisplayingMpTransitionLoadingScreens`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/STOP_DISPLAYING_MP_TRANSITION_LOADING_SCREENS

## Signature

```c
void STOP_DISPLAYING_MP_TRANSITION_LOADING_SCREENS(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StopDisplayingMpTransitionLoadingScreens(p0)

-- always available, by hash
Citizen.InvokeNative(0x778D4733E0F2F265, p0)
```

### JavaScript

```js
StopDisplayingMpTransitionLoadingScreens(p0);

// by hash
Citizen.invokeNative('0x778D4733E0F2F265', p0);
```

### C#

```csharp
Function.Call((Hash)0x778D4733E0F2F265, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_STORE_GLOBAL_BLOCK

- **Hash:** `0xB952A3AC41D58F2F`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StoreGlobalBlock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_STORE_GLOBAL_BLOCK

## Signature

```c
BOOL _STORE_GLOBAL_BLOCK(int index);
```

## Parameters

- `index` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StoreGlobalBlock(index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB952A3AC41D58F2F, index, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StoreGlobalBlock(index);

// by hash
const retval = Citizen.invokeNative('0xB952A3AC41D58F2F', index, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB952A3AC41D58F2F, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [SCRIPT::_RESTORE_GLOBAL_BLOCK](https://natives.borderlinerp.com/natives/SCRIPT/_RESTORE_GLOBAL_BLOCK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::TERMINATE_THIS_THREAD

- **Hash:** `0x5E8B6D17FF91CD59`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `TerminateThisThread`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/TERMINATE_THIS_THREAD

## Signature

```c
void TERMINATE_THIS_THREAD();
```

## Returns

`void`

## Usage

### Lua

```lua
TerminateThisThread()

-- always available, by hash
Citizen.InvokeNative(0x5E8B6D17FF91CD59)
```

### JavaScript

```js
TerminateThisThread();

// by hash
Citizen.invokeNative('0x5E8B6D17FF91CD59');
```

### C#

```csharp
Function.Call((Hash)0x5E8B6D17FF91CD59);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::TERMINATE_THREAD

- **Hash:** `0x87ED52AE40EA1A52`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `TerminateThread`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/TERMINATE_THREAD

## Signature

```c
void TERMINATE_THREAD(int threadId);
```

## Parameters

- `threadId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TerminateThread(threadId)

-- always available, by hash
Citizen.InvokeNative(0x87ED52AE40EA1A52, threadId)
```

### JavaScript

```js
TerminateThread(threadId);

// by hash
Citizen.invokeNative('0x87ED52AE40EA1A52', threadId);
```

### C#

```csharp
Function.Call((Hash)0x87ED52AE40EA1A52, threadId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::TRIGGER_SCRIPT_EVENT

- **Hash:** `0x5AE99C571D5BBE5D`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `TriggerScriptEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/TRIGGER_SCRIPT_EVENT

## Signature

```c
void TRIGGER_SCRIPT_EVENT(int eventGroup, Any* eventData, int eventDataSize, int scriptMetadataIndex, int* playerBits);
```

## Parameters

- `eventGroup` (`int`)
- `eventData` (`Any*`)
- `eventDataSize` (`int`)
- `scriptMetadataIndex` (`int`)
- `playerBits` (`int*`)

## Returns

`void`

## Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_SCRIPT_ERRORS (CEventGroupScriptErrors)

Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).

playerBits (also known as playersToBroadcastTo) is a bitset that indicates which players this event should be sent to. In order to send the event to specific players only, use (1 << playerIndex). Set all bits if it should be broadcast to all players.

## Usage

### Lua

```lua
local eventData, playerBits = TriggerScriptEvent(eventGroup, eventDataSize, scriptMetadataIndex)

-- always available, by hash
local eventData, playerBits = Citizen.InvokeNative(0x5AE99C571D5BBE5D, eventGroup, Citizen.PointerValueInt(), eventDataSize, scriptMetadataIndex, Citizen.PointerValueInt())
```

### JavaScript

```js
const [eventData, playerBits] = TriggerScriptEvent(eventGroup, eventDataSize, scriptMetadataIndex);

// by hash
const [eventData, playerBits] = Citizen.invokeNative('0x5AE99C571D5BBE5D', eventGroup, Citizen.pointerValueInt(), eventDataSize, scriptMetadataIndex, Citizen.pointerValueInt());
```

### C#

```csharp
var eventData = new OutputArgument();
var playerBits = new OutputArgument();
Function.Call((Hash)0x5AE99C571D5BBE5D, eventGroup, eventData, eventDataSize, scriptMetadataIndex, playerBits);
// eventData.GetResult<int>()
// playerBits.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# SCRIPT::_TRIGGER_SCRIPT_EVENT_2

- **Hash:** `0x8B61C950A148FFA2`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `TriggerScriptEvent_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_TRIGGER_SCRIPT_EVENT_2

## Signature

```c
void _TRIGGER_SCRIPT_EVENT_2(Any* eventData, int eventDataSize, int scriptMetadataIndex, int threadId);
```

## Parameters

- `eventData` (`Any*`)
- `eventDataSize` (`int`)
- `scriptMetadataIndex` (`int`)
- `threadId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local eventData = TriggerScriptEvent_2(eventDataSize, scriptMetadataIndex, threadId)

-- always available, by hash
local eventData = Citizen.InvokeNative(0x8B61C950A148FFA2, Citizen.PointerValueInt(), eventDataSize, scriptMetadataIndex, threadId)
```

### JavaScript

```js
const eventData = TriggerScriptEvent_2(eventDataSize, scriptMetadataIndex, threadId);

// by hash
const eventData = Citizen.invokeNative('0x8B61C950A148FFA2', Citizen.pointerValueInt(), eventDataSize, scriptMetadataIndex, threadId);
```

### C#

```csharp
var eventData = new OutputArgument();
Function.Call((Hash)0x8B61C950A148FFA2, eventData, eventDataSize, scriptMetadataIndex, threadId);
// eventData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::_0x04AA59CA40571C2E

- **Hash:** `0x04AA59CA40571C2E`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `N_0x04aa59ca40571c2e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/0x04AA59CA40571C2E

## Signature

```c
Any _0x04AA59CA40571C2E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x04aa59ca40571c2e(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x04AA59CA40571C2E, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x04aa59ca40571c2e(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x04AA59CA40571C2E', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x04AA59CA40571C2E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x04aa59ca40571c2e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::GET_SHAPE_TEST_RESULT

- **Hash:** `0xEDE8AC7C5108FB1D`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `GetShapeTestResult`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/GET_SHAPE_TEST_RESULT

## Signature

```c
int GET_SHAPE_TEST_RESULT(ScrHandle shapeTestHandle, BOOL* hit, Vector3* endCoords, Vector3* surfaceNormal, Entity* entityHit);
```

## Parameters

- `shapeTestHandle` (`ScrHandle`)
- `hit` (`BOOL*`)
- `endCoords` (`Vector3*`)
- `surfaceNormal` (`Vector3*`)
- `entityHit` (`Entity*`)

## Returns

`int`

## Description

Returns the result of a shape test: 0 if the handle is invalid, 1 if the shape test is still pending, or 2 if the shape test has completed, and the handle should be invalidated.

When used with an asynchronous shape test, this native should be looped until returning 0 or 2, after which the handle is invalidated.

enum eShapeTestStatus
{
	SHAPETEST_STATUS_NONEXISTENT,
	SHAPETEST_STATUS_RESULTS_NOTREADY,
	SHAPETEST_STATUS_RESULTS_READY
};

## Usage

### Lua

```lua
local retval, hit, endCoords, surfaceNormal, entityHit = GetShapeTestResult(shapeTestHandle)

-- always available, by hash
local retval, hit, endCoords, surfaceNormal, entityHit = Citizen.InvokeNative(0xEDE8AC7C5108FB1D, shapeTestHandle, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, hit, endCoords, surfaceNormal, entityHit] = GetShapeTestResult(shapeTestHandle);

// by hash
const [retval, hit, endCoords, surfaceNormal, entityHit] = Citizen.invokeNative('0xEDE8AC7C5108FB1D', shapeTestHandle, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var hit = new OutputArgument();
var endCoords = new OutputArgument();
var surfaceNormal = new OutputArgument();
var entityHit = new OutputArgument();
int retval = Function.Call<int>((Hash)0xEDE8AC7C5108FB1D, shapeTestHandle, hit, endCoords, surfaceNormal, entityHit);
// hit.GetResult<bool>()
// endCoords.GetResult<Vector3>()
// surfaceNormal.GetResult<Vector3>()
// entityHit.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE

- **Hash:** `0x377906D8A31E5586`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `StartExpensiveSynchronousShapeTestLosProbe`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE

## Signature

```c
ScrHandle START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE(float x1, float y1, float z1, float x2, float y2, float z2, int flags, Entity entityToIgnore, int p8);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `flags` (`int`)
- `entityToIgnore` (`Entity`)
- `p8` (`int`)

## Returns

`ScrHandle`

## Description

Does the same as 0x7EE9F5D83DD4F90E, except blocking until the shape test completes.

## Usage

### Lua

```lua
local retval = StartExpensiveSynchronousShapeTestLosProbe(x1, y1, z1, x2, y2, z2, flags, entityToIgnore, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x377906D8A31E5586, x1, y1, z1, x2, y2, z2, flags, entityToIgnore, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartExpensiveSynchronousShapeTestLosProbe(x1, y1, z1, x2, y2, z2, flags, entityToIgnore, p8);

// by hash
const retval = Citizen.invokeNative('0x377906D8A31E5586', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, flags, entityToIgnore, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x377906D8A31E5586, x1, y1, z1, x2, y2, z2, flags, entityToIgnore, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::START_SHAPE_TEST_BOX

- **Hash:** `0xFE466162C4401D18`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `StartShapeTestBox`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/START_SHAPE_TEST_BOX

## Signature

```c
ScrHandle START_SHAPE_TEST_BOX(float posX, float posY, float posZ, float dimensionsX, float dimensionsY, float dimensionsZ, float rotX, float rotY, float rotZ, int rotationOrder, int flags, Entity entityToIgnore, int options);
```

## Parameters

- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `dimensionsX` (`float`)
- `dimensionsY` (`float`)
- `dimensionsZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `rotationOrder` (`int`)
- `flags` (`int`)
- `entityToIgnore` (`Entity`)
- `options` (`int`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval = StartShapeTestBox(posX, posY, posZ, dimensionsX, dimensionsY, dimensionsZ, rotX, rotY, rotZ, rotationOrder, flags, entityToIgnore, options)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE466162C4401D18, posX, posY, posZ, dimensionsX, dimensionsY, dimensionsZ, rotX, rotY, rotZ, rotationOrder, flags, entityToIgnore, options, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartShapeTestBox(posX, posY, posZ, dimensionsX, dimensionsY, dimensionsZ, rotX, rotY, rotZ, rotationOrder, flags, entityToIgnore, options);

// by hash
const retval = Citizen.invokeNative('0xFE466162C4401D18', posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, dimensionsX + 0.0000001, dimensionsY + 0.0000001, dimensionsZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, rotationOrder, flags, entityToIgnore, options, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFE466162C4401D18, posX, posY, posZ, dimensionsX, dimensionsY, dimensionsZ, rotX, rotY, rotZ, rotationOrder, flags, entityToIgnore, options);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::START_SHAPE_TEST_CAPSULE

- **Hash:** `0x28579D1B8F8AAC80`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `StartShapeTestCapsule`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/START_SHAPE_TEST_CAPSULE

## Signature

```c
ScrHandle START_SHAPE_TEST_CAPSULE(float x1, float y1, float z1, float x2, float y2, float z2, float radius, int flags, Entity entityToIgnore, int p9);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `radius` (`float`)
- `flags` (`int`)
- `entityToIgnore` (`Entity`)
- `p9` (`int`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval = StartShapeTestCapsule(x1, y1, z1, x2, y2, z2, radius, flags, entityToIgnore, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x28579D1B8F8AAC80, x1, y1, z1, x2, y2, z2, radius, flags, entityToIgnore, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartShapeTestCapsule(x1, y1, z1, x2, y2, z2, radius, flags, entityToIgnore, p9);

// by hash
const retval = Citizen.invokeNative('0x28579D1B8F8AAC80', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, radius + 0.0000001, flags, entityToIgnore, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x28579D1B8F8AAC80, x1, y1, z1, x2, y2, z2, radius, flags, entityToIgnore, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::START_SHAPE_TEST_LOS_PROBE

- **Hash:** `0x7EE9F5D83DD4F90E`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `StartShapeTestLosProbe`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **Other names:** `START_SHAPE_TEST_RAY`
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/START_SHAPE_TEST_LOS_PROBE

## Signature

```c
ScrHandle START_SHAPE_TEST_LOS_PROBE(float x1, float y1, float z1, float x2, float y2, float z2, int flags, Entity entity, int p8);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `flags` (`int`)
- `entity` (`Entity`)
- `p8` (`int`)

## Returns

`ScrHandle`

## Description

*Source: alloc8or RDR3 NativeDB*

Asynchronously starts a line-of-sight (raycast) world probe shape test.

Use the handle with 0x3D87450E15D98694 or 0x65287525D951F6BE until it returns 0 or 2.

p8 is a bit mask with bits 1, 2 and/or 4, relating to collider types; 4 should usually be used.

*Source: VORPCORE RDR3natives*

Asynchronously starts a line-of-sight (raycast) world probe shape test.

Use the handle with 0x3D87450E15D98694 or 0x65287525D951F6BE until it returns 0 or 2.

p8 is a bit mask with bits 1, 2 and/or 4, relating to collider types; 4 should usually be used. flags used are mostly 83 and 3167

## Verified notes

The RedM runtime exposes this native as **`StartShapeTestRay`** (the older name), with the same arguments.

### Flags and animals

The usual "world + vehicles + peds + objects" mask (`1|2|4|8|16`) hits human peds but **not animals** — horses included. Bit 4 does not cover animal peds. Use `-1` to hit everything, then filter the entity yourself.

```lua
local handle = StartShapeTestRay(from.x, from.y, from.z, to.x, to.y, to.z, -1, PlayerPedId(), 0)
local _, hit, endCoords, _, entity = GetShapeTestResult(handle)
```

Verified in game on the Borderline RP server (third-eye targeting on horses), September 2026.

## Usage

### Lua

```lua
local retval = StartShapeTestLosProbe(x1, y1, z1, x2, y2, z2, flags, entity, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7EE9F5D83DD4F90E, x1, y1, z1, x2, y2, z2, flags, entity, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartShapeTestLosProbe(x1, y1, z1, x2, y2, z2, flags, entity, p8);

// by hash
const retval = Citizen.invokeNative('0x7EE9F5D83DD4F90E', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, flags, entity, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7EE9F5D83DD4F90E, x1, y1, z1, x2, y2, z2, flags, entity, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [SHAPETEST::START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE](https://natives.borderlinerp.com/natives/SHAPETEST/START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE.md) — Does the same as 0x7EE9F5D83DD4F90E, except blocking until the shape test completes.
- [SHAPETEST::GET_SHAPE_TEST_RESULT](https://natives.borderlinerp.com/natives/SHAPETEST/GET_SHAPE_TEST_RESULT.md) — Returns the result of a shape test: 0 if the handle is invalid, 1 if the shape test is still pending, or 2 if the shape test has completed, and the handle should be invalidated.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, RedM Natives (verified notes).*

---

# SHAPETEST::START_SHAPE_TEST_MOUSE_CURSOR_LOS_PROBE

- **Hash:** `0x9839013D8B6014F1`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `StartShapeTestMouseCursorLosProbe`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/START_SHAPE_TEST_MOUSE_CURSOR_LOS_PROBE

## Signature

```c
ScrHandle START_SHAPE_TEST_MOUSE_CURSOR_LOS_PROBE(Vector3* pVec1, Vector3* pVec2, int flag, Entity entity, int flag2);
```

## Parameters

- `pVec1` (`Vector3*`)
- `pVec2` (`Vector3*`)
- `flag` (`int`)
- `entity` (`Entity`)
- `flag2` (`int`)

## Returns

`ScrHandle`

## Description

Old name: _START_SHAPE_TEST_SURROUNDING_COORDS

## Usage

### Lua

```lua
local retval, pVec1, pVec2 = StartShapeTestMouseCursorLosProbe(flag, entity, flag2)

-- always available, by hash
local retval, pVec1, pVec2 = Citizen.InvokeNative(0x9839013D8B6014F1, Citizen.PointerValueVector(), Citizen.PointerValueVector(), flag, entity, flag2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, pVec1, pVec2] = StartShapeTestMouseCursorLosProbe(flag, entity, flag2);

// by hash
const [retval, pVec1, pVec2] = Citizen.invokeNative('0x9839013D8B6014F1', Citizen.pointerValueVector(), Citizen.pointerValueVector(), flag, entity, flag2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var pVec1 = new OutputArgument();
var pVec2 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x9839013D8B6014F1, pVec1, pVec2, flag, entity, flag2);
// pVec1.GetResult<Vector3>()
// pVec2.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# SHAPETEST::START_SHAPE_TEST_SWEPT_SPHERE

- **Hash:** `0xAA5B7C8309F73230`
- **Namespace:** SHAPETEST
- **Runtime name (Lua/JS):** `StartShapeTestSweptSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SHAPETEST/START_SHAPE_TEST_SWEPT_SPHERE

## Signature

```c
ScrHandle START_SHAPE_TEST_SWEPT_SPHERE(float x1, float y1, float z1, float x2, float y2, float z2, float radius, int flags, Entity entity, Any p9);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `radius` (`float`)
- `flags` (`int`)
- `entity` (`Entity`)
- `p9` (`Any`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval = StartShapeTestSweptSphere(x1, y1, z1, x2, y2, z2, radius, flags, entity, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA5B7C8309F73230, x1, y1, z1, x2, y2, z2, radius, flags, entity, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartShapeTestSweptSphere(x1, y1, z1, x2, y2, z2, radius, flags, entity, p9);

// by hash
const retval = Citizen.invokeNative('0xAA5B7C8309F73230', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, radius + 0.0000001, flags, entity, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAA5B7C8309F73230, x1, y1, z1, x2, y2, z2, radius, flags, entity, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_DISPLAY_NAME

- **Hash:** `0x89D9BDE7334B110F`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetDisplayName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_DISPLAY_NAME

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_DISPLAY_NAME(char* p0);
```

## Parameters

- `p0` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetDisplayName(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89D9BDE7334B110F, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventGetDisplayName(p0);

// by hash
const retval = Citizen.invokeNative('0x89D9BDE7334B110F', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x89D9BDE7334B110F, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_DISPLAY_NAME_BY_ID

- **Hash:** `0x11EA52CAD1B55910`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetDisplayNameById`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_DISPLAY_NAME_BY_ID

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_DISPLAY_NAME_BY_ID(int p0, char* p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetDisplayNameById(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11EA52CAD1B55910, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventGetDisplayNameById(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x11EA52CAD1B55910', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x11EA52CAD1B55910, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_DISPLAY_NAME_FOR_TYPE

- **Hash:** `0x85EA0BEC7B1F7622`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetDisplayNameForType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_DISPLAY_NAME_FOR_TYPE

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_DISPLAY_NAME_FOR_TYPE(char* p0, const char* p1);
```

## Parameters

- `p0` (`char*`)
- `p1` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetDisplayNameForType(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x85EA0BEC7B1F7622, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventGetDisplayNameForType(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x85EA0BEC7B1F7622', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x85EA0BEC7B1F7622, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EVENT_ID

- **Hash:** `0xD635DF6BAA5A6017`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetEventId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EVENT_ID

## Signature

```c
int SC_COMMUNITY_EVENT_GET_EVENT_ID();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetEventId()

-- always available, by hash
local retval = Citizen.InvokeNative(0xD635DF6BAA5A6017, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScCommunityEventGetEventId();

// by hash
const retval = Citizen.invokeNative('0xD635DF6BAA5A6017', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD635DF6BAA5A6017);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EVENT_ID_FOR_TYPE

- **Hash:** `0x03C03ABBABBEF752`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetEventIdForType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EVENT_ID_FOR_TYPE

## Signature

```c
int SC_COMMUNITY_EVENT_GET_EVENT_ID_FOR_TYPE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetEventIdForType(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x03C03ABBABBEF752, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScCommunityEventGetEventIdForType(p0);

// by hash
const retval = Citizen.invokeNative('0x03C03ABBABBEF752', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x03C03ABBABBEF752, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT

- **Hash:** `0x060BBAD634C2B44B`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT(const char* p0, float* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = ScCommunityEventGetExtraDataFloat(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x060BBAD634C2B44B, p0, Citizen.PointerValueFloatInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = ScCommunityEventGetExtraDataFloat(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0x060BBAD634C2B44B', p0, Citizen.pointerValueFloatInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x060BBAD634C2B44B, p0, p1);
// p1.GetResult<float>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT_BY_ID

- **Hash:** `0x91C9E2A0F9DD6DD4`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataFloatById`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT_BY_ID

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT_BY_ID(int p0, const char* p1, float* p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`const char*`)
- `p2` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2 = ScCommunityEventGetExtraDataFloatById(p0, p1, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x91C9E2A0F9DD6DD4, p0, p1, Citizen.PointerValueFloatInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = ScCommunityEventGetExtraDataFloatById(p0, p1, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x91C9E2A0F9DD6DD4', p0, p1, Citizen.pointerValueFloatInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x91C9E2A0F9DD6DD4, p0, p1, p2);
// p2.GetResult<float>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT_FOR_TYPE

- **Hash:** `0x1BDB56DB258F052D`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataFloatForType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT_FOR_TYPE

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_FLOAT_FOR_TYPE(const char* p0, float* p1, const char* p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`float*`)
- `p2` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = ScCommunityEventGetExtraDataFloatForType(p0, p2)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x1BDB56DB258F052D, p0, Citizen.PointerValueFloat(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = ScCommunityEventGetExtraDataFloatForType(p0, p2);

// by hash
const [retval, p1] = Citizen.invokeNative('0x1BDB56DB258F052D', p0, Citizen.pointerValueFloat(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1BDB56DB258F052D, p0, p1, p2);
// p1.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT

- **Hash:** `0xB4411D4D6B81438E`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT(const char* p0, int* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = ScCommunityEventGetExtraDataInt(p0, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xB4411D4D6B81438E, p0, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = ScCommunityEventGetExtraDataInt(p0, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xB4411D4D6B81438E', p0, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB4411D4D6B81438E, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT_BY_ID

- **Hash:** `0x7C981DE05A7403A0`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataIntById`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT_BY_ID

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT_BY_ID(int p0, const char* p1, int* p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`const char*`)
- `p2` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2 = ScCommunityEventGetExtraDataIntById(p0, p1, p2)

-- always available, by hash
local retval, p2 = Citizen.InvokeNative(0x7C981DE05A7403A0, p0, p1, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2] = ScCommunityEventGetExtraDataIntById(p0, p1, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x7C981DE05A7403A0', p0, p1, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7C981DE05A7403A0, p0, p1, p2);
// p2.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT_FOR_TYPE

- **Hash:** `0x3519CC3525319A96`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataIntForType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT_FOR_TYPE

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_INT_FOR_TYPE(const char* p0, int* p1, const char* p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`int*`)
- `p2` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = ScCommunityEventGetExtraDataIntForType(p0, p2)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x3519CC3525319A96, p0, Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = ScCommunityEventGetExtraDataIntForType(p0, p2);

// by hash
const [retval, p1] = Citizen.invokeNative('0x3519CC3525319A96', p0, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3519CC3525319A96, p0, p1, p2);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING

- **Hash:** `0x9F6DCD0C939C71E9`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING(const char* p0, char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetExtraDataString(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9F6DCD0C939C71E9, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventGetExtraDataString(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x9F6DCD0C939C71E9', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9F6DCD0C939C71E9, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING_BY_ID

- **Hash:** `0x049D2196D9D11184`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataStringById`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING_BY_ID

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING_BY_ID(int p0, const char* p1, char* p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`const char*`)
- `p2` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetExtraDataStringById(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x049D2196D9D11184, p0, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventGetExtraDataStringById(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x049D2196D9D11184', p0, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x049D2196D9D11184, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING_FOR_TYPE

- **Hash:** `0xC8FC3B2432E8229D`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventGetExtraDataStringForType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING_FOR_TYPE

## Signature

```c
BOOL SC_COMMUNITY_EVENT_GET_EXTRA_DATA_STRING_FOR_TYPE(const char* p0, char* p1, const char* p2);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`char*`)
- `p2` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventGetExtraDataStringForType(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC8FC3B2432E8229D, p0, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventGetExtraDataStringForType(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xC8FC3B2432E8229D', p0, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC8FC3B2432E8229D, p0, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_IS_ACTIVE

- **Hash:** `0xCBF743C984695CF3`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventIsActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_IS_ACTIVE

## Signature

```c
BOOL SC_COMMUNITY_EVENT_IS_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventIsActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCBF743C984695CF3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventIsActive();

// by hash
const retval = Citizen.invokeNative('0xCBF743C984695CF3', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCBF743C984695CF3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_IS_ACTIVE_BY_ID

- **Hash:** `0x62B384FEFDE06817`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventIsActiveById`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_IS_ACTIVE_BY_ID

## Signature

```c
BOOL SC_COMMUNITY_EVENT_IS_ACTIVE_BY_ID(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventIsActiveById(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62B384FEFDE06817, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventIsActiveById(p0);

// by hash
const retval = Citizen.invokeNative('0x62B384FEFDE06817', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x62B384FEFDE06817, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_COMMUNITY_EVENT_IS_ACTIVE_FOR_TYPE

- **Hash:** `0x09937EB0CEBC2F9F`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScCommunityEventIsActiveForType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_COMMUNITY_EVENT_IS_ACTIVE_FOR_TYPE

## Signature

```c
BOOL SC_COMMUNITY_EVENT_IS_ACTIVE_FOR_TYPE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScCommunityEventIsActiveForType(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x09937EB0CEBC2F9F, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScCommunityEventIsActiveForType(p0);

// by hash
const retval = Citizen.invokeNative('0x09937EB0CEBC2F9F', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x09937EB0CEBC2F9F, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_GET_MESSAGE_IS_READ_AT_INDEX

- **Hash:** `0x74CF39E030A382C4`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxGetMessageIsReadAtIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_GET_MESSAGE_IS_READ_AT_INDEX

## Signature

```c
BOOL SC_INBOX_GET_MESSAGE_IS_READ_AT_INDEX(int msgIndex);
```

## Parameters

- `msgIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScInboxGetMessageIsReadAtIndex(msgIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x74CF39E030A382C4, msgIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScInboxGetMessageIsReadAtIndex(msgIndex);

// by hash
const retval = Citizen.invokeNative('0x74CF39E030A382C4', msgIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x74CF39E030A382C4, msgIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_GET_MESSAGE_TYPE_AT_INDEX

- **Hash:** `0xFF92537C4DDC1241`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxGetMessageTypeAtIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_GET_MESSAGE_TYPE_AT_INDEX

## Signature

```c
Hash SC_INBOX_GET_MESSAGE_TYPE_AT_INDEX(int msgIndex);
```

## Parameters

- `msgIndex` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = ScInboxGetMessageTypeAtIndex(msgIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF92537C4DDC1241, msgIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScInboxGetMessageTypeAtIndex(msgIndex);

// by hash
const retval = Citizen.invokeNative('0xFF92537C4DDC1241', msgIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFF92537C4DDC1241, msgIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_GET_TOTAL_NUM_MESSAGES

- **Hash:** `0x8EF0F633280C0663`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxGetTotalNumMessages`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_GET_TOTAL_NUM_MESSAGES

## Signature

```c
int SC_INBOX_GET_TOTAL_NUM_MESSAGES();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = ScInboxGetTotalNumMessages()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8EF0F633280C0663, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScInboxGetTotalNumMessages();

// by hash
const retval = Citizen.invokeNative('0x8EF0F633280C0663', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8EF0F633280C0663);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_MESSAGE_GET_DATA_INT

- **Hash:** `0x95BB39C4DA99F348`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxMessageGetDataInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_MESSAGE_GET_DATA_INT

## Signature

```c
BOOL SC_INBOX_MESSAGE_GET_DATA_INT(int p0, const char* context, int* out);
```

## Parameters

- `p0` (`int`)
- `context` (`const char*`)
- `out` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, out = ScInboxMessageGetDataInt(p0, context, out)

-- always available, by hash
local retval, out = Citizen.InvokeNative(0x95BB39C4DA99F348, p0, context, Citizen.PointerValueIntInitialized(out), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, out] = ScInboxMessageGetDataInt(p0, context, out);

// by hash
const [retval, out] = Citizen.invokeNative('0x95BB39C4DA99F348', p0, context, Citizen.pointerValueIntInitialized(out), Citizen.returnResultAnyway());
```

### C#

```csharp
var out = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x95BB39C4DA99F348, p0, context, out);
// out.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_MESSAGE_GET_DATA_STRING

- **Hash:** `0x66F77FD58506FF6B`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxMessageGetDataString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_MESSAGE_GET_DATA_STRING

## Signature

```c
BOOL SC_INBOX_MESSAGE_GET_DATA_STRING(int p0, const char* context, char* out);
```

## Parameters

- `p0` (`int`)
- `context` (`const char*`)
- `out` (`char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScInboxMessageGetDataString(p0, context, out)

-- always available, by hash
local retval = Citizen.InvokeNative(0x66F77FD58506FF6B, p0, context, out, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScInboxMessageGetDataString(p0, context, out);

// by hash
const retval = Citizen.invokeNative('0x66F77FD58506FF6B', p0, context, out, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x66F77FD58506FF6B, p0, context, out);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_MESSAGE_GET_RAW_TYPE_AT_INDEX

- **Hash:** `0x176D077685CD83E4`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxMessageGetRawTypeAtIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_MESSAGE_GET_RAW_TYPE_AT_INDEX

## Signature

```c
const char* SC_INBOX_MESSAGE_GET_RAW_TYPE_AT_INDEX(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = ScInboxMessageGetRawTypeAtIndex(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x176D077685CD83E4, p0, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = ScInboxMessageGetRawTypeAtIndex(p0);

// by hash
const retval = Citizen.invokeNative('0x176D077685CD83E4', p0, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x176D077685CD83E4, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_INBOX_SET_MESSAGE_AS_READ_AT_INDEX

- **Hash:** `0x63CAC501FFF66DC4`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScInboxSetMessageAsReadAtIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_INBOX_SET_MESSAGE_AS_READ_AT_INDEX

## Signature

```c
BOOL SC_INBOX_SET_MESSAGE_AS_READ_AT_INDEX(int msgIndex);
```

## Parameters

- `msgIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScInboxSetMessageAsReadAtIndex(msgIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x63CAC501FFF66DC4, msgIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScInboxSetMessageAsReadAtIndex(msgIndex);

// by hash
const retval = Citizen.invokeNative('0x63CAC501FFF66DC4', msgIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x63CAC501FFF66DC4, msgIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PRESENCE_ATTR_SET_FLOAT

- **Hash:** `0xA31DAFCDC33775E9`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScPresenceAttrSetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PRESENCE_ATTR_SET_FLOAT

## Signature

```c
BOOL SC_PRESENCE_ATTR_SET_FLOAT(Hash attrHash, float value);
```

## Parameters

- `attrHash` (`Hash`)
- `value` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScPresenceAttrSetFloat(attrHash, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA31DAFCDC33775E9, attrHash, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScPresenceAttrSetFloat(attrHash, value);

// by hash
const retval = Citizen.invokeNative('0xA31DAFCDC33775E9', attrHash, value + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA31DAFCDC33775E9, attrHash, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PRESENCE_ATTR_SET_FLOAT_EX

- **Hash:** `0x00000000467F4CAA`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScPresenceAttrSetFloatEx`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PRESENCE_ATTR_SET_FLOAT_EX

## Signature

```c
BOOL SC_PRESENCE_ATTR_SET_FLOAT_EX(const char* attrName, float value, BOOL p2);
```

## Parameters

- `attrName` (`const char*`)
- `value` (`float`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScPresenceAttrSetFloatEx(attrName, value, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00000000467F4CAA, attrName, value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScPresenceAttrSetFloatEx(attrName, value, p2);

// by hash
const retval = Citizen.invokeNative('0x00000000467F4CAA', attrName, value + 0.0000001, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x00000000467F4CAA, attrName, value, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PRESENCE_ATTR_SET_INT_EX

- **Hash:** `0x0000000085488C49`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScPresenceAttrSetIntEx`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PRESENCE_ATTR_SET_INT_EX

## Signature

```c
BOOL SC_PRESENCE_ATTR_SET_INT_EX(const char* attrName, int value, BOOL p2);
```

## Parameters

- `attrName` (`const char*`)
- `value` (`int`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScPresenceAttrSetIntEx(attrName, value, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0000000085488C49, attrName, value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScPresenceAttrSetIntEx(attrName, value, p2);

// by hash
const retval = Citizen.invokeNative('0x0000000085488C49', attrName, value, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0000000085488C49, attrName, value, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PRESENCE_ATTR_SET_STRING_EX

- **Hash:** `0x00000000EB2D93B3`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScPresenceAttrSetStringEx`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PRESENCE_ATTR_SET_STRING_EX

## Signature

```c
BOOL SC_PRESENCE_ATTR_SET_STRING_EX(const char* attrName, const char* value, BOOL p2);
```

## Parameters

- `attrName` (`const char*`)
- `value` (`const char*`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScPresenceAttrSetStringEx(attrName, value, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00000000EB2D93B3, attrName, value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScPresenceAttrSetStringEx(attrName, value, p2);

// by hash
const retval = Citizen.invokeNative('0x00000000EB2D93B3', attrName, value, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x00000000EB2D93B3, attrName, value, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PROFANITY_CHECK_STRING

- **Hash:** `0x9C74AC9D87B3FFF4`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScProfanityCheckString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PROFANITY_CHECK_STRING

## Signature

```c
BOOL SC_PROFANITY_CHECK_STRING(const char* string, int* token);
```

## Parameters

- `string` (`const char*`)
- `token` (`int*`)

## Returns

`BOOL`

## Description

Starts a task to check an entered string for profanity on the ROS/Social Club services.

## Usage

### Lua

```lua
local retval, token = ScProfanityCheckString(string, token)

-- always available, by hash
local retval, token = Citizen.InvokeNative(0x9C74AC9D87B3FFF4, string, Citizen.PointerValueIntInitialized(token), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, token] = ScProfanityCheckString(string, token);

// by hash
const [retval, token] = Citizen.invokeNative('0x9C74AC9D87B3FFF4', string, Citizen.pointerValueIntInitialized(token), Citizen.returnResultAnyway());
```

### C#

```csharp
var token = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9C74AC9D87B3FFF4, string, token);
// token.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PROFANITY_GET_CHECK_IS_PENDING

- **Hash:** `0x3A10BCD0C8AA0B82`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScProfanityGetCheckIsPending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PROFANITY_GET_CHECK_IS_PENDING

## Signature

```c
BOOL SC_PROFANITY_GET_CHECK_IS_PENDING(int token);
```

## Parameters

- `token` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScProfanityGetCheckIsPending(token)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A10BCD0C8AA0B82, token, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScProfanityGetCheckIsPending(token);

// by hash
const retval = Citizen.invokeNative('0x3A10BCD0C8AA0B82', token, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3A10BCD0C8AA0B82, token);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PROFANITY_GET_CHECK_IS_VALID

- **Hash:** `0x08C8052AF40C4247`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScProfanityGetCheckIsValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PROFANITY_GET_CHECK_IS_VALID

## Signature

```c
BOOL SC_PROFANITY_GET_CHECK_IS_VALID(int token);
```

## Parameters

- `token` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScProfanityGetCheckIsValid(token)

-- always available, by hash
local retval = Citizen.InvokeNative(0x08C8052AF40C4247, token, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScProfanityGetCheckIsValid(token);

// by hash
const retval = Citizen.invokeNative('0x08C8052AF40C4247', token, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x08C8052AF40C4247, token);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PROFANITY_GET_STRING_PASSED

- **Hash:** `0xF302973BB8BE70E6`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScProfanityGetStringPassed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PROFANITY_GET_STRING_PASSED

## Signature

```c
BOOL SC_PROFANITY_GET_STRING_PASSED(int token);
```

## Parameters

- `token` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScProfanityGetStringPassed(token)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF302973BB8BE70E6, token, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScProfanityGetStringPassed(token);

// by hash
const retval = Citizen.invokeNative('0xF302973BB8BE70E6', token, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF302973BB8BE70E6, token);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUB::SC_PROFANITY_GET_STRING_STATUS

- **Hash:** `0x0CF3BFB99EBBE5B1`
- **Namespace:** SOCIALCLUB
- **Runtime name (Lua/JS):** `ScProfanityGetStringStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUB/SC_PROFANITY_GET_STRING_STATUS

## Signature

```c
int SC_PROFANITY_GET_STRING_STATUS(int token);
```

## Parameters

- `token` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ScProfanityGetStringStatus(token)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CF3BFB99EBBE5B1, token, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScProfanityGetStringStatus(token);

// by hash
const retval = Citizen.invokeNative('0x0CF3BFB99EBBE5B1', token, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0CF3BFB99EBBE5B1, token);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUBFEED::SC_FEED_HUB_HAS_NEW_DATA

- **Hash:** `0x068332D20CB6F897`
- **Namespace:** SOCIALCLUBFEED
- **Runtime name (Lua/JS):** `ScFeedHubHasNewData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUBFEED/SC_FEED_HUB_HAS_NEW_DATA

## Signature

```c
BOOL SC_FEED_HUB_HAS_NEW_DATA();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ScFeedHubHasNewData()

-- always available, by hash
local retval = Citizen.InvokeNative(0x068332D20CB6F897, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ScFeedHubHasNewData();

// by hash
const retval = Citizen.invokeNative('0x068332D20CB6F897', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x068332D20CB6F897);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# SOCIALCLUBFEED::_SC_FEED_SUBMIT_PRESET_MESSAGE

- **Hash:** `0xEFB64240F6B17817`
- **Namespace:** SOCIALCLUBFEED
- **Runtime name (Lua/JS):** `ScFeedSubmitPresetMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SOCIALCLUBFEED/_SC_FEED_SUBMIT_PRESET_MESSAGE

## Signature

```c
int _SC_FEED_SUBMIT_PRESET_MESSAGE(int type, int subType);
```

## Parameters

- `type` (`int`)
- `subType` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ScFeedSubmitPresetMessage(type, subType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEFB64240F6B17817, type, subType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ScFeedSubmitPresetMessage(type, subType);

// by hash
const retval = Citizen.invokeNative('0xEFB64240F6B17817', type, subType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEFB64240F6B17817, type, subType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SPACTIONPROXY::_SPACTIONPROXY_GET_NEXT_PENDING_BUY_ACTION

- **Hash:** `0x1F471B79ACC98BEF`
- **Namespace:** SPACTIONPROXY
- **Runtime name (Lua/JS):** `SpactionproxyGetNextPendingBuyAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SPACTIONPROXY/_SPACTIONPROXY_GET_NEXT_PENDING_BUY_ACTION

## Signature

```c
BOOL _SPACTIONPROXY_GET_NEXT_PENDING_BUY_ACTION(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, data = SpactionproxyGetNextPendingBuyAction(data)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0x1F471B79ACC98BEF, Citizen.PointerValueIntInitialized(data), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, data] = SpactionproxyGetNextPendingBuyAction(data);

// by hash
const [retval, data] = Citizen.invokeNative('0x1F471B79ACC98BEF', Citizen.pointerValueIntInitialized(data), Citizen.returnResultAnyway());
```

### C#

```csharp
var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1F471B79ACC98BEF, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SPACTIONPROXY::_SPACTIONPROXY_GET_NEXT_PENDING_CRAFTING_ACTION

- **Hash:** `0x1F471B79ACC97BEF`
- **Namespace:** SPACTIONPROXY
- **Runtime name (Lua/JS):** `SpactionproxyGetNextPendingCraftingAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SPACTIONPROXY/_SPACTIONPROXY_GET_NEXT_PENDING_CRAFTING_ACTION

## Signature

```c
BOOL _SPACTIONPROXY_GET_NEXT_PENDING_CRAFTING_ACTION(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, data = SpactionproxyGetNextPendingCraftingAction(data)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0x1F471B79ACC97BEF, Citizen.PointerValueIntInitialized(data), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, data] = SpactionproxyGetNextPendingCraftingAction(data);

// by hash
const [retval, data] = Citizen.invokeNative('0x1F471B79ACC97BEF', Citizen.pointerValueIntInitialized(data), Citizen.returnResultAnyway());
```

### C#

```csharp
var data = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1F471B79ACC97BEF, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SPACTIONPROXY::_SPACTIONPROXY_MANAGER_IS_FAILED

- **Hash:** `0x1F471B79ACC91BEC`
- **Namespace:** SPACTIONPROXY
- **Runtime name (Lua/JS):** `SpactionproxyManagerIsFailed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SPACTIONPROXY/_SPACTIONPROXY_MANAGER_IS_FAILED

## Signature

```c
BOOL _SPACTIONPROXY_MANAGER_IS_FAILED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpactionproxyManagerIsFailed()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F471B79ACC91BEC, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpactionproxyManagerIsFailed();

// by hash
const retval = Citizen.invokeNative('0x1F471B79ACC91BEC', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F471B79ACC91BEC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SPACTIONPROXY::_SPACTIONPROXY_MANAGER_IS_READY

- **Hash:** `0x1F471B79ACC91BED`
- **Namespace:** SPACTIONPROXY
- **Runtime name (Lua/JS):** `SpactionproxyManagerIsReady`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SPACTIONPROXY/_SPACTIONPROXY_MANAGER_IS_READY

## Signature

```c
BOOL _SPACTIONPROXY_MANAGER_IS_READY();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpactionproxyManagerIsReady()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F471B79ACC91BED, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpactionproxyManagerIsReady();

// by hash
const retval = Citizen.invokeNative('0x1F471B79ACC91BED', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F471B79ACC91BED);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SPACTIONPROXY::_SPACTIONPROXY_PROCESS_ACTION

- **Hash:** `0x1F471B79ACC94BEF`
- **Namespace:** SPACTIONPROXY
- **Runtime name (Lua/JS):** `SpactionproxyProcessAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SPACTIONPROXY/_SPACTIONPROXY_PROCESS_ACTION

## Signature

```c
BOOL _SPACTIONPROXY_PROCESS_ACTION(Any p0, BOOL p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpactionproxyProcessAction(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F471B79ACC94BEF, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpactionproxyProcessAction(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x1F471B79ACC94BEF', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F471B79ACC94BEF, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# SPACTIONPROXY::_SPACTIONPROXY_START_MANAGER

- **Hash:** `0x1F471B79ACC91BEE`
- **Namespace:** SPACTIONPROXY
- **Runtime name (Lua/JS):** `SpactionproxyStartManager`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SPACTIONPROXY/_SPACTIONPROXY_START_MANAGER

## Signature

```c
BOOL _SPACTIONPROXY_START_MANAGER();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SpactionproxyStartManager()

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F471B79ACC91BEE, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SpactionproxyStartManager();

// by hash
const retval = Citizen.invokeNative('0x1F471B79ACC91BEE', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F471B79ACC91BEE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x025E98E317652CDD

- **Hash:** `0x025E98E317652CDD`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x025e98e317652cdd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x025E98E317652CDD

## Signature

```c
void _0x025E98E317652CDD(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x025e98e317652cdd(p0)

-- always available, by hash
Citizen.InvokeNative(0x025E98E317652CDD, p0)
```

### JavaScript

```js
N_0x025e98e317652cdd(p0);

// by hash
Citizen.invokeNative('0x025E98E317652CDD', p0);
```

### C#

```csharp
Function.Call((Hash)0x025E98E317652CDD, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x025e98e317652cdd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x0FEE2561120F3333

- **Hash:** `0x0FEE2561120F3333`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x0fee2561120f3333`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x0FEE2561120F3333

## Signature

```c
void _0x0FEE2561120F3333(Any* statId);
```

## Parameters

- `statId` (`Any*`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = N_0x0fee2561120f3333(statId)

-- always available, by hash
local statId = Citizen.InvokeNative(0x0FEE2561120F3333, Citizen.PointerValueIntInitialized(statId))
```

### JavaScript

```js
const statId = N_0x0fee2561120f3333(statId);

// by hash
const statId = Citizen.invokeNative('0x0FEE2561120F3333', Citizen.pointerValueIntInitialized(statId));
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0x0FEE2561120F3333, statId);
// statId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x0fee2561120f3333` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x218F7710A139D012

- **Hash:** `0x218F7710A139D012`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x218f7710a139d012`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x218F7710A139D012

## Signature

```c
void _0x218F7710A139D012();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x218f7710a139d012()

-- always available, by hash
Citizen.InvokeNative(0x218F7710A139D012)
```

### JavaScript

```js
N_0x218f7710a139d012();

// by hash
Citizen.invokeNative('0x218F7710A139D012');
```

### C#

```csharp
Function.Call((Hash)0x218F7710A139D012);
```

- This native has no known name, so the runtime exposes it only as `N_0x218f7710a139d012` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x302E71C1D9EE75B9

- **Hash:** `0x302E71C1D9EE75B9`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x302e71c1d9ee75b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x302E71C1D9EE75B9

## Signature

```c
BOOL _0x302E71C1D9EE75B9(Any* statId, Hash p1, int* p2);
```

## Parameters

- `statId` (`Any*`)
- `p1` (`Hash`)
- `p2` (`int*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, p2 = N_0x302e71c1d9ee75b9(p1)

-- always available, by hash
local retval, statId, p2 = Citizen.InvokeNative(0x302E71C1D9EE75B9, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, p2] = N_0x302e71c1d9ee75b9(p1);

// by hash
const [retval, statId, p2] = Citizen.invokeNative('0x302E71C1D9EE75B9', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x302E71C1D9EE75B9, statId, p1, p2);
// statId.GetResult<int>()
// p2.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x302e71c1d9ee75b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x378D3B1B11D9385B

- **Hash:** `0x378D3B1B11D9385B`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x378d3b1b11d9385b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x378D3B1B11D9385B

## Signature

```c
void _0x378D3B1B11D9385B(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x378d3b1b11d9385b(p0)

-- always available, by hash
Citizen.InvokeNative(0x378D3B1B11D9385B, p0)
```

### JavaScript

```js
N_0x378d3b1b11d9385b(p0);

// by hash
Citizen.invokeNative('0x378D3B1B11D9385B', p0);
```

### C#

```csharp
Function.Call((Hash)0x378D3B1B11D9385B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x378d3b1b11d9385b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x3AEABAE3F3C7600C

- **Hash:** `0x3AEABAE3F3C7600C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x3aeabae3f3c7600c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x3AEABAE3F3C7600C

## Signature

```c
BOOL _0x3AEABAE3F3C7600C();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x3aeabae3f3c7600c()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AEABAE3F3C7600C, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3aeabae3f3c7600c();

// by hash
const retval = Citizen.invokeNative('0x3AEABAE3F3C7600C', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3AEABAE3F3C7600C);
```

- This native has no known name, so the runtime exposes it only as `N_0x3aeabae3f3c7600c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x3EB2791A1FBC8A42

- **Hash:** `0x3EB2791A1FBC8A42`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x3eb2791a1fbc8a42`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x3EB2791A1FBC8A42

## Signature

```c
void _0x3EB2791A1FBC8A42(Hash statItem, int p1);
```

## Parameters

- `statItem` (`Hash`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3eb2791a1fbc8a42(statItem, p1)

-- always available, by hash
Citizen.InvokeNative(0x3EB2791A1FBC8A42, statItem, p1)
```

### JavaScript

```js
N_0x3eb2791a1fbc8a42(statItem, p1);

// by hash
Citizen.invokeNative('0x3EB2791A1FBC8A42', statItem, p1);
```

### C#

```csharp
Function.Call((Hash)0x3EB2791A1FBC8A42, statItem, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3eb2791a1fbc8a42` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x3F6FD87D2030ADC6

- **Hash:** `0x3F6FD87D2030ADC6`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x3f6fd87d2030adc6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x3F6FD87D2030ADC6

## Signature

```c
const char* _0x3F6FD87D2030ADC6();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0x3f6fd87d2030adc6()

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F6FD87D2030ADC6, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0x3f6fd87d2030adc6();

// by hash
const retval = Citizen.invokeNative('0x3F6FD87D2030ADC6', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x3F6FD87D2030ADC6);
```

- This native has no known name, so the runtime exposes it only as `N_0x3f6fd87d2030adc6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x4DAC398297981B87

- **Hash:** `0x4DAC398297981B87`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x4dac398297981b87`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x4DAC398297981B87

## Signature

```c
BOOL _0x4DAC398297981B87(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`BOOL`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval = N_0x4dac398297981b87(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4DAC398297981B87, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x4dac398297981b87(p0);

// by hash
const retval = Citizen.invokeNative('0x4DAC398297981B87', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4DAC398297981B87, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4dac398297981b87` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x4E463A3CDEFFFE96

- **Hash:** `0x4E463A3CDEFFFE96`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x4e463a3cdefffe96`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x4E463A3CDEFFFE96

## Signature

```c
void _0x4E463A3CDEFFFE96();
```

## Returns

`void`

## Description

Only used in R* Script net_char_creator

## Usage

### Lua

```lua
N_0x4e463a3cdefffe96()

-- always available, by hash
Citizen.InvokeNative(0x4E463A3CDEFFFE96)
```

### JavaScript

```js
N_0x4e463a3cdefffe96();

// by hash
Citizen.invokeNative('0x4E463A3CDEFFFE96');
```

### C#

```csharp
Function.Call((Hash)0x4E463A3CDEFFFE96);
```

- This native has no known name, so the runtime exposes it only as `N_0x4e463a3cdefffe96` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x4F2D5FA23DB992DE

- **Hash:** `0x4F2D5FA23DB992DE`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x4f2d5fa23db992de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x4F2D5FA23DB992DE

## Signature

```c
void _0x4F2D5FA23DB992DE();
```

## Returns

`void`

## Description

Only used in R* Script net_char_creator

## Usage

### Lua

```lua
N_0x4f2d5fa23db992de()

-- always available, by hash
Citizen.InvokeNative(0x4F2D5FA23DB992DE)
```

### JavaScript

```js
N_0x4f2d5fa23db992de();

// by hash
Citizen.invokeNative('0x4F2D5FA23DB992DE');
```

### C#

```csharp
Function.Call((Hash)0x4F2D5FA23DB992DE);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f2d5fa23db992de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x4FCBCC0584CD08E9

- **Hash:** `0x4FCBCC0584CD08E9`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x4fcbcc0584cd08e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x4FCBCC0584CD08E9

## Signature

```c
void _0x4FCBCC0584CD08E9(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4fcbcc0584cd08e9(p0)

-- always available, by hash
Citizen.InvokeNative(0x4FCBCC0584CD08E9, p0)
```

### JavaScript

```js
N_0x4fcbcc0584cd08e9(p0);

// by hash
Citizen.invokeNative('0x4FCBCC0584CD08E9', p0);
```

### C#

```csharp
Function.Call((Hash)0x4FCBCC0584CD08E9, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x4fcbcc0584cd08e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x6123E2832C34243D

- **Hash:** `0x6123E2832C34243D`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x6123e2832c34243d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x6123E2832C34243D

## Signature

```c
void _0x6123E2832C34243D(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6123e2832c34243d(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x6123E2832C34243D, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x6123e2832c34243d(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x6123E2832C34243D', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x6123E2832C34243D, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x6123e2832c34243d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x8312F09C56149A8A

- **Hash:** `0x8312F09C56149A8A`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x8312f09c56149a8a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x8312F09C56149A8A

## Signature

```c
void _0x8312F09C56149A8A(Hash animalType);
```

## Parameters

- `animalType` (`Hash`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
N_0x8312f09c56149a8a(animalType)

-- always available, by hash
Citizen.InvokeNative(0x8312F09C56149A8A, animalType)
```

### JavaScript

```js
N_0x8312f09c56149a8a(animalType);

// by hash
Citizen.invokeNative('0x8312F09C56149A8A', animalType);
```

### C#

```csharp
Function.Call((Hash)0x8312F09C56149A8A, animalType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x8312f09c56149a8a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x8BA3D7B1E83EF803

- **Hash:** `0x8BA3D7B1E83EF803`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x8ba3d7b1e83ef803`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x8BA3D7B1E83EF803

## Signature

```c
Hash _0x8BA3D7B1E83EF803(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = N_0x8ba3d7b1e83ef803(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8BA3D7B1E83EF803, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8ba3d7b1e83ef803(p0);

// by hash
const retval = Citizen.invokeNative('0x8BA3D7B1E83EF803', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8BA3D7B1E83EF803, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x8ba3d7b1e83ef803` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x8C889E4CBB4B2356

- **Hash:** `0x8C889E4CBB4B2356`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x8c889e4cbb4b2356`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x8C889E4CBB4B2356

## Signature

```c
void _0x8C889E4CBB4B2356(Any p0, Ped ped);
```

## Parameters

- `p0` (`Any`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8c889e4cbb4b2356(p0, ped)

-- always available, by hash
Citizen.InvokeNative(0x8C889E4CBB4B2356, p0, ped)
```

### JavaScript

```js
N_0x8c889e4cbb4b2356(p0, ped);

// by hash
Citizen.invokeNative('0x8C889E4CBB4B2356', p0, ped);
```

### C#

```csharp
Function.Call((Hash)0x8C889E4CBB4B2356, p0, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x8c889e4cbb4b2356` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x91A4F58E01ED5E4C

- **Hash:** `0x91A4F58E01ED5E4C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x91a4f58e01ed5e4c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x91A4F58E01ED5E4C

## Signature

```c
void _0x91A4F58E01ED5E4C(Any* statId, int value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`int`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = N_0x91a4f58e01ed5e4c(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0x91A4F58E01ED5E4C, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = N_0x91a4f58e01ed5e4c(value);

// by hash
const statId = Citizen.invokeNative('0x91A4F58E01ED5E4C', Citizen.pointerValueInt(), value);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0x91A4F58E01ED5E4C, statId, value);
// statId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x91a4f58e01ed5e4c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x99230691875FC218

- **Hash:** `0x99230691875FC218`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x99230691875fc218`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x99230691875FC218

## Signature

```c
void _0x99230691875FC218(Any p0, Hash p1, float x, float y, float z);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x99230691875fc218(p0, p1, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x99230691875FC218, p0, p1, x, y, z)
```

### JavaScript

```js
N_0x99230691875fc218(p0, p1, x, y, z);

// by hash
Citizen.invokeNative('0x99230691875FC218', p0, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x99230691875FC218, p0, p1, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x99230691875fc218` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0x9D0F5D2E1951CD84

- **Hash:** `0x9D0F5D2E1951CD84`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0x9d0f5d2e1951cd84`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0x9D0F5D2E1951CD84

## Signature

```c
float _0x9D0F5D2E1951CD84();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = N_0x9d0f5d2e1951cd84()

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D0F5D2E1951CD84, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x9d0f5d2e1951cd84();

// by hash
const retval = Citizen.invokeNative('0x9D0F5D2E1951CD84', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x9D0F5D2E1951CD84);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d0f5d2e1951cd84` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xA2E2BEA4E83F6270

- **Hash:** `0xA2E2BEA4E83F6270`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xa2e2bea4e83f6270`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xA2E2BEA4E83F6270

## Signature

```c
Any _0xA2E2BEA4E83F6270(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa2e2bea4e83f6270(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2E2BEA4E83F6270, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa2e2bea4e83f6270(p0);

// by hash
const retval = Citizen.invokeNative('0xA2E2BEA4E83F6270', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA2E2BEA4E83F6270, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xa2e2bea4e83f6270` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xA59590050F80FF2E

- **Hash:** `0xA59590050F80FF2E`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xa59590050f80ff2e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xA59590050F80FF2E

## Signature

```c
void _0xA59590050F80FF2E(Any p0, BOOL p1, BOOL p2, BOOL p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Scripts

## Usage

### Lua

```lua
N_0xa59590050f80ff2e(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xA59590050F80FF2E, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xa59590050f80ff2e(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xA59590050F80FF2E', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xA59590050F80FF2E, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xa59590050f80ff2e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xA596890CF55B5095

- **Hash:** `0xA596890CF55B5095`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xa596890cf55b5095`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xA596890CF55B5095

## Signature

```c
void _0xA596890CF55B5095(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa596890cf55b5095(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xA596890CF55B5095, ped, p1)
```

### JavaScript

```js
N_0xa596890cf55b5095(ped, p1);

// by hash
Citizen.invokeNative('0xA596890CF55B5095', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xA596890CF55B5095, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa596890cf55b5095` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xB112B9262EC29C20

- **Hash:** `0xB112B9262EC29C20`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xb112b9262ec29c20`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xB112B9262EC29C20

## Signature

```c
const char* _0xB112B9262EC29C20(Hash p0, int p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = N_0xb112b9262ec29c20(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB112B9262EC29C20, p0, p1, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = N_0xb112b9262ec29c20(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB112B9262EC29C20', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xB112B9262EC29C20, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xb112b9262ec29c20` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xB5E2EDA2135E0FA1

- **Hash:** `0xB5E2EDA2135E0FA1`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xb5e2eda2135e0fa1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xB5E2EDA2135E0FA1

## Signature

```c
BOOL _0xB5E2EDA2135E0FA1(Hash p0, int p1, Hash* scheduleLocation);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`int`)
- `scheduleLocation` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, scheduleLocation = N_0xb5e2eda2135e0fa1(p0, p1, scheduleLocation)

-- always available, by hash
local retval, scheduleLocation = Citizen.InvokeNative(0xB5E2EDA2135E0FA1, p0, p1, Citizen.PointerValueIntInitialized(scheduleLocation), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, scheduleLocation] = N_0xb5e2eda2135e0fa1(p0, p1, scheduleLocation);

// by hash
const [retval, scheduleLocation] = Citizen.invokeNative('0xB5E2EDA2135E0FA1', p0, p1, Citizen.pointerValueIntInitialized(scheduleLocation), Citizen.returnResultAnyway());
```

### C#

```csharp
var scheduleLocation = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB5E2EDA2135E0FA1, p0, p1, scheduleLocation);
// scheduleLocation.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- This native has no known name, so the runtime exposes it only as `N_0xb5e2eda2135e0fa1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xBE66B26B6529E943

- **Hash:** `0xBE66B26B6529E943`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xbe66b26b6529e943`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xBE66B26B6529E943

## Signature

```c
void _0xBE66B26B6529E943(Hash unlockHash, Ped ped, Hash animalType);
```

## Parameters

- `unlockHash` (`Hash`)
- `ped` (`Ped`)
- `animalType` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbe66b26b6529e943(unlockHash, ped, animalType)

-- always available, by hash
Citizen.InvokeNative(0xBE66B26B6529E943, unlockHash, ped, animalType)
```

### JavaScript

```js
N_0xbe66b26b6529e943(unlockHash, ped, animalType);

// by hash
Citizen.invokeNative('0xBE66B26B6529E943', unlockHash, ped, animalType);
```

### C#

```csharp
Function.Call((Hash)0xBE66B26B6529E943, unlockHash, ped, animalType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xbe66b26b6529e943` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xCA1F0B5103936891

- **Hash:** `0xCA1F0B5103936891`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xca1f0b5103936891`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xCA1F0B5103936891

## Signature

```c
BOOL _0xCA1F0B5103936891(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xca1f0b5103936891(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA1F0B5103936891, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xca1f0b5103936891(p0);

// by hash
const retval = Citizen.invokeNative('0xCA1F0B5103936891', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCA1F0B5103936891, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xca1f0b5103936891` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xCA41E86545413B5B

- **Hash:** `0xCA41E86545413B5B`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xca41e86545413b5b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xCA41E86545413B5B

## Signature

```c
void _0xCA41E86545413B5B(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xca41e86545413b5b(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xCA41E86545413B5B, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
N_0xca41e86545413b5b(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xCA41E86545413B5B', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xCA41E86545413B5B, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xca41e86545413b5b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xD64DBC8B0424135F

- **Hash:** `0xD64DBC8B0424135F`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xd64dbc8b0424135f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xD64DBC8B0424135F

## Signature

```c
void _0xD64DBC8B0424135F(Ped ped, Hash animalType);
```

## Parameters

- `ped` (`Ped`)
- `animalType` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd64dbc8b0424135f(ped, animalType)

-- always available, by hash
Citizen.InvokeNative(0xD64DBC8B0424135F, ped, animalType)
```

### JavaScript

```js
N_0xd64dbc8b0424135f(ped, animalType);

// by hash
Citizen.invokeNative('0xD64DBC8B0424135F', ped, animalType);
```

### C#

```csharp
Function.Call((Hash)0xD64DBC8B0424135F, ped, animalType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xd64dbc8b0424135f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xDA26263C07CCE9C2

- **Hash:** `0xDA26263C07CCE9C2`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xda26263c07cce9c2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xDA26263C07CCE9C2

## Signature

```c
void _0xDA26263C07CCE9C2(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xda26263c07cce9c2(p0)

-- always available, by hash
Citizen.InvokeNative(0xDA26263C07CCE9C2, p0)
```

### JavaScript

```js
N_0xda26263c07cce9c2(p0);

// by hash
Citizen.invokeNative('0xDA26263C07CCE9C2', p0);
```

### C#

```csharp
Function.Call((Hash)0xDA26263C07CCE9C2, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xda26263c07cce9c2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xDDBD560745B1EE98

- **Hash:** `0xDDBD560745B1EE98`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xddbd560745b1ee98`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xDDBD560745B1EE98

## Signature

```c
int _0xDDBD560745B1EE98(Hash chalHash, Hash goalHash, Player player);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)
- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0xddbd560745b1ee98(chalHash, goalHash, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDBD560745B1EE98, chalHash, goalHash, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xddbd560745b1ee98(chalHash, goalHash, player);

// by hash
const retval = Citizen.invokeNative('0xDDBD560745B1EE98', chalHash, goalHash, player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDDBD560745B1EE98, chalHash, goalHash, player);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xddbd560745b1ee98` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xDF95DF488A645CE7

- **Hash:** `0xDF95DF488A645CE7`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xdf95df488a645ce7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xDF95DF488A645CE7

## Signature

```c
void _0xDF95DF488A645CE7();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xdf95df488a645ce7()

-- always available, by hash
Citizen.InvokeNative(0xDF95DF488A645CE7)
```

### JavaScript

```js
N_0xdf95df488a645ce7();

// by hash
Citizen.invokeNative('0xDF95DF488A645CE7');
```

### C#

```csharp
Function.Call((Hash)0xDF95DF488A645CE7);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf95df488a645ce7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xE141F6B40B1E3683

- **Hash:** `0xE141F6B40B1E3683`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xe141f6b40b1e3683`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xE141F6B40B1E3683

## Signature

```c
void _0xE141F6B40B1E3683(Any* statId, float value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`float`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID
Only used in R* SP Scripts
_STAT_ID_SET_*

## Usage

### Lua

```lua
local statId = N_0xe141f6b40b1e3683(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0xE141F6B40B1E3683, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = N_0xe141f6b40b1e3683(value);

// by hash
const statId = Citizen.invokeNative('0xE141F6B40B1E3683', Citizen.pointerValueInt(), value + 0.0000001);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0xE141F6B40B1E3683, statId, value);
// statId.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0xe141f6b40b1e3683` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xE5A680A5D8B1F687

- **Hash:** `0xE5A680A5D8B1F687`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xe5a680a5d8b1f687`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xE5A680A5D8B1F687

## Signature

```c
void _0xE5A680A5D8B1F687(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe5a680a5d8b1f687(p0)

-- always available, by hash
Citizen.InvokeNative(0xE5A680A5D8B1F687, p0)
```

### JavaScript

```js
N_0xe5a680a5d8b1f687(p0);

// by hash
Citizen.invokeNative('0xE5A680A5D8B1F687', p0);
```

### C#

```csharp
Function.Call((Hash)0xE5A680A5D8B1F687, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe5a680a5d8b1f687` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xF21A5D66874FCEDD

- **Hash:** `0xF21A5D66874FCEDD`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xf21a5d66874fcedd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xF21A5D66874FCEDD

## Signature

```c
void _0xF21A5D66874FCEDD(Any p0, Hash p1, Hash p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Hash`)
- `p2` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf21a5d66874fcedd(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF21A5D66874FCEDD, p0, p1, p2)
```

### JavaScript

```js
N_0xf21a5d66874fcedd(p0, p1, p2);

// by hash
Citizen.invokeNative('0xF21A5D66874FCEDD', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF21A5D66874FCEDD, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xf21a5d66874fcedd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xF2B5ABDE09958689

- **Hash:** `0xF2B5ABDE09958689`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xf2b5abde09958689`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xF2B5ABDE09958689

## Signature

```c
void _0xF2B5ABDE09958689(Hash unlockHash, Ped ped1, Ped ped2);
```

## Parameters

- `unlockHash` (`Hash`)
- `ped1` (`Ped`)
- `ped2` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf2b5abde09958689(unlockHash, ped1, ped2)

-- always available, by hash
Citizen.InvokeNative(0xF2B5ABDE09958689, unlockHash, ped1, ped2)
```

### JavaScript

```js
N_0xf2b5abde09958689(unlockHash, ped1, ped2);

// by hash
Citizen.invokeNative('0xF2B5ABDE09958689', unlockHash, ped1, ped2);
```

### C#

```csharp
Function.Call((Hash)0xF2B5ABDE09958689, unlockHash, ped1, ped2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xf2b5abde09958689` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_0xF8181B5EF156862C

- **Hash:** `0xF8181B5EF156862C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `N_0xf8181b5ef156862c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/0xF8181B5EF156862C

## Signature

```c
void _0xF8181B5EF156862C(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf8181b5ef156862c(ped)

-- always available, by hash
Citizen.InvokeNative(0xF8181B5EF156862C, ped)
```

### JavaScript

```js
N_0xf8181b5ef156862c(ped);

// by hash
Citizen.invokeNative('0xF8181B5EF156862C', ped);
```

### C#

```csharp
Function.Call((Hash)0xF8181B5EF156862C, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8181b5ef156862c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_ACHIEVEMENT_GET_PROGRESS_INT

- **Hash:** `0x808712E428F697B8`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalAchievementGetProgressInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_ACHIEVEMENT_GET_PROGRESS_INT

## Signature

```c
int CHAL_ACHIEVEMENT_GET_PROGRESS_INT(Hash p0, Hash p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ChalAchievementGetProgressInt(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x808712E428F697B8, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ChalAchievementGetProgressInt(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x808712E428F697B8', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x808712E428F697B8, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_ACHIEVEMENT_IS_COMPLETE

- **Hash:** `0x77B97A827739D434`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalAchievementIsComplete`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_ACHIEVEMENT_IS_COMPLETE

## Signature

```c
BOOL CHAL_ACHIEVEMENT_IS_COMPLETE(Hash p0, Hash p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ChalAchievementIsComplete(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x77B97A827739D434, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ChalAchievementIsComplete(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x77B97A827739D434', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x77B97A827739D434, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_ADD_GOAL_PROGRESS_FLOAT

- **Hash:** `0x86922D8C02FB7703`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalAddGoalProgressFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_ADD_GOAL_PROGRESS_FLOAT

## Signature

```c
void CHAL_ADD_GOAL_PROGRESS_FLOAT(Hash chalHash, Hash goalHash, float value);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ChalAddGoalProgressFloat(chalHash, goalHash, value)

-- always available, by hash
Citizen.InvokeNative(0x86922D8C02FB7703, chalHash, goalHash, value)
```

### JavaScript

```js
ChalAddGoalProgressFloat(chalHash, goalHash, value);

// by hash
Citizen.invokeNative('0x86922D8C02FB7703', chalHash, goalHash, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x86922D8C02FB7703, chalHash, goalHash, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_ADD_GOAL_PROGRESS_FLOAT_BY_SCORE_ID

- **Hash:** `0x86922D8C02FB7705`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalAddGoalProgressFloatByScoreId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_ADD_GOAL_PROGRESS_FLOAT_BY_SCORE_ID

## Signature

```c
void CHAL_ADD_GOAL_PROGRESS_FLOAT_BY_SCORE_ID(Hash p0, float value);
```

## Parameters

- `p0` (`Hash`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ChalAddGoalProgressFloatByScoreId(p0, value)

-- always available, by hash
Citizen.InvokeNative(0x86922D8C02FB7705, p0, value)
```

### JavaScript

```js
ChalAddGoalProgressFloatByScoreId(p0, value);

// by hash
Citizen.invokeNative('0x86922D8C02FB7705', p0, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x86922D8C02FB7705, p0, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_ADD_GOAL_PROGRESS_INT

- **Hash:** `0xDDBD560745B1EE9A`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalAddGoalProgressInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_ADD_GOAL_PROGRESS_INT

## Signature

```c
void CHAL_ADD_GOAL_PROGRESS_INT(Hash chalHash, Hash goalHash, int value);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)
- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ChalAddGoalProgressInt(chalHash, goalHash, value)

-- always available, by hash
Citizen.InvokeNative(0xDDBD560745B1EE9A, chalHash, goalHash, value)
```

### JavaScript

```js
ChalAddGoalProgressInt(chalHash, goalHash, value);

// by hash
Citizen.invokeNative('0xDDBD560745B1EE9A', chalHash, goalHash, value);
```

### C#

```csharp
Function.Call((Hash)0xDDBD560745B1EE9A, chalHash, goalHash, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_ADD_GOAL_PROGRESS_INT_BY_SCORE_ID

- **Hash:** `0xDDBD560745B1EE9C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalAddGoalProgressIntByScoreId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_ADD_GOAL_PROGRESS_INT_BY_SCORE_ID

## Signature

```c
void CHAL_ADD_GOAL_PROGRESS_INT_BY_SCORE_ID(Hash p0, int value);
```

## Parameters

- `p0` (`Hash`)
- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ChalAddGoalProgressIntByScoreId(p0, value)

-- always available, by hash
Citizen.InvokeNative(0xDDBD560745B1EE9C, p0, value)
```

### JavaScript

```js
ChalAddGoalProgressIntByScoreId(p0, value);

// by hash
Citizen.invokeNative('0xDDBD560745B1EE9C', p0, value);
```

### C#

```csharp
Function.Call((Hash)0xDDBD560745B1EE9C, p0, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_GET_MAX_RANKS

- **Hash:** `0x58CB53DB63F84DEA`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalGetMaxRanks`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_GET_MAX_RANKS

## Signature

```c
int CHAL_GET_MAX_RANKS(Hash chalHash);
```

## Parameters

- `chalHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ChalGetMaxRanks(chalHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58CB53DB63F84DEA, chalHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ChalGetMaxRanks(chalHash);

// by hash
const retval = Citizen.invokeNative('0x58CB53DB63F84DEA', chalHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58CB53DB63F84DEA, chalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_GET_NUM_RANKS_COMPLETED

- **Hash:** `0x58CB53DB63F84DE9`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalGetNumRanksCompleted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_GET_NUM_RANKS_COMPLETED

## Signature

```c
int CHAL_GET_NUM_RANKS_COMPLETED(Hash chalHash);
```

## Parameters

- `chalHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ChalGetNumRanksCompleted(chalHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58CB53DB63F84DE9, chalHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ChalGetNumRanksCompleted(chalHash);

// by hash
const retval = Citizen.invokeNative('0x58CB53DB63F84DE9', chalHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58CB53DB63F84DE9, chalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_IS_GOAL_ACTIVE

- **Hash:** `0x04DAC3929796EB87`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalIsGoalActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_IS_GOAL_ACTIVE

## Signature

```c
BOOL CHAL_IS_GOAL_ACTIVE(Hash chalHash, Hash goalHash);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/challenge_goals.lua

## Usage

### Lua

```lua
local retval = ChalIsGoalActive(chalHash, goalHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x04DAC3929796EB87, chalHash, goalHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ChalIsGoalActive(chalHash, goalHash);

// by hash
const retval = Citizen.invokeNative('0x04DAC3929796EB87', chalHash, goalHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x04DAC3929796EB87, chalHash, goalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_MISSION_ADD_GOAL_PROGRESS_INT

- **Hash:** `0x97E18E7C098626DE`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalMissionAddGoalProgressInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_MISSION_ADD_GOAL_PROGRESS_INT

## Signature

```c
void CHAL_MISSION_ADD_GOAL_PROGRESS_INT(Hash missionHash, Hash goalHash, int value);
```

## Parameters

- `missionHash` (`Hash`)
- `goalHash` (`Hash`)
- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ChalMissionAddGoalProgressInt(missionHash, goalHash, value)

-- always available, by hash
Citizen.InvokeNative(0x97E18E7C098626DE, missionHash, goalHash, value)
```

### JavaScript

```js
ChalMissionAddGoalProgressInt(missionHash, goalHash, value);

// by hash
Citizen.invokeNative('0x97E18E7C098626DE', missionHash, goalHash, value);
```

### C#

```csharp
Function.Call((Hash)0x97E18E7C098626DE, missionHash, goalHash, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_MISSION_GET_NUM_GOALS

- **Hash:** `0x0B0576DD3A75E58D`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalMissionGetNumGoals`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_MISSION_GET_NUM_GOALS

## Signature

```c
int CHAL_MISSION_GET_NUM_GOALS(Hash missionHash);
```

## Parameters

- `missionHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ChalMissionGetNumGoals(missionHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0B0576DD3A75E58D, missionHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ChalMissionGetNumGoals(missionHash);

// by hash
const retval = Citizen.invokeNative('0x0B0576DD3A75E58D', missionHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0B0576DD3A75E58D, missionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_MISSION_GET_NUM_GOALS_COMPLETE

- **Hash:** `0xA785A52B59B7E7B2`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalMissionGetNumGoalsComplete`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_MISSION_GET_NUM_GOALS_COMPLETE

## Signature

```c
int CHAL_MISSION_GET_NUM_GOALS_COMPLETE(Hash missionHash);
```

## Parameters

- `missionHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = ChalMissionGetNumGoalsComplete(missionHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA785A52B59B7E7B2, missionHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ChalMissionGetNumGoalsComplete(missionHash);

// by hash
const retval = Citizen.invokeNative('0xA785A52B59B7E7B2', missionHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA785A52B59B7E7B2, missionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_MISSION_IS_GOAL_COMPLETE

- **Hash:** `0xC0BB774787BBF301`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalMissionIsGoalComplete`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_MISSION_IS_GOAL_COMPLETE

## Signature

```c
BOOL CHAL_MISSION_IS_GOAL_COMPLETE(Hash missionHash, Hash goalHash);
```

## Parameters

- `missionHash` (`Hash`)
- `goalHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ChalMissionIsGoalComplete(missionHash, goalHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0BB774787BBF301, missionHash, goalHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ChalMissionIsGoalComplete(missionHash, goalHash);

// by hash
const retval = Citizen.invokeNative('0xC0BB774787BBF301', missionHash, goalHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC0BB774787BBF301, missionHash, goalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_NET_START_CHAL

- **Hash:** `0x4ABF7E4DB6279E8F`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalNetStartChal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_NET_START_CHAL

## Signature

```c
void CHAL_NET_START_CHAL(Hash chalHash);
```

## Parameters

- `chalHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ChalNetStartChal(chalHash)

-- always available, by hash
Citizen.InvokeNative(0x4ABF7E4DB6279E8F, chalHash)
```

### JavaScript

```js
ChalNetStartChal(chalHash);

// by hash
Citizen.invokeNative('0x4ABF7E4DB6279E8F', chalHash);
```

### C#

```csharp
Function.Call((Hash)0x4ABF7E4DB6279E8F, chalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_NET_START_GOAL

- **Hash:** `0xC3FCB47344DCB638`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalNetStartGoal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_NET_START_GOAL

## Signature

```c
void CHAL_NET_START_GOAL(Hash chalHash, Hash goalHash);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ChalNetStartGoal(chalHash, goalHash)

-- always available, by hash
Citizen.InvokeNative(0xC3FCB47344DCB638, chalHash, goalHash)
```

### JavaScript

```js
ChalNetStartGoal(chalHash, goalHash);

// by hash
Citizen.invokeNative('0xC3FCB47344DCB638', chalHash, goalHash);
```

### C#

```csharp
Function.Call((Hash)0xC3FCB47344DCB638, chalHash, goalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_NET_STOP_CHAL

- **Hash:** `0x43B0163154A50C86`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalNetStopChal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_NET_STOP_CHAL

## Signature

```c
void CHAL_NET_STOP_CHAL(Hash chalHash);
```

## Parameters

- `chalHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ChalNetStopChal(chalHash)

-- always available, by hash
Citizen.InvokeNative(0x43B0163154A50C86, chalHash)
```

### JavaScript

```js
ChalNetStopChal(chalHash);

// by hash
Citizen.invokeNative('0x43B0163154A50C86', chalHash);
```

### C#

```csharp
Function.Call((Hash)0x43B0163154A50C86, chalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_NET_STOP_GOAL

- **Hash:** `0x00CE6A93324A590B`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalNetStopGoal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_NET_STOP_GOAL

## Signature

```c
void CHAL_NET_STOP_GOAL(Hash chalHash, Hash goalHash);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ChalNetStopGoal(chalHash, goalHash)

-- always available, by hash
Citizen.InvokeNative(0x00CE6A93324A590B, chalHash, goalHash)
```

### JavaScript

```js
ChalNetStopGoal(chalHash, goalHash);

// by hash
Citizen.invokeNative('0x00CE6A93324A590B', chalHash, goalHash);
```

### C#

```csharp
Function.Call((Hash)0x00CE6A93324A590B, chalHash, goalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_SET_GOAL_DISABLED

- **Hash:** `0xF63DF9EE16393343`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalSetGoalDisabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1436
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_SET_GOAL_DISABLED

## Signature

```c
void CHAL_SET_GOAL_DISABLED(Hash chalHash, Hash goalHash, BOOL disabled);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)
- `disabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ChalSetGoalDisabled(chalHash, goalHash, disabled)

-- always available, by hash
Citizen.InvokeNative(0xF63DF9EE16393343, chalHash, goalHash, disabled)
```

### JavaScript

```js
ChalSetGoalDisabled(chalHash, goalHash, disabled);

// by hash
Citizen.invokeNative('0xF63DF9EE16393343', chalHash, goalHash, disabled);
```

### C#

```csharp
Function.Call((Hash)0xF63DF9EE16393343, chalHash, goalHash, disabled);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::CHAL_SET_GOAL_PROGRESS_INT

- **Hash:** `0xDDBD560745B1EE9B`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `ChalSetGoalProgressInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/CHAL_SET_GOAL_PROGRESS_INT

## Signature

```c
void CHAL_SET_GOAL_PROGRESS_INT(Hash chalHash, Hash goalHash, int value);
```

## Parameters

- `chalHash` (`Hash`)
- `goalHash` (`Hash`)
- `value` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ChalSetGoalProgressInt(chalHash, goalHash, value)

-- always available, by hash
Citizen.InvokeNative(0xDDBD560745B1EE9B, chalHash, goalHash, value)
```

### JavaScript

```js
ChalSetGoalProgressInt(chalHash, goalHash, value);

// by hash
Citizen.invokeNative('0xDDBD560745B1EE9B', chalHash, goalHash, value);
```

### C#

```csharp
Function.Call((Hash)0xDDBD560745B1EE9B, chalHash, goalHash, value);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_ADD_ANIMAL_SAMPLE_TARGET

- **Hash:** `0x90E9A5DADBABC918`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatAddAnimalSampleTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ADD_ANIMAL_SAMPLE_TARGET

## Signature

```c
void _STAT_ADD_ANIMAL_SAMPLE_TARGET(Hash animalType);
```

## Parameters

- `animalType` (`Hash`)

## Returns

`void`

## Description

Related to animal tagging

## Usage

### Lua

```lua
StatAddAnimalSampleTarget(animalType)

-- always available, by hash
Citizen.InvokeNative(0x90E9A5DADBABC918, animalType)
```

### JavaScript

```js
StatAddAnimalSampleTarget(animalType);

// by hash
Citizen.invokeNative('0x90E9A5DADBABC918', animalType);
```

### C#

```csharp
Function.Call((Hash)0x90E9A5DADBABC918, animalType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ADD_BOUNTY_TARGET

- **Hash:** `0x6B1044FDC2B09101`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatAddBountyTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ADD_BOUNTY_TARGET

## Signature

```c
void STAT_ADD_BOUNTY_TARGET(Hash unlockHash, Ped ped);
```

## Parameters

- `unlockHash` (`Hash`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
StatAddBountyTarget(unlockHash, ped)

-- always available, by hash
Citizen.InvokeNative(0x6B1044FDC2B09101, unlockHash, ped)
```

### JavaScript

```js
StatAddBountyTarget(unlockHash, ped);

// by hash
Citizen.invokeNative('0x6B1044FDC2B09101', unlockHash, ped);
```

### C#

```csharp
Function.Call((Hash)0x6B1044FDC2B09101, unlockHash, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_BOUNTY_CAPTURED

- **Hash:** `0x262EF7CF49CF1EB9`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatBountyCaptured`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_BOUNTY_CAPTURED

## Signature

```c
void STAT_BOUNTY_CAPTURED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
StatBountyCaptured(entity)

-- always available, by hash
Citizen.InvokeNative(0x262EF7CF49CF1EB9, entity)
```

### JavaScript

```js
StatBountyCaptured(entity);

// by hash
Citizen.invokeNative('0x262EF7CF49CF1EB9', entity);
```

### C#

```csharp
Function.Call((Hash)0x262EF7CF49CF1EB9, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_BOUNTY_ESCAPED

- **Hash:** `0xB22F05732F72F70C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatBountyEscaped`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_BOUNTY_ESCAPED

## Signature

```c
void STAT_BOUNTY_ESCAPED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
StatBountyEscaped(ped)

-- always available, by hash
Citizen.InvokeNative(0xB22F05732F72F70C, ped)
```

### JavaScript

```js
StatBountyEscaped(ped);

// by hash
Citizen.invokeNative('0xB22F05732F72F70C', ped);
```

### C#

```csharp
Function.Call((Hash)0xB22F05732F72F70C, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_CALCULATE_COOLDOWN

- **Hash:** `0x1E7384AB5D4F4581`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatCalculateCooldown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_CALCULATE_COOLDOWN

## Signature

```c
int _STAT_CALCULATE_COOLDOWN(int value);
```

## Parameters

- `value` (`int`)

## Returns

`int`

## Description

Calculation: (value / 1000) / 60 % 60

## Usage

### Lua

```lua
local retval = StatCalculateCooldown(value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E7384AB5D4F4581, value, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StatCalculateCooldown(value);

// by hash
const retval = Citizen.invokeNative('0x1E7384AB5D4F4581', value, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1E7384AB5D4F4581, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_CARRIED_SATCHEL_ITEM_FROM_PED

- **Hash:** `0x831BF01C56149A8A`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatCarriedSatchelItemFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_CARRIED_SATCHEL_ITEM_FROM_PED

## Signature

```c
void _STAT_CARRIED_SATCHEL_ITEM_FROM_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
StatCarriedSatchelItemFromPed(ped)

-- always available, by hash
Citizen.InvokeNative(0x831BF01C56149A8A, ped)
```

### JavaScript

```js
StatCarriedSatchelItemFromPed(ped);

// by hash
Citizen.invokeNative('0x831BF01C56149A8A', ped);
```

### C#

```csharp
Function.Call((Hash)0x831BF01C56149A8A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_DONATE_INCREMENT_ITEM

- **Hash:** `0x7C2ABF6E556B21FC`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatDonateIncrementItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_DONATE_INCREMENT_ITEM

## Signature

```c
void _STAT_DONATE_INCREMENT_ITEM(int item, int slot, Any p2, Any p3);
```

## Parameters

- `item` (`int`)
- `slot` (`int`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StatDonateIncrementItem(item, slot, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x7C2ABF6E556B21FC, item, slot, p2, p3)
```

### JavaScript

```js
StatDonateIncrementItem(item, slot, p2, p3);

// by hash
Citizen.invokeNative('0x7C2ABF6E556B21FC', item, slot, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x7C2ABF6E556B21FC, item, slot, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_ID_DECREMENT_INT

- **Hash:** `0xBD861AE8A5181ED7`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdDecrementInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ID_DECREMENT_INT

## Signature

```c
void _STAT_ID_DECREMENT_INT(Any* statId, int value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`int`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = StatIdDecrementInt(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0xBD861AE8A5181ED7, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = StatIdDecrementInt(value);

// by hash
const statId = Citizen.invokeNative('0xBD861AE8A5181ED7', Citizen.pointerValueInt(), value);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0xBD861AE8A5181ED7, statId, value);
// statId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_GET_BOOL

- **Hash:** `0x11B5E6D2AE73F48F`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdGetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_GET_BOOL

## Signature

```c
BOOL STAT_ID_GET_BOOL(Any* statId, BOOL* value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`BOOL*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, value = StatIdGetBool()

-- always available, by hash
local retval, statId, value = Citizen.InvokeNative(0x11B5E6D2AE73F48F, Citizen.PointerValueInt(), Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, value] = StatIdGetBool();

// by hash
const [retval, statId, value] = Citizen.invokeNative('0x11B5E6D2AE73F48F', Citizen.pointerValueInt(), Citizen.pointerValueInt() /* BOOL* */, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11B5E6D2AE73F48F, statId, value);
// statId.GetResult<int>()
// value.GetResult<bool>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_GET_DATE

- **Hash:** `0x8B0FACEFC36C824C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdGetDate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_GET_DATE

## Signature

```c
BOOL STAT_ID_GET_DATE(Any* statId, Any* date);
```

## Parameters

- `statId` (`Any*`)
- `date` (`Any*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, date = StatIdGetDate()

-- always available, by hash
local retval, statId, date = Citizen.InvokeNative(0x8B0FACEFC36C824C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, date] = StatIdGetDate();

// by hash
const [retval, statId, date] = Citizen.invokeNative('0x8B0FACEFC36C824C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var date = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8B0FACEFC36C824C, statId, date);
// statId.GetResult<int>()
// date.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_GET_FLOAT

- **Hash:** `0xD7AE6C9C9C6AC54D`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdGetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_GET_FLOAT

## Signature

```c
BOOL STAT_ID_GET_FLOAT(Any* statId, float* value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`float*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, value = StatIdGetFloat()

-- always available, by hash
local retval, statId, value = Citizen.InvokeNative(0xD7AE6C9C9C6AC54D, Citizen.PointerValueInt(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, value] = StatIdGetFloat();

// by hash
const [retval, statId, value] = Citizen.invokeNative('0xD7AE6C9C9C6AC54D', Citizen.pointerValueInt(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD7AE6C9C9C6AC54D, statId, value);
// statId.GetResult<int>()
// value.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_GET_INT

- **Hash:** `0x767FBC2AC802EF3E`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdGetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_GET_INT

## Signature

```c
BOOL STAT_ID_GET_INT(Any* statId, int* p1);
```

## Parameters

- `statId` (`Any*`)
- `p1` (`int*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, p1 = StatIdGetInt()

-- always available, by hash
local retval, statId, p1 = Citizen.InvokeNative(0x767FBC2AC802EF3E, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, p1] = StatIdGetInt();

// by hash
const [retval, statId, p1] = Citizen.invokeNative('0x767FBC2AC802EF3E', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x767FBC2AC802EF3E, statId, p1);
// statId.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_ID_INCREMENT_FLOAT

- **Hash:** `0x4A47E38EA3D60939`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdIncrementFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ID_INCREMENT_FLOAT

## Signature

```c
void _STAT_ID_INCREMENT_FLOAT(Any* statId, float value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`float`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = StatIdIncrementFloat(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0x4A47E38EA3D60939, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = StatIdIncrementFloat(value);

// by hash
const statId = Citizen.invokeNative('0x4A47E38EA3D60939', Citizen.pointerValueInt(), value + 0.0000001);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0x4A47E38EA3D60939, statId, value);
// statId.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_ID_INCREMENT_INT

- **Hash:** `0x6A0184E904CDF25E`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdIncrementInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ID_INCREMENT_INT

## Signature

```c
void _STAT_ID_INCREMENT_INT(Any* statId, int value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

statId: see STAT_ID_IS_VALID

*Source: VORPCORE RDR3natives*

Increments an integer stat by the supplied amount. `statId` is not a raw stat hash; it is a stat-id buffer/struct in the same format used by STAT_ID_IS_VALID. In common usage this is an 8-byte buffer with the stat hash written as int32 at offset 0 and 0 written as int32 at offset 4. Use this for counter-style stats, for example incrementing FISH_ESCAPED by 1. The first argument is not a plain integer stat hash; it is a stat-id buffer.

## Usage

### Lua

```lua
local statId = StatIdIncrementInt(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0x6A0184E904CDF25E, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = StatIdIncrementInt(value);

// by hash
const statId = Citizen.invokeNative('0x6A0184E904CDF25E', Citizen.pointerValueInt(), value);
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0x6A0184E904CDF25E, statId, value);
// statId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local function createStatIdBuffer(statHash)
    local view = DataView.ArrayBuffer(8)
    view:SetInt32(0, statHash, true)
    view:SetInt32(4, 0, true)
    return view
end

local statId = createStatIdBuffer(GetHashKey("FISH_ESCAPED"))
Citizen.InvokeNative(0x6A0184E904CDF25E, statId:Buffer(), 1)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STATS::STAT_ID_IS_VALID

- **Hash:** `0xC48FE1971C9743FF`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdIsValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_IS_VALID

## Signature

```c
BOOL STAT_ID_IS_VALID(Any* statId);
```

## Parameters

- `statId` (`Any*`)

## Returns

`BOOL`

## Description

struct StatId
{
	alignas(8) Hash BaseId;
	alignas(8) Hash PermutationId;
}

## Usage

### Lua

```lua
local retval, statId = StatIdIsValid(statId)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0xC48FE1971C9743FF, Citizen.PointerValueIntInitialized(statId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdIsValid(statId);

// by hash
const [retval, statId] = Citizen.invokeNative('0xC48FE1971C9743FF', Citizen.pointerValueIntInitialized(statId), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xC48FE1971C9743FF, statId);
// statId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_SET_BOOL

- **Hash:** `0x3B5107353267D7A1`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_BOOL

## Signature

```c
BOOL STAT_ID_SET_BOOL(Any* statId, BOOL value, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `value` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatIdSetBool(value, p2)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0x3B5107353267D7A1, Citizen.PointerValueInt(), value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdSetBool(value, p2);

// by hash
const [retval, statId] = Citizen.invokeNative('0x3B5107353267D7A1', Citizen.pointerValueInt(), value, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3B5107353267D7A1, statId, value, p2);
// statId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_SET_DATE

- **Hash:** `0x1FAE9B2FAA2DFE06`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetDate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_DATE

## Signature

```c
BOOL STAT_ID_SET_DATE(Any* statId, Any* date, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `date` (`Any*`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, date = StatIdSetDate(p2)

-- always available, by hash
local retval, statId, date = Citizen.InvokeNative(0x1FAE9B2FAA2DFE06, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, date] = StatIdSetDate(p2);

// by hash
const [retval, statId, date] = Citizen.invokeNative('0x1FAE9B2FAA2DFE06', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var date = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1FAE9B2FAA2DFE06, statId, date, p2);
// statId.GetResult<int>()
// date.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_SET_FLOAT

- **Hash:** `0x481BDF6A10C5EF68`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_FLOAT

## Signature

```c
BOOL STAT_ID_SET_FLOAT(Any* statId, float value, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `value` (`float`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatIdSetFloat(value, p2)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0x481BDF6A10C5EF68, Citizen.PointerValueInt(), value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdSetFloat(value, p2);

// by hash
const [retval, statId] = Citizen.invokeNative('0x481BDF6A10C5EF68', Citizen.pointerValueInt(), value + 0.0000001, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x481BDF6A10C5EF68, statId, value, p2);
// statId.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_SET_GXT_LABEL

- **Hash:** `0x05060A54834F2382`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetGxtLabel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_GXT_LABEL

## Signature

```c
BOOL STAT_ID_SET_GXT_LABEL(Any* statId, const char* label, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `label` (`const char*`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatIdSetGxtLabel(label, p2)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0x05060A54834F2382, Citizen.PointerValueInt(), label, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdSetGxtLabel(label, p2);

// by hash
const [retval, statId] = Citizen.invokeNative('0x05060A54834F2382', Citizen.pointerValueInt(), label, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x05060A54834F2382, statId, label, p2);
// statId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_SET_INT

- **Hash:** `0xA4DDF5DF95E65EEE`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_INT

## Signature

```c
BOOL STAT_ID_SET_INT(Any* statId, int value, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `value` (`int`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatIdSetInt(value, p2)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0xA4DDF5DF95E65EEE, Citizen.PointerValueInt(), value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdSetInt(value, p2);

// by hash
const [retval, statId] = Citizen.invokeNative('0xA4DDF5DF95E65EEE', Citizen.pointerValueInt(), value, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA4DDF5DF95E65EEE, statId, value, p2);
// statId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_ID_SET_TO_POSSE_ID

- **Hash:** `0x34B22DE38477EDB4`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetToPosseId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_TO_POSSE_ID

## Signature

```c
void STAT_ID_SET_TO_POSSE_ID(Any* statId);
```

## Parameters

- `statId` (`Any*`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = StatIdSetToPosseId(statId)

-- always available, by hash
local statId = Citizen.InvokeNative(0x34B22DE38477EDB4, Citizen.PointerValueIntInitialized(statId))
```

### JavaScript

```js
const statId = StatIdSetToPosseId(statId);

// by hash
const statId = Citizen.invokeNative('0x34B22DE38477EDB4', Citizen.pointerValueIntInitialized(statId));
```

### C#

```csharp
var statId = new OutputArgument();
Function.Call((Hash)0x34B22DE38477EDB4, statId);
// statId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_ITEM_FISH_CAUGHT

- **Hash:** `0xDA26263C87CCE9C1`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatItemFishCaught`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ITEM_FISH_CAUGHT

## Signature

```c
void _STAT_ITEM_FISH_CAUGHT(Ped fish, float weight, Hash category, Hash subcategory);
```

## Parameters

- `fish` (`Ped`)
- `weight` (`float`)
- `category` (`Hash`)
- `subcategory` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
StatItemFishCaught(fish, weight, category, subcategory)

-- always available, by hash
Citizen.InvokeNative(0xDA26263C87CCE9C1, fish, weight, category, subcategory)
```

### JavaScript

```js
StatItemFishCaught(fish, weight, category, subcategory);

// by hash
Citizen.invokeNative('0xDA26263C87CCE9C1', fish, weight + 0.0000001, category, subcategory);
```

### C#

```csharp
Function.Call((Hash)0xDA26263C87CCE9C1, fish, weight, category, subcategory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STAT_PHEROMONE_COOLDOWN_LEGENDARY_ANIMAL

- **Hash:** `0x5420D398A42917FC`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatPheromoneCooldownLegendaryAnimal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_PHEROMONE_COOLDOWN_LEGENDARY_ANIMAL

## Signature

```c
BOOL _STAT_PHEROMONE_COOLDOWN_LEGENDARY_ANIMAL(Entity entity, Any* statId);
```

## Parameters

- `entity` (`Entity`)
- `statId` (`Any*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatPheromoneCooldownLegendaryAnimal(entity, statId)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0x5420D398A42917FC, entity, Citizen.PointerValueIntInitialized(statId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatPheromoneCooldownLegendaryAnimal(entity, statId);

// by hash
const [retval, statId] = Citizen.invokeNative('0x5420D398A42917FC', entity, Citizen.pointerValueIntInitialized(statId), Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5420D398A42917FC, entity, statId);
// statId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_PHOTOGRAPH_TAKEN

- **Hash:** `0x4D31051A4CA83787`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatPhotographTaken`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_PHOTOGRAPH_TAKEN

## Signature

```c
void STAT_PHOTOGRAPH_TAKEN(ItemSet itemset);
```

## Parameters

- `itemset` (`ItemSet`)

## Returns

`void`

## Usage

### Lua

```lua
StatPhotographTaken(itemset)

-- always available, by hash
Citizen.InvokeNative(0x4D31051A4CA83787, itemset)
```

### JavaScript

```js
StatPhotographTaken(itemset);

// by hash
Citizen.invokeNative('0x4D31051A4CA83787', itemset);
```

### C#

```csharp
Function.Call((Hash)0x4D31051A4CA83787, itemset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STAT_REGISTER_LEGENDARY_ANIMAL_DEED

- **Hash:** `0xCD0D69C65BB0E8B9`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatRegisterLegendaryAnimalDeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_REGISTER_LEGENDARY_ANIMAL_DEED

## Signature

```c
void STAT_REGISTER_LEGENDARY_ANIMAL_DEED(Hash deedHash);
```

## Parameters

- `deedHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
StatRegisterLegendaryAnimalDeed(deedHash)

-- always available, by hash
Citizen.InvokeNative(0xCD0D69C65BB0E8B9, deedHash)
```

### JavaScript

```js
StatRegisterLegendaryAnimalDeed(deedHash);

// by hash
Citizen.invokeNative('0xCD0D69C65BB0E8B9', deedHash);
```

### C#

```csharp
Function.Call((Hash)0xCD0D69C65BB0E8B9, deedHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STATSTRACKER_DEED_STARTED

- **Hash:** `0xB2A38826E5886E83`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatstrackerDeedStarted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STATSTRACKER_DEED_STARTED

## Signature

```c
void STATSTRACKER_DEED_STARTED(Hash p0, Any p1);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
StatstrackerDeedStarted(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB2A38826E5886E83, p0, p1)
```

### JavaScript

```js
StatstrackerDeedStarted(p0, p1);

// by hash
Citizen.invokeNative('0xB2A38826E5886E83', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB2A38826E5886E83, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::_STATSTRACKER_DEED_STATUS

- **Hash:** `0xD5910ECF81A2278C`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatstrackerDeedStatus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STATSTRACKER_DEED_STATUS

## Signature

```c
void _STATSTRACKER_DEED_STATUS(int deedType, Hash deedHash, int missionStatus, Any* data);
```

## Parameters

- `deedType` (`int`)
- `deedHash` (`Hash`)
- `missionStatus` (`int`)
- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = StatstrackerDeedStatus(deedType, deedHash, missionStatus, data)

-- always available, by hash
local data = Citizen.InvokeNative(0xD5910ECF81A2278C, deedType, deedHash, missionStatus, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = StatstrackerDeedStatus(deedType, deedHash, missionStatus, data);

// by hash
const data = Citizen.invokeNative('0xD5910ECF81A2278C', deedType, deedHash, missionStatus, Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0xD5910ECF81A2278C, deedType, deedHash, missionStatus, data);
// data.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::STATSTRACKER_IS_INITIALIZED

- **Hash:** `0x01F4D242765C6B24`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatstrackerIsInitialized`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STATSTRACKER_IS_INITIALIZED

## Signature

```c
BOOL STATSTRACKER_IS_INITIALIZED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StatstrackerIsInitialized(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01F4D242765C6B24, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StatstrackerIsInitialized(p0);

// by hash
const retval = Citizen.invokeNative('0x01F4D242765C6B24', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x01F4D242765C6B24, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::WEEKLY_COLLECTIBLE_GET_ITEM_IN_SET

- **Hash:** `0xBA61BA6205A3F5A8`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `WeeklyCollectibleGetItemInSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/WEEKLY_COLLECTIBLE_GET_ITEM_IN_SET

## Signature

```c
BOOL WEEKLY_COLLECTIBLE_GET_ITEM_IN_SET(Hash chalHash, int setIndex, int itemIndex, Hash* p3, int* p4);
```

## Parameters

- `chalHash` (`Hash`)
- `setIndex` (`int`)
- `itemIndex` (`int`)
- `p3` (`Hash*`)
- `p4` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p3, p4 = WeeklyCollectibleGetItemInSet(chalHash, setIndex, itemIndex)

-- always available, by hash
local retval, p3, p4 = Citizen.InvokeNative(0xBA61BA6205A3F5A8, chalHash, setIndex, itemIndex, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p3, p4] = WeeklyCollectibleGetItemInSet(chalHash, setIndex, itemIndex);

// by hash
const [retval, p3, p4] = Citizen.invokeNative('0xBA61BA6205A3F5A8', chalHash, setIndex, itemIndex, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p3 = new OutputArgument();
var p4 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBA61BA6205A3F5A8, chalHash, setIndex, itemIndex, p3, p4);
// p3.GetResult<int>()
// p4.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::WEEKLY_COLLECTIBLE_GET_ITEM_SET_BUY_AWARD

- **Hash:** `0x610783F646894D25`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `WeeklyCollectibleGetItemSetBuyAward`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/WEEKLY_COLLECTIBLE_GET_ITEM_SET_BUY_AWARD

## Signature

```c
Hash WEEKLY_COLLECTIBLE_GET_ITEM_SET_BUY_AWARD(Hash chalHash, int index);
```

## Parameters

- `chalHash` (`Hash`)
- `index` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = WeeklyCollectibleGetItemSetBuyAward(chalHash, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x610783F646894D25, chalHash, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = WeeklyCollectibleGetItemSetBuyAward(chalHash, index);

// by hash
const retval = Citizen.invokeNative('0x610783F646894D25', chalHash, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x610783F646894D25, chalHash, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::WEEKLY_COLLECTIBLE_GET_ITEM_SET_LABEL

- **Hash:** `0xBFFA88522FF0F730`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `WeeklyCollectibleGetItemSetLabel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/WEEKLY_COLLECTIBLE_GET_ITEM_SET_LABEL

## Signature

```c
Hash WEEKLY_COLLECTIBLE_GET_ITEM_SET_LABEL(Hash chalHash, int index);
```

## Parameters

- `chalHash` (`Hash`)
- `index` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = WeeklyCollectibleGetItemSetLabel(chalHash, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBFFA88522FF0F730, chalHash, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = WeeklyCollectibleGetItemSetLabel(chalHash, index);

// by hash
const retval = Citizen.invokeNative('0xBFFA88522FF0F730', chalHash, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBFFA88522FF0F730, chalHash, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::WEEKLY_COLLECTIBLE_GET_NUM_ITEMS_IN_SET

- **Hash:** `0x7D675C9DDDB365BE`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `WeeklyCollectibleGetNumItemsInSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/WEEKLY_COLLECTIBLE_GET_NUM_ITEMS_IN_SET

## Signature

```c
int WEEKLY_COLLECTIBLE_GET_NUM_ITEMS_IN_SET(Hash chalHash, int index);
```

## Parameters

- `chalHash` (`Hash`)
- `index` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = WeeklyCollectibleGetNumItemsInSet(chalHash, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7D675C9DDDB365BE, chalHash, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = WeeklyCollectibleGetNumItemsInSet(chalHash, index);

// by hash
const retval = Citizen.invokeNative('0x7D675C9DDDB365BE', chalHash, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7D675C9DDDB365BE, chalHash, index);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STATS::WEEKLY_COLLECTIBLE_GET_NUM_SETS

- **Hash:** `0x8F5317729F791D10`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `WeeklyCollectibleGetNumSets`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/WEEKLY_COLLECTIBLE_GET_NUM_SETS

## Signature

```c
int WEEKLY_COLLECTIBLE_GET_NUM_SETS(Hash chalHash);
```

## Parameters

- `chalHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = WeeklyCollectibleGetNumSets(chalHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8F5317729F791D10, chalHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = WeeklyCollectibleGetNumSets(chalHash);

// by hash
const retval = Citizen.invokeNative('0x8F5317729F791D10', chalHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8F5317729F791D10, chalHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x032A14D082A9B269

- **Hash:** `0x032A14D082A9B269`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x032a14d082a9b269`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x032A14D082A9B269

## Signature

```c
void _0x032A14D082A9B269(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Description

_SET_E* or _SET_F*

## Usage

### Lua

```lua
N_0x032a14d082a9b269(p0)

-- always available, by hash
Citizen.InvokeNative(0x032A14D082A9B269, p0)
```

### JavaScript

```js
N_0x032a14d082a9b269(p0);

// by hash
Citizen.invokeNative('0x032A14D082A9B269', p0);
```

### C#

```csharp
Function.Call((Hash)0x032A14D082A9B269, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x032a14d082a9b269` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x05DD384F39DE1C8C

- **Hash:** `0x05DD384F39DE1C8C`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x05dd384f39de1c8c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x05DD384F39DE1C8C

## Signature

```c
Any _0x05DD384F39DE1C8C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x05dd384f39de1c8c(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x05DD384F39DE1C8C, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x05dd384f39de1c8c(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x05DD384F39DE1C8C', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x05DD384F39DE1C8C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x05dd384f39de1c8c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x071769BCB24379E5

- **Hash:** `0x071769BCB24379E5`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x071769bcb24379e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x071769BCB24379E5

## Signature

```c
Any _0x071769BCB24379E5();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x071769bcb24379e5()

-- always available, by hash
local retval = Citizen.InvokeNative(0x071769BCB24379E5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x071769bcb24379e5();

// by hash
const retval = Citizen.invokeNative('0x071769BCB24379E5', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x071769BCB24379E5);
```

- This native has no known name, so the runtime exposes it only as `N_0x071769bcb24379e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x07559B29950301FF

- **Hash:** `0x07559B29950301FF`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x07559b29950301ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x07559B29950301FF

## Signature

```c
void _0x07559B29950301FF(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x07559b29950301ff(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x07559B29950301FF, p0, p1)
```

### JavaScript

```js
N_0x07559b29950301ff(p0, p1);

// by hash
Citizen.invokeNative('0x07559B29950301FF', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x07559B29950301FF, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x07559b29950301ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x09FBF15D73EFC900

- **Hash:** `0x09FBF15D73EFC900`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x09fbf15d73efc900`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x09FBF15D73EFC900

## Signature

```c
void _0x09FBF15D73EFC900();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x09fbf15d73efc900()

-- always available, by hash
Citizen.InvokeNative(0x09FBF15D73EFC900)
```

### JavaScript

```js
N_0x09fbf15d73efc900();

// by hash
Citizen.invokeNative('0x09FBF15D73EFC900');
```

### C#

```csharp
Function.Call((Hash)0x09FBF15D73EFC900);
```

- This native has no known name, so the runtime exposes it only as `N_0x09fbf15d73efc900` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x198B85CC3C7A4593

- **Hash:** `0x198B85CC3C7A4593`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x198b85cc3c7a4593`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x198B85CC3C7A4593

## Signature

```c
Any _0x198B85CC3C7A4593(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x198b85cc3c7a4593(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x198B85CC3C7A4593, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x198b85cc3c7a4593(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x198B85CC3C7A4593', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x198B85CC3C7A4593, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x198b85cc3c7a4593` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x27AF48C62B281341

- **Hash:** `0x27AF48C62B281341`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x27af48c62b281341`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x27AF48C62B281341

## Signature

```c
Any _0x27AF48C62B281341();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x27af48c62b281341()

-- always available, by hash
local retval = Citizen.InvokeNative(0x27AF48C62B281341, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x27af48c62b281341();

// by hash
const retval = Citizen.invokeNative('0x27AF48C62B281341', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x27AF48C62B281341);
```

- This native has no known name, so the runtime exposes it only as `N_0x27af48c62b281341` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x2A6D1DAAB9EBB262

- **Hash:** `0x2A6D1DAAB9EBB262`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x2a6d1daab9ebb262`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x2A6D1DAAB9EBB262

## Signature

```c
Any _0x2A6D1DAAB9EBB262(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2a6d1daab9ebb262(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A6D1DAAB9EBB262, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2a6d1daab9ebb262(p0);

// by hash
const retval = Citizen.invokeNative('0x2A6D1DAAB9EBB262', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2A6D1DAAB9EBB262, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2a6d1daab9ebb262` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x2E24C27B112B5B12

- **Hash:** `0x2E24C27B112B5B12`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x2e24c27b112b5b12`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x2E24C27B112B5B12

## Signature

```c
void _0x2E24C27B112B5B12(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2e24c27b112b5b12(p0)

-- always available, by hash
Citizen.InvokeNative(0x2E24C27B112B5B12, p0)
```

### JavaScript

```js
N_0x2e24c27b112b5b12(p0);

// by hash
Citizen.invokeNative('0x2E24C27B112B5B12', p0);
```

### C#

```csharp
Function.Call((Hash)0x2E24C27B112B5B12, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e24c27b112b5b12` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x2F4D53023F826FF0

- **Hash:** `0x2F4D53023F826FF0`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x2f4d53023f826ff0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x2F4D53023F826FF0

## Signature

```c
Any _0x2F4D53023F826FF0();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2f4d53023f826ff0()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F4D53023F826FF0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2f4d53023f826ff0();

// by hash
const retval = Citizen.invokeNative('0x2F4D53023F826FF0', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2F4D53023F826FF0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2f4d53023f826ff0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x5288B7F0690F7C1F

- **Hash:** `0x5288B7F0690F7C1F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x5288b7f0690f7c1f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x5288B7F0690F7C1F

## Signature

```c
Any _0x5288B7F0690F7C1F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5288b7f0690f7c1f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5288B7F0690F7C1F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5288b7f0690f7c1f(p0);

// by hash
const retval = Citizen.invokeNative('0x5288B7F0690F7C1F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5288B7F0690F7C1F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x5288b7f0690f7c1f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x53764309C4618087

- **Hash:** `0x53764309C4618087`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x53764309c4618087`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x53764309C4618087

## Signature

```c
Any _0x53764309C4618087(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x53764309c4618087(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x53764309C4618087, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x53764309c4618087(p0);

// by hash
const retval = Citizen.invokeNative('0x53764309C4618087', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x53764309C4618087, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x53764309c4618087` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x5D5E2102B174B8D2

- **Hash:** `0x5D5E2102B174B8D2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x5d5e2102b174b8d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x5D5E2102B174B8D2

## Signature

```c
Any _0x5D5E2102B174B8D2();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x5d5e2102b174b8d2()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D5E2102B174B8D2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x5d5e2102b174b8d2();

// by hash
const retval = Citizen.invokeNative('0x5D5E2102B174B8D2', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5D5E2102B174B8D2);
```

- This native has no known name, so the runtime exposes it only as `N_0x5d5e2102b174b8d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x62D5F0588915B277

- **Hash:** `0x62D5F0588915B277`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x62d5f0588915b277`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x62D5F0588915B277

## Signature

```c
void _0x62D5F0588915B277();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x62d5f0588915b277()

-- always available, by hash
Citizen.InvokeNative(0x62D5F0588915B277)
```

### JavaScript

```js
N_0x62d5f0588915b277();

// by hash
Citizen.invokeNative('0x62D5F0588915B277');
```

### C#

```csharp
Function.Call((Hash)0x62D5F0588915B277);
```

- This native has no known name, so the runtime exposes it only as `N_0x62d5f0588915b277` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x6A6E79FBE8678C98

- **Hash:** `0x6A6E79FBE8678C98`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x6a6e79fbe8678c98`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x6A6E79FBE8678C98

## Signature

```c
void _0x6A6E79FBE8678C98();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x6a6e79fbe8678c98()

-- always available, by hash
Citizen.InvokeNative(0x6A6E79FBE8678C98)
```

### JavaScript

```js
N_0x6a6e79fbe8678c98();

// by hash
Citizen.invokeNative('0x6A6E79FBE8678C98');
```

### C#

```csharp
Function.Call((Hash)0x6A6E79FBE8678C98);
```

- This native has no known name, so the runtime exposes it only as `N_0x6a6e79fbe8678c98` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x7B8C2B846C05E5AD

- **Hash:** `0x7B8C2B846C05E5AD`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x7b8c2b846c05e5ad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x7B8C2B846C05E5AD

## Signature

```c
Any _0x7B8C2B846C05E5AD();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7b8c2b846c05e5ad()

-- always available, by hash
local retval = Citizen.InvokeNative(0x7B8C2B846C05E5AD, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7b8c2b846c05e5ad();

// by hash
const retval = Citizen.invokeNative('0x7B8C2B846C05E5AD', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7B8C2B846C05E5AD);
```

- This native has no known name, so the runtime exposes it only as `N_0x7b8c2b846c05e5ad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x80B3E0597366ADF1

- **Hash:** `0x80B3E0597366ADF1`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x80b3e0597366adf1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x80B3E0597366ADF1

## Signature

```c
void _0x80B3E0597366ADF1();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x80b3e0597366adf1()

-- always available, by hash
Citizen.InvokeNative(0x80B3E0597366ADF1)
```

### JavaScript

```js
N_0x80b3e0597366adf1();

// by hash
Citizen.invokeNative('0x80B3E0597366ADF1');
```

### C#

```csharp
Function.Call((Hash)0x80B3E0597366ADF1);
```

- This native has no known name, so the runtime exposes it only as `N_0x80b3e0597366adf1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x8D56BDA343D9519F

- **Hash:** `0x8D56BDA343D9519F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x8d56bda343d9519f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x8D56BDA343D9519F

## Signature

```c
Any _0x8D56BDA343D9519F(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x8d56bda343d9519f(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8D56BDA343D9519F, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x8d56bda343d9519f(p0);

// by hash
const retval = Citizen.invokeNative('0x8D56BDA343D9519F', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8D56BDA343D9519F, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8d56bda343d9519f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0x99F92061EFE908BA

- **Hash:** `0x99F92061EFE908BA`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0x99f92061efe908ba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0x99F92061EFE908BA

## Signature

```c
Any _0x99F92061EFE908BA();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x99f92061efe908ba()

-- always available, by hash
local retval = Citizen.InvokeNative(0x99F92061EFE908BA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x99f92061efe908ba();

// by hash
const retval = Citizen.invokeNative('0x99F92061EFE908BA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x99F92061EFE908BA);
```

- This native has no known name, so the runtime exposes it only as `N_0x99f92061efe908ba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xAE00387E53B1E9FC

- **Hash:** `0xAE00387E53B1E9FC`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xae00387e53b1e9fc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xAE00387E53B1E9FC

## Signature

```c
void _0xAE00387E53B1E9FC();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xae00387e53b1e9fc()

-- always available, by hash
Citizen.InvokeNative(0xAE00387E53B1E9FC)
```

### JavaScript

```js
N_0xae00387e53b1e9fc();

// by hash
Citizen.invokeNative('0xAE00387E53B1E9FC');
```

### C#

```csharp
Function.Call((Hash)0xAE00387E53B1E9FC);
```

- This native has no known name, so the runtime exposes it only as `N_0xae00387e53b1e9fc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xAFA87A7D41EE346A

- **Hash:** `0xAFA87A7D41EE346A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xafa87a7d41ee346a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xAFA87A7D41EE346A

## Signature

```c
void _0xAFA87A7D41EE346A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xafa87a7d41ee346a(p0)

-- always available, by hash
Citizen.InvokeNative(0xAFA87A7D41EE346A, p0)
```

### JavaScript

```js
N_0xafa87a7d41ee346a(p0);

// by hash
Citizen.invokeNative('0xAFA87A7D41EE346A', p0);
```

### C#

```csharp
Function.Call((Hash)0xAFA87A7D41EE346A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xafa87a7d41ee346a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xB9B9E47EDB9D63DB

- **Hash:** `0xB9B9E47EDB9D63DB`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xb9b9e47edb9d63db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xB9B9E47EDB9D63DB

## Signature

```c
void _0xB9B9E47EDB9D63DB();
```

## Returns

`void`

## Description

Sorts some unknown data.

Likely SORT_*

## Usage

### Lua

```lua
N_0xb9b9e47edb9d63db()

-- always available, by hash
Citizen.InvokeNative(0xB9B9E47EDB9D63DB)
```

### JavaScript

```js
N_0xb9b9e47edb9d63db();

// by hash
Citizen.invokeNative('0xB9B9E47EDB9D63DB');
```

### C#

```csharp
Function.Call((Hash)0xB9B9E47EDB9D63DB);
```

- This native has no known name, so the runtime exposes it only as `N_0xb9b9e47edb9d63db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xBE8DAA9D8D01DA6A

- **Hash:** `0xBE8DAA9D8D01DA6A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xbe8daa9d8d01da6a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xBE8DAA9D8D01DA6A

## Signature

```c
void _0xBE8DAA9D8D01DA6A(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbe8daa9d8d01da6a(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBE8DAA9D8D01DA6A, p0, p1, p2)
```

### JavaScript

```js
N_0xbe8daa9d8d01da6a(p0, p1, p2);

// by hash
Citizen.invokeNative('0xBE8DAA9D8D01DA6A', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBE8DAA9D8D01DA6A, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xbe8daa9d8d01da6a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xCC61D8D6C19D9F14

- **Hash:** `0xCC61D8D6C19D9F14`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xcc61d8d6c19d9f14`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xCC61D8D6C19D9F14

## Signature

```c
void _0xCC61D8D6C19D9F14(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcc61d8d6c19d9f14(p0)

-- always available, by hash
Citizen.InvokeNative(0xCC61D8D6C19D9F14, p0)
```

### JavaScript

```js
N_0xcc61d8d6c19d9f14(p0);

// by hash
Citizen.invokeNative('0xCC61D8D6C19D9F14', p0);
```

### C#

```csharp
Function.Call((Hash)0xCC61D8D6C19D9F14, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xcc61d8d6c19d9f14` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xD6E39DC5D46DF4AB

- **Hash:** `0xD6E39DC5D46DF4AB`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xd6e39dc5d46df4ab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xD6E39DC5D46DF4AB

## Signature

```c
Any _0xD6E39DC5D46DF4AB(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd6e39dc5d46df4ab(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6E39DC5D46DF4AB, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd6e39dc5d46df4ab(p0);

// by hash
const retval = Citizen.invokeNative('0xD6E39DC5D46DF4AB', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD6E39DC5D46DF4AB, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xd6e39dc5d46df4ab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xD840C130D7AACFA5

- **Hash:** `0xD840C130D7AACFA5`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xd840c130d7aacfa5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xD840C130D7AACFA5

## Signature

```c
void _0xD840C130D7AACFA5(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd840c130d7aacfa5(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD840C130D7AACFA5, p0, p1, p2)
```

### JavaScript

```js
N_0xd840c130d7aacfa5(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD840C130D7AACFA5', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD840C130D7AACFA5, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd840c130d7aacfa5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xD9F2FF4AF394D926

- **Hash:** `0xD9F2FF4AF394D926`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xd9f2ff4af394d926`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xD9F2FF4AF394D926

## Signature

```c
void _0xD9F2FF4AF394D926();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xd9f2ff4af394d926()

-- always available, by hash
Citizen.InvokeNative(0xD9F2FF4AF394D926)
```

### JavaScript

```js
N_0xd9f2ff4af394d926();

// by hash
Citizen.invokeNative('0xD9F2FF4AF394D926');
```

### C#

```csharp
Function.Call((Hash)0xD9F2FF4AF394D926);
```

- This native has no known name, so the runtime exposes it only as `N_0xd9f2ff4af394d926` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xDA7FDEFF4DE86839

- **Hash:** `0xDA7FDEFF4DE86839`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xda7fdeff4de86839`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xDA7FDEFF4DE86839

## Signature

```c
Any _0xDA7FDEFF4DE86839();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xda7fdeff4de86839()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA7FDEFF4DE86839, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xda7fdeff4de86839();

// by hash
const retval = Citizen.invokeNative('0xDA7FDEFF4DE86839', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDA7FDEFF4DE86839);
```

- This native has no known name, so the runtime exposes it only as `N_0xda7fdeff4de86839` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xDABFE48BA0D457AA

- **Hash:** `0xDABFE48BA0D457AA`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xdabfe48ba0d457aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xDABFE48BA0D457AA

## Signature

```c
Any _0xDABFE48BA0D457AA();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xdabfe48ba0d457aa()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDABFE48BA0D457AA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdabfe48ba0d457aa();

// by hash
const retval = Citizen.invokeNative('0xDABFE48BA0D457AA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDABFE48BA0D457AA);
```

- This native has no known name, so the runtime exposes it only as `N_0xdabfe48ba0d457aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xE5B76E5B56CD77DD

- **Hash:** `0xE5B76E5B56CD77DD`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xe5b76e5b56cd77dd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xE5B76E5B56CD77DD

## Signature

```c
Any _0xE5B76E5B56CD77DD();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe5b76e5b56cd77dd()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE5B76E5B56CD77DD, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe5b76e5b56cd77dd();

// by hash
const retval = Citizen.invokeNative('0xE5B76E5B56CD77DD', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE5B76E5B56CD77DD);
```

- This native has no known name, so the runtime exposes it only as `N_0xe5b76e5b56cd77dd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xEF1A8A484118735E

- **Hash:** `0xEF1A8A484118735E`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xef1a8a484118735e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xEF1A8A484118735E

## Signature

```c
void _0xEF1A8A484118735E();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xef1a8a484118735e()

-- always available, by hash
Citizen.InvokeNative(0xEF1A8A484118735E)
```

### JavaScript

```js
N_0xef1a8a484118735e();

// by hash
Citizen.invokeNative('0xEF1A8A484118735E');
```

### C#

```csharp
Function.Call((Hash)0xEF1A8A484118735E);
```

- This native has no known name, so the runtime exposes it only as `N_0xef1a8a484118735e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xF01D21DF39554115

- **Hash:** `0xF01D21DF39554115`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xf01d21df39554115`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xF01D21DF39554115

## Signature

```c
void _0xF01D21DF39554115(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf01d21df39554115(p0)

-- always available, by hash
Citizen.InvokeNative(0xF01D21DF39554115, p0)
```

### JavaScript

```js
N_0xf01d21df39554115(p0);

// by hash
Citizen.invokeNative('0xF01D21DF39554115', p0);
```

### C#

```csharp
Function.Call((Hash)0xF01D21DF39554115, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf01d21df39554115` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_0xF11D7CB962FCD747

- **Hash:** `0xF11D7CB962FCD747`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `N_0xf11d7cb962fcd747`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/0xF11D7CB962FCD747

## Signature

```c
void _0xF11D7CB962FCD747(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf11d7cb962fcd747(p0)

-- always available, by hash
Citizen.InvokeNative(0xF11D7CB962FCD747, p0)
```

### JavaScript

```js
N_0xf11d7cb962fcd747(p0);

// by hash
Citizen.invokeNative('0xF11D7CB962FCD747', p0);
```

### C#

```csharp
Function.Call((Hash)0xF11D7CB962FCD747, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf11d7cb962fcd747` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::BEGIN_SRL

- **Hash:** `0x0360710033BE60D9`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `BeginSrl`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/BEGIN_SRL

## Signature

```c
void BEGIN_SRL();
```

## Returns

`void`

## Usage

### Lua

```lua
BeginSrl()

-- always available, by hash
Citizen.InvokeNative(0x0360710033BE60D9)
```

### JavaScript

```js
BeginSrl();

// by hash
Citizen.invokeNative('0x0360710033BE60D9');
```

### C#

```csharp
Function.Call((Hash)0x0360710033BE60D9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::CLEAR_FOCUS

- **Hash:** `0x86CCAF7CE493EFBE`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `ClearFocus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/CLEAR_FOCUS

## Signature

```c
void CLEAR_FOCUS();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearFocus()

-- always available, by hash
Citizen.InvokeNative(0x86CCAF7CE493EFBE)
```

### JavaScript

```js
ClearFocus();

// by hash
Citizen.invokeNative('0x86CCAF7CE493EFBE');
```

### C#

```csharp
Function.Call((Hash)0x86CCAF7CE493EFBE);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::CLEAR_HD_AREA

- **Hash:** `0xD83B22434E52728D`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `ClearHdArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/CLEAR_HD_AREA

## Signature

```c
void CLEAR_HD_AREA();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearHdArea()

-- always available, by hash
Citizen.InvokeNative(0xD83B22434E52728D)
```

### JavaScript

```js
ClearHdArea();

// by hash
Citizen.invokeNative('0xD83B22434E52728D');
```

### C#

```csharp
Function.Call((Hash)0xD83B22434E52728D);
```

## See also

- [STREAMING::SET_HD_AREA](https://natives.borderlinerp.com/natives/STREAMING/SET_HD_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::DOES_ANIM_DICT_EXIST

- **Hash:** `0x537F44CB0D7F150D`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `DoesAnimDictExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/DOES_ANIM_DICT_EXIST

## Signature

```c
BOOL DOES_ANIM_DICT_EXIST(const char* animDict);
```

## Parameters

- `animDict` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesAnimDictExist(animDict)

-- always available, by hash
local retval = Citizen.InvokeNative(0x537F44CB0D7F150D, animDict, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesAnimDictExist(animDict);

// by hash
const retval = Citizen.invokeNative('0x537F44CB0D7F150D', animDict, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x537F44CB0D7F150D, animDict);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::END_SRL

- **Hash:** `0x1CE71FB33CA079FE`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `EndSrl`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/END_SRL

## Signature

```c
void END_SRL();
```

## Returns

`void`

## Usage

### Lua

```lua
EndSrl()

-- always available, by hash
Citizen.InvokeNative(0x1CE71FB33CA079FE)
```

### JavaScript

```js
EndSrl();

// by hash
Citizen.invokeNative('0x1CE71FB33CA079FE');
```

### C#

```csharp
Function.Call((Hash)0x1CE71FB33CA079FE);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_GET_IPL_BOUNDING_SPHERE

- **Hash:** `0x9C77964B0E07B633`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `GetIplBoundingSphere`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_GET_IPL_BOUNDING_SPHERE

## Signature

```c
BOOL _GET_IPL_BOUNDING_SPHERE(Hash iplHash, Vector3* position, float* radius);
```

## Parameters

- `iplHash` (`Hash`)
- `position` (`Vector3*`)
- `radius` (`float*`)

## Returns

`BOOL`

## Description

Outputs IPL position and radius (previously wrongly named heading)
https://github.com/femga/rdr3_discoveries/blob/master/imaps/imaps_with_coords_and_heading.lua

## Usage

### Lua

```lua
local retval, position, radius = GetIplBoundingSphere(iplHash)

-- always available, by hash
local retval, position, radius = Citizen.InvokeNative(0x9C77964B0E07B633, iplHash, Citizen.PointerValueVector(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, position, radius] = GetIplBoundingSphere(iplHash);

// by hash
const [retval, position, radius] = Citizen.invokeNative('0x9C77964B0E07B633', iplHash, Citizen.pointerValueVector(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var position = new OutputArgument();
var radius = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9C77964B0E07B633, iplHash, position, radius);
// position.GetResult<Vector3>()
// radius.GetResult<float>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# STREAMING::GET_NUMBER_OF_STREAMING_REQUESTS

- **Hash:** `0x30CCCC4D88E654CA`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `GetNumberOfStreamingRequests`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/GET_NUMBER_OF_STREAMING_REQUESTS

## Signature

```c
int GET_NUMBER_OF_STREAMING_REQUESTS();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumberOfStreamingRequests()

-- always available, by hash
local retval = Citizen.InvokeNative(0x30CCCC4D88E654CA, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfStreamingRequests();

// by hash
const retval = Citizen.invokeNative('0x30CCCC4D88E654CA', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x30CCCC4D88E654CA);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::GET_POPULATION_BUDGET_MULTIPLIER

- **Hash:** `0x8A3945405B31048F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `GetPopulationBudgetMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/GET_POPULATION_BUDGET_MULTIPLIER

## Signature

```c
float GET_POPULATION_BUDGET_MULTIPLIER();
```

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPopulationBudgetMultiplier()

-- always available, by hash
local retval = Citizen.InvokeNative(0x8A3945405B31048F, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPopulationBudgetMultiplier();

// by hash
const retval = Citizen.invokeNative('0x8A3945405B31048F', Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8A3945405B31048F);
```

## See also

- [STREAMING::SET_POPULATION_BUDGET_MULTIPLIER](https://natives.borderlinerp.com/natives/STREAMING/SET_POPULATION_BUDGET_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::HAS_ANIM_DICT_LOADED

- **Hash:** `0x27FF6FE8009B40CA`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasAnimDictLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_ANIM_DICT_LOADED

## Signature

```c
BOOL HAS_ANIM_DICT_LOADED(const char* animDict);
```

## Parameters

- `animDict` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasAnimDictLoaded(animDict)

-- always available, by hash
local retval = Citizen.InvokeNative(0x27FF6FE8009B40CA, animDict, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasAnimDictLoaded(animDict);

// by hash
const retval = Citizen.invokeNative('0x27FF6FE8009B40CA', animDict, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x27FF6FE8009B40CA, animDict);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::HAS_CLIP_SET_LOADED

- **Hash:** `0x1F23D6B6DA1CC3B2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasClipSetLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_CLIP_SET_LOADED

## Signature

```c
BOOL HAS_CLIP_SET_LOADED(const char* clipSet);
```

## Parameters

- `clipSet` (`const char*`)

## Returns

`BOOL`

## Description

Alias for HAS_ANIM_SET_LOADED.

## Usage

### Lua

```lua
local retval = HasClipSetLoaded(clipSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F23D6B6DA1CC3B2, clipSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasClipSetLoaded(clipSet);

// by hash
const retval = Citizen.invokeNative('0x1F23D6B6DA1CC3B2', clipSet, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F23D6B6DA1CC3B2, clipSet);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_HAS_CLIP_SET_LOADED_2

- **Hash:** `0x85B8F04555AB49B8`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasClipSetLoaded_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_HAS_CLIP_SET_LOADED_2

## Signature

```c
Any _HAS_CLIP_SET_LOADED_2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = HasClipSetLoaded_2(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x85B8F04555AB49B8, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = HasClipSetLoaded_2(p0);

// by hash
const retval = Citizen.invokeNative('0x85B8F04555AB49B8', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x85B8F04555AB49B8, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::HAS_COLLISION_FOR_MODEL_LOADED

- **Hash:** `0x210A79C9EC89778F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasCollisionForModelLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_COLLISION_FOR_MODEL_LOADED

## Signature

```c
BOOL HAS_COLLISION_FOR_MODEL_LOADED(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasCollisionForModelLoaded(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x210A79C9EC89778F, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasCollisionForModelLoaded(model);

// by hash
const retval = Citizen.invokeNative('0x210A79C9EC89778F', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x210A79C9EC89778F, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_HAS_COLLISION_LOADED_AT_COORD

- **Hash:** `0xDA8B2EAF29E872E2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasCollisionLoadedAtCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_HAS_COLLISION_LOADED_AT_COORD

## Signature

```c
BOOL _HAS_COLLISION_LOADED_AT_COORD(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasCollisionLoadedAtCoord(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA8B2EAF29E872E2, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasCollisionLoadedAtCoord(x, y, z);

// by hash
const retval = Citizen.invokeNative('0xDA8B2EAF29E872E2', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDA8B2EAF29E872E2, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::HAS_MODEL_LOADED

- **Hash:** `0x1283B8B89DD5D1B6`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasModelLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_MODEL_LOADED

## Signature

```c
BOOL HAS_MODEL_LOADED(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Description

Checks if the specified model has loaded into memory.

## Usage

### Lua

```lua
local retval = HasModelLoaded(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1283B8B89DD5D1B6, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasModelLoaded(model);

// by hash
const retval = Citizen.invokeNative('0x1283B8B89DD5D1B6', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1283B8B89DD5D1B6, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::HAS_MOVE_NETWORK_DEF_LOADED

- **Hash:** `0x2C04D89A0FB4E244`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasMoveNetworkDefLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_MOVE_NETWORK_DEF_LOADED

## Signature

```c
BOOL HAS_MOVE_NETWORK_DEF_LOADED(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasMoveNetworkDefLoaded(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C04D89A0FB4E244, name, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasMoveNetworkDefLoaded(name);

// by hash
const retval = Citizen.invokeNative('0x2C04D89A0FB4E244', name, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2C04D89A0FB4E244, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::HAS_NAMED_PTFX_ASSET_LOADED

- **Hash:** `0x65BB72F29138F5D6`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasNamedPtfxAssetLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_NAMED_PTFX_ASSET_LOADED

## Signature

```c
BOOL HAS_NAMED_PTFX_ASSET_LOADED(Hash fxNameHash);
```

## Parameters

- `fxNameHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasNamedPtfxAssetLoaded(fxNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x65BB72F29138F5D6, fxNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasNamedPtfxAssetLoaded(fxNameHash);

// by hash
const retval = Citizen.invokeNative('0x65BB72F29138F5D6', fxNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x65BB72F29138F5D6, fxNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::HAS_PTFX_ASSET_LOADED

- **Hash:** `0x13A3F30A9ED0BC31`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasPtfxAssetLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/HAS_PTFX_ASSET_LOADED

## Signature

```c
BOOL HAS_PTFX_ASSET_LOADED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPtfxAssetLoaded()

-- always available, by hash
local retval = Citizen.InvokeNative(0x13A3F30A9ED0BC31, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPtfxAssetLoaded();

// by hash
const retval = Citizen.invokeNative('0x13A3F30A9ED0BC31', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x13A3F30A9ED0BC31);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_HAS_SCENARIO_TYPE_FOR_PED_LOADED

- **Hash:** `0xA0AE7653E8181725`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasScenarioTypeForPedLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_HAS_SCENARIO_TYPE_FOR_PED_LOADED

## Signature

```c
Any _HAS_SCENARIO_TYPE_FOR_PED_LOADED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

returns 1 if the scenario type for ped is loaded using the id returned by `_REQUEST_SCENARIO_TYPE_FOR_PED` or false

## Usage

### Lua

```lua
local retval = HasScenarioTypeForPedLoaded(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0AE7653E8181725, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = HasScenarioTypeForPedLoaded(p0);

// by hash
const retval = Citizen.invokeNative('0xA0AE7653E8181725', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA0AE7653E8181725, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::_HAS_SCENARIO_TYPE_LOADED

- **Hash:** `0x9427C94D2E4094A4`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `HasScenarioTypeLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_HAS_SCENARIO_TYPE_LOADED

## Signature

```c
BOOL _HAS_SCENARIO_TYPE_LOADED(Hash scenarioType, BOOL p1);
```

## Parameters

- `scenarioType` (`Hash`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasScenarioTypeLoaded(scenarioType, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9427C94D2E4094A4, scenarioType, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasScenarioTypeLoaded(scenarioType, p1);

// by hash
const retval = Citizen.invokeNative('0x9427C94D2E4094A4', scenarioType, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9427C94D2E4094A4, scenarioType, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IPL_GROUP_SWAP_CANCEL

- **Hash:** `0x31108BB5715D035F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IplGroupSwapCancel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IPL_GROUP_SWAP_CANCEL

## Signature

```c
void IPL_GROUP_SWAP_CANCEL();
```

## Returns

`void`

## Usage

### Lua

```lua
IplGroupSwapCancel()

-- always available, by hash
Citizen.InvokeNative(0x31108BB5715D035F)
```

### JavaScript

```js
IplGroupSwapCancel();

// by hash
Citizen.invokeNative('0x31108BB5715D035F');
```

### C#

```csharp
Function.Call((Hash)0x31108BB5715D035F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IPL_GROUP_SWAP_FINISH

- **Hash:** `0x040EE319EFD1D3B5`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IplGroupSwapFinish`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IPL_GROUP_SWAP_FINISH

## Signature

```c
void IPL_GROUP_SWAP_FINISH();
```

## Returns

`void`

## Usage

### Lua

```lua
IplGroupSwapFinish()

-- always available, by hash
Citizen.InvokeNative(0x040EE319EFD1D3B5)
```

### JavaScript

```js
IplGroupSwapFinish();

// by hash
Citizen.invokeNative('0x040EE319EFD1D3B5');
```

### C#

```csharp
Function.Call((Hash)0x040EE319EFD1D3B5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IPL_GROUP_SWAP_IS_ACTIVE

- **Hash:** `0xFC464598F6EE97B0`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IplGroupSwapIsActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IPL_GROUP_SWAP_IS_ACTIVE

## Signature

```c
BOOL IPL_GROUP_SWAP_IS_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IplGroupSwapIsActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC464598F6EE97B0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IplGroupSwapIsActive();

// by hash
const retval = Citizen.invokeNative('0xFC464598F6EE97B0', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFC464598F6EE97B0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IPL_GROUP_SWAP_IS_READY

- **Hash:** `0xC2C05DEFE85A0B64`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IplGroupSwapIsReady`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IPL_GROUP_SWAP_IS_READY

## Signature

```c
BOOL IPL_GROUP_SWAP_IS_READY();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IplGroupSwapIsReady()

-- always available, by hash
local retval = Citizen.InvokeNative(0xC2C05DEFE85A0B64, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IplGroupSwapIsReady();

// by hash
const retval = Citizen.invokeNative('0xC2C05DEFE85A0B64', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC2C05DEFE85A0B64);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IPL_GROUP_SWAP_START

- **Hash:** `0x20D504994FDC4412`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IplGroupSwapStart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IPL_GROUP_SWAP_START

## Signature

```c
void IPL_GROUP_SWAP_START(const char* iplName1, const char* iplName2);
```

## Parameters

- `iplName1` (`const char*`)
- `iplName2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
IplGroupSwapStart(iplName1, iplName2)

-- always available, by hash
Citizen.InvokeNative(0x20D504994FDC4412, iplName1, iplName2)
```

### JavaScript

```js
IplGroupSwapStart(iplName1, iplName2);

// by hash
Citizen.invokeNative('0x20D504994FDC4412', iplName1, iplName2);
```

### C#

```csharp
Function.Call((Hash)0x20D504994FDC4412, iplName1, iplName2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_ENTITY_FOCUS

- **Hash:** `0xF87DE697E9A06EC6`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsEntityFocus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_ENTITY_FOCUS

## Signature

```c
BOOL IS_ENTITY_FOCUS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityFocus(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF87DE697E9A06EC6, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityFocus(entity);

// by hash
const retval = Citizen.invokeNative('0xF87DE697E9A06EC6', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF87DE697E9A06EC6, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_IPL_ACTIVE_BY_HASH

- **Hash:** `0x93AC1B91CB6D9913`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsIplActiveByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_IPL_ACTIVE_BY_HASH

## Signature

```c
BOOL IS_IPL_ACTIVE_BY_HASH(Hash iplHash);
```

## Parameters

- `iplHash` (`Hash`)

## Returns

`BOOL`

## Description

Old name: _IS_IMAP_ACTIVE_2

## Usage

### Lua

```lua
local retval = IsIplActiveByHash(iplHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x93AC1B91CB6D9913, iplHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsIplActiveByHash(iplHash);

// by hash
const retval = Citizen.invokeNative('0x93AC1B91CB6D9913', iplHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x93AC1B91CB6D9913, iplHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_IPL_ACTIVE_HASH

- **Hash:** `0xD779B9B910BD3B7C`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsIplActiveHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_IPL_ACTIVE_HASH

## Signature

```c
BOOL IS_IPL_ACTIVE_HASH(Hash iplHash);
```

## Parameters

- `iplHash` (`Hash`)

## Returns

`BOOL`

## Description

Old name: _IS_IMAP_ACTIVE

## Usage

### Lua

```lua
local retval = IsIplActiveHash(iplHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD779B9B910BD3B7C, iplHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsIplActiveHash(iplHash);

// by hash
const retval = Citizen.invokeNative('0xD779B9B910BD3B7C', iplHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD779B9B910BD3B7C, iplHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_LOAD_SCENE_ACTIVE

- **Hash:** `0xCF45DF50C7775F2A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsLoadSceneActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_LOAD_SCENE_ACTIVE

## Signature

```c
BOOL IS_LOAD_SCENE_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsLoadSceneActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF45DF50C7775F2A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsLoadSceneActive();

// by hash
const retval = Citizen.invokeNative('0xCF45DF50C7775F2A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCF45DF50C7775F2A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_LOAD_SCENE_LOADED

- **Hash:** `0x0909F71B5C070797`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsLoadSceneLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_LOAD_SCENE_LOADED

## Signature

```c
BOOL IS_LOAD_SCENE_LOADED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsLoadSceneLoaded()

-- always available, by hash
local retval = Citizen.InvokeNative(0x0909F71B5C070797, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsLoadSceneLoaded();

// by hash
const retval = Citizen.invokeNative('0x0909F71B5C070797', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0909F71B5C070797);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_MODEL_A_PED

- **Hash:** `0xC3F09DE9D6D17DDA`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsModelAPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_MODEL_A_PED

## Signature

```c
BOOL IS_MODEL_A_PED(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsModelAPed(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC3F09DE9D6D17DDA, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsModelAPed(model);

// by hash
const retval = Citizen.invokeNative('0xC3F09DE9D6D17DDA', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC3F09DE9D6D17DDA, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_MODEL_A_VEHICLE

- **Hash:** `0x354F62672DE7DB0A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsModelAVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_MODEL_A_VEHICLE

## Signature

```c
BOOL IS_MODEL_A_VEHICLE(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Description

Returns whether the specified model represents a vehicle.

## Usage

### Lua

```lua
local retval = IsModelAVehicle(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x354F62672DE7DB0A, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsModelAVehicle(model);

// by hash
const retval = Citizen.invokeNative('0x354F62672DE7DB0A', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x354F62672DE7DB0A, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_IS_MODEL_AN_OBJECT

- **Hash:** `0x274EE1B90CFA669E`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsModelAnObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_IS_MODEL_AN_OBJECT

## Signature

```c
BOOL _IS_MODEL_AN_OBJECT(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsModelAnObject(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x274EE1B90CFA669E, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsModelAnObject(model);

// by hash
const retval = Citizen.invokeNative('0x274EE1B90CFA669E', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x274EE1B90CFA669E, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_MODEL_IN_CDIMAGE

- **Hash:** `0xD6F3B6D7716CFF8E`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsModelInCdimage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_MODEL_IN_CDIMAGE

## Signature

```c
BOOL IS_MODEL_IN_CDIMAGE(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Description

Returns whether the specified model exists in the game.

## Usage

### Lua

```lua
local retval = IsModelInCdimage(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD6F3B6D7716CFF8E, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsModelInCdimage(model);

// by hash
const retval = Citizen.invokeNative('0xD6F3B6D7716CFF8E', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD6F3B6D7716CFF8E, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_MODEL_VALID

- **Hash:** `0x392C8D8E07B70EFC`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsModelValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_MODEL_VALID

## Signature

```c
BOOL IS_MODEL_VALID(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Description

Returns whether the specified model is valid

## Usage

### Lua

```lua
local retval = IsModelValid(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x392C8D8E07B70EFC, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsModelValid(model);

// by hash
const retval = Citizen.invokeNative('0x392C8D8E07B70EFC', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x392C8D8E07B70EFC, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_PLAYER_SWITCH_IN_PROGRESS

- **Hash:** `0xED20CB1F5297791D`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsPlayerSwitchInProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_PLAYER_SWITCH_IN_PROGRESS

## Signature

```c
BOOL IS_PLAYER_SWITCH_IN_PROGRESS();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlayerSwitchInProgress()

-- always available, by hash
local retval = Citizen.InvokeNative(0xED20CB1F5297791D, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerSwitchInProgress();

// by hash
const retval = Citizen.invokeNative('0xED20CB1F5297791D', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xED20CB1F5297791D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_IS_POSITION_INSIDE_IPL_STREAMING_EXTENTS

- **Hash:** `0x73B40D97D7BAAD77`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsPositionInsideIplStreamingExtents`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_IS_POSITION_INSIDE_IPL_STREAMING_EXTENTS

## Signature

```c
BOOL _IS_POSITION_INSIDE_IPL_STREAMING_EXTENTS(Hash iplHash, float x, float y, float z);
```

## Parameters

- `iplHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Description

Returns true if IPL is streamed in (?)

## Usage

### Lua

```lua
local retval = IsPositionInsideIplStreamingExtents(iplHash, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73B40D97D7BAAD77, iplHash, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPositionInsideIplStreamingExtents(iplHash, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x73B40D97D7BAAD77', iplHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73B40D97D7BAAD77, iplHash, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_RENDERED_SCENE_LOADED

- **Hash:** `0x45BF3A6239A576B7`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsRenderedSceneLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_RENDERED_SCENE_LOADED

## Signature

```c
BOOL IS_RENDERED_SCENE_LOADED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsRenderedSceneLoaded()

-- always available, by hash
local retval = Citizen.InvokeNative(0x45BF3A6239A576B7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRenderedSceneLoaded();

// by hash
const retval = Citizen.invokeNative('0x45BF3A6239A576B7', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x45BF3A6239A576B7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::IS_SRL_LOADED

- **Hash:** `0x5C2C88512CF6DAFB`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `IsSrlLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/IS_SRL_LOADED

## Signature

```c
BOOL IS_SRL_LOADED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsSrlLoaded()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C2C88512CF6DAFB, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSrlLoaded();

// by hash
const retval = Citizen.invokeNative('0x5C2C88512CF6DAFB', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5C2C88512CF6DAFB);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::LOAD_SCENE_START

- **Hash:** `0x387AD749E3B69B70`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `LoadSceneStart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/LOAD_SCENE_START

## Signature

```c
BOOL LOAD_SCENE_START(float posX, float posY, float posZ, float offsetX, float offsetY, float offsetZ, float radius, int controlFlags);
```

## Parameters

- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `radius` (`float`)
- `controlFlags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = LoadSceneStart(posX, posY, posZ, offsetX, offsetY, offsetZ, radius, controlFlags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x387AD749E3B69B70, posX, posY, posZ, offsetX, offsetY, offsetZ, radius, controlFlags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = LoadSceneStart(posX, posY, posZ, offsetX, offsetY, offsetZ, radius, controlFlags);

// by hash
const retval = Citizen.invokeNative('0x387AD749E3B69B70', posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, radius + 0.0000001, controlFlags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x387AD749E3B69B70, posX, posY, posZ, offsetX, offsetY, offsetZ, radius, controlFlags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::LOAD_SCENE_START_SPHERE

- **Hash:** `0x513F8AA5BF2F17CF`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `LoadSceneStartSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/LOAD_SCENE_START_SPHERE

## Signature

```c
BOOL LOAD_SCENE_START_SPHERE(float x, float y, float z, float radius, Any p4);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = LoadSceneStartSphere(x, y, z, radius, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x513F8AA5BF2F17CF, x, y, z, radius, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = LoadSceneStartSphere(x, y, z, radius, p4);

// by hash
const retval = Citizen.invokeNative('0x513F8AA5BF2F17CF', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x513F8AA5BF2F17CF, x, y, z, radius, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::LOAD_SCENE_STOP

- **Hash:** `0x5A8B01199C3E79C3`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `LoadSceneStop`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/LOAD_SCENE_STOP

## Signature

```c
void LOAD_SCENE_STOP();
```

## Returns

`void`

## Usage

### Lua

```lua
LoadSceneStop()

-- always available, by hash
Citizen.InvokeNative(0x5A8B01199C3E79C3)
```

### JavaScript

```js
LoadSceneStop();

// by hash
Citizen.invokeNative('0x5A8B01199C3E79C3');
```

### C#

```csharp
Function.Call((Hash)0x5A8B01199C3E79C3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::PREFETCH_SRL

- **Hash:** `0x354837E5A5BAA5AF`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `PrefetchSrl`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/PREFETCH_SRL

## Signature

```c
void PREFETCH_SRL(const char* srl);
```

## Parameters

- `srl` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
PrefetchSrl(srl)

-- always available, by hash
Citizen.InvokeNative(0x354837E5A5BAA5AF, srl)
```

### JavaScript

```js
PrefetchSrl(srl);

// by hash
Citizen.invokeNative('0x354837E5A5BAA5AF', srl);
```

### C#

```csharp
Function.Call((Hash)0x354837E5A5BAA5AF, srl);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_REMOVE_ALL_IPLS

- **Hash:** `0xDEEE1F265B7ECEF5`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveAllIpls`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REMOVE_ALL_IPLS

## Signature

```c
void _REMOVE_ALL_IPLS();
```

## Returns

`void`

## Description

Removes/unloads all currently active IPLs.

## Usage

### Lua

```lua
RemoveAllIpls()

-- always available, by hash
Citizen.InvokeNative(0xDEEE1F265B7ECEF5)
```

### JavaScript

```js
RemoveAllIpls();

// by hash
Citizen.invokeNative('0xDEEE1F265B7ECEF5');
```

### C#

```csharp
Function.Call((Hash)0xDEEE1F265B7ECEF5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REMOVE_ANIM_DICT

- **Hash:** `0x4763145053A33D46`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveAnimDict`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_ANIM_DICT

## Signature

```c
void REMOVE_ANIM_DICT(const char* animDict);
```

## Parameters

- `animDict` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAnimDict(animDict)

-- always available, by hash
Citizen.InvokeNative(0x4763145053A33D46, animDict)
```

### JavaScript

```js
RemoveAnimDict(animDict);

// by hash
Citizen.invokeNative('0x4763145053A33D46', animDict);
```

### C#

```csharp
Function.Call((Hash)0x4763145053A33D46, animDict);
```

## See also

- [STREAMING::REQUEST_ANIM_DICT](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_ANIM_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REMOVE_CLIP_SET

- **Hash:** `0x817FA1B1EE7CD6F0`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveClipSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_CLIP_SET

## Signature

```c
void REMOVE_CLIP_SET(const char* clipSet);
```

## Parameters

- `clipSet` (`const char*`)

## Returns

`void`

## Description

Alias for REMOVE_ANIM_SET.

## Usage

### Lua

```lua
RemoveClipSet(clipSet)

-- always available, by hash
Citizen.InvokeNative(0x817FA1B1EE7CD6F0, clipSet)
```

### JavaScript

```js
RemoveClipSet(clipSet);

// by hash
Citizen.invokeNative('0x817FA1B1EE7CD6F0', clipSet);
```

### C#

```csharp
Function.Call((Hash)0x817FA1B1EE7CD6F0, clipSet);
```

## See also

- [STREAMING::REQUEST_CLIP_SET](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_CLIP_SET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_REMOVE_CLIP_SET_2

- **Hash:** `0x9F348DE670423460`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveClipSet_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REMOVE_CLIP_SET_2

## Signature

```c
void _REMOVE_CLIP_SET_2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveClipSet_2(p0)

-- always available, by hash
Citizen.InvokeNative(0x9F348DE670423460, p0)
```

### JavaScript

```js
RemoveClipSet_2(p0);

// by hash
Citizen.invokeNative('0x9F348DE670423460', p0);
```

### C#

```csharp
Function.Call((Hash)0x9F348DE670423460, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [STREAMING::_REQUEST_CLIP_SET_2](https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_CLIP_SET_2.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::REMOVE_IPL_BY_HASH

- **Hash:** `0x431E3AB760629B34`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveIplByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_IPL_BY_HASH

## Signature

```c
void REMOVE_IPL_BY_HASH(Hash iplHash);
```

## Parameters

- `iplHash` (`Hash`)

## Returns

`void`

## Description

Old name: _REMOVE_IMAP_2

## Usage

### Lua

```lua
RemoveIplByHash(iplHash)

-- always available, by hash
Citizen.InvokeNative(0x431E3AB760629B34, iplHash)
```

### JavaScript

```js
RemoveIplByHash(iplHash);

// by hash
Citizen.invokeNative('0x431E3AB760629B34', iplHash);
```

### C#

```csharp
Function.Call((Hash)0x431E3AB760629B34, iplHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [STREAMING::REQUEST_IPL_BY_HASH](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_IPL_BY_HASH.md) — Old name: _REQUEST_IMAP_2

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REMOVE_IPL_HASH

- **Hash:** `0x5A3E5CF7B4014B96`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveIplHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_IPL_HASH

## Signature

```c
void REMOVE_IPL_HASH(Hash iplHash);
```

## Parameters

- `iplHash` (`Hash`)

## Returns

`void`

## Description

Old name: _REMOVE_IMAP

## Usage

### Lua

```lua
RemoveIplHash(iplHash)

-- always available, by hash
Citizen.InvokeNative(0x5A3E5CF7B4014B96, iplHash)
```

### JavaScript

```js
RemoveIplHash(iplHash);

// by hash
Citizen.invokeNative('0x5A3E5CF7B4014B96', iplHash);
```

### C#

```csharp
Function.Call((Hash)0x5A3E5CF7B4014B96, iplHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [STREAMING::REQUEST_IPL_HASH](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_IPL_HASH.md) — Loads an IPL by hash. The hash must be a signed int32 — larger positive values are ignored without an error.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REMOVE_MOVE_NETWORK_DEF

- **Hash:** `0x57A197AD83F66BBF`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveMoveNetworkDef`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_MOVE_NETWORK_DEF

## Signature

```c
void REMOVE_MOVE_NETWORK_DEF(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveMoveNetworkDef(name)

-- always available, by hash
Citizen.InvokeNative(0x57A197AD83F66BBF, name)
```

### JavaScript

```js
RemoveMoveNetworkDef(name);

// by hash
Citizen.invokeNative('0x57A197AD83F66BBF', name);
```

### C#

```csharp
Function.Call((Hash)0x57A197AD83F66BBF, name);
```

## See also

- [STREAMING::REQUEST_MOVE_NETWORK_DEF](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_MOVE_NETWORK_DEF.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REMOVE_NAMED_PTFX_ASSET

- **Hash:** `0xF20866829E1C81A2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveNamedPtfxAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_NAMED_PTFX_ASSET

## Signature

```c
void REMOVE_NAMED_PTFX_ASSET(Hash fxNameHash);
```

## Parameters

- `fxNameHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveNamedPtfxAsset(fxNameHash)

-- always available, by hash
Citizen.InvokeNative(0xF20866829E1C81A2, fxNameHash)
```

### JavaScript

```js
RemoveNamedPtfxAsset(fxNameHash);

// by hash
Citizen.invokeNative('0xF20866829E1C81A2', fxNameHash);
```

### C#

```csharp
Function.Call((Hash)0xF20866829E1C81A2, fxNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [STREAMING::REQUEST_NAMED_PTFX_ASSET](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_NAMED_PTFX_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REMOVE_PTFX_ASSET

- **Hash:** `0x042F9049EA419E86`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemovePtfxAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REMOVE_PTFX_ASSET

## Signature

```c
void REMOVE_PTFX_ASSET();
```

## Returns

`void`

## Usage

### Lua

```lua
RemovePtfxAsset()

-- always available, by hash
Citizen.InvokeNative(0x042F9049EA419E86)
```

### JavaScript

```js
RemovePtfxAsset();

// by hash
Citizen.invokeNative('0x042F9049EA419E86');
```

### C#

```csharp
Function.Call((Hash)0x042F9049EA419E86);
```

## See also

- [STREAMING::REQUEST_PTFX_ASSET](https://natives.borderlinerp.com/natives/STREAMING/REQUEST_PTFX_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_REMOVE_SCENARIO_ASSET

- **Hash:** `0x4EDDD9E9CA5AF985`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveScenarioAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REMOVE_SCENARIO_ASSET

## Signature

```c
Any _REMOVE_SCENARIO_ASSET(Hash scenarioType);
```

## Parameters

- `scenarioType` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = RemoveScenarioAsset(scenarioType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4EDDD9E9CA5AF985, scenarioType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RemoveScenarioAsset(scenarioType);

// by hash
const retval = Citizen.invokeNative('0x4EDDD9E9CA5AF985', scenarioType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4EDDD9E9CA5AF985, scenarioType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_REMOVE_SCENARIO_TYPE_FOR_PED

- **Hash:** `0x66BC28E50E85270E`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RemoveScenarioTypeForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REMOVE_SCENARIO_TYPE_FOR_PED

## Signature

```c
Any _REMOVE_SCENARIO_TYPE_FOR_PED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

removes the requested scenario type for ped using the id returned by `_REQUEST_SCENARIO_TYPE_FOR_PED`

## Usage

### Lua

```lua
local retval = RemoveScenarioTypeForPed(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x66BC28E50E85270E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RemoveScenarioTypeForPed(p0);

// by hash
const retval = Citizen.invokeNative('0x66BC28E50E85270E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x66BC28E50E85270E, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [STREAMING::_REQUEST_SCENARIO_TYPE_FOR_PED](https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_SCENARIO_TYPE_FOR_PED.md) — requests a scenario type just like _REQUEST_SCENARIO_TYPE but for a specifc ped p2 is a flag unknown

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::REQUEST_ADDITIONAL_COLLISION_AT_COORD

- **Hash:** `0x83A8D71650D1894F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestAdditionalCollisionAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_ADDITIONAL_COLLISION_AT_COORD

## Signature

```c
void REQUEST_ADDITIONAL_COLLISION_AT_COORD(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RequestAdditionalCollisionAtCoord(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x83A8D71650D1894F, x, y, z)
```

### JavaScript

```js
RequestAdditionalCollisionAtCoord(x, y, z);

// by hash
Citizen.invokeNative('0x83A8D71650D1894F', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x83A8D71650D1894F, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_ANIM_DICT

- **Hash:** `0xA862A2AD321F94B4`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestAnimDict`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_ANIM_DICT

## Signature

```c
void REQUEST_ANIM_DICT(const char* animDict);
```

## Parameters

- `animDict` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RequestAnimDict(animDict)

-- always available, by hash
Citizen.InvokeNative(0xA862A2AD321F94B4, animDict)
```

### JavaScript

```js
RequestAnimDict(animDict);

// by hash
Citizen.invokeNative('0xA862A2AD321F94B4', animDict);
```

### C#

```csharp
Function.Call((Hash)0xA862A2AD321F94B4, animDict);
```

## See also

- [STREAMING::REMOVE_ANIM_DICT](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_ANIM_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_CLIP_SET

- **Hash:** `0xEF7611B57A820126`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestClipSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_CLIP_SET

## Signature

```c
void REQUEST_CLIP_SET(const char* clipSet);
```

## Parameters

- `clipSet` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RequestClipSet(clipSet)

-- always available, by hash
Citizen.InvokeNative(0xEF7611B57A820126, clipSet)
```

### JavaScript

```js
RequestClipSet(clipSet);

// by hash
Citizen.invokeNative('0xEF7611B57A820126', clipSet);
```

### C#

```csharp
Function.Call((Hash)0xEF7611B57A820126, clipSet);
```

## See also

- [STREAMING::REMOVE_CLIP_SET](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_CLIP_SET.md) — Alias for REMOVE_ANIM_SET.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_REQUEST_CLIP_SET_2

- **Hash:** `0x03DDBF2D73799F9E`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestClipSet_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_CLIP_SET_2

## Signature

```c
void _REQUEST_CLIP_SET_2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RequestClipSet_2(p0)

-- always available, by hash
Citizen.InvokeNative(0x03DDBF2D73799F9E, p0)
```

### JavaScript

```js
RequestClipSet_2(p0);

// by hash
Citizen.invokeNative('0x03DDBF2D73799F9E', p0);
```

### C#

```csharp
Function.Call((Hash)0x03DDBF2D73799F9E, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [STREAMING::_REMOVE_CLIP_SET_2](https://natives.borderlinerp.com/natives/STREAMING/_REMOVE_CLIP_SET_2.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::_REQUEST_CLIP_SET_BY_HASH

- **Hash:** `0xAC37644A538F7524`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestClipSetByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_CLIP_SET_BY_HASH

## Signature

```c
void _REQUEST_CLIP_SET_BY_HASH(Hash clipSetHash);
```

## Parameters

- `clipSetHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RequestClipSetByHash(clipSetHash)

-- always available, by hash
Citizen.InvokeNative(0xAC37644A538F7524, clipSetHash)
```

### JavaScript

```js
RequestClipSetByHash(clipSetHash);

// by hash
Citizen.invokeNative('0xAC37644A538F7524', clipSetHash);
```

### C#

```csharp
Function.Call((Hash)0xAC37644A538F7524, clipSetHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_COLLISION_AT_COORD

- **Hash:** `0x0A3720F162A033C9`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestCollisionAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_COLLISION_AT_COORD

## Signature

```c
void REQUEST_COLLISION_AT_COORD(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RequestCollisionAtCoord(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x0A3720F162A033C9, x, y, z)
```

### JavaScript

```js
RequestCollisionAtCoord(x, y, z);

// by hash
Citizen.invokeNative('0x0A3720F162A033C9', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0A3720F162A033C9, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_COLLISION_FOR_MODEL

- **Hash:** `0xF1767BE37F661551`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestCollisionForModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_COLLISION_FOR_MODEL

## Signature

```c
void REQUEST_COLLISION_FOR_MODEL(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RequestCollisionForModel(model)

-- always available, by hash
Citizen.InvokeNative(0xF1767BE37F661551, model)
```

### JavaScript

```js
RequestCollisionForModel(model);

// by hash
Citizen.invokeNative('0xF1767BE37F661551', model);
```

### C#

```csharp
Function.Call((Hash)0xF1767BE37F661551, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_IPL_BY_HASH

- **Hash:** `0x9E211A378F95C97C`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestIplByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_IPL_BY_HASH

## Signature

```c
void REQUEST_IPL_BY_HASH(Hash iplHash);
```

## Parameters

- `iplHash` (`Hash`)

## Returns

`void`

## Description

Old name: _REQUEST_IMAP_2

## Usage

### Lua

```lua
RequestIplByHash(iplHash)

-- always available, by hash
Citizen.InvokeNative(0x9E211A378F95C97C, iplHash)
```

### JavaScript

```js
RequestIplByHash(iplHash);

// by hash
Citizen.invokeNative('0x9E211A378F95C97C', iplHash);
```

### C#

```csharp
Function.Call((Hash)0x9E211A378F95C97C, iplHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [STREAMING::REMOVE_IPL_BY_HASH](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_IPL_BY_HASH.md) — Old name: _REMOVE_IMAP_2

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_IPL_HASH

- **Hash:** `0x59767C5A7A9AE6DA`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestIplHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_IPL_HASH

## Signature

```c
void REQUEST_IPL_HASH(Hash iplHash);
```

## Parameters

- `iplHash` (`Hash`) — IPL hash as a signed 32-bit integer.

## Returns

`void`

## Description

Old name: _REQUEST_IMAP

## Verified notes

### Pass the signed form

A hash of 2³¹ or more passed as a positive integer is dropped silently: no error, the IPL never loads and `IS_IPL_ACTIVE_HASH` stays `false`. The same applies to `REMOVE_IPL_HASH` and `IS_IPL_ACTIVE_HASH`.

- `joaat("name")` and backtick literals already return the signed form.
- `tonumber("0xF4101CBE")` returns the unsigned form (4094696638) and breaks the call.

`_GET_IPL_BOUNDING_SPHERE` does accept the unsigned form, which makes the bug look like a streaming or timing problem: the sphere is found, the IPL never appears.

```lua
local function toSignedHash(h)
    h = math.floor(tonumber(h)) & 0xFFFFFFFF
    if h >= 0x80000000 then h = h - 0x100000000 end
    return h
end

RequestIplHash(toSignedHash('0xF4101CBE'))
```

Store hashes signed in your database too, or convert them on read.

Verified in game on the Borderline RP server, September 2026.

## Usage

### Lua

```lua
RequestIplHash(iplHash)

-- always available, by hash
Citizen.InvokeNative(0x59767C5A7A9AE6DA, iplHash)
```

### JavaScript

```js
RequestIplHash(iplHash);

// by hash
Citizen.invokeNative('0x59767C5A7A9AE6DA', iplHash);
```

### C#

```csharp
Function.Call((Hash)0x59767C5A7A9AE6DA, iplHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [STREAMING::_GET_IPL_BOUNDING_SPHERE](https://natives.borderlinerp.com/natives/STREAMING/_GET_IPL_BOUNDING_SPHERE.md) — Outputs IPL position and radius (previously wrongly named heading)
- [STREAMING::IS_IPL_ACTIVE_HASH](https://natives.borderlinerp.com/natives/STREAMING/IS_IPL_ACTIVE_HASH.md) — Old name: _IS_IMAP_ACTIVE
- [STREAMING::REMOVE_IPL_HASH](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_IPL_HASH.md) — Old name: _REMOVE_IMAP

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# STREAMING::_REQUEST_METADATA_AT_COORD

- **Hash:** `0xA8432A14D4DC2101`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestMetadataAtCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_METADATA_AT_COORD

## Signature

```c
void _REQUEST_METADATA_AT_COORD(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
RequestMetadataAtCoord(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xA8432A14D4DC2101, x, y, z)
```

### JavaScript

```js
RequestMetadataAtCoord(x, y, z);

// by hash
Citizen.invokeNative('0xA8432A14D4DC2101', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA8432A14D4DC2101, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_MODEL

- **Hash:** `0xFA28FE3A6246FC30`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_MODEL

## Signature

```c
void REQUEST_MODEL(Hash model, BOOL p1);
```

## Parameters

- `model` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Request a model to be loaded into memory.

## Usage

### Lua

```lua
RequestModel(model, p1)

-- always available, by hash
Citizen.InvokeNative(0xFA28FE3A6246FC30, model, p1)
```

### JavaScript

```js
RequestModel(model, p1);

// by hash
Citizen.invokeNative('0xFA28FE3A6246FC30', model, p1);
```

### C#

```csharp
Function.Call((Hash)0xFA28FE3A6246FC30, model, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_MOVE_NETWORK_DEF

- **Hash:** `0x2B6529C54D29037A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestMoveNetworkDef`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_MOVE_NETWORK_DEF

## Signature

```c
void REQUEST_MOVE_NETWORK_DEF(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RequestMoveNetworkDef(name)

-- always available, by hash
Citizen.InvokeNative(0x2B6529C54D29037A, name)
```

### JavaScript

```js
RequestMoveNetworkDef(name);

// by hash
Citizen.invokeNative('0x2B6529C54D29037A', name);
```

### C#

```csharp
Function.Call((Hash)0x2B6529C54D29037A, name);
```

## See also

- [STREAMING::REMOVE_MOVE_NETWORK_DEF](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_MOVE_NETWORK_DEF.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_NAMED_PTFX_ASSET

- **Hash:** `0xF2B2353BBC0D4E8F`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestNamedPtfxAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_NAMED_PTFX_ASSET

## Signature

```c
void REQUEST_NAMED_PTFX_ASSET(Hash fxNameHash);
```

## Parameters

- `fxNameHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RequestNamedPtfxAsset(fxNameHash)

-- always available, by hash
Citizen.InvokeNative(0xF2B2353BBC0D4E8F, fxNameHash)
```

### JavaScript

```js
RequestNamedPtfxAsset(fxNameHash);

// by hash
Citizen.invokeNative('0xF2B2353BBC0D4E8F', fxNameHash);
```

### C#

```csharp
Function.Call((Hash)0xF2B2353BBC0D4E8F, fxNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [STREAMING::REMOVE_NAMED_PTFX_ASSET](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_NAMED_PTFX_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::REQUEST_PTFX_ASSET

- **Hash:** `0x001FF43843028E0C`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestPtfxAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/REQUEST_PTFX_ASSET

## Signature

```c
void REQUEST_PTFX_ASSET();
```

## Returns

`void`

## Usage

### Lua

```lua
RequestPtfxAsset()

-- always available, by hash
Citizen.InvokeNative(0x001FF43843028E0C)
```

### JavaScript

```js
RequestPtfxAsset();

// by hash
Citizen.invokeNative('0x001FF43843028E0C');
```

### C#

```csharp
Function.Call((Hash)0x001FF43843028E0C);
```

## See also

- [STREAMING::REMOVE_PTFX_ASSET](https://natives.borderlinerp.com/natives/STREAMING/REMOVE_PTFX_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_REQUEST_SCENARIO_TYPE

- **Hash:** `0x19A6BE7D9C6884D3`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestScenarioType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_SCENARIO_TYPE

## Signature

```c
int _REQUEST_SCENARIO_TYPE(Hash scenarioType, int p1, Hash entityModel, Hash conditionalAnim);
```

## Parameters

- `scenarioType` (`Hash`)
- `p1` (`int`)
- `entityModel` (`Hash`)
- `conditionalAnim` (`Hash`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

entityModel can be 0 or using Hash or using GET_ENTITY_MODEL
conditionalAnim can be 0 or using Hash also accepts GET_ACTIVE_DYNAMIC_SCENARIO.

*Source: VORPCORE RDR3natives*

p1 seems to be some kind of flag? p2 can be 0 or entity model accepts hash joaat("a_c_bear_01") or with GetEntityModel(entity) p3 can be 0 or pass the conditional anim or using _GET_ACTIVE_DYNAMIC_SCENARIO

## Usage

### Lua

```lua
local retval = RequestScenarioType(scenarioType, p1, entityModel, conditionalAnim)

-- always available, by hash
local retval = Citizen.InvokeNative(0x19A6BE7D9C6884D3, scenarioType, p1, entityModel, conditionalAnim, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestScenarioType(scenarioType, p1, entityModel, conditionalAnim);

// by hash
const retval = Citizen.invokeNative('0x19A6BE7D9C6884D3', scenarioType, p1, entityModel, conditionalAnim, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x19A6BE7D9C6884D3, scenarioType, p1, entityModel, conditionalAnim);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::_REQUEST_SCENARIO_TYPE_FOR_PED

- **Hash:** `0xB223249B7798EEED`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `RequestScenarioTypeForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_REQUEST_SCENARIO_TYPE_FOR_PED

## Signature

```c
Any _REQUEST_SCENARIO_TYPE_FOR_PED(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

requests a scenario type just like _REQUEST_SCENARIO_TYPE but for a specifc ped p2 is a flag unknown

## Usage

### Lua

```lua
local retval = RequestScenarioTypeForPed(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB223249B7798EEED, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestScenarioTypeForPed(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xB223249B7798EEED', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB223249B7798EEED, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [STREAMING::_REMOVE_SCENARIO_TYPE_FOR_PED](https://natives.borderlinerp.com/natives/STREAMING/_REMOVE_SCENARIO_TYPE_FOR_PED.md) — removes the requested scenario type for ped using the id returned by `_REQUEST_SCENARIO_TYPE_FOR_PED`

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# STREAMING::SET_ALL_MAPDATA_CULLED

- **Hash:** `0x19ABCC581D28E6F9`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetAllMapdataCulled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_ALL_MAPDATA_CULLED

## Signature

```c
void SET_ALL_MAPDATA_CULLED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetAllMapdataCulled(p0)

-- always available, by hash
Citizen.InvokeNative(0x19ABCC581D28E6F9, p0)
```

### JavaScript

```js
SetAllMapdataCulled(p0);

// by hash
Citizen.invokeNative('0x19ABCC581D28E6F9', p0);
```

### C#

```csharp
Function.Call((Hash)0x19ABCC581D28E6F9, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_FOCUS_ENTITY

- **Hash:** `0x955AEDD58F4BD309`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetFocusEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_FOCUS_ENTITY

## Signature

```c
void SET_FOCUS_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

It seems to make the entity's coords mark the point from which LOD-distances are measured. In my testing, setting a vehicle as the focus entity and moving that vehicle more than 300 distance units away from the player will make the level of detail around the player go down drastically (shadows disappear, textures go extremely low res, etc). The player seems to be the default focus entity.

## Usage

### Lua

```lua
SetFocusEntity(entity)

-- always available, by hash
Citizen.InvokeNative(0x955AEDD58F4BD309, entity)
```

### JavaScript

```js
SetFocusEntity(entity);

// by hash
Citizen.invokeNative('0x955AEDD58F4BD309', entity);
```

### C#

```csharp
Function.Call((Hash)0x955AEDD58F4BD309, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_FOCUS_POS_AND_VEL

- **Hash:** `0x25F6EF88664540E2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetFocusPosAndVel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_FOCUS_POS_AND_VEL

## Signature

```c
void SET_FOCUS_POS_AND_VEL(float x, float y, float z, float offsetX, float offsetY, float offsetZ);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetFocusPosAndVel(x, y, z, offsetX, offsetY, offsetZ)

-- always available, by hash
Citizen.InvokeNative(0x25F6EF88664540E2, x, y, z, offsetX, offsetY, offsetZ)
```

### JavaScript

```js
SetFocusPosAndVel(x, y, z, offsetX, offsetY, offsetZ);

// by hash
Citizen.invokeNative('0x25F6EF88664540E2', x + 0.0000001, y + 0.0000001, z + 0.0000001, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x25F6EF88664540E2, x, y, z, offsetX, offsetY, offsetZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_GAME_PAUSES_FOR_STREAMING

- **Hash:** `0xB3BC8250F4FE8B63`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetGamePausesForStreaming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_GAME_PAUSES_FOR_STREAMING

## Signature

```c
void SET_GAME_PAUSES_FOR_STREAMING(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetGamePausesForStreaming(toggle)

-- always available, by hash
Citizen.InvokeNative(0xB3BC8250F4FE8B63, toggle)
```

### JavaScript

```js
SetGamePausesForStreaming(toggle);

// by hash
Citizen.invokeNative('0xB3BC8250F4FE8B63', toggle);
```

### C#

```csharp
Function.Call((Hash)0xB3BC8250F4FE8B63, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::_SET_GUARMA_WORLDHORIZON_ACTIVE

- **Hash:** `0x74E2261D2A66849A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetGuarmaWorldhorizonActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/_SET_GUARMA_WORLDHORIZON_ACTIVE

## Signature

```c
void _SET_GUARMA_WORLDHORIZON_ACTIVE(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetGuarmaWorldhorizonActive(toggle)

-- always available, by hash
Citizen.InvokeNative(0x74E2261D2A66849A, toggle)
```

### JavaScript

```js
SetGuarmaWorldhorizonActive(toggle);

// by hash
Citizen.invokeNative('0x74E2261D2A66849A', toggle);
```

### C#

```csharp
Function.Call((Hash)0x74E2261D2A66849A, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# STREAMING::SET_HD_AREA

- **Hash:** `0xB88B905AFA35CB4D`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetHdArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_HD_AREA

## Signature

```c
void SET_HD_AREA(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetHdArea(x, y, z, radius)

-- always available, by hash
Citizen.InvokeNative(0xB88B905AFA35CB4D, x, y, z, radius)
```

### JavaScript

```js
SetHdArea(x, y, z, radius);

// by hash
Citizen.invokeNative('0xB88B905AFA35CB4D', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB88B905AFA35CB4D, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [STREAMING::CLEAR_HD_AREA](https://natives.borderlinerp.com/natives/STREAMING/CLEAR_HD_AREA.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_MAPDATACULLBOX_ENABLED

- **Hash:** `0x3CACC83F6FED837C`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetMapdatacullboxEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_MAPDATACULLBOX_ENABLED

## Signature

```c
void SET_MAPDATACULLBOX_ENABLED(const char* name, BOOL toggle);
```

## Parameters

- `name` (`const char*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetMapdatacullboxEnabled(name, toggle)

-- always available, by hash
Citizen.InvokeNative(0x3CACC83F6FED837C, name, toggle)
```

### JavaScript

```js
SetMapdatacullboxEnabled(name, toggle);

// by hash
Citizen.invokeNative('0x3CACC83F6FED837C', name, toggle);
```

### C#

```csharp
Function.Call((Hash)0x3CACC83F6FED837C, name, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED

- **Hash:** `0x4AD96EF928BD4F9A`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetModelAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_MODEL_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_MODEL_AS_NO_LONGER_NEEDED(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`void`

## Description

Marks the model as no longer needed.

## Usage

### Lua

```lua
SetModelAsNoLongerNeeded(model)

-- always available, by hash
Citizen.InvokeNative(0x4AD96EF928BD4F9A, model)
```

### JavaScript

```js
SetModelAsNoLongerNeeded(model);

// by hash
Citizen.invokeNative('0x4AD96EF928BD4F9A', model);
```

### C#

```csharp
Function.Call((Hash)0x4AD96EF928BD4F9A, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_POPULATION_BUDGET_MULTIPLIER

- **Hash:** `0x2F9AC754FE179D58`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetPopulationBudgetMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_POPULATION_BUDGET_MULTIPLIER

## Signature

```c
void SET_POPULATION_BUDGET_MULTIPLIER(float fBudgetMultiplier);
```

## Parameters

- `fBudgetMultiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPopulationBudgetMultiplier(fBudgetMultiplier)

-- always available, by hash
Citizen.InvokeNative(0x2F9AC754FE179D58, fBudgetMultiplier)
```

### JavaScript

```js
SetPopulationBudgetMultiplier(fBudgetMultiplier);

// by hash
Citizen.invokeNative('0x2F9AC754FE179D58', fBudgetMultiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2F9AC754FE179D58, fBudgetMultiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [STREAMING::GET_POPULATION_BUDGET_MULTIPLIER](https://natives.borderlinerp.com/natives/STREAMING/GET_POPULATION_BUDGET_MULTIPLIER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_SCENE_STREAMING_TRACKS_CAM_POS_THIS_FRAME

- **Hash:** `0xA03A6812529AD9C8`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetSceneStreamingTracksCamPosThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_SCENE_STREAMING_TRACKS_CAM_POS_THIS_FRAME

## Signature

```c
void SET_SCENE_STREAMING_TRACKS_CAM_POS_THIS_FRAME();
```

## Returns

`void`

## Usage

### Lua

```lua
SetSceneStreamingTracksCamPosThisFrame()

-- always available, by hash
Citizen.InvokeNative(0xA03A6812529AD9C8)
```

### JavaScript

```js
SetSceneStreamingTracksCamPosThisFrame();

// by hash
Citizen.invokeNative('0xA03A6812529AD9C8');
```

### C#

```csharp
Function.Call((Hash)0xA03A6812529AD9C8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_SRL_LONG_JUMP_MODE

- **Hash:** `0x7C907E8A725E5FD2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetSrlLongJumpMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_SRL_LONG_JUMP_MODE

## Signature

```c
void SET_SRL_LONG_JUMP_MODE(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetSrlLongJumpMode(p0)

-- always available, by hash
Citizen.InvokeNative(0x7C907E8A725E5FD2, p0)
```

### JavaScript

```js
SetSrlLongJumpMode(p0);

// by hash
Citizen.invokeNative('0x7C907E8A725E5FD2', p0);
```

### C#

```csharp
Function.Call((Hash)0x7C907E8A725E5FD2, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_SRL_READAHEAD_TIMES

- **Hash:** `0xD346248C1DCE0D76`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetSrlReadaheadTimes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_SRL_READAHEAD_TIMES

## Signature

```c
void SET_SRL_READAHEAD_TIMES(int p0, int p1, int p2, int p3);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetSrlReadaheadTimes(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xD346248C1DCE0D76, p0, p1, p2, p3)
```

### JavaScript

```js
SetSrlReadaheadTimes(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xD346248C1DCE0D76', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xD346248C1DCE0D76, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# STREAMING::SET_SRL_TIME

- **Hash:** `0x18231AEF458BCFF2`
- **Namespace:** STREAMING
- **Runtime name (Lua/JS):** `SetSrlTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STREAMING/SET_SRL_TIME

## Signature

```c
void SET_SRL_TIME(float p0);
```

## Parameters

- `p0` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetSrlTime(p0)

-- always available, by hash
Citizen.InvokeNative(0x18231AEF458BCFF2, p0)
```

### JavaScript

```js
SetSrlTime(p0);

// by hash
Citizen.invokeNative('0x18231AEF458BCFF2', p0 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x18231AEF458BCFF2, p0);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x0000A8ACDC2E1B6A

- **Hash:** `0x0000A8ACDC2E1B6A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x0000a8acdc2e1b6a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x0000A8ACDC2E1B6A

## Signature

```c
void _0x0000A8ACDC2E1B6A(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0000a8acdc2e1b6a(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x0000A8ACDC2E1B6A, ped, p1)
```

### JavaScript

```js
N_0x0000a8acdc2e1b6a(ped, p1);

// by hash
Citizen.invokeNative('0x0000A8ACDC2E1B6A', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x0000A8ACDC2E1B6A, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0000a8acdc2e1b6a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x00FFE0F85253C572

- **Hash:** `0x00FFE0F85253C572`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x00ffe0f85253c572`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x00FFE0F85253C572

## Signature

```c
Any _0x00FFE0F85253C572(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x00ffe0f85253c572(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00FFE0F85253C572, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x00ffe0f85253c572(p0);

// by hash
const retval = Citizen.invokeNative('0x00FFE0F85253C572', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x00FFE0F85253C572, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x00ffe0f85253c572` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x0365000D8BF86531

- **Hash:** `0x0365000D8BF86531`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x0365000d8bf86531`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x0365000D8BF86531

## Signature

```c
Any _0x0365000D8BF86531(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0365000d8bf86531(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0365000D8BF86531, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0365000d8bf86531(p0);

// by hash
const retval = Citizen.invokeNative('0x0365000D8BF86531', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0365000D8BF86531, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0365000d8bf86531` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x098036CAB8373D36

- **Hash:** `0x098036CAB8373D36`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x098036cab8373d36`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x098036CAB8373D36

## Signature

```c
void _0x098036CAB8373D36(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x098036cab8373d36(p0)

-- always available, by hash
Citizen.InvokeNative(0x098036CAB8373D36, p0)
```

### JavaScript

```js
N_0x098036cab8373d36(p0);

// by hash
Citizen.invokeNative('0x098036CAB8373D36', p0);
```

### C#

```csharp
Function.Call((Hash)0x098036CAB8373D36, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x098036cab8373d36` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x098CAA6DBE7D8D82

- **Hash:** `0x098CAA6DBE7D8D82`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x098caa6dbe7d8d82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x098CAA6DBE7D8D82

## Signature

```c
void _0x098CAA6DBE7D8D82(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x098caa6dbe7d8d82(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x098CAA6DBE7D8D82, p0, p1)
```

### JavaScript

```js
N_0x098caa6dbe7d8d82(p0, p1);

// by hash
Citizen.invokeNative('0x098CAA6DBE7D8D82', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x098CAA6DBE7D8D82, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x098caa6dbe7d8d82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x0A98A362C5A19A43

- **Hash:** `0x0A98A362C5A19A43`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x0a98a362c5a19a43`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x0A98A362C5A19A43

## Signature

```c
Any _0x0A98A362C5A19A43(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0a98a362c5a19a43(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0A98A362C5A19A43, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0a98a362c5a19a43(p0);

// by hash
const retval = Citizen.invokeNative('0x0A98A362C5A19A43', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0A98A362C5A19A43, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0a98a362c5a19a43` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x0D322AEF8878B8FE

- **Hash:** `0x0D322AEF8878B8FE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x0d322aef8878b8fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x0D322AEF8878B8FE

## Signature

```c
void _0x0D322AEF8878B8FE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0d322aef8878b8fe(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0D322AEF8878B8FE, p0, p1)
```

### JavaScript

```js
N_0x0d322aef8878b8fe(p0, p1);

// by hash
Citizen.invokeNative('0x0D322AEF8878B8FE', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0D322AEF8878B8FE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d322aef8878b8fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x0E184495B27BB57D

- **Hash:** `0x0E184495B27BB57D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x0e184495b27bb57d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x0E184495B27BB57D

## Signature

```c
void _0x0E184495B27BB57D();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x0e184495b27bb57d()

-- always available, by hash
Citizen.InvokeNative(0x0E184495B27BB57D)
```

### JavaScript

```js
N_0x0e184495b27bb57d();

// by hash
Citizen.invokeNative('0x0E184495B27BB57D');
```

### C#

```csharp
Function.Call((Hash)0x0E184495B27BB57D);
```

- This native has no known name, so the runtime exposes it only as `N_0x0e184495b27bb57d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x0F4F6C4CE471259D

- **Hash:** `0x0F4F6C4CE471259D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x0f4f6c4ce471259d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x0F4F6C4CE471259D

## Signature

```c
void _0x0F4F6C4CE471259D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0f4f6c4ce471259d(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0F4F6C4CE471259D, p0, p1)
```

### JavaScript

```js
N_0x0f4f6c4ce471259d(p0, p1);

// by hash
Citizen.invokeNative('0x0F4F6C4CE471259D', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0F4F6C4CE471259D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f4f6c4ce471259d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x10ADFDF07B7DFFBA

- **Hash:** `0x10ADFDF07B7DFFBA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x10adfdf07b7dffba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x10ADFDF07B7DFFBA

## Signature

```c
Any _0x10ADFDF07B7DFFBA(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x10adfdf07b7dffba(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x10ADFDF07B7DFFBA, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x10adfdf07b7dffba(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x10ADFDF07B7DFFBA', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x10ADFDF07B7DFFBA, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x10adfdf07b7dffba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x10C44F633E2D6D9E

- **Hash:** `0x10C44F633E2D6D9E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x10c44f633e2d6d9e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x10C44F633E2D6D9E

## Signature

```c
void _0x10C44F633E2D6D9E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x10c44f633e2d6d9e(p0)

-- always available, by hash
Citizen.InvokeNative(0x10C44F633E2D6D9E, p0)
```

### JavaScript

```js
N_0x10c44f633e2d6d9e(p0);

// by hash
Citizen.invokeNative('0x10C44F633E2D6D9E', p0);
```

### C#

```csharp
Function.Call((Hash)0x10C44F633E2D6D9E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x10c44f633e2d6d9e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x11C7CE1AE38911B5

- **Hash:** `0x11C7CE1AE38911B5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x11c7ce1ae38911b5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x11C7CE1AE38911B5

## Signature

```c
Any _0x11C7CE1AE38911B5(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x11c7ce1ae38911b5(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11C7CE1AE38911B5, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x11c7ce1ae38911b5(p0);

// by hash
const retval = Citizen.invokeNative('0x11C7CE1AE38911B5', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x11C7CE1AE38911B5, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x11c7ce1ae38911b5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x152664AA3188B193

- **Hash:** `0x152664AA3188B193`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x152664aa3188b193`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x152664AA3188B193

## Signature

```c
Any _0x152664AA3188B193(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x152664aa3188b193(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x152664AA3188B193, p0, p1, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x152664aa3188b193(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x152664AA3188B193', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x152664AA3188B193, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x152664aa3188b193` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x1632EB9386CDBE64

- **Hash:** `0x1632EB9386CDBE64`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x1632eb9386cdbe64`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x1632EB9386CDBE64

## Signature

```c
void _0x1632EB9386CDBE64(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1632eb9386cdbe64(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x1632EB9386CDBE64, p0, p1)
```

### JavaScript

```js
N_0x1632eb9386cdbe64(p0, p1);

// by hash
Citizen.invokeNative('0x1632EB9386CDBE64', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x1632EB9386CDBE64, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1632eb9386cdbe64` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x19BC99C678FBA139

- **Hash:** `0x19BC99C678FBA139`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x19bc99c678fba139`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x19BC99C678FBA139

## Signature

```c
void _0x19BC99C678FBA139(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x19bc99c678fba139(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x19BC99C678FBA139, p0, p1, p2)
```

### JavaScript

```js
N_0x19bc99c678fba139(p0, p1, p2);

// by hash
Citizen.invokeNative('0x19BC99C678FBA139', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x19BC99C678FBA139, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x19bc99c678fba139` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x1A7D63CB1B0BB223

- **Hash:** `0x1A7D63CB1B0BB223`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x1a7d63cb1b0bb223`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x1A7D63CB1B0BB223

## Signature

```c
void _0x1A7D63CB1B0BB223(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1a7d63cb1b0bb223(p0)

-- always available, by hash
Citizen.InvokeNative(0x1A7D63CB1B0BB223, p0)
```

### JavaScript

```js
N_0x1a7d63cb1b0bb223(p0);

// by hash
Citizen.invokeNative('0x1A7D63CB1B0BB223', p0);
```

### C#

```csharp
Function.Call((Hash)0x1A7D63CB1B0BB223, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1a7d63cb1b0bb223` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x1AC5A8AB50CFAA33

- **Hash:** `0x1AC5A8AB50CFAA33`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x1ac5a8ab50cfaa33`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x1AC5A8AB50CFAA33

## Signature

```c
Any _0x1AC5A8AB50CFAA33(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x1ac5a8ab50cfaa33(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1AC5A8AB50CFAA33, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1ac5a8ab50cfaa33(p0);

// by hash
const retval = Citizen.invokeNative('0x1AC5A8AB50CFAA33', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1AC5A8AB50CFAA33, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1ac5a8ab50cfaa33` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x1F298C7BD30D1240

- **Hash:** `0x1F298C7BD30D1240`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x1f298c7bd30d1240`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x1F298C7BD30D1240

## Signature

```c
void _0x1F298C7BD30D1240(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1f298c7bd30d1240(ped)

-- always available, by hash
Citizen.InvokeNative(0x1F298C7BD30D1240, ped)
```

### JavaScript

```js
N_0x1f298c7bd30d1240(ped);

// by hash
Citizen.invokeNative('0x1F298C7BD30D1240', ped);
```

### C#

```csharp
Function.Call((Hash)0x1F298C7BD30D1240, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f298c7bd30d1240` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x1F7A9A9C38C13A56

- **Hash:** `0x1F7A9A9C38C13A56`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x1f7a9a9c38c13a56`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x1F7A9A9C38C13A56

## Signature

```c
Any _0x1F7A9A9C38C13A56(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x1f7a9a9c38c13a56(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F7A9A9C38C13A56, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1f7a9a9c38c13a56(p0);

// by hash
const retval = Citizen.invokeNative('0x1F7A9A9C38C13A56', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F7A9A9C38C13A56, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1f7a9a9c38c13a56` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2064B33F6E6B92D4

- **Hash:** `0x2064B33F6E6B92D4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2064b33f6e6b92d4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2064B33F6E6B92D4

## Signature

```c
void _0x2064B33F6E6B92D4(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2064b33f6e6b92d4(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x2064B33F6E6B92D4, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x2064b33f6e6b92d4(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x2064B33F6E6B92D4', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x2064B33F6E6B92D4, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x2064b33f6e6b92d4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x22CD2C33ED4467A1

- **Hash:** `0x22CD2C33ED4467A1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x22cd2c33ed4467a1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x22CD2C33ED4467A1

## Signature

```c
Any _0x22CD2C33ED4467A1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x22cd2c33ed4467a1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x22CD2C33ED4467A1, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x22cd2c33ed4467a1(p0);

// by hash
const retval = Citizen.invokeNative('0x22CD2C33ED4467A1', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x22CD2C33ED4467A1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x22cd2c33ed4467a1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x22CDBF317C40A122

- **Hash:** `0x22CDBF317C40A122`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x22cdbf317c40a122`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x22CDBF317C40A122

## Signature

```c
void _0x22CDBF317C40A122(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x22cdbf317c40a122(ped)

-- always available, by hash
Citizen.InvokeNative(0x22CDBF317C40A122, ped)
```

### JavaScript

```js
N_0x22cdbf317c40a122(ped);

// by hash
Citizen.invokeNative('0x22CDBF317C40A122', ped);
```

### C#

```csharp
Function.Call((Hash)0x22CDBF317C40A122, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x22cdbf317c40a122` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x23767D80C7EED7C6

- **Hash:** `0x23767D80C7EED7C6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x23767d80c7eed7c6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x23767D80C7EED7C6

## Signature

```c
void _0x23767D80C7EED7C6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x23767d80c7eed7c6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x23767D80C7EED7C6, p0, p1)
```

### JavaScript

```js
N_0x23767d80c7eed7c6(p0, p1);

// by hash
Citizen.invokeNative('0x23767D80C7EED7C6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x23767D80C7EED7C6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x23767d80c7eed7c6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x28EF780BDEA8A639

- **Hash:** `0x28EF780BDEA8A639`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x28ef780bdea8a639`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x28EF780BDEA8A639

## Signature

```c
void _0x28EF780BDEA8A639(Ped ped, Ped facingPed);
```

## Parameters

- `ped` (`Ped`)
- `facingPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x28ef780bdea8a639(ped, facingPed)

-- always available, by hash
Citizen.InvokeNative(0x28EF780BDEA8A639, ped, facingPed)
```

### JavaScript

```js
N_0x28ef780bdea8a639(ped, facingPed);

// by hash
Citizen.invokeNative('0x28EF780BDEA8A639', ped, facingPed);
```

### C#

```csharp
Function.Call((Hash)0x28EF780BDEA8A639, ped, facingPed);
```

- This native has no known name, so the runtime exposes it only as `N_0x28ef780bdea8a639` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2948235DB2058E99

- **Hash:** `0x2948235DB2058E99`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2948235db2058e99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2948235DB2058E99

## Signature

```c
void _0x2948235DB2058E99(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2948235db2058e99(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x2948235DB2058E99, p0, p1)
```

### JavaScript

```js
N_0x2948235db2058e99(p0, p1);

// by hash
Citizen.invokeNative('0x2948235DB2058E99', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x2948235DB2058E99, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2948235db2058e99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2A10538D0A005E81

- **Hash:** `0x2A10538D0A005E81`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2a10538d0a005e81`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2A10538D0A005E81

## Signature

```c
void _0x2A10538D0A005E81(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2a10538d0a005e81(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x2A10538D0A005E81, p0, p1)
```

### JavaScript

```js
N_0x2a10538d0a005e81(p0, p1);

// by hash
Citizen.invokeNative('0x2A10538D0A005E81', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x2A10538D0A005E81, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2a10538d0a005e81` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2B8AF29A78024BD3

- **Hash:** `0x2B8AF29A78024BD3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2b8af29a78024bd3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2B8AF29A78024BD3

## Signature

```c
void _0x2B8AF29A78024BD3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2b8af29a78024bd3(p0)

-- always available, by hash
Citizen.InvokeNative(0x2B8AF29A78024BD3, p0)
```

### JavaScript

```js
N_0x2b8af29a78024bd3(p0);

// by hash
Citizen.invokeNative('0x2B8AF29A78024BD3', p0);
```

### C#

```csharp
Function.Call((Hash)0x2B8AF29A78024BD3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2b8af29a78024bd3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2C497BDEF897C6DF

- **Hash:** `0x2C497BDEF897C6DF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2c497bdef897c6df`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2C497BDEF897C6DF

## Signature

```c
Any _0x2C497BDEF897C6DF(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

_GET_ANIM_SCENE_FROM_PED_*

## Usage

### Lua

```lua
local retval = N_0x2c497bdef897c6df(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C497BDEF897C6DF, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2c497bdef897c6df(p0);

// by hash
const retval = Citizen.invokeNative('0x2C497BDEF897C6DF', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2C497BDEF897C6DF, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2c497bdef897c6df` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_0x2D657B10F211C572

- **Hash:** `0x2D657B10F211C572`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2d657b10f211c572`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2D657B10F211C572

## Signature

```c
Any _0x2D657B10F211C572(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2d657b10f211c572(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D657B10F211C572, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2d657b10f211c572(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x2D657B10F211C572', ped, p1 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2D657B10F211C572, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x2d657b10f211c572` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2E1D6D87346BB7D2

- **Hash:** `0x2E1D6D87346BB7D2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2e1d6d87346bb7d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2E1D6D87346BB7D2

## Signature

```c
void _0x2E1D6D87346BB7D2(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2e1d6d87346bb7d2(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x2E1D6D87346BB7D2, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x2e1d6d87346bb7d2(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x2E1D6D87346BB7D2', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x2E1D6D87346BB7D2, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x2e1d6d87346bb7d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x2EB977293923C723

- **Hash:** `0x2EB977293923C723`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x2eb977293923c723`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x2EB977293923C723

## Signature

```c
void _0x2EB977293923C723(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2eb977293923c723(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x2EB977293923C723, p0, p1)
```

### JavaScript

```js
N_0x2eb977293923c723(p0, p1);

// by hash
Citizen.invokeNative('0x2EB977293923C723', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x2EB977293923C723, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2eb977293923c723` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x30146C25686B7836

- **Hash:** `0x30146C25686B7836`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x30146c25686b7836`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x30146C25686B7836

## Signature

```c
Any _0x30146C25686B7836(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x30146c25686b7836(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30146C25686B7836, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x30146c25686b7836(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x30146C25686B7836', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x30146C25686B7836, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x30146c25686b7836` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x30B391915538EBE2

- **Hash:** `0x30B391915538EBE2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x30b391915538ebe2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x30B391915538EBE2

## Signature

```c
void _0x30B391915538EBE2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x30b391915538ebe2(p0)

-- always available, by hash
Citizen.InvokeNative(0x30B391915538EBE2, p0)
```

### JavaScript

```js
N_0x30b391915538ebe2(p0);

// by hash
Citizen.invokeNative('0x30B391915538EBE2', p0);
```

### C#

```csharp
Function.Call((Hash)0x30B391915538EBE2, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x30b391915538ebe2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x31BB338F64D5C861

- **Hash:** `0x31BB338F64D5C861`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x31bb338f64d5c861`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x31BB338F64D5C861

## Signature

```c
void _0x31BB338F64D5C861(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x31bb338f64d5c861(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x31BB338F64D5C861, ped, p1)
```

### JavaScript

```js
N_0x31bb338f64d5c861(ped, p1);

// by hash
Citizen.invokeNative('0x31BB338F64D5C861', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x31BB338F64D5C861, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x31bb338f64d5c861` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x358A1A751B335A11

- **Hash:** `0x358A1A751B335A11`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x358a1a751b335a11`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x358A1A751B335A11

## Signature

```c
void _0x358A1A751B335A11(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x358a1a751b335a11(p0)

-- always available, by hash
Citizen.InvokeNative(0x358A1A751B335A11, p0)
```

### JavaScript

```js
N_0x358a1a751b335a11(p0);

// by hash
Citizen.invokeNative('0x358A1A751B335A11', p0);
```

### C#

```csharp
Function.Call((Hash)0x358A1A751B335A11, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x358a1a751b335a11` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x370F57C47F68EBCA

- **Hash:** `0x370F57C47F68EBCA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x370f57c47f68ebca`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x370F57C47F68EBCA

## Signature

```c
Any _0x370F57C47F68EBCA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x370f57c47f68ebca(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x370F57C47F68EBCA, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x370f57c47f68ebca(p0);

// by hash
const retval = Citizen.invokeNative('0x370F57C47F68EBCA', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x370F57C47F68EBCA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x370f57c47f68ebca` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x3BBEECC5B8F35318

- **Hash:** `0x3BBEECC5B8F35318`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x3bbeecc5b8f35318`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x3BBEECC5B8F35318

## Signature

```c
void _0x3BBEECC5B8F35318(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3bbeecc5b8f35318(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3BBEECC5B8F35318, p0, p1)
```

### JavaScript

```js
N_0x3bbeecc5b8f35318(p0, p1);

// by hash
Citizen.invokeNative('0x3BBEECC5B8F35318', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3BBEECC5B8F35318, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3bbeecc5b8f35318` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x3F8387DB1B9F31B7

- **Hash:** `0x3F8387DB1B9F31B7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x3f8387db1b9f31b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x3F8387DB1B9F31B7

## Signature

```c
BOOL _0x3F8387DB1B9F31B7(Any* scriptStruct, BOOL p1);
```

## Parameters

- `scriptStruct` (`Any*`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

Used for HORSE_REVIVE

## Usage

### Lua

```lua
local retval, scriptStruct = N_0x3f8387db1b9f31b7(p1)

-- always available, by hash
local retval, scriptStruct = Citizen.InvokeNative(0x3F8387DB1B9F31B7, Citizen.PointerValueInt(), p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, scriptStruct] = N_0x3f8387db1b9f31b7(p1);

// by hash
const [retval, scriptStruct] = Citizen.invokeNative('0x3F8387DB1B9F31B7', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway());
```

### C#

```csharp
var scriptStruct = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3F8387DB1B9F31B7, scriptStruct, p1);
// scriptStruct.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x3f8387db1b9f31b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x3FEB770D8ED9047A

- **Hash:** `0x3FEB770D8ED9047A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x3feb770d8ed9047a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x3FEB770D8ED9047A

## Signature

```c
Any _0x3FEB770D8ED9047A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x3feb770d8ed9047a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3FEB770D8ED9047A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x3feb770d8ed9047a(p0);

// by hash
const retval = Citizen.invokeNative('0x3FEB770D8ED9047A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3FEB770D8ED9047A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x3feb770d8ed9047a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x41D1331AFAD5A091

- **Hash:** `0x41D1331AFAD5A091`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x41d1331afad5a091`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x41D1331AFAD5A091

## Signature

```c
void _0x41D1331AFAD5A091(Ped ped, int p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`Any`)

## Returns

`void`

## Description

_SET_PED_*

## Usage

### Lua

```lua
N_0x41d1331afad5a091(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x41D1331AFAD5A091, ped, p1, p2)
```

### JavaScript

```js
N_0x41d1331afad5a091(ped, p1, p2);

// by hash
Citizen.invokeNative('0x41D1331AFAD5A091', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x41D1331AFAD5A091, ped, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x41d1331afad5a091` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x450080DDEDB91258

- **Hash:** `0x450080DDEDB91258`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x450080ddedb91258`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x450080DDEDB91258

## Signature

```c
void _0x450080DDEDB91258(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x450080ddedb91258(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x450080DDEDB91258, p0, p1)
```

### JavaScript

```js
N_0x450080ddedb91258(p0, p1);

// by hash
Citizen.invokeNative('0x450080DDEDB91258', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x450080DDEDB91258, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x450080ddedb91258` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x4A7D73989F52EB37

- **Hash:** `0x4A7D73989F52EB37`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x4a7d73989f52eb37`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x4A7D73989F52EB37

## Signature

```c
void _0x4A7D73989F52EB37(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4a7d73989f52eb37(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x4A7D73989F52EB37, p0, p1)
```

### JavaScript

```js
N_0x4a7d73989f52eb37(p0, p1);

// by hash
Citizen.invokeNative('0x4A7D73989F52EB37', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x4A7D73989F52EB37, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4a7d73989f52eb37` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x4E806A395D43A458

- **Hash:** `0x4E806A395D43A458`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x4e806a395d43a458`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x4E806A395D43A458

## Signature

```c
void _0x4E806A395D43A458(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4e806a395d43a458(p0)

-- always available, by hash
Citizen.InvokeNative(0x4E806A395D43A458, p0)
```

### JavaScript

```js
N_0x4e806a395d43a458(p0);

// by hash
Citizen.invokeNative('0x4E806A395D43A458', p0);
```

### C#

```csharp
Function.Call((Hash)0x4E806A395D43A458, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x4e806a395d43a458` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x4F57397388E1DFF8

- **Hash:** `0x4F57397388E1DFF8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x4f57397388e1dff8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x4F57397388E1DFF8

## Signature

```c
void _0x4F57397388E1DFF8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4f57397388e1dff8()

-- always available, by hash
Citizen.InvokeNative(0x4F57397388E1DFF8)
```

### JavaScript

```js
N_0x4f57397388e1dff8();

// by hash
Citizen.invokeNative('0x4F57397388E1DFF8');
```

### C#

```csharp
Function.Call((Hash)0x4F57397388E1DFF8);
```

- This native has no known name, so the runtime exposes it only as `N_0x4f57397388e1dff8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x50AA09A0DA64E73C

- **Hash:** `0x50AA09A0DA64E73C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x50aa09a0da64e73c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x50AA09A0DA64E73C

## Signature

```c
void _0x50AA09A0DA64E73C(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x50aa09a0da64e73c(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x50AA09A0DA64E73C, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
N_0x50aa09a0da64e73c(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x50AA09A0DA64E73C', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x50AA09A0DA64E73C, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x50aa09a0da64e73c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x5217B7B6DB78E1F3

- **Hash:** `0x5217B7B6DB78E1F3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x5217b7b6db78e1f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x5217B7B6DB78E1F3

## Signature

```c
void _0x5217B7B6DB78E1F3(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5217b7b6db78e1f3(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x5217B7B6DB78E1F3, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x5217b7b6db78e1f3(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x5217B7B6DB78E1F3', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x5217B7B6DB78E1F3, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x5217b7b6db78e1f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x59AE5CA4FFB4E378

- **Hash:** `0x59AE5CA4FFB4E378`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x59ae5ca4ffb4e378`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x59AE5CA4FFB4E378

## Signature

```c
Any _0x59AE5CA4FFB4E378(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x59ae5ca4ffb4e378(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59AE5CA4FFB4E378, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x59ae5ca4ffb4e378(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x59AE5CA4FFB4E378', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59AE5CA4FFB4E378, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x59ae5ca4ffb4e378` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x59AEA4DC640814B9

- **Hash:** `0x59AEA4DC640814B9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x59aea4dc640814b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x59AEA4DC640814B9

## Signature

```c
void _0x59AEA4DC640814B9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x59aea4dc640814b9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x59AEA4DC640814B9, p0, p1)
```

### JavaScript

```js
N_0x59aea4dc640814b9(p0, p1);

// by hash
Citizen.invokeNative('0x59AEA4DC640814B9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x59AEA4DC640814B9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x59aea4dc640814b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x5B68D0007D9C92EB

- **Hash:** `0x5B68D0007D9C92EB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x5b68d0007d9c92eb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x5B68D0007D9C92EB

## Signature

```c
void _0x5B68D0007D9C92EB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5b68d0007d9c92eb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x5B68D0007D9C92EB, p0, p1)
```

### JavaScript

```js
N_0x5b68d0007d9c92eb(p0, p1);

// by hash
Citizen.invokeNative('0x5B68D0007D9C92EB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x5B68D0007D9C92EB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x5b68d0007d9c92eb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x5D9B0BAAF04CF65B

- **Hash:** `0x5D9B0BAAF04CF65B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x5d9b0baaf04cf65b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x5D9B0BAAF04CF65B

## Signature

```c
void _0x5D9B0BAAF04CF65B(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5d9b0baaf04cf65b(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x5D9B0BAAF04CF65B, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x5d9b0baaf04cf65b(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x5D9B0BAAF04CF65B', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x5D9B0BAAF04CF65B, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x5d9b0baaf04cf65b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x615DC4A82E90BB48

- **Hash:** `0x615DC4A82E90BB48`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x615dc4a82e90bb48`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x615DC4A82E90BB48

## Signature

```c
void _0x615DC4A82E90BB48(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x615dc4a82e90bb48(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x615DC4A82E90BB48, p0, p1, p2)
```

### JavaScript

```js
N_0x615dc4a82e90bb48(p0, p1, p2);

// by hash
Citizen.invokeNative('0x615DC4A82E90BB48', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x615DC4A82E90BB48, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x615dc4a82e90bb48` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x643FD1556F621772

- **Hash:** `0x643FD1556F621772`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x643fd1556f621772`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x643FD1556F621772

## Signature

```c
Any _0x643FD1556F621772(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x643fd1556f621772(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x643FD1556F621772, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x643fd1556f621772(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x643FD1556F621772', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x643FD1556F621772, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x643fd1556f621772` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x651F0530083C0E5A

- **Hash:** `0x651F0530083C0E5A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x651f0530083c0e5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x651F0530083C0E5A

## Signature

```c
void _0x651F0530083C0E5A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x651f0530083c0e5a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x651F0530083C0E5A, p0, p1)
```

### JavaScript

```js
N_0x651f0530083c0e5a(p0, p1);

// by hash
Citizen.invokeNative('0x651F0530083C0E5A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x651F0530083C0E5A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x651f0530083c0e5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x65D281985F2BDFC2

- **Hash:** `0x65D281985F2BDFC2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x65d281985f2bdfc2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x65D281985F2BDFC2

## Signature

```c
void _0x65D281985F2BDFC2(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x65d281985f2bdfc2(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x65D281985F2BDFC2, p0, p1)
```

### JavaScript

```js
N_0x65d281985f2bdfc2(p0, p1);

// by hash
Citizen.invokeNative('0x65D281985F2BDFC2', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x65D281985F2BDFC2, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x65d281985f2bdfc2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x673A8779D229BA5A

- **Hash:** `0x673A8779D229BA5A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x673a8779d229ba5a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x673A8779D229BA5A

## Signature

```c
void _0x673A8779D229BA5A(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x673a8779d229ba5a(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x673A8779D229BA5A, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0x673a8779d229ba5a(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x673A8779D229BA5A', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x673A8779D229BA5A, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x673a8779d229ba5a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x678D3226CF70B9C8

- **Hash:** `0x678D3226CF70B9C8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x678d3226cf70b9c8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x678D3226CF70B9C8

## Signature

```c
Object _0x678D3226CF70B9C8(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Object`

## Description

Returns the entity (object/prop) that the ped is currently inspecting or about to interact with during an some item interaction sequence.
Only used in R* SP Script beat_washed_ashore
Returns Object prop for TASK::_TASK_ITEM_INTERACTION_2

## Usage

### Lua

```lua
local retval = N_0x678d3226cf70b9c8(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x678D3226CF70B9C8, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x678d3226cf70b9c8(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x678D3226CF70B9C8', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x678D3226CF70B9C8, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x678d3226cf70b9c8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x6C269F673C47031E

- **Hash:** `0x6C269F673C47031E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x6c269f673c47031e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x6C269F673C47031E

## Signature

```c
Any _0x6C269F673C47031E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6c269f673c47031e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C269F673C47031E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6c269f673c47031e(p0);

// by hash
const retval = Citizen.invokeNative('0x6C269F673C47031E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C269F673C47031E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6c269f673c47031e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x6DAC799857EF3F11

- **Hash:** `0x6DAC799857EF3F11`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x6dac799857ef3f11`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x6DAC799857EF3F11

## Signature

```c
Any _0x6DAC799857EF3F11(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x6dac799857ef3f11(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6DAC799857EF3F11, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6dac799857ef3f11(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x6DAC799857EF3F11', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6DAC799857EF3F11, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6dac799857ef3f11` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x722D6A49200174FE

- **Hash:** `0x722D6A49200174FE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x722d6a49200174fe`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x722D6A49200174FE

## Signature

```c
void _0x722D6A49200174FE(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x722d6a49200174fe(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x722D6A49200174FE, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x722d6a49200174fe(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x722D6A49200174FE', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x722D6A49200174FE, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x722d6a49200174fe` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x748D5E0D2A1A4C61

- **Hash:** `0x748D5E0D2A1A4C61`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x748d5e0d2a1a4c61`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x748D5E0D2A1A4C61

## Signature

```c
void _0x748D5E0D2A1A4C61(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x748d5e0d2a1a4c61(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x748D5E0D2A1A4C61, p0, p1, p2)
```

### JavaScript

```js
N_0x748d5e0d2a1a4c61(p0, p1, p2);

// by hash
Citizen.invokeNative('0x748D5E0D2A1A4C61', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x748D5E0D2A1A4C61, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x748d5e0d2a1a4c61` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x74F0209674864CBD

- **Hash:** `0x74F0209674864CBD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x74f0209674864cbd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x74F0209674864CBD

## Signature

```c
Any _0x74F0209674864CBD();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x74f0209674864cbd()

-- always available, by hash
local retval = Citizen.InvokeNative(0x74F0209674864CBD, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x74f0209674864cbd();

// by hash
const retval = Citizen.invokeNative('0x74F0209674864CBD', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x74F0209674864CBD);
```

- This native has no known name, so the runtime exposes it only as `N_0x74f0209674864cbd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x764DB5A48390FBAD

- **Hash:** `0x764DB5A48390FBAD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x764db5a48390fbad`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x764DB5A48390FBAD

## Signature

```c
void _0x764DB5A48390FBAD(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x764db5a48390fbad(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x764DB5A48390FBAD, p0, p1)
```

### JavaScript

```js
N_0x764db5a48390fbad(p0, p1);

// by hash
Citizen.invokeNative('0x764DB5A48390FBAD', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x764DB5A48390FBAD, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x764db5a48390fbad` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x76610D12A838EBDE

- **Hash:** `0x76610D12A838EBDE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x76610d12a838ebde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x76610D12A838EBDE

## Signature

```c
Any _0x76610D12A838EBDE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x76610d12a838ebde(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76610D12A838EBDE, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x76610d12a838ebde(p0);

// by hash
const retval = Citizen.invokeNative('0x76610D12A838EBDE', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x76610D12A838EBDE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x76610d12a838ebde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x7FB78B2199C10E92

- **Hash:** `0x7FB78B2199C10E92`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x7fb78b2199c10e92`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x7FB78B2199C10E92

## Signature

```c
void _0x7FB78B2199C10E92(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7fb78b2199c10e92(p0)

-- always available, by hash
Citizen.InvokeNative(0x7FB78B2199C10E92, p0)
```

### JavaScript

```js
N_0x7fb78b2199c10e92(p0);

// by hash
Citizen.invokeNative('0x7FB78B2199C10E92', p0);
```

### C#

```csharp
Function.Call((Hash)0x7FB78B2199C10E92, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7fb78b2199c10e92` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x801BD27403F3CBA0

- **Hash:** `0x801BD27403F3CBA0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x801bd27403f3cba0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x801BD27403F3CBA0

## Signature

```c
void _0x801BD27403F3CBA0(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x801bd27403f3cba0(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x801BD27403F3CBA0, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x801bd27403f3cba0(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x801BD27403F3CBA0', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x801BD27403F3CBA0, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x801bd27403f3cba0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x827A58CED9D4D5B4

- **Hash:** `0x827A58CED9D4D5B4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x827a58ced9d4d5b4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x827A58CED9D4D5B4

## Signature

```c
void _0x827A58CED9D4D5B4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x827a58ced9d4d5b4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x827A58CED9D4D5B4, p0, p1)
```

### JavaScript

```js
N_0x827a58ced9d4d5b4(p0, p1);

// by hash
Citizen.invokeNative('0x827A58CED9D4D5B4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x827A58CED9D4D5B4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x827a58ced9d4d5b4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x82ED59F095056550

- **Hash:** `0x82ED59F095056550`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x82ed59f095056550`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x82ED59F095056550

## Signature

```c
void _0x82ED59F095056550(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x82ed59f095056550(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x82ED59F095056550, p0, p1)
```

### JavaScript

```js
N_0x82ed59f095056550(p0, p1);

// by hash
Citizen.invokeNative('0x82ED59F095056550', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x82ED59F095056550, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x82ed59f095056550` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x865732725536EE39

- **Hash:** `0x865732725536EE39`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x865732725536ee39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x865732725536EE39

## Signature

```c
Vector3 _0x865732725536EE39(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0x865732725536ee39(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x865732725536EE39, p0, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0x865732725536ee39(p0);

// by hash
const retval = Citizen.invokeNative('0x865732725536EE39', p0, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x865732725536EE39, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x865732725536ee39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x8798CF6815B8FE0F

- **Hash:** `0x8798CF6815B8FE0F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x8798cf6815b8fe0f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x8798CF6815B8FE0F

## Signature

```c
void _0x8798CF6815B8FE0F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8798cf6815b8fe0f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8798CF6815B8FE0F, p0, p1)
```

### JavaScript

```js
N_0x8798cf6815b8fe0f(p0, p1);

// by hash
Citizen.invokeNative('0x8798CF6815B8FE0F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8798CF6815B8FE0F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8798cf6815b8fe0f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x885D19AC2B6FBFF4

- **Hash:** `0x885D19AC2B6FBFF4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x885d19ac2b6fbff4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x885D19AC2B6FBFF4

## Signature

```c
void _0x885D19AC2B6FBFF4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x885d19ac2b6fbff4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x885D19AC2B6FBFF4, p0, p1)
```

### JavaScript

```js
N_0x885d19ac2b6fbff4(p0, p1);

// by hash
Citizen.invokeNative('0x885D19AC2B6FBFF4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x885D19AC2B6FBFF4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x885d19ac2b6fbff4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x88FD60D846D9CD63

- **Hash:** `0x88FD60D846D9CD63`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x88fd60d846d9cd63`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x88FD60D846D9CD63

## Signature

```c
void _0x88FD60D846D9CD63(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x88fd60d846d9cd63(ped)

-- always available, by hash
Citizen.InvokeNative(0x88FD60D846D9CD63, ped)
```

### JavaScript

```js
N_0x88fd60d846d9cd63(ped);

// by hash
Citizen.invokeNative('0x88FD60D846D9CD63', ped);
```

### C#

```csharp
Function.Call((Hash)0x88FD60D846D9CD63, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x88fd60d846d9cd63` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x8E1DDE26D270CC5E

- **Hash:** `0x8E1DDE26D270CC5E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x8e1dde26d270cc5e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x8E1DDE26D270CC5E

## Signature

```c
void _0x8E1DDE26D270CC5E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8e1dde26d270cc5e(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8E1DDE26D270CC5E, p0, p1)
```

### JavaScript

```js
N_0x8e1dde26d270cc5e(p0, p1);

// by hash
Citizen.invokeNative('0x8E1DDE26D270CC5E', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8E1DDE26D270CC5E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e1dde26d270cc5e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x8F8C84363810691A

- **Hash:** `0x8F8C84363810691A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x8f8c84363810691a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x8F8C84363810691A

## Signature

```c
void _0x8F8C84363810691A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8f8c84363810691a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8F8C84363810691A, p0, p1)
```

### JavaScript

```js
N_0x8f8c84363810691a(p0, p1);

// by hash
Citizen.invokeNative('0x8F8C84363810691A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8F8C84363810691A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8f8c84363810691a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x9050DF2C53801208

- **Hash:** `0x9050DF2C53801208`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x9050df2c53801208`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x9050DF2C53801208

## Signature

```c
void _0x9050DF2C53801208(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9050df2c53801208(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x9050DF2C53801208, ped, p1)
```

### JavaScript

```js
N_0x9050df2c53801208(ped, p1);

// by hash
Citizen.invokeNative('0x9050DF2C53801208', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9050DF2C53801208, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x9050df2c53801208` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x908BB14BCE85C80E

- **Hash:** `0x908BB14BCE85C80E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x908bb14bce85c80e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x908BB14BCE85C80E

## Signature

```c
Any _0x908BB14BCE85C80E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x908bb14bce85c80e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x908BB14BCE85C80E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x908bb14bce85c80e(p0);

// by hash
const retval = Citizen.invokeNative('0x908BB14BCE85C80E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x908BB14BCE85C80E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x908bb14bce85c80e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x91CB5E431F579BA1

- **Hash:** `0x91CB5E431F579BA1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x91cb5e431f579ba1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x91CB5E431F579BA1

## Signature

```c
Vector3 _0x91CB5E431F579BA1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0x91cb5e431f579ba1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x91CB5E431F579BA1, p0, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0x91cb5e431f579ba1(p0);

// by hash
const retval = Citizen.invokeNative('0x91CB5E431F579BA1', p0, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x91CB5E431F579BA1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x91cb5e431f579ba1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x920684BE432875B1

- **Hash:** `0x920684BE432875B1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x920684be432875b1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x920684BE432875B1

## Signature

```c
Any _0x920684BE432875B1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x920684be432875b1(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x920684BE432875B1, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x920684be432875b1(p0);

// by hash
const retval = Citizen.invokeNative('0x920684BE432875B1', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x920684BE432875B1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x920684be432875b1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x954451EA2D2120FB

- **Hash:** `0x954451EA2D2120FB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x954451ea2d2120fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x954451EA2D2120FB

## Signature

```c
void _0x954451EA2D2120FB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x954451ea2d2120fb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x954451EA2D2120FB, p0, p1)
```

### JavaScript

```js
N_0x954451ea2d2120fb(p0, p1);

// by hash
Citizen.invokeNative('0x954451EA2D2120FB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x954451EA2D2120FB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x954451ea2d2120fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x9585FF23C4B8EDE0

- **Hash:** `0x9585FF23C4B8EDE0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x9585ff23c4b8ede0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x9585FF23C4B8EDE0

## Signature

```c
void _0x9585FF23C4B8EDE0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9585ff23c4b8ede0(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9585FF23C4B8EDE0, p0, p1)
```

### JavaScript

```js
N_0x9585ff23c4b8ede0(p0, p1);

// by hash
Citizen.invokeNative('0x9585FF23C4B8EDE0', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9585FF23C4B8EDE0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9585ff23c4b8ede0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x9667CCE29BFA0780

- **Hash:** `0x9667CCE29BFA0780`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x9667cce29bfa0780`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x9667CCE29BFA0780

## Signature

```c
void _0x9667CCE29BFA0780(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9667cce29bfa0780(p0)

-- always available, by hash
Citizen.InvokeNative(0x9667CCE29BFA0780, p0)
```

### JavaScript

```js
N_0x9667cce29bfa0780(p0);

// by hash
Citizen.invokeNative('0x9667CCE29BFA0780', p0);
```

### C#

```csharp
Function.Call((Hash)0x9667CCE29BFA0780, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9667cce29bfa0780` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x974DA3408DEC4E79

- **Hash:** `0x974DA3408DEC4E79`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x974da3408dec4e79`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x974DA3408DEC4E79

## Signature

```c
Any _0x974DA3408DEC4E79(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x974da3408dec4e79(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x974DA3408DEC4E79, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x974da3408dec4e79(p0);

// by hash
const retval = Citizen.invokeNative('0x974DA3408DEC4E79', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x974DA3408DEC4E79, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x974da3408dec4e79` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x9B6A58FDB0024F12

- **Hash:** `0x9B6A58FDB0024F12`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x9b6a58fdb0024f12`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x9B6A58FDB0024F12

## Signature

```c
void _0x9B6A58FDB0024F12(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9b6a58fdb0024f12(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x9B6A58FDB0024F12, p0, p1)
```

### JavaScript

```js
N_0x9b6a58fdb0024f12(p0, p1);

// by hash
Citizen.invokeNative('0x9B6A58FDB0024F12', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x9B6A58FDB0024F12, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9b6a58fdb0024f12` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0x9C8F42A5D1859DC1

- **Hash:** `0x9C8F42A5D1859DC1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0x9c8f42a5d1859dc1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0x9C8F42A5D1859DC1

## Signature

```c
void _0x9C8F42A5D1859DC1(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x9c8f42a5d1859dc1(p0)

-- always available, by hash
Citizen.InvokeNative(0x9C8F42A5D1859DC1, p0)
```

### JavaScript

```js
N_0x9c8f42a5d1859dc1(p0);

// by hash
Citizen.invokeNative('0x9C8F42A5D1859DC1', p0);
```

### C#

```csharp
Function.Call((Hash)0x9C8F42A5D1859DC1, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9c8f42a5d1859dc1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xA052608A12559BBB

- **Hash:** `0xA052608A12559BBB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xa052608a12559bbb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xA052608A12559BBB

## Signature

```c
void _0xA052608A12559BBB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa052608a12559bbb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA052608A12559BBB, p0, p1)
```

### JavaScript

```js
N_0xa052608a12559bbb(p0, p1);

// by hash
Citizen.invokeNative('0xA052608A12559BBB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA052608A12559BBB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa052608a12559bbb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xA263ADBBC8056214

- **Hash:** `0xA263ADBBC8056214`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xa263adbbc8056214`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xA263ADBBC8056214

## Signature

```c
void _0xA263ADBBC8056214(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa263adbbc8056214(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA263ADBBC8056214, p0, p1)
```

### JavaScript

```js
N_0xa263adbbc8056214(p0, p1);

// by hash
Citizen.invokeNative('0xA263ADBBC8056214', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA263ADBBC8056214, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa263adbbc8056214` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xA42DC7919159CCCF

- **Hash:** `0xA42DC7919159CCCF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xa42dc7919159cccf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xA42DC7919159CCCF

## Signature

```c
void _0xA42DC7919159CCCF(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa42dc7919159cccf(p0)

-- always available, by hash
Citizen.InvokeNative(0xA42DC7919159CCCF, p0)
```

### JavaScript

```js
N_0xa42dc7919159cccf(p0);

// by hash
Citizen.invokeNative('0xA42DC7919159CCCF', p0);
```

### C#

```csharp
Function.Call((Hash)0xA42DC7919159CCCF, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa42dc7919159cccf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xA6A76D666A281F2D

- **Hash:** `0xA6A76D666A281F2D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xa6a76d666a281f2d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xA6A76D666A281F2D

## Signature

```c
void _0xA6A76D666A281F2D(Any p0, Hash item);
```

## Parameters

- `p0` (`Any`)
- `item` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa6a76d666a281f2d(p0, item)

-- always available, by hash
Citizen.InvokeNative(0xA6A76D666A281F2D, p0, item)
```

### JavaScript

```js
N_0xa6a76d666a281f2d(p0, item);

// by hash
Citizen.invokeNative('0xA6A76D666A281F2D', p0, item);
```

### C#

```csharp
Function.Call((Hash)0xA6A76D666A281F2D, p0, item);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xa6a76d666a281f2d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xA7479FB665361EDB

- **Hash:** `0xA7479FB665361EDB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xa7479fb665361edb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xA7479FB665361EDB

## Signature

```c
void _0xA7479FB665361EDB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

_SET_SCENARIO_*

## Usage

### Lua

```lua
N_0xa7479fb665361edb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA7479FB665361EDB, p0, p1)
```

### JavaScript

```js
N_0xa7479fb665361edb(p0, p1);

// by hash
Citizen.invokeNative('0xA7479FB665361EDB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA7479FB665361EDB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa7479fb665361edb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xA9E7672F8C6C6F74

- **Hash:** `0xA9E7672F8C6C6F74`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xa9e7672f8c6c6f74`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xA9E7672F8C6C6F74

## Signature

```c
Any _0xA9E7672F8C6C6F74(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa9e7672f8c6c6f74(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA9E7672F8C6C6F74, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa9e7672f8c6c6f74(p0);

// by hash
const retval = Citizen.invokeNative('0xA9E7672F8C6C6F74', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA9E7672F8C6C6F74, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa9e7672f8c6c6f74` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xADC45010BC17AF0E

- **Hash:** `0xADC45010BC17AF0E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xadc45010bc17af0e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xADC45010BC17AF0E

## Signature

```c
void _0xADC45010BC17AF0E(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

_SET_SCENARIO_POINT_*

## Usage

### Lua

```lua
N_0xadc45010bc17af0e(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xADC45010BC17AF0E, p0, p1)
```

### JavaScript

```js
N_0xadc45010bc17af0e(p0, p1);

// by hash
Citizen.invokeNative('0xADC45010BC17AF0E', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xADC45010BC17AF0E, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xadc45010bc17af0e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xB2D15D3551FE4FAE

- **Hash:** `0xB2D15D3551FE4FAE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xb2d15d3551fe4fae`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xB2D15D3551FE4FAE

## Signature

```c
void _0xB2D15D3551FE4FAE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb2d15d3551fe4fae(p0)

-- always available, by hash
Citizen.InvokeNative(0xB2D15D3551FE4FAE, p0)
```

### JavaScript

```js
N_0xb2d15d3551fe4fae(p0);

// by hash
Citizen.invokeNative('0xB2D15D3551FE4FAE', p0);
```

### C#

```csharp
Function.Call((Hash)0xB2D15D3551FE4FAE, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xb2d15d3551fe4fae` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xB2F47A1AFDFCC595

- **Hash:** `0xB2F47A1AFDFCC595`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xb2f47a1afdfcc595`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xB2F47A1AFDFCC595

## Signature

```c
void _0xB2F47A1AFDFCC595(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb2f47a1afdfcc595(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB2F47A1AFDFCC595, p0, p1)
```

### JavaScript

```js
N_0xb2f47a1afdfcc595(p0, p1);

// by hash
Citizen.invokeNative('0xB2F47A1AFDFCC595', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB2F47A1AFDFCC595, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb2f47a1afdfcc595` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xB79817DB31FF72B9

- **Hash:** `0xB79817DB31FF72B9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xb79817db31ff72b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xB79817DB31FF72B9

## Signature

```c
void _0xB79817DB31FF72B9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb79817db31ff72b9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB79817DB31FF72B9, p0, p1)
```

### JavaScript

```js
N_0xb79817db31ff72b9(p0, p1);

// by hash
Citizen.invokeNative('0xB79817DB31FF72B9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB79817DB31FF72B9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb79817db31ff72b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xB8E3486D107F4194

- **Hash:** `0xB8E3486D107F4194`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xb8e3486d107f4194`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xB8E3486D107F4194

## Signature

```c
void _0xB8E3486D107F4194(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb8e3486d107f4194(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB8E3486D107F4194, p0, p1)
```

### JavaScript

```js
N_0xb8e3486d107f4194(p0, p1);

// by hash
Citizen.invokeNative('0xB8E3486D107F4194', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB8E3486D107F4194, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb8e3486d107f4194` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xBC3F847AE2C3DC65

- **Hash:** `0xBC3F847AE2C3DC65`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xbc3f847ae2c3dc65`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xBC3F847AE2C3DC65

## Signature

```c
void _0xBC3F847AE2C3DC65(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbc3f847ae2c3dc65(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBC3F847AE2C3DC65, p0, p1)
```

### JavaScript

```js
N_0xbc3f847ae2c3dc65(p0, p1);

// by hash
Citizen.invokeNative('0xBC3F847AE2C3DC65', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBC3F847AE2C3DC65, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xbc3f847ae2c3dc65` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xBD70108D01875299

- **Hash:** `0xBD70108D01875299`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xbd70108d01875299`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xBD70108D01875299

## Signature

```c
Any _0xBD70108D01875299(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xbd70108d01875299(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD70108D01875299, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbd70108d01875299(p0);

// by hash
const retval = Citizen.invokeNative('0xBD70108D01875299', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBD70108D01875299, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbd70108d01875299` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xBEDBE39B5FD98FD6

- **Hash:** `0xBEDBE39B5FD98FD6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xbedbe39b5fd98fd6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xBEDBE39B5FD98FD6

## Signature

```c
BOOL _0xBEDBE39B5FD98FD6(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xbedbe39b5fd98fd6(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBEDBE39B5FD98FD6, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xbedbe39b5fd98fd6(ped);

// by hash
const retval = Citizen.invokeNative('0xBEDBE39B5FD98FD6', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBEDBE39B5FD98FD6, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xbedbe39b5fd98fd6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xBEEFBB608D2AA68A

- **Hash:** `0xBEEFBB608D2AA68A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xbeefbb608d2aa68a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xBEEFBB608D2AA68A

## Signature

```c
void _0xBEEFBB608D2AA68A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xbeefbb608d2aa68a(p0)

-- always available, by hash
Citizen.InvokeNative(0xBEEFBB608D2AA68A, p0)
```

### JavaScript

```js
N_0xbeefbb608d2aa68a(p0);

// by hash
Citizen.invokeNative('0xBEEFBB608D2AA68A', p0);
```

### C#

```csharp
Function.Call((Hash)0xBEEFBB608D2AA68A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xbeefbb608d2aa68a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xCE4E669400E5F8AA

- **Hash:** `0xCE4E669400E5F8AA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xce4e669400e5f8aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xCE4E669400E5F8AA

## Signature

```c
void _0xCE4E669400E5F8AA(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xce4e669400e5f8aa(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCE4E669400E5F8AA, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xce4e669400e5f8aa(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xCE4E669400E5F8AA', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCE4E669400E5F8AA, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xce4e669400e5f8aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xD0ABC4EA3B5E21A0

- **Hash:** `0xD0ABC4EA3B5E21A0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xd0abc4ea3b5e21a0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xD0ABC4EA3B5E21A0

## Signature

```c
Any _0xD0ABC4EA3B5E21A0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd0abc4ea3b5e21a0(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0ABC4EA3B5E21A0, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd0abc4ea3b5e21a0(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xD0ABC4EA3B5E21A0', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD0ABC4EA3B5E21A0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd0abc4ea3b5e21a0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xD999E379265A4501

- **Hash:** `0xD999E379265A4501`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xd999e379265a4501`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xD999E379265A4501

## Signature

```c
void _0xD999E379265A4501(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd999e379265a4501(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD999E379265A4501, p0, p1, p2)
```

### JavaScript

```js
N_0xd999e379265a4501(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD999E379265A4501', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD999E379265A4501, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd999e379265a4501` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xDE0C8B145EA466FF

- **Hash:** `0xDE0C8B145EA466FF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xde0c8b145ea466ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xDE0C8B145EA466FF

## Signature

```c
void _0xDE0C8B145EA466FF(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xde0c8b145ea466ff(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xDE0C8B145EA466FF, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0xde0c8b145ea466ff(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xDE0C8B145EA466FF', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xDE0C8B145EA466FF, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0xde0c8b145ea466ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xDF56A2B50C04DEA4

- **Hash:** `0xDF56A2B50C04DEA4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xdf56a2b50c04dea4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xDF56A2B50C04DEA4

## Signature

```c
Any _0xDF56A2B50C04DEA4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xdf56a2b50c04dea4(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF56A2B50C04DEA4, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xdf56a2b50c04dea4(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xDF56A2B50C04DEA4', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF56A2B50C04DEA4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf56a2b50c04dea4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xDF94844D474F31E5

- **Hash:** `0xDF94844D474F31E5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xdf94844d474f31e5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xDF94844D474F31E5

## Signature

```c
void _0xDF94844D474F31E5(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdf94844d474f31e5(ped)

-- always available, by hash
Citizen.InvokeNative(0xDF94844D474F31E5, ped)
```

### JavaScript

```js
N_0xdf94844d474f31e5(ped);

// by hash
Citizen.invokeNative('0xDF94844D474F31E5', ped);
```

### C#

```csharp
Function.Call((Hash)0xDF94844D474F31E5, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf94844d474f31e5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE01C8DC8EDD28D31

- **Hash:** `0xE01C8DC8EDD28D31`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe01c8dc8edd28d31`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE01C8DC8EDD28D31

## Signature

```c
void _0xE01C8DC8EDD28D31(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe01c8dc8edd28d31(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE01C8DC8EDD28D31, p0, p1)
```

### JavaScript

```js
N_0xe01c8dc8edd28d31(p0, p1);

// by hash
Citizen.invokeNative('0xE01C8DC8EDD28D31', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE01C8DC8EDD28D31, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe01c8dc8edd28d31` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE05A5D39BE6E93AF

- **Hash:** `0xE05A5D39BE6E93AF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe05a5d39be6e93af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE05A5D39BE6E93AF

## Signature

```c
void _0xE05A5D39BE6E93AF(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe05a5d39be6e93af(p0)

-- always available, by hash
Citizen.InvokeNative(0xE05A5D39BE6E93AF, p0)
```

### JavaScript

```js
N_0xe05a5d39be6e93af(p0);

// by hash
Citizen.invokeNative('0xE05A5D39BE6E93AF', p0);
```

### C#

```csharp
Function.Call((Hash)0xE05A5D39BE6E93AF, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe05a5d39be6e93af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE116F6F2DA2D777E

- **Hash:** `0xE116F6F2DA2D777E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe116f6f2da2d777e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE116F6F2DA2D777E

## Signature

```c
Vector3 _0xE116F6F2DA2D777E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0xe116f6f2da2d777e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE116F6F2DA2D777E, p0, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0xe116f6f2da2d777e(p0);

// by hash
const retval = Citizen.invokeNative('0xE116F6F2DA2D777E', p0, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xE116F6F2DA2D777E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe116f6f2da2d777e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE1C105E6BBA48270

- **Hash:** `0xE1C105E6BBA48270`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe1c105e6bba48270`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE1C105E6BBA48270

## Signature

```c
Any _0xE1C105E6BBA48270();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe1c105e6bba48270()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1C105E6BBA48270, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe1c105e6bba48270();

// by hash
const retval = Citizen.invokeNative('0xE1C105E6BBA48270', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE1C105E6BBA48270);
```

- This native has no known name, so the runtime exposes it only as `N_0xe1c105e6bba48270` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE55478C5EDF70AC2

- **Hash:** `0xE55478C5EDF70AC2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe55478c5edf70ac2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE55478C5EDF70AC2

## Signature

```c
Any _0xE55478C5EDF70AC2(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe55478c5edf70ac2(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE55478C5EDF70AC2, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe55478c5edf70ac2(p0);

// by hash
const retval = Citizen.invokeNative('0xE55478C5EDF70AC2', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE55478C5EDF70AC2, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe55478c5edf70ac2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE5831AA1E2FD147C

- **Hash:** `0xE5831AA1E2FD147C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe5831aa1e2fd147c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE5831AA1E2FD147C

## Signature

```c
void _0xE5831AA1E2FD147C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe5831aa1e2fd147c(p0)

-- always available, by hash
Citizen.InvokeNative(0xE5831AA1E2FD147C, p0)
```

### JavaScript

```js
N_0xe5831aa1e2fd147c(p0);

// by hash
Citizen.invokeNative('0xE5831AA1E2FD147C', p0);
```

### C#

```csharp
Function.Call((Hash)0xE5831AA1E2FD147C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe5831aa1e2fd147c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE69FDA40AAC3EFC0

- **Hash:** `0xE69FDA40AAC3EFC0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe69fda40aac3efc0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE69FDA40AAC3EFC0

## Signature

```c
void _0xE69FDA40AAC3EFC0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe69fda40aac3efc0(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE69FDA40AAC3EFC0, p0, p1)
```

### JavaScript

```js
N_0xe69fda40aac3efc0(p0, p1);

// by hash
Citizen.invokeNative('0xE69FDA40AAC3EFC0', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE69FDA40AAC3EFC0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe69fda40aac3efc0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE6A151364C600B24

- **Hash:** `0xE6A151364C600B24`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe6a151364c600b24`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE6A151364C600B24

## Signature

```c
Any _0xE6A151364C600B24(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe6a151364c600b24(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE6A151364C600B24, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe6a151364c600b24(p0);

// by hash
const retval = Citizen.invokeNative('0xE6A151364C600B24', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE6A151364C600B24, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe6a151364c600b24` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE9225354FB7437A7

- **Hash:** `0xE9225354FB7437A7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe9225354fb7437a7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE9225354FB7437A7

## Signature

```c
void _0xE9225354FB7437A7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe9225354fb7437a7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE9225354FB7437A7, p0, p1)
```

### JavaScript

```js
N_0xe9225354fb7437a7(p0, p1);

// by hash
Citizen.invokeNative('0xE9225354FB7437A7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE9225354FB7437A7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9225354fb7437a7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xE9A6400D1A0E7A55

- **Hash:** `0xE9A6400D1A0E7A55`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xe9a6400d1a0e7a55`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xE9A6400D1A0E7A55

## Signature

```c
Any _0xE9A6400D1A0E7A55(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe9a6400d1a0e7a55(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE9A6400D1A0E7A55, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe9a6400d1a0e7a55(p0);

// by hash
const retval = Citizen.invokeNative('0xE9A6400D1A0E7A55', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE9A6400D1A0E7A55, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9a6400d1a0e7a55` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xEAF87DA2BE78A15B

- **Hash:** `0xEAF87DA2BE78A15B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xeaf87da2be78a15b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xEAF87DA2BE78A15B

## Signature

```c
void _0xEAF87DA2BE78A15B(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeaf87da2be78a15b(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xEAF87DA2BE78A15B, p0, p1)
```

### JavaScript

```js
N_0xeaf87da2be78a15b(p0, p1);

// by hash
Citizen.invokeNative('0xEAF87DA2BE78A15B', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xEAF87DA2BE78A15B, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xeaf87da2be78a15b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xEC516FE805D2CB2D

- **Hash:** `0xEC516FE805D2CB2D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xec516fe805d2cb2d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xEC516FE805D2CB2D

## Signature

```c
void _0xEC516FE805D2CB2D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xec516fe805d2cb2d(p0)

-- always available, by hash
Citizen.InvokeNative(0xEC516FE805D2CB2D, p0)
```

### JavaScript

```js
N_0xec516fe805d2cb2d(p0);

// by hash
Citizen.invokeNative('0xEC516FE805D2CB2D', p0);
```

### C#

```csharp
Function.Call((Hash)0xEC516FE805D2CB2D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xec516fe805d2cb2d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xEFD875C2791EBEFD

- **Hash:** `0xEFD875C2791EBEFD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xefd875c2791ebefd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xEFD875C2791EBEFD

## Signature

```c
Any _0xEFD875C2791EBEFD(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xefd875c2791ebefd(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEFD875C2791EBEFD, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xefd875c2791ebefd(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xEFD875C2791EBEFD', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEFD875C2791EBEFD, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xefd875c2791ebefd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xF718931A82EEB898

- **Hash:** `0xF718931A82EEB898`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xf718931a82eeb898`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xF718931A82EEB898

## Signature

```c
void _0xF718931A82EEB898();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xf718931a82eeb898()

-- always available, by hash
Citizen.InvokeNative(0xF718931A82EEB898)
```

### JavaScript

```js
N_0xf718931a82eeb898();

// by hash
Citizen.invokeNative('0xF718931A82EEB898');
```

### C#

```csharp
Function.Call((Hash)0xF718931A82EEB898);
```

- This native has no known name, so the runtime exposes it only as `N_0xf718931a82eeb898` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xF948F4356F010F11

- **Hash:** `0xF948F4356F010F11`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xf948f4356f010f11`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xF948F4356F010F11

## Signature

```c
void _0xF948F4356F010F11(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf948f4356f010f11(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF948F4356F010F11, p0, p1, p2)
```

### JavaScript

```js
N_0xf948f4356f010f11(p0, p1, p2);

// by hash
Citizen.invokeNative('0xF948F4356F010F11', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF948F4356F010F11, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xf948f4356f010f11` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xF97F462779B31786

- **Hash:** `0xF97F462779B31786`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xf97f462779b31786`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xF97F462779B31786

## Signature

```c
Any _0xF97F462779B31786(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf97f462779b31786(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF97F462779B31786, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf97f462779b31786(p0);

// by hash
const retval = Citizen.invokeNative('0xF97F462779B31786', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF97F462779B31786, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf97f462779b31786` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xFA30E2254461ADEB

- **Hash:** `0xFA30E2254461ADEB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xfa30e2254461adeb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xFA30E2254461ADEB

## Signature

```c
void _0xFA30E2254461ADEB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfa30e2254461adeb(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFA30E2254461ADEB, p0, p1)
```

### JavaScript

```js
N_0xfa30e2254461adeb(p0, p1);

// by hash
Citizen.invokeNative('0xFA30E2254461ADEB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFA30E2254461ADEB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa30e2254461adeb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xFDECCA06E8B81346

- **Hash:** `0xFDECCA06E8B81346`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xfdecca06e8b81346`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xFDECCA06E8B81346

## Signature

```c
Any _0xFDECCA06E8B81346(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xfdecca06e8b81346(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFDECCA06E8B81346, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfdecca06e8b81346(ped);

// by hash
const retval = Citizen.invokeNative('0xFDECCA06E8B81346', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFDECCA06E8B81346, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xfdecca06e8b81346` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xFE5D28B9B7837CC1

- **Hash:** `0xFE5D28B9B7837CC1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xfe5d28b9b7837cc1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xFE5D28B9B7837CC1

## Signature

```c
Any _0xFE5D28B9B7837CC1(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xfe5d28b9b7837cc1(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE5D28B9B7837CC1, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xfe5d28b9b7837cc1(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xFE5D28B9B7837CC1', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFE5D28B9B7837CC1, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xfe5d28b9b7837cc1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_0xFF8AFCA532B500D4

- **Hash:** `0xFF8AFCA532B500D4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `N_0xff8afca532b500d4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/0xFF8AFCA532B500D4

## Signature

```c
void _0xFF8AFCA532B500D4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xff8afca532b500d4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFF8AFCA532B500D4, p0, p1)
```

### JavaScript

```js
N_0xff8afca532b500d4(p0, p1);

// by hash
Citizen.invokeNative('0xFF8AFCA532B500D4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFF8AFCA532B500D4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xff8afca532b500d4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ADD_COVER_BLOCKING_AREA

- **Hash:** `0x45C597097DD7CB81`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddCoverBlockingArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ADD_COVER_BLOCKING_AREA

## Signature

```c
void ADD_COVER_BLOCKING_AREA(float playerX, float playerY, float playerZ, float radiusX, float radiusY, float radiusZ, BOOL p6, BOOL p7, BOOL p8, BOOL p9);
```

## Parameters

- `playerX` (`float`)
- `playerY` (`float`)
- `playerZ` (`float`)
- `radiusX` (`float`)
- `radiusY` (`float`)
- `radiusZ` (`float`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AddCoverBlockingArea(playerX, playerY, playerZ, radiusX, radiusY, radiusZ, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x45C597097DD7CB81, playerX, playerY, playerZ, radiusX, radiusY, radiusZ, p6, p7, p8, p9)
```

### JavaScript

```js
AddCoverBlockingArea(playerX, playerY, playerZ, radiusX, radiusY, radiusZ, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x45C597097DD7CB81', playerX + 0.0000001, playerY + 0.0000001, playerZ + 0.0000001, radiusX + 0.0000001, radiusY + 0.0000001, radiusZ + 0.0000001, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x45C597097DD7CB81, playerX, playerY, playerZ, radiusX, radiusY, radiusZ, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_ADD_COVER_BLOCKING_VOLUME

- **Hash:** `0xEB2ED1DC3AEC0654`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddCoverBlockingVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_ADD_COVER_BLOCKING_VOLUME

## Signature

```c
void _ADD_COVER_BLOCKING_VOLUME(Volume volume, BOOL p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AddCoverBlockingVolume(volume, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xEB2ED1DC3AEC0654, volume, p1, p2, p3, p4)
```

### JavaScript

```js
AddCoverBlockingVolume(volume, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xEB2ED1DC3AEC0654', volume, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xEB2ED1DC3AEC0654, volume, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ADD_COVER_POINT

- **Hash:** `0xD5C12A75C7B9497F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddCoverPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ADD_COVER_POINT

## Signature

```c
ScrHandle ADD_COVER_POINT(float p0, float p1, float p2, float p3, Any p4, Any p5, Any p6, BOOL p7);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`BOOL`)

## Returns

`ScrHandle`

## Usage

### Lua

```lua
local retval = AddCoverPoint(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD5C12A75C7B9497F, p0, p1, p2, p3, p4, p5, p6, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddCoverPoint(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0xD5C12A75C7B9497F', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4, p5, p6, p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD5C12A75C7B9497F, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [TASK::REMOVE_COVER_POINT](https://natives.borderlinerp.com/natives/TASK/REMOVE_COVER_POINT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_ADD_COVER_POINT_FOR_ENTITY

- **Hash:** `0x59872EA4CBD11C56`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddCoverPointForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_ADD_COVERPOINT_FOR_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_ADD_COVER_POINT_FOR_ENTITY

## Signature

```c
ScrHandle _ADD_COVER_POINT_FOR_ENTITY(Entity entity, float xOffset, float yOffset, float zOffset, float heading, int p5, int p6, int p7, int p8);
```

## Parameters

- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `heading` (`float`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`int`)

## Returns

`ScrHandle`

## Description

Returns the entity coverpoint with offset.

## Usage

### Lua

```lua
local retval = AddCoverPointForEntity(entity, xOffset, yOffset, zOffset, heading, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59872EA4CBD11C56, entity, xOffset, yOffset, zOffset, heading, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddCoverPointForEntity(entity, xOffset, yOffset, zOffset, heading, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x59872EA4CBD11C56', entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, heading + 0.0000001, p5, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59872EA4CBD11C56, entity, xOffset, yOffset, zOffset, heading, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_ADD_FLEE_TARGET_COORDS

- **Hash:** `0xE8F1A5B4CED3725A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddFleeTargetCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_ADD_FLEE_TARGET_COORDS

## Signature

```c
void _ADD_FLEE_TARGET_COORDS(Ped ped, float x, float y, float z, float p4);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddFleeTargetCoords(ped, x, y, z, p4)

-- always available, by hash
Citizen.InvokeNative(0xE8F1A5B4CED3725A, ped, x, y, z, p4)
```

### JavaScript

```js
AddFleeTargetCoords(ped, x, y, z, p4);

// by hash
Citizen.invokeNative('0xE8F1A5B4CED3725A', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE8F1A5B4CED3725A, ped, x, y, z, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ADD_FLEE_TARGET_PED

- **Hash:** `0x3923EC958249657D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddFleeTargetPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ADD_FLEE_TARGET_PED

## Signature

```c
void ADD_FLEE_TARGET_PED(Ped ped, Ped targetPed, float p2);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Description

Params: p2 is always -1.f in R* Scripts

## Usage

### Lua

```lua
AddFleeTargetPed(ped, targetPed, p2)

-- always available, by hash
Citizen.InvokeNative(0x3923EC958249657D, ped, targetPed, p2)
```

### JavaScript

```js
AddFleeTargetPed(ped, targetPed, p2);

// by hash
Citizen.invokeNative('0x3923EC958249657D', ped, targetPed, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3923EC958249657D, ped, targetPed, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ADD_PATROL_ROUTE_LINK

- **Hash:** `0x23083260DEC3A551`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddPatrolRouteLink`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ADD_PATROL_ROUTE_LINK

## Signature

```c
void ADD_PATROL_ROUTE_LINK(int node1, int node2);
```

## Parameters

- `node1` (`int`)
- `node2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AddPatrolRouteLink(node1, node2)

-- always available, by hash
Citizen.InvokeNative(0x23083260DEC3A551, node1, node2)
```

### JavaScript

```js
AddPatrolRouteLink(node1, node2);

// by hash
Citizen.invokeNative('0x23083260DEC3A551', node1, node2);
```

### C#

```csharp
Function.Call((Hash)0x23083260DEC3A551, node1, node2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ADD_PATROL_ROUTE_NODE

- **Hash:** `0x8EDF950167586B7C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AddPatrolRouteNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ADD_PATROL_ROUTE_NODE

## Signature

```c
void ADD_PATROL_ROUTE_NODE(int nodeId, const char* scenarioName, float x, float y, float z, float lookPosX, float lookPosY, float lookPosZ, int duration, BOOL p9);
```

## Parameters

- `nodeId` (`int`)
- `scenarioName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `lookPosX` (`float`)
- `lookPosY` (`float`)
- `lookPosZ` (`float`)
- `duration` (`int`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AddPatrolRouteNode(nodeId, scenarioName, x, y, z, lookPosX, lookPosY, lookPosZ, duration, p9)

-- always available, by hash
Citizen.InvokeNative(0x8EDF950167586B7C, nodeId, scenarioName, x, y, z, lookPosX, lookPosY, lookPosZ, duration, p9)
```

### JavaScript

```js
AddPatrolRouteNode(nodeId, scenarioName, x, y, z, lookPosX, lookPosY, lookPosZ, duration, p9);

// by hash
Citizen.invokeNative('0x8EDF950167586B7C', nodeId, scenarioName, x + 0.0000001, y + 0.0000001, z + 0.0000001, lookPosX + 0.0000001, lookPosY + 0.0000001, lookPosZ + 0.0000001, duration, p9);
```

### C#

```csharp
Function.Call((Hash)0x8EDF950167586B7C, nodeId, scenarioName, x, y, z, lookPosX, lookPosY, lookPosZ, duration, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED

- **Hash:** `0x5E5D96BE25E9DF68`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AreCompositeLootableEntityDefAssetsLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED

## Signature

```c
BOOL ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED(Hash asset);
```

## Parameters

- `asset` (`Hash`)

## Returns

`BOOL`

## Description

Returns true when requested asset is loaded

## Usage

### Lua

```lua
local retval = AreCompositeLootableEntityDefAssetsLoaded(asset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E5D96BE25E9DF68, asset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreCompositeLootableEntityDefAssetsLoaded(asset);

// by hash
const retval = Citizen.invokeNative('0x5E5D96BE25E9DF68', asset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5E5D96BE25E9DF68, asset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ASSISTED_MOVEMENT_IS_ROUTE_LOADED

- **Hash:** `0x60F9A4393A21F741`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AssistedMovementIsRouteLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ASSISTED_MOVEMENT_IS_ROUTE_LOADED

## Signature

```c
BOOL ASSISTED_MOVEMENT_IS_ROUTE_LOADED(const char* route);
```

## Parameters

- `route` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AssistedMovementIsRouteLoaded(route)

-- always available, by hash
local retval = Citizen.InvokeNative(0x60F9A4393A21F741, route, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AssistedMovementIsRouteLoaded(route);

// by hash
const retval = Citizen.invokeNative('0x60F9A4393A21F741', route, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x60F9A4393A21F741, route);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ASSISTED_MOVEMENT_REMOVE_ROUTE

- **Hash:** `0x3548536485DD792B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AssistedMovementRemoveRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ASSISTED_MOVEMENT_REMOVE_ROUTE

## Signature

```c
void ASSISTED_MOVEMENT_REMOVE_ROUTE(const char* route);
```

## Parameters

- `route` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
AssistedMovementRemoveRoute(route)

-- always available, by hash
Citizen.InvokeNative(0x3548536485DD792B, route)
```

### JavaScript

```js
AssistedMovementRemoveRoute(route);

// by hash
Citizen.invokeNative('0x3548536485DD792B', route);
```

### C#

```csharp
Function.Call((Hash)0x3548536485DD792B, route);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES

- **Hash:** `0xD5002D78B7162E1B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AssistedMovementSetRouteProperties`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES

## Signature

```c
void ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(const char* route, int props);
```

## Parameters

- `route` (`const char*`)
- `props` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AssistedMovementSetRouteProperties(route, props)

-- always available, by hash
Citizen.InvokeNative(0xD5002D78B7162E1B, route, props)
```

### JavaScript

```js
AssistedMovementSetRouteProperties(route, props);

// by hash
Citizen.invokeNative('0xD5002D78B7162E1B', route, props);
```

### C#

```csharp
Function.Call((Hash)0xD5002D78B7162E1B, route, props);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_ASSOCIATE_PROP_WITH_SCENARIO

- **Hash:** `0x8360C47380B6F351`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AssociatePropWithScenario`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_ASSOCIATE_PROP_WITH_SCENARIO

## Signature

```c
BOOL _ASSOCIATE_PROP_WITH_SCENARIO(int scenario, Entity entity, const char* propName, BOOL p3);
```

## Parameters

- `scenario` (`int`)
- `entity` (`Entity`)
- `propName` (`const char*`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AssociatePropWithScenario(scenario, entity, propName, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8360C47380B6F351, scenario, entity, propName, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AssociatePropWithScenario(scenario, entity, propName, p3);

// by hash
const retval = Citizen.invokeNative('0x8360C47380B6F351', scenario, entity, propName, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8360C47380B6F351, scenario, entity, propName, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_CALCULATE_WAYPOINT_DISTANCE_FROM_START

- **Hash:** `0x3ACC128510142B9D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CalculateWaypointDistanceFromStart`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CALCULATE_WAYPOINT_DISTANCE_FROM_START

## Signature

```c
float _CALCULATE_WAYPOINT_DISTANCE_FROM_START(const char* waypointRecording, float x, float y, float z);
```

## Parameters

- `waypointRecording` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Signed arclength (meters) from the start of a loaded waypoint recording to the point on the path nearest to (x,y,z).
Negative before the first node; clamped to total length past the last node. Recording must be requested/loaded.

*Source: VORPCORE RDR3natives*

Returns the signed distance along the waypoint recording from its start (first node) to the point on the recording that corresponds to coords
 need `REQUEST_WAYPOINT_RECORDING`

## Usage

### Lua

```lua
local retval = CalculateWaypointDistanceFromStart(waypointRecording, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3ACC128510142B9D, waypointRecording, x, y, z, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = CalculateWaypointDistanceFromStart(waypointRecording, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x3ACC128510142B9D', waypointRecording, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3ACC128510142B9D, waypointRecording, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::CAN_START_ITEM_INTERACTION

- **Hash:** `0x2D19BC4DF626CBE7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CanStartItemInteraction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CAN_START_ITEM_INTERACTION

## Signature

```c
BOOL CAN_START_ITEM_INTERACTION(Ped ped, Hash itemHash, Hash interactionAnimHash, int p3);
```

## Parameters

- `ped` (`Ped`)
- `itemHash` (`Hash`)
- `interactionAnimHash` (`Hash`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanStartItemInteraction(ped, itemHash, interactionAnimHash, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D19BC4DF626CBE7, ped, itemHash, interactionAnimHash, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanStartItemInteraction(ped, itemHash, interactionAnimHash, p3);

// by hash
const retval = Citizen.invokeNative('0x2D19BC4DF626CBE7', ped, itemHash, interactionAnimHash, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2D19BC4DF626CBE7, ped, itemHash, interactionAnimHash, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_CANCEL_PED_HOGTIE

- **Hash:** `0xE2CF104ADD49D4BF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CancelPedHogtie`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CANCEL_PED_HOGTIE

## Signature

```c
void _CANCEL_PED_HOGTIE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Cancels the hogtie state of a ped, releasing them from ropes or restraints.If the ped is currently hogtied on the ground, carried on a shoulder,lassoed, or tied to a horse, this native will clear the hogtie state andreturn the ped to free/normal behavior.

## Usage

### Lua

```lua
CancelPedHogtie(p0)

-- always available, by hash
Citizen.InvokeNative(0xE2CF104ADD49D4BF, p0)
```

### JavaScript

```js
CancelPedHogtie(p0);

// by hash
Citizen.invokeNative('0xE2CF104ADD49D4BF', p0);
```

### C#

```csharp
Function.Call((Hash)0xE2CF104ADD49D4BF, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK

- **Hash:** `0xC35B5CDB2824CF69`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearDrivebyTaskUnderneathDrivingTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK

## Signature

```c
void CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearDrivebyTaskUnderneathDrivingTask(ped)

-- always available, by hash
Citizen.InvokeNative(0xC35B5CDB2824CF69, ped)
```

### JavaScript

```js
ClearDrivebyTaskUnderneathDrivingTask(ped);

// by hash
Citizen.invokeNative('0xC35B5CDB2824CF69', ped);
```

### C#

```csharp
Function.Call((Hash)0xC35B5CDB2824CF69, ped);
```

## See also

- [TASK::IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK](https://natives.borderlinerp.com/natives/TASK/IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CLEAR_PED_SECONDARY_TASK

- **Hash:** `0x176CECF6F920D707`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearPedSecondaryTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLEAR_PED_SECONDARY_TASK

## Signature

```c
void CLEAR_PED_SECONDARY_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedSecondaryTask(ped)

-- always available, by hash
Citizen.InvokeNative(0x176CECF6F920D707, ped)
```

### JavaScript

```js
ClearPedSecondaryTask(ped);

// by hash
Citizen.invokeNative('0x176CECF6F920D707', ped);
```

### C#

```csharp
Function.Call((Hash)0x176CECF6F920D707, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CLEAR_PED_TASKS

- **Hash:** `0xE1EF3C1216AFF2CD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearPedTasks`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLEAR_PED_TASKS

## Signature

```c
void CLEAR_PED_TASKS(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedTasks(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE1EF3C1216AFF2CD, ped, p1, p2)
```

### JavaScript

```js
ClearPedTasks(ped, p1, p2);

// by hash
Citizen.invokeNative('0xE1EF3C1216AFF2CD', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE1EF3C1216AFF2CD, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CLEAR_PED_TASKS_IMMEDIATELY

- **Hash:** `0xAAA34F8A7CB32098`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearPedTasksImmediately`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLEAR_PED_TASKS_IMMEDIATELY

## Signature

```c
void CLEAR_PED_TASKS_IMMEDIATELY(Ped ped, BOOL p1, BOOL resetCrouch);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `resetCrouch` (`BOOL`)

## Returns

`void`

## Description

Immediately stops the pedestrian from whatever it's doing. They stop fighting, animations, etc. they forget what they were doing.

resetCrouch TRUE = ped will stand up if crouching, FALSE = ped will remain crouching if crouched

## Usage

### Lua

```lua
ClearPedTasksImmediately(ped, p1, resetCrouch)

-- always available, by hash
Citizen.InvokeNative(0xAAA34F8A7CB32098, ped, p1, resetCrouch)
```

### JavaScript

```js
ClearPedTasksImmediately(ped, p1, resetCrouch);

// by hash
Citizen.invokeNative('0xAAA34F8A7CB32098', ped, p1, resetCrouch);
```

### C#

```csharp
Function.Call((Hash)0xAAA34F8A7CB32098, ped, p1, resetCrouch);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CLEAR_SEQUENCE_TASK

- **Hash:** `0x3841422E9C488D8C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearSequenceTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLEAR_SEQUENCE_TASK

## Signature

```c
void CLEAR_SEQUENCE_TASK(int* taskSequenceId);
```

## Parameters

- `taskSequenceId` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local taskSequenceId = ClearSequenceTask(taskSequenceId)

-- always available, by hash
local taskSequenceId = Citizen.InvokeNative(0x3841422E9C488D8C, Citizen.PointerValueIntInitialized(taskSequenceId))
```

### JavaScript

```js
const taskSequenceId = ClearSequenceTask(taskSequenceId);

// by hash
const taskSequenceId = Citizen.invokeNative('0x3841422E9C488D8C', Citizen.pointerValueIntInitialized(taskSequenceId));
```

### C#

```csharp
var taskSequenceId = new OutputArgument();
Function.Call((Hash)0x3841422E9C488D8C, taskSequenceId);
// taskSequenceId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [TASK::OPEN_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/OPEN_SEQUENCE_TASK.md)
- [TASK::CLOSE_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/CLOSE_SEQUENCE_TASK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_CLEAR_VEHICLE_TASKS

- **Hash:** `0x141BC64C8D7C5529`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearVehicleTasks`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CLEAR_VEHICLE_TASKS

## Signature

```c
void _CLEAR_VEHICLE_TASKS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears all active tasks assigned to the specified vehicle.
This cancels ongoing behaviors such as TASK_VEHICLE_DRIVE_TO_DESTINATION_2.
And even tasks triggered by horses pulling the vehicle when they start moving due to gunfire etc.

*Source: VORPCORE RDR3natives*

Clears all active tasks assigned to the specified vehicle This cancels ongoing behaviors such as TASK_VEHICLE_DRIVE_TO_DESTINATION_2, or even tasks triggered by horses pulling the vehicle when they start moving due to gunfire etc. in the decompiles seems to always be paired with `0xEBA2081E0A5F4D17`

## Usage

### Lua

```lua
ClearVehicleTasks(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x141BC64C8D7C5529, vehicle)
```

### JavaScript

```js
ClearVehicleTasks(vehicle);

// by hash
Citizen.invokeNative('0x141BC64C8D7C5529', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x141BC64C8D7C5529, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_CLEAR_VEHICLE_TASKS_SECONDARY

- **Hash:** `0xEBA2081E0A5F4D17`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearVehicleTasksSecondary`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CLEAR_VEHICLE_TASKS_SECONDARY

## Signature

```c
void _CLEAR_VEHICLE_TASKS_SECONDARY(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears the vehicle's secondary/aux AI task slot (behaviors/overlays).
In R* Scripts, this is often called right after _CLEAR_VEHICLE_TASKS to fully stop/flush vehicle behavior.

*Source: VORPCORE RDR3natives*

in the decompiles seems to always be paired with _CLEAR_VEHICLE_TASKS

## Usage

### Lua

```lua
ClearVehicleTasksSecondary(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xEBA2081E0A5F4D17, vehicle)
```

### JavaScript

```js
ClearVehicleTasksSecondary(vehicle);

// by hash
Citizen.invokeNative('0xEBA2081E0A5F4D17', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xEBA2081E0A5F4D17, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::CLOSE_PATROL_ROUTE

- **Hash:** `0xB043ECA801B8CBC1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClosePatrolRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLOSE_PATROL_ROUTE

## Signature

```c
void CLOSE_PATROL_ROUTE();
```

## Returns

`void`

## Usage

### Lua

```lua
ClosePatrolRoute()

-- always available, by hash
Citizen.InvokeNative(0xB043ECA801B8CBC1)
```

### JavaScript

```js
ClosePatrolRoute();

// by hash
Citizen.invokeNative('0xB043ECA801B8CBC1');
```

### C#

```csharp
Function.Call((Hash)0xB043ECA801B8CBC1);
```

## See also

- [TASK::OPEN_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/OPEN_PATROL_ROUTE.md)
- [TASK::CREATE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/CREATE_PATROL_ROUTE.md)
- [TASK::DELETE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/DELETE_PATROL_ROUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CLOSE_SEQUENCE_TASK

- **Hash:** `0x39E72BC99E6360CB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CloseSequenceTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CLOSE_SEQUENCE_TASK

## Signature

```c
void CLOSE_SEQUENCE_TASK(int taskSequenceId);
```

## Parameters

- `taskSequenceId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
CloseSequenceTask(taskSequenceId)

-- always available, by hash
Citizen.InvokeNative(0x39E72BC99E6360CB, taskSequenceId)
```

### JavaScript

```js
CloseSequenceTask(taskSequenceId);

// by hash
Citizen.invokeNative('0x39E72BC99E6360CB', taskSequenceId);
```

### C#

```csharp
Function.Call((Hash)0x39E72BC99E6360CB, taskSequenceId);
```

## See also

- [TASK::OPEN_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/OPEN_SEQUENCE_TASK.md)
- [TASK::CLEAR_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/CLEAR_SEQUENCE_TASK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_CREATE_HERB_COMPOSITES

- **Hash:** `0x5B4BBE80AD5972DC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CreateHerbComposites`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CREATE_HERB_COMPOSITES

## Signature

```c
int _CREATE_HERB_COMPOSITES(Hash asset, float x, float y, float z, float heading, int groundSetting, Any* p6, int p7);
```

## Parameters

- `asset` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `groundSetting` (`int`)
- `p6` (`Any*`)
- `p7` (`int`)

## Returns

`int`

## Description

groundSetting: 0: spawn on ground, 2 (1?): do not spawn on ground
p7: -1 in R* Scripts
Returns compositeId

## Usage

### Lua

```lua
local retval, p6 = CreateHerbComposites(asset, x, y, z, heading, groundSetting, p7)

-- always available, by hash
local retval, p6 = Citizen.InvokeNative(0x5B4BBE80AD5972DC, asset, x, y, z, heading, groundSetting, Citizen.PointerValueInt(), p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p6] = CreateHerbComposites(asset, x, y, z, heading, groundSetting, p7);

// by hash
const [retval, p6] = Citizen.invokeNative('0x5B4BBE80AD5972DC', asset, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, groundSetting, Citizen.pointerValueInt(), p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p6 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x5B4BBE80AD5972DC, asset, x, y, z, heading, groundSetting, p6, p7);
// p6.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CREATE_PATROL_ROUTE

- **Hash:** `0xAF8A443CCC8018DC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CreatePatrolRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CREATE_PATROL_ROUTE

## Signature

```c
void CREATE_PATROL_ROUTE();
```

## Returns

`void`

## Usage

### Lua

```lua
CreatePatrolRoute()

-- always available, by hash
Citizen.InvokeNative(0xAF8A443CCC8018DC)
```

### JavaScript

```js
CreatePatrolRoute();

// by hash
Citizen.invokeNative('0xAF8A443CCC8018DC');
```

### C#

```csharp
Function.Call((Hash)0xAF8A443CCC8018DC);
```

## See also

- [TASK::OPEN_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/OPEN_PATROL_ROUTE.md)
- [TASK::CLOSE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/CLOSE_PATROL_ROUTE.md)
- [TASK::DELETE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/DELETE_PATROL_ROUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CREATE_SCENARIO_POINT_HASH

- **Hash:** `0x94B745CE41DB58A1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CreateScenarioPointHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CREATE_SCENARIO_POINT_HASH

## Signature

```c
int CREATE_SCENARIO_POINT_HASH(Hash scenarioHash, float x, float y, float z, float heading, Any p5, Any p6, BOOL p7);
```

## Parameters

- `scenarioHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`BOOL`)

## Returns

`int`

## Description

Returns scenario

## Usage

### Lua

```lua
local retval = CreateScenarioPointHash(scenarioHash, x, y, z, heading, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x94B745CE41DB58A1, scenarioHash, x, y, z, heading, p5, p6, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateScenarioPointHash(scenarioHash, x, y, z, heading, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0x94B745CE41DB58A1', scenarioHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p5, p6, p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x94B745CE41DB58A1, scenarioHash, x, y, z, heading, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY

- **Hash:** `0x794AB1379A74064D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CreateScenarioPointHashAttachedToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY

## Signature

```c
int CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY(Entity entity, Hash scenarioHash, float x, float y, float z, float heading, Any p6, Any p7, BOOL p8);
```

## Parameters

- `entity` (`Entity`)
- `scenarioHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`BOOL`)

## Returns

`int`

## Description

Returns scenario

## Usage

### Lua

```lua
local retval = CreateScenarioPointHashAttachedToEntity(entity, scenarioHash, x, y, z, heading, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x794AB1379A74064D, entity, scenarioHash, x, y, z, heading, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateScenarioPointHashAttachedToEntity(entity, scenarioHash, x, y, z, heading, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x794AB1379A74064D', entity, scenarioHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x794AB1379A74064D, entity, scenarioHash, x, y, z, heading, p6, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_CREATE_WAYPOINT_PATH

- **Hash:** `0x5C885E0978B6AD60`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CreateWaypointPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CREATE_WAYPOINT_PATH

## Signature

```c
BOOL _CREATE_WAYPOINT_PATH(const char* pathName, Any* p1, int nodes, int p3);
```

## Parameters

- `pathName` (`const char*`)
- `p1` (`Any*`)
- `nodes` (`int`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = CreateWaypointPath(pathName, nodes, p3)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x5C885E0978B6AD60, pathName, Citizen.PointerValueInt(), nodes, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = CreateWaypointPath(pathName, nodes, p3);

// by hash
const [retval, p1] = Citizen.invokeNative('0x5C885E0978B6AD60', pathName, Citizen.pointerValueInt(), nodes, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5C885E0978B6AD60, pathName, p1, nodes, p3);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_CUFF_PED

- **Hash:** `0x7981037A96E7D174`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `CuffPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CUFF_PED

## Signature

```c
void _CUFF_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
CuffPed(ped)

-- always available, by hash
Citizen.InvokeNative(0x7981037A96E7D174, ped)
```

### JavaScript

```js
CuffPed(ped);

// by hash
Citizen.invokeNative('0x7981037A96E7D174', ped);
```

### C#

```csharp
Function.Call((Hash)0x7981037A96E7D174, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES

- **Hash:** `0x5758B1EE0C3FD4AC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DeletePatchObjectsFromHerbComposites`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES

## Signature

```c
void _DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES(int compositeId, BOOL p1);
```

## Parameters

- `compositeId` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Params: p1 is always false except in script nb_egg_protector

## Usage

### Lua

```lua
DeletePatchObjectsFromHerbComposites(compositeId, p1)

-- always available, by hash
Citizen.InvokeNative(0x5758B1EE0C3FD4AC, compositeId, p1)
```

### JavaScript

```js
DeletePatchObjectsFromHerbComposites(compositeId, p1);

// by hash
Citizen.invokeNative('0x5758B1EE0C3FD4AC', compositeId, p1);
```

### C#

```csharp
Function.Call((Hash)0x5758B1EE0C3FD4AC, compositeId, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::DELETE_PATROL_ROUTE

- **Hash:** `0x7767DD9D65E91319`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DeletePatrolRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DELETE_PATROL_ROUTE

## Signature

```c
void DELETE_PATROL_ROUTE(const char* patrolRoute);
```

## Parameters

- `patrolRoute` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DeletePatrolRoute(patrolRoute)

-- always available, by hash
Citizen.InvokeNative(0x7767DD9D65E91319, patrolRoute)
```

### JavaScript

```js
DeletePatrolRoute(patrolRoute);

// by hash
Citizen.invokeNative('0x7767DD9D65E91319', patrolRoute);
```

### C#

```csharp
Function.Call((Hash)0x7767DD9D65E91319, patrolRoute);
```

## See also

- [TASK::OPEN_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/OPEN_PATROL_ROUTE.md)
- [TASK::CLOSE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/CLOSE_PATROL_ROUTE.md)
- [TASK::CREATE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/CREATE_PATROL_ROUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_DELETE_SCENARIO_POINT

- **Hash:** `0x81948DFE4F5A0283`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DeleteScenarioPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DELETE_SCENARIO_POINT

## Signature

```c
void _DELETE_SCENARIO_POINT(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteScenarioPoint(scenario)

-- always available, by hash
Citizen.InvokeNative(0x81948DFE4F5A0283, scenario)
```

### JavaScript

```js
DeleteScenarioPoint(scenario);

// by hash
Citizen.invokeNative('0x81948DFE4F5A0283', scenario);
```

### C#

```csharp
Function.Call((Hash)0x81948DFE4F5A0283, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_DETACH_CARRIABLE_PED

- **Hash:** `0x36D188AECB26094B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DetachCarriablePed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DETACH_CARRIABLE_PED

## Signature

```c
void _DETACH_CARRIABLE_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
DetachCarriablePed(ped)

-- always available, by hash
Citizen.InvokeNative(0x36D188AECB26094B, ped)
```

### JavaScript

```js
DetachCarriablePed(ped);

// by hash
Citizen.invokeNative('0x36D188AECB26094B', ped);
```

### C#

```csharp
Function.Call((Hash)0x36D188AECB26094B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_DISASSOCIATE_PROP_FROM_SCENARIO

- **Hash:** `0x6EF4E31B4D5D2DA0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DisassociatePropFromScenario`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DISASSOCIATE_PROP_FROM_SCENARIO

## Signature

```c
BOOL _DISASSOCIATE_PROP_FROM_SCENARIO(int scenario, const char* propName);
```

## Parameters

- `scenario` (`int`)
- `propName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DisassociatePropFromScenario(scenario, propName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6EF4E31B4D5D2DA0, scenario, propName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DisassociatePropFromScenario(scenario, propName);

// by hash
const retval = Citizen.invokeNative('0x6EF4E31B4D5D2DA0', scenario, propName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6EF4E31B4D5D2DA0, scenario, propName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::DOES_SCENARIO_EXIST_IN_AREA

- **Hash:** `0x5A59271FFADD33C1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioExistInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DOES_SCENARIO_EXIST_IN_AREA

## Signature

```c
BOOL DOES_SCENARIO_EXIST_IN_AREA(float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`BOOL`)
- `p5` (`Any`)
- `p6` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioExistInArea(x, y, z, radius, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A59271FFADD33C1, x, y, z, radius, p4, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioExistInArea(x, y, z, radius, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x5A59271FFADD33C1', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, p6, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A59271FFADD33C1, x, y, z, radius, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::DOES_SCENARIO_GROUP_EXIST

- **Hash:** `0xF9034C136C9E00D3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioGroupExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DOES_SCENARIO_GROUP_EXIST

## Signature

```c
BOOL DOES_SCENARIO_GROUP_EXIST(const char* scenarioGroup);
```

## Parameters

- `scenarioGroup` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioGroupExist(scenarioGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9034C136C9E00D3, scenarioGroup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioGroupExist(scenarioGroup);

// by hash
const retval = Citizen.invokeNative('0xF9034C136C9E00D3', scenarioGroup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9034C136C9E00D3, scenarioGroup);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_DOES_SCENARIO_GROUP_EXIST_HASH

- **Hash:** `0x76E98B52369A289C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioGroupExistHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DOES_SCENARIO_GROUP_EXIST_HASH

## Signature

```c
BOOL _DOES_SCENARIO_GROUP_EXIST_HASH(Hash scenarioGroup);
```

## Parameters

- `scenarioGroup` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioGroupExistHash(scenarioGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76E98B52369A289C, scenarioGroup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioGroupExistHash(scenarioGroup);

// by hash
const retval = Citizen.invokeNative('0x76E98B52369A289C', scenarioGroup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x76E98B52369A289C, scenarioGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH

- **Hash:** `0x6EEAD6AF637DA752`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioOfTypeExistInAreaHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH

## Signature

```c
BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH(float x, float y, float z, Hash typeHash, float radius, BOOL p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `typeHash` (`Hash`)
- `radius` (`float`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioOfTypeExistInAreaHash(x, y, z, typeHash, radius, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6EEAD6AF637DA752, x, y, z, typeHash, radius, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioOfTypeExistInAreaHash(x, y, z, typeHash, radius, p5);

// by hash
const retval = Citizen.invokeNative('0x6EEAD6AF637DA752', x + 0.0000001, y + 0.0000001, z + 0.0000001, typeHash, radius + 0.0000001, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6EEAD6AF637DA752, x, y, z, typeHash, radius, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::DOES_SCENARIO_POINT_EXIST

- **Hash:** `0x841475AC96E794D1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioPointExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DOES_SCENARIO_POINT_EXIST

## Signature

```c
BOOL DOES_SCENARIO_POINT_EXIST(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioPointExist(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x841475AC96E794D1, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioPointExist(scenario);

// by hash
const retval = Citizen.invokeNative('0x841475AC96E794D1', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x841475AC96E794D1, scenario);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_DOES_SCENARIO_POINT_HAVE_PROPS

- **Hash:** `0xEA31F199A73801D3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioPointHaveProps`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_DOES_SCENARIO_POINT_HAVE_PROPS

## Signature

```c
BOOL _DOES_SCENARIO_POINT_HAVE_PROPS(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioPointHaveProps(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA31F199A73801D3, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioPointHaveProps(scenario);

// by hash
const retval = Citizen.invokeNative('0xEA31F199A73801D3', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEA31F199A73801D3, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS

- **Hash:** `0xA98B8E3C088E5A31`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScriptedCoverPointExistAtCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS

## Signature

```c
BOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`BOOL`

## Description

Checks if there is a cover point at position

## Usage

### Lua

```lua
local retval = DoesScriptedCoverPointExistAtCoords(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA98B8E3C088E5A31, p0, p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScriptedCoverPointExistAtCoords(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xA98B8E3C088E5A31', p0, p1, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA98B8E3C088E5A31, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_EMIT_PED_CARRIABLE_STRUGGLE_DIRECTION

- **Hash:** `0x1ECF56C040FD839C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `EmitPedCarriableStruggleDirection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_EMIT_PED_CARRIABLE_STRUGGLE_DIRECTION

## Signature

```c
void _EMIT_PED_CARRIABLE_STRUGGLE_DIRECTION(Ped ped, float direction);
```

## Parameters

- `ped` (`Ped`)
- `direction` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EmitPedCarriableStruggleDirection(ped, direction)

-- always available, by hash
Citizen.InvokeNative(0x1ECF56C040FD839C, ped, direction)
```

### JavaScript

```js
EmitPedCarriableStruggleDirection(ped, direction);

// by hash
Citizen.invokeNative('0x1ECF56C040FD839C', ped, direction + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1ECF56C040FD839C, ped, direction);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_EMIT_PED_CARRIABLE_STRUGGLE_INTENSITY

- **Hash:** `0xBD1C3C0F271C39D3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `EmitPedCarriableStruggleIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_EMIT_PED_CARRIABLE_STRUGGLE_INTENSITY

## Signature

```c
void _EMIT_PED_CARRIABLE_STRUGGLE_INTENSITY(Ped ped, float intensity);
```

## Parameters

- `ped` (`Ped`)
- `intensity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EmitPedCarriableStruggleIntensity(ped, intensity)

-- always available, by hash
Citizen.InvokeNative(0xBD1C3C0F271C39D3, ped, intensity)
```

### JavaScript

```js
EmitPedCarriableStruggleIntensity(ped, intensity);

// by hash
Citizen.invokeNative('0xBD1C3C0F271C39D3', ped, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBD1C3C0F271C39D3, ped, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::END_DUEL

- **Hash:** `0xEED08A3A98B847E2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `EndDuel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/END_DUEL

## Signature

```c
void END_DUEL(Ped ped, BOOL p1, float p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
EndDuel(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xEED08A3A98B847E2, ped, p1, p2)
```

### JavaScript

```js
EndDuel(ped, p1, p2);

// by hash
Citizen.invokeNative('0xEED08A3A98B847E2', ped, p1, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEED08A3A98B847E2, ped, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_EVALUATE_PED_CARRIABLE_STRUGGLE_AVAILABLE

- **Hash:** `0x6AFD84AEAA3EA538`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `EvaluatePedCarriableStruggleAvailable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_EVALUATE_PED_CARRIABLE_STRUGGLE_AVAILABLE

## Signature

```c
BOOL _EVALUATE_PED_CARRIABLE_STRUGGLE_AVAILABLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = EvaluatePedCarriableStruggleAvailable(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6AFD84AEAA3EA538, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6AFD84AEAA3EA538', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6AFD84AEAA3EA538, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_FIND_MODEL_FOR_ITEM

- **Hash:** `0xE47DD64B9F02677D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `FindModelForItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FIND_MODEL_FOR_ITEM

## Signature

```c
Hash _FIND_MODEL_FOR_ITEM(Hash item);
```

## Parameters

- `item` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = FindModelForItem(item)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE47DD64B9F02677D, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = FindModelForItem(item);

// by hash
const retval = Citizen.invokeNative('0xE47DD64B9F02677D', item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE47DD64B9F02677D, item);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_FIND_NEAREST_PED_AROUND_ANIMAL

- **Hash:** `0x244430C13BA5258E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `FindNearestPedAroundAnimal`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FIND_NEAREST_PED_AROUND_ANIMAL

## Signature

```c
Ped _FIND_NEAREST_PED_AROUND_ANIMAL(Ped animalPed, BOOL aliveOnly, BOOL deadOnly, BOOL preferDeadPredators);
```

## Parameters

- `animalPed` (`Ped`)
- `aliveOnly` (`BOOL`)
- `deadOnly` (`BOOL`)
- `preferDeadPredators` (`BOOL`)

## Returns

`Ped`

## Description

*Source: alloc8or RDR3 NativeDB*

Animals only. Returns the nearest ped around `animalPed` matching the life-state filters (e.g., use (false,true,0) to find a nearby corpse for TASK_EAT).
Last flag appears to bias predators/fish toward dead targets (uncertain).

*Source: VORPCORE RDR3natives*

Finds the nearest ped around the specified originPed, with optional filters for life state and predator/fish behavior
(all false) returns the nearest ped regardless of alive/dead state

## Usage

### Lua

```lua
local retval = FindNearestPedAroundAnimal(animalPed, aliveOnly, deadOnly, preferDeadPredators)

-- always available, by hash
local retval = Citizen.InvokeNative(0x244430C13BA5258E, animalPed, aliveOnly, deadOnly, preferDeadPredators, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = FindNearestPedAroundAnimal(animalPed, aliveOnly, deadOnly, preferDeadPredators);

// by hash
const retval = Citizen.invokeNative('0x244430C13BA5258E', animalPed, aliveOnly, deadOnly, preferDeadPredators, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x244430C13BA5258E, animalPed, aliveOnly, deadOnly, preferDeadPredators);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_FIND_SCENARIO_ALL_POINTS_IN_VOLUME_OF_TYPE

- **Hash:** `0xB8E213D02F37947D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `FindScenarioAllPointsInVolumeOfType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FIND_SCENARIO_ALL_POINTS_IN_VOLUME_OF_TYPE

## Signature

```c
void _FIND_SCENARIO_ALL_POINTS_IN_VOLUME_OF_TYPE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Finds all scenario points of a given type that lie inside a Volume and writes them into an Itemset Typically used with `CREATE_ITEMSET` Iterate results with `GET_ITEMSET_SIZE` and `GET_INDEXED_SCENARIO_POINT_INDEX_IN_ITEMSET`

## Usage

### Lua

```lua
FindScenarioAllPointsInVolumeOfType(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xB8E213D02F37947D, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
FindScenarioAllPointsInVolumeOfType(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xB8E213D02F37947D', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xB8E213D02F37947D, p0, p1, p2, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_FIND_SCENARIO_AT_OBJECT_OF_TYPE

- **Hash:** `0xD508FA229F1C4900`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `FindScenarioAtObjectOfType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FIND_SCENARIO_AT_OBJECT_OF_TYPE

## Signature

```c
Any _FIND_SCENARIO_AT_OBJECT_OF_TYPE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Returns a scenario point handle of the given scenario type that is associated with / found near the specified object. Useful for attached scenarios (e.g., ransackable lockboxes on a prop)

## Usage

### Lua

```lua
local retval = FindScenarioAtObjectOfType(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD508FA229F1C4900, p0, p1, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = FindScenarioAtObjectOfType(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xD508FA229F1C4900', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD508FA229F1C4900, p0, p1, p2, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::FIND_SCENARIO_OF_TYPE_HASH

- **Hash:** `0xF533D68FF970D190`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `FindScenarioOfTypeHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/FIND_SCENARIO_OF_TYPE_HASH

## Signature

```c
int FIND_SCENARIO_OF_TYPE_HASH(float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6);
```

## Parameters

- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `scenarioType` (`Hash`)
- `distance` (`float`)
- `p5` (`Any`)
- `p6` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = FindScenarioOfTypeHash(xPos, yPos, zPos, scenarioType, distance, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF533D68FF970D190, xPos, yPos, zPos, scenarioType, distance, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = FindScenarioOfTypeHash(xPos, yPos, zPos, scenarioType, distance, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xF533D68FF970D190', xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, scenarioType, distance + 0.0000001, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF533D68FF970D190, xPos, yPos, zPos, scenarioType, distance, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_FINISH_SCENARIO_TRANSITION

- **Hash:** `0x90703A8F75EE4ABD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `FinishScenarioTransition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FINISH_SCENARIO_TRANSITION

## Signature

```c
Any _FINISH_SCENARIO_TRANSITION(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Attempts to finish/advance a ped’s ongoing scenario transition (between scenario clips/anims). Returns true if the ped is in a scenario transition and the given value pushes it forward, otherwise returns false

## Usage

### Lua

```lua
local retval = FinishScenarioTransition(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x90703A8F75EE4ABD, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = FinishScenarioTransition(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x90703A8F75EE4ABD', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x90703A8F75EE4ABD, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_FORCE_ANIMAL_SAMPLED

- **Hash:** `0xF3C3503276F4A034`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ForceAnimalSampled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FORCE_ANIMAL_SAMPLED

## Signature

```c
void _FORCE_ANIMAL_SAMPLED(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Forces the specified animal/ped to have (or not have) its sampled state flag set.Acts as the setter counterpart to:_HAS_PED_ANIMAL_SAMPLED

## Usage

### Lua

```lua
ForceAnimalSampled(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xF3C3503276F4A034, entity, p1)
```

### JavaScript

```js
ForceAnimalSampled(entity, p1);

// by hash
Citizen.invokeNative('0xF3C3503276F4A034', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xF3C3503276F4A034, entity, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::FORCE_SCENARIO_GROUP_PRIORITY

- **Hash:** `0x444C910A5058E568`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ForceScenarioGroupPriority`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/FORCE_SCENARIO_GROUP_PRIORITY

## Signature

```c
void FORCE_SCENARIO_GROUP_PRIORITY(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
ForceScenarioGroupPriority(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x444C910A5058E568, p0, p1)
```

### JavaScript

```js
ForceScenarioGroupPriority(p0, p1);

// by hash
Citizen.invokeNative('0x444C910A5058E568', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x444C910A5058E568, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_ACTIVE_VEHICLE_MISSION_TYPE

- **Hash:** `0x534AEBA6E5ED4CAB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetActiveVehicleMissionType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_ACTIVE_VEHICLE_MISSION_TYPE

## Signature

```c
int GET_ACTIVE_VEHICLE_MISSION_TYPE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetActiveVehicleMissionType(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x534AEBA6E5ED4CAB, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetActiveVehicleMissionType(vehicle);

// by hash
const retval = Citizen.invokeNative('0x534AEBA6E5ED4CAB', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x534AEBA6E5ED4CAB, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_DRIVING_SEAT

- **Hash:** `0xE62754D09354F6CF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetDrivingSeat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_DRIVING_SEAT

## Signature

```c
Any _GET_DRIVING_SEAT(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Returns the seat index currently set as the driving seat for the specified vehicle vehicle: The vehicle to query. Returns: Seat index (default = -1 for driver seat, custom index if changed with SET_DRIVING_SEAT)

## Usage

### Lua

```lua
local retval = GetDrivingSeat(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE62754D09354F6CF, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDrivingSeat(p0);

// by hash
const retval = Citizen.invokeNative('0xE62754D09354F6CF', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE62754D09354F6CF, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_DRIVING_SEAT](https://natives.borderlinerp.com/natives/TASK/_SET_DRIVING_SEAT.md) — Sets which seat index acts as the driver seat for driving tasks

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_GET_HERB_COMPOSITE_NUM_ENTITIES

- **Hash:** `0x96C6ED22FB742C3E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetHerbCompositeNumEntities`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_HERB_COMPOSITE_NUM_ENTITIES

## Signature

```c
int _GET_HERB_COMPOSITE_NUM_ENTITIES(int compositeId, Any* outEntities);
```

## Parameters

- `compositeId` (`int`)
- `outEntities` (`Any*`)

## Returns

`int`

## Description

Flowers, Stalks or whatever the composite has

## Usage

### Lua

```lua
local retval, outEntities = GetHerbCompositeNumEntities(compositeId, outEntities)

-- always available, by hash
local retval, outEntities = Citizen.InvokeNative(0x96C6ED22FB742C3E, compositeId, Citizen.PointerValueIntInitialized(outEntities), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEntities] = GetHerbCompositeNumEntities(compositeId, outEntities);

// by hash
const [retval, outEntities] = Citizen.invokeNative('0x96C6ED22FB742C3E', compositeId, Citizen.pointerValueIntInitialized(outEntities), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEntities = new OutputArgument();
int retval = Function.Call<int>((Hash)0x96C6ED22FB742C3E, compositeId, outEntities);
// outEntities.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_HOGTIE_ESCAPE_TIMER

- **Hash:** `0x4687E69D258BBE41`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetHogtieEscapeTimer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_HOGTIE_ESCAPE_TIMER

## Signature

```c
float _GET_HOGTIE_ESCAPE_TIMER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetHogtieEscapeTimer(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4687E69D258BBE41, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x4687E69D258BBE41', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4687E69D258BBE41, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_HOGTIE_ESCAPE_TIMER](https://natives.borderlinerp.com/natives/TASK/_SET_HOGTIE_ESCAPE_TIMER.md) — Sets the time it takes for a hogtied ped to escape -1.0f for ped to never escape

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_HOLD_TO_REEL_SETTING_ENABLED

- **Hash:** `0x5952DFA38FA529FE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetHoldToReelSettingEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_HOLD_TO_REEL_SETTING_ENABLED

## Signature

```c
BOOL _GET_HOLD_TO_REEL_SETTING_ENABLED();
```

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the “Hold to Reel [Fishing]” gameplay setting is currently enabled.

*Source: VORPCORE RDR3natives*

returns an int in decompiles usually 0 or 1

## Usage

### Lua

```lua
local retval = GetHoldToReelSettingEnabled()

-- always available, by hash
local retval = Citizen.InvokeNative(0x5952DFA38FA529FE, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetHoldToReelSettingEnabled();

// by hash
const retval = Citizen.invokeNative('0x5952DFA38FA529FE', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5952DFA38FA529FE);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::GET_IS_CARRIABLE_ENTITY

- **Hash:** `0x0CCFE72B43C9CF96`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetIsCarriableEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_IS_CARRIABLE_ENTITY

## Signature

```c
BOOL GET_IS_CARRIABLE_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsCarriableEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CCFE72B43C9CF96, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsCarriableEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x0CCFE72B43C9CF96', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CCFE72B43C9CF96, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_IS_PED_AIMING_IN_THE_AIR

- **Hash:** `0x8785E6E40C7A8819`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetIsPedAimingInTheAir`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_IS_PED_AIMING_IN_THE_AIR

## Signature

```c
BOOL GET_IS_PED_AIMING_IN_THE_AIR(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsPedAimingInTheAir(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8785E6E40C7A8819, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8785E6E40C7A8819', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8785E6E40C7A8819, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_IS_TASK_ACTIVE

- **Hash:** `0xB0760331C7AA4155`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetIsTaskActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_IS_TASK_ACTIVE

## Signature

```c
BOOL GET_IS_TASK_ACTIVE(Ped ped, int taskIndex);
```

## Parameters

- `ped` (`Ped`)
- `taskIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsTaskActive(ped, taskIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB0760331C7AA4155, ped, taskIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsTaskActive(ped, taskIndex);

// by hash
const retval = Citizen.invokeNative('0xB0760331C7AA4155', ped, taskIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB0760331C7AA4155, ped, taskIndex);
```

## Related enums

- [eTaskType](https://natives.borderlinerp.com/enums/eTaskType.md) — 736 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_IS_WAYPOINT_RECORDING_LOADED

- **Hash:** `0xCB4E8BE8A0063C5D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetIsWaypointRecordingLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_IS_WAYPOINT_RECORDING_LOADED

## Signature

```c
BOOL GET_IS_WAYPOINT_RECORDING_LOADED(const char* waypointRecording);
```

## Parameters

- `waypointRecording` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetIsWaypointRecordingLoaded(waypointRecording)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB4E8BE8A0063C5D, waypointRecording, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsWaypointRecordingLoaded(waypointRecording);

// by hash
const retval = Citizen.invokeNative('0xCB4E8BE8A0063C5D', waypointRecording, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCB4E8BE8A0063C5D, waypointRecording);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_ITEM_INTERACTION_ENTITY_FROM_PED

- **Hash:** `0x05A0100EA714DB68`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetItemInteractionEntityFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_ITEM_INTERACTION_ENTITY_FROM_PED

## Signature

```c
Entity _GET_ITEM_INTERACTION_ENTITY_FROM_PED(Ped ped, Hash item);
```

## Parameters

- `ped` (`Ped`)
- `item` (`Hash`)

## Returns

`Entity`

## Description

item hashes: PRIMARYITEM, P_MUGCOFFEE01X_PH_R_HAND, P_BOTTLEBEER01X_PH_R_HAND
http://prntscr.com/1qtp3bz
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION

## Usage

### Lua

```lua
local retval = GetItemInteractionEntityFromPed(ped, item)

-- always available, by hash
local retval = Citizen.InvokeNative(0x05A0100EA714DB68, ped, item, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemInteractionEntityFromPed(ped, item);

// by hash
const retval = Citizen.invokeNative('0x05A0100EA714DB68', ped, item, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x05A0100EA714DB68, ped, item);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_ITEM_INTERACTION_ITEM_ID

- **Hash:** `0x804425C4BBD00883`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetItemInteractionItemId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_ITEM_INTERACTION_ITEM_ID

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetItemInteractionItemId(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x804425C4BBD00883, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x804425C4BBD00883', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x804425C4BBD00883, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_ITEM_INTERACTION_PROMPT_PROGRESS

- **Hash:** `0xBC864A70AD55E0C1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetItemInteractionPromptProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_ITEM_INTERACTION_PROMPT_PROGRESS

## Signature

```c
float GET_ITEM_INTERACTION_PROMPT_PROGRESS(Ped ped, Hash inputContext);
```

## Parameters

- `ped` (`Ped`)
- `inputContext` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetItemInteractionPromptProgress(ped, inputContext)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC864A70AD55E0C1, ped, inputContext, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetItemInteractionPromptProgress(ped, inputContext);

// by hash
const retval = Citizen.invokeNative('0xBC864A70AD55E0C1', ped, inputContext, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xBC864A70AD55E0C1, ped, inputContext);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_ITEM_INTERACTION_STATE

- **Hash:** `0x6AA3DCA2C6F5EB6D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetItemInteractionState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_ITEM_INTERACTION_STATE

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetItemInteractionState(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6AA3DCA2C6F5EB6D, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6AA3DCA2C6F5EB6D', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6AA3DCA2C6F5EB6D, ped);
```

## See also

- [TASK::_SET_ITEM_INTERACTION_STATE](https://natives.borderlinerp.com/natives/TASK/_SET_ITEM_INTERACTION_STATE.md) — All Interaction states

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_LED_HORSE_FROM_PED

- **Hash:** `0xED1F514AF4732258`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetLedHorseFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_LED_HORSE_FROM_PED

## Signature

```c
Ped _GET_LED_HORSE_FROM_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetLedHorseFromPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xED1F514AF4732258, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xED1F514AF4732258', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xED1F514AF4732258, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_LINKED_SCENARIO_POINTS

- **Hash:** `0xE7BBC4E56B989449`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetLinkedScenarioPoints`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_LINKED_SCENARIO_POINTS

## Signature

```c
int _GET_LINKED_SCENARIO_POINTS(int scenarioPoint, int* outPoints, int maxPoints);
```

## Parameters

- `scenarioPoint` (`int`)
- `outPoints` (`int*`)
- `maxPoints` (`int`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Fills an output array with scenario points linked ("chained") to a given parent scenario point. Returns the number of linked points found. Writes up to maxPoints and zeroes remaining entries. Useful for flows like chained put-down scenarios.

Params:
- scenarioPoint: Parent scenario point handle.
- outPoints: Pointer to an int array that receives the linked scenario point handles.
- maxPoints: Capacity of outPoints.

Returns: Count of linked scenario points written (0 if none).

*Source: VORPCORE RDR3natives*

Fills an output array with scenario points linked (chained) to a given parent scenario point. Returns the number of linked points found. Writes up to maxPoints and zeroes remaining entries. Useful for flows like chained put-down scenarios.

## Usage

### Lua

```lua
local retval, outPoints = GetLinkedScenarioPoints(scenarioPoint, maxPoints)

-- always available, by hash
local retval, outPoints = Citizen.InvokeNative(0xE7BBC4E56B989449, scenarioPoint, Citizen.PointerValueInt(), maxPoints, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outPoints] = GetLinkedScenarioPoints(scenarioPoint, maxPoints);

// by hash
const [retval, outPoints] = Citizen.invokeNative('0xE7BBC4E56B989449', scenarioPoint, Citizen.pointerValueInt(), maxPoints, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outPoints = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE7BBC4E56B989449, scenarioPoint, outPoints, maxPoints);
// outPoints.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::GET_PED_DESIRED_MOVE_BLEND_RATIO

- **Hash:** `0x8517D4A6CA8513ED`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedDesiredMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_PED_DESIRED_MOVE_BLEND_RATIO

## Signature

```c
float GET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedDesiredMoveBlendRatio(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8517D4A6CA8513ED, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8517D4A6CA8513ED', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x8517D4A6CA8513ED, ped);
```

## See also

- [TASK::SET_PED_DESIRED_MOVE_BLEND_RATIO](https://natives.borderlinerp.com/natives/TASK/SET_PED_DESIRED_MOVE_BLEND_RATIO.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_PED_IS_IGNORING_DEAD_BODIES

- **Hash:** `0x1948BBE561A2375A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedIsIgnoringDeadBodies`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_PED_IS_IGNORING_DEAD_BODIES

## Signature

```c
BOOL _GET_PED_IS_IGNORING_DEAD_BODIES(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetPedIsIgnoringDeadBodies(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1948BBE561A2375A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x1948BBE561A2375A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1948BBE561A2375A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_PED_USING_SCENARIO_POINT

- **Hash:** `0x5BA659955369B0E2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedUsingScenarioPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_PED_USING_SCENARIO_POINT

## Signature

```c
Ped _GET_PED_USING_SCENARIO_POINT(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetPedUsingScenarioPoint(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5BA659955369B0E2, scenario, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedUsingScenarioPoint(scenario);

// by hash
const retval = Citizen.invokeNative('0x5BA659955369B0E2', scenario, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5BA659955369B0E2, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_PED_WAYPOINT_DISTANCE

- **Hash:** `0xE6A877C64CAF1BC5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedWaypointDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_PED_WAYPOINT_DISTANCE

## Signature

```c
float GET_PED_WAYPOINT_DISTANCE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedWaypointDistance(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE6A877C64CAF1BC5, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xE6A877C64CAF1BC5', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xE6A877C64CAF1BC5, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_PED_WAYPOINT_OVERRIDE_SPEED

- **Hash:** `0xD39A2F3E7FCAFF08`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedWaypointOverrideSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_PED_WAYPOINT_OVERRIDE_SPEED

## Signature

```c
float GET_PED_WAYPOINT_OVERRIDE_SPEED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPedWaypointOverrideSpeed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD39A2F3E7FCAFF08, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD39A2F3E7FCAFF08', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD39A2F3E7FCAFF08, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_PED_WAYPOINT_PROGRESS

- **Hash:** `0x2720AAA75001E094`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedWaypointProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_PED_WAYPOINT_PROGRESS

## Signature

```c
int GET_PED_WAYPOINT_PROGRESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedWaypointProgress(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2720AAA75001E094, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2720AAA75001E094', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2720AAA75001E094, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_PED_WRITHE_BREAK_FREE_PROGRESS

- **Hash:** `0x03D741CB4052E26C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPedWritheBreakFreeProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1232
- **Other names:** `_GET_PED_BREAK_FREE_PROGRESS`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_PED_WRITHE_BREAK_FREE_PROGRESS

## Signature

```c
float _GET_PED_WRITHE_BREAK_FREE_PROGRESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the current 'Break Free' prompt progress for a hogtied/knocked-out (writhing) ped.
Range: 0.0-1.0 (hits 1.0 when the ped breaks free). Returns -1.0 if not applicable.

*Source: VORPCORE RDR3natives*

Returns the current progress of the (Break Free) prompt when the specified ped is hogtied or knocked out.  The value increases as the player spams the prompt key until it reaches 1.0, at which point the ped breaks free.

## Usage

### Lua

```lua
local retval = GetPedWritheBreakFreeProgress(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x03D741CB4052E26C, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x03D741CB4052E26C', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x03D741CB4052E26C, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local progress = Citizen.InvokeNative(0x03D741CB4052E26C, PlayerPedId(), Citizen.ResultAsFloat())
--progress will be between 0.0 and 1.0 depending on how far the break free action has advanced.
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::GET_PROP_FOR_SCENARIO_POINT

- **Hash:** `0x295514F198EFD0CA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetPropForScenarioPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_PROP_FOR_SCENARIO_POINT

## Signature

```c
Entity GET_PROP_FOR_SCENARIO_POINT(int scenarioPoint, const char* name);
```

## Parameters

- `scenarioPoint` (`int`)
- `name` (`const char*`)

## Returns

`Entity`

## Description

Old name: _GET_SCENARIO_POINT_ENTITY

## Usage

### Lua

```lua
local retval = GetPropForScenarioPoint(scenarioPoint, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x295514F198EFD0CA, scenarioPoint, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPropForScenarioPoint(scenarioPoint, name);

// by hash
const retval = Citizen.invokeNative('0x295514F198EFD0CA', scenarioPoint, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x295514F198EFD0CA, scenarioPoint, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_RANSACK_SCENARIO_CONTAINER_NUM_COMPARTMENTS

- **Hash:** `0x640A602946A8C972`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRansackScenarioContainerNumCompartments`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_SCENARIO_CONTAINER_NUM_COMPARTMENTS`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_RANSACK_SCENARIO_CONTAINER_NUM_COMPARTMENTS

## Signature

```c
int _GET_RANSACK_SCENARIO_CONTAINER_NUM_COMPARTMENTS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the total number of compartments (drawers, lids, etc.) the specified scenario container entity has.
For example, a chest has 1 compartment, while a cabinet with 3 drawers returns 3.

*Source: VORPCORE RDR3natives*

returns the total number of compartments (drawers, lids, etc.) the specified scenario container entity has for example, a chest has 1 compartment, while a cabinet with 3 drawers returns 3.

## Usage

### Lua

```lua
local retval = GetRansackScenarioContainerNumCompartments(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x640A602946A8C972, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRansackScenarioContainerNumCompartments(entity);

// by hash
const retval = Citizen.invokeNative('0x640A602946A8C972', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x640A602946A8C972, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_GET_RANSACK_SCENARIO_CONTAINER_NUM_OPEN_COMPARTMENTS

- **Hash:** `0x849791EBBDBA0362`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRansackScenarioContainerNumOpenCompartments`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_SCENARIO_CONTAINER_NUM_OPEN_COMPARTMENTS`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_RANSACK_SCENARIO_CONTAINER_NUM_OPEN_COMPARTMENTS

## Signature

```c
int _GET_RANSACK_SCENARIO_CONTAINER_NUM_OPEN_COMPARTMENTS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of currently open compartments for the specified scenario container entity.
If the container has closeable compartments (like drawers), this will return how many of them are currently open.
If the container is not closeable (like a chest or safe that cannot be closed again), it will return 0.

*Source: VORPCORE RDR3natives*

Returns the number of currently open compartments for the specified scenario container entity if the container has closeable compartments (like drawers), this will return how many of them are currently open  if the container is not closeable (like a chest or safe that cannot be closed again), it will return 0

## Usage

### Lua

```lua
local retval = GetRansackScenarioContainerNumOpenCompartments(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x849791EBBDBA0362, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRansackScenarioContainerNumOpenCompartments(entity);

// by hash
const retval = Citizen.invokeNative('0x849791EBBDBA0362', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x849791EBBDBA0362, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_GET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE

- **Hash:** `0xB219612B5568E9EC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRansackScenarioContainerOpeningState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_SCENARIO_CONTAINER_OPENING_STATE`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE

## Signature

```c
BOOL _GET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Returns m_eContainerState

## Usage

### Lua

```lua
local retval = GetRansackScenarioContainerOpeningState(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB219612B5568E9EC, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetRansackScenarioContainerOpeningState(entity);

// by hash
const retval = Citizen.invokeNative('0xB219612B5568E9EC', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB219612B5568E9EC, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE](https://natives.borderlinerp.com/natives/TASK/_SET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE.md) — Opens/closes containers: ChestDugUp

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_RANSACK_SCENARIO_CONTAINER_REMAINING_LOOT_COUNT

- **Hash:** `0x01AF8A3729231A43`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRansackScenarioContainerRemainingLootCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_SCENARIO_CONTAINER_REMAINING_LOOT_COUNT`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_RANSACK_SCENARIO_CONTAINER_REMAINING_LOOT_COUNT

## Signature

```c
int _GET_RANSACK_SCENARIO_CONTAINER_REMAINING_LOOT_COUNT(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the total number of lootable items currently inside the specified scenario container entity.
This value decreases as items are looted.Before opening, it may return 0 because contents are not always loaded until the container is opened.

*Source: VORPCORE RDR3natives*

Returns the total number of lootable items currently inside the specified scenario container entity.This value decreases as items are looted. Before opening, it may return 0 because contents are not always loaded until the container is opened

## Usage

### Lua

```lua
local retval = GetRansackScenarioContainerRemainingLootCount(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01AF8A3729231A43, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRansackScenarioContainerRemainingLootCount(entity);

// by hash
const retval = Citizen.invokeNative('0x01AF8A3729231A43', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x01AF8A3729231A43, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::GET_RANSACK_SCENARIO_POINT_PED_IS_USING

- **Hash:** `0xD04241BBF6D03A5E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRansackScenarioPointPedIsUsing`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_RANSACK_SCENARIO_POINT_PED_IS_USING

## Signature

```c
Any GET_RANSACK_SCENARIO_POINT_PED_IS_USING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = GetRansackScenarioPointPedIsUsing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD04241BBF6D03A5E, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD04241BBF6D03A5E', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD04241BBF6D03A5E, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_REVIVABLE_HORSE

- **Hash:** `0x351F74ED6177EBE7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRevivableHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_HORSE_IN_REVIVAL_STATE`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_REVIVABLE_HORSE

## Signature

```c
Entity _GET_REVIVABLE_HORSE();
```

## Returns

`Entity`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the targeted revivable horse (critically injured/writhing) when the revive prompt is active; 0 if none.

*Source: VORPCORE RDR3natives*

Returns the horse entity currently in a revivable state and within the revive prompt range (if any)

## Usage

### Lua

```lua
local retval = GetRevivableHorse()

-- always available, by hash
local retval = Citizen.InvokeNative(0x351F74ED6177EBE7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRevivableHorse();

// by hash
const retval = Citizen.invokeNative('0x351F74ED6177EBE7', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x351F74ED6177EBE7);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_GET_SCENARIO_POINT_COORDS

- **Hash:** `0xA8452DD321607029`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_COORDS

## Signature

```c
Vector3 _GET_SCENARIO_POINT_COORDS(int scenario, BOOL p1);
```

## Parameters

- `scenario` (`int`)
- `p1` (`BOOL`)

## Returns

`Vector3`

## Description

Params: p1 is always true in R* Scripts

## Usage

### Lua

```lua
local retval = GetScenarioPointCoords(scenario, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8452DD321607029, scenario, p1, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetScenarioPointCoords(scenario, p1);

// by hash
const retval = Citizen.invokeNative('0xA8452DD321607029', scenario, p1, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xA8452DD321607029, scenario, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_SCENARIO_POINT_COORDS](https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCENARIO_POINT_ENTITY

- **Hash:** `0x7467165EE97D3C68`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_ENTITY

## Signature

```c
Entity _GET_SCENARIO_POINT_ENTITY(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`Entity`

## Description

Note: The current name for this native is the old name of 0x295514F198EFD0CA
Old name for this native: _GET_ENTITY_SCENARIO_POINT_IS_ATTACHED_TO

## Usage

### Lua

```lua
local retval = GetScenarioPointEntity(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7467165EE97D3C68, scenario, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScenarioPointEntity(scenario);

// by hash
const retval = Citizen.invokeNative('0x7467165EE97D3C68', scenario, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7467165EE97D3C68, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCENARIO_POINT_HEADING

- **Hash:** `0xB93EA7184BAA85C3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointHeading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_HEADING

## Signature

```c
float _GET_SCENARIO_POINT_HEADING(int scenario, BOOL p1);
```

## Parameters

- `scenario` (`int`)
- `p1` (`BOOL`)

## Returns

`float`

## Description

Params: p1 is always true in R* Scripts

## Usage

### Lua

```lua
local retval = GetScenarioPointHeading(scenario, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB93EA7184BAA85C3, scenario, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetScenarioPointHeading(scenario, p1);

// by hash
const retval = Citizen.invokeNative('0xB93EA7184BAA85C3', scenario, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xB93EA7184BAA85C3, scenario, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_SCENARIO_POINT_HEADING](https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_HEADING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCENARIO_POINT_PED_IS_USING

- **Hash:** `0xDF7993356F52359A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointPedIsUsing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_PED_IS_USING

## Signature

```c
int _GET_SCENARIO_POINT_PED_IS_USING(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetScenarioPointPedIsUsing(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF7993356F52359A, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScenarioPointPedIsUsing(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xDF7993356F52359A', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF7993356F52359A, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCENARIO_POINT_RADIUS

- **Hash:** `0x6718F40313A2B5A6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_RADIUS

## Signature

```c
float _GET_SCENARIO_POINT_RADIUS(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetScenarioPointRadius(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6718F40313A2B5A6, scenario, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetScenarioPointRadius(scenario);

// by hash
const retval = Citizen.invokeNative('0x6718F40313A2B5A6', scenario, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x6718F40313A2B5A6, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_SCENARIO_POINT_RADIUS](https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_RADIUS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCENARIO_POINT_TYPE

- **Hash:** `0xA92450B5AE687AAF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_TYPE

## Signature

```c
Hash _GET_SCENARIO_POINT_TYPE(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetScenarioPointType(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA92450B5AE687AAF, scenario, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScenarioPointType(scenario);

// by hash
const retval = Citizen.invokeNative('0xA92450B5AE687AAF', scenario, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA92450B5AE687AAF, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCENARIO_POINT_TYPE_PED_IS_USING

- **Hash:** `0x2D0571BB55879DA2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointTypePedIsUsing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_TYPE_PED_IS_USING

## Signature

```c
int _GET_SCENARIO_POINT_TYPE_PED_IS_USING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetScenarioPointTypePedIsUsing(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2D0571BB55879DA2, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2D0571BB55879DA2', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2D0571BB55879DA2, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_SCENARIO_POINTS_IN_AREA

- **Hash:** `0x345EC3B7EBDE1CB5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointsInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_SCENARIO_POINTS_IN_AREA

## Signature

```c
int GET_SCENARIO_POINTS_IN_AREA(float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size);
```

## Parameters

- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `radius` (`float`)
- `scenariosInRadius` (`Any*`)
- `size` (`int`)

## Returns

`int`

## Description

Note: scenariosInRadius is an array, and its size and values should be aligned to 8 bytes.

## Usage

### Lua

```lua
local retval, scenariosInRadius = GetScenarioPointsInArea(posX, posY, posZ, radius, size)

-- always available, by hash
local retval, scenariosInRadius = Citizen.InvokeNative(0x345EC3B7EBDE1CB5, posX, posY, posZ, radius, Citizen.PointerValueInt(), size, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, scenariosInRadius] = GetScenarioPointsInArea(posX, posY, posZ, radius, size);

// by hash
const [retval, scenariosInRadius] = Citizen.invokeNative('0x345EC3B7EBDE1CB5', posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, radius + 0.0000001, Citizen.pointerValueInt(), size, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var scenariosInRadius = new OutputArgument();
int retval = Function.Call<int>((Hash)0x345EC3B7EBDE1CB5, posX, posY, posZ, radius, scenariosInRadius, size);
// scenariosInRadius.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [TASK::_RESET_SCENARIO_POINTS_IN_AREA](https://natives.borderlinerp.com/natives/TASK/_RESET_SCENARIO_POINTS_IN_AREA.md) — Resets/clears all scenario entities within the given spherical area

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_SCRIPT_TASK_ACTION_TIME

- **Hash:** `0xA710DC5D25F8B942`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScriptTaskActionTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCRIPT_TASK_ACTION_TIME

## Signature

```c
float _GET_SCRIPT_TASK_ACTION_TIME(Ped ped, Hash task);
```

## Parameters

- `ped` (`Ped`)
- `task` (`Hash`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetScriptTaskActionTime(ped, task)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA710DC5D25F8B942, ped, task, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetScriptTaskActionTime(ped, task);

// by hash
const retval = Citizen.invokeNative('0xA710DC5D25F8B942', ped, task, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA710DC5D25F8B942, ped, task);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_SCRIPT_TASK_STATUS

- **Hash:** `0x77F1BEB8863288D5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScriptTaskStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_SCRIPT_TASK_STATUS

## Signature

```c
int GET_SCRIPT_TASK_STATUS(Ped ped, Hash taskHash, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `taskHash` (`Hash`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Gets the status of a script-assigned task, and returns an int between 0-8
taskHash: https://alloc8or.re/rdr3/doc/enums/eScriptTaskHash.txt 

WAITING_TO_START_TASK = 0,
PERFORMING_TASK
DORMANT_TASK
VACANT_STAGE
GROUP_TASK_STAGE
ATTRACTOR_SCRIPT_TASK_STAGE
SECONDARY_TASK_STAGE
TASK_NOT_FOUND
FINISHED_TASK

## Usage

### Lua

```lua
local retval = GetScriptTaskStatus(ped, taskHash, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x77F1BEB8863288D5, ped, taskHash, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScriptTaskStatus(ped, taskHash, p2);

// by hash
const retval = Citizen.invokeNative('0x77F1BEB8863288D5', ped, taskHash, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x77F1BEB8863288D5, ped, taskHash, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_SCRIPTED_COVER_POINT_COORDS

- **Hash:** `0x594A1028FC2A3E85`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScriptedCoverPointCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_SCRIPTED_COVER_POINT_COORDS

## Signature

```c
Vector3 GET_SCRIPTED_COVER_POINT_COORDS(ScrHandle coverpoint);
```

## Parameters

- `coverpoint` (`ScrHandle`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetScriptedCoverPointCoords(coverpoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0x594A1028FC2A3E85, coverpoint, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetScriptedCoverPointCoords(coverpoint);

// by hash
const retval = Citizen.invokeNative('0x594A1028FC2A3E85', coverpoint, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x594A1028FC2A3E85, coverpoint);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_SEQUENCE_PROGRESS

- **Hash:** `0x00A9010CFE1E3533`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetSequenceProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_SEQUENCE_PROGRESS

## Signature

```c
int GET_SEQUENCE_PROGRESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

returned values:
0 to 7 = task that's currently in progress, 0 meaning the first one.
-1 no task sequence in progress.

## Usage

### Lua

```lua
local retval = GetSequenceProgress(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00A9010CFE1E3533, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x00A9010CFE1E3533', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x00A9010CFE1E3533, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_TASK_COMBAT_READY_TO_SHOOT

- **Hash:** `0x5EA655F01D93667A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskCombatReadyToShoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_COMBAT_READY_TO_SHOOT

## Signature

```c
BOOL _GET_TASK_COMBAT_READY_TO_SHOOT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).
Covers firearms and projectiles (throwables/molotov/poison), not melee.
Useful to block other actions just before the shot. Note: different from IS_PED_SHOOTING, which triggers only after the shot.
May return true even in cases where IS_PED_WEAPON_READY_TO_SHOOT returns false.

## Usage

### Lua

```lua
local retval = GetTaskCombatReadyToShoot(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EA655F01D93667A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x5EA655F01D93667A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5EA655F01D93667A, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_TASK_FISHING

- **Hash:** `0xF3735ACD11ACD500`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskFishing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_FISHING

## Signature

```c
BOOL _GET_TASK_FISHING(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Fishing Research: https://pastebin.com/NmK5ZLVs
Only used in R* Scripts fishing_core and av_fishing_river

## Usage

### Lua

```lua
local retval, p1 = GetTaskFishing(ped, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xF3735ACD11ACD500, ped, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = GetTaskFishing(ped, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xF3735ACD11ACD500', ped, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF3735ACD11ACD500, ped, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_TASK_FISHING](https://natives.borderlinerp.com/natives/TASK/_SET_TASK_FISHING.md) — Only used in R* Scripts fishing_core and av_fishing_river

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_TASK_MOVE_NETWORK_EVENT

- **Hash:** `0xB4F47213DF45A64C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskMoveNetworkEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_TASK_MOVE_NETWORK_EVENT

## Signature

```c
BOOL GET_TASK_MOVE_NETWORK_EVENT(Ped ped, const char* eventName);
```

## Parameters

- `ped` (`Ped`)
- `eventName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetTaskMoveNetworkEvent(ped, eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4F47213DF45A64C, ped, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetTaskMoveNetworkEvent(ped, eventName);

// by hash
const retval = Citizen.invokeNative('0xB4F47213DF45A64C', ped, eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB4F47213DF45A64C, ped, eventName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_TASK_MOVE_NETWORK_ID

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

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

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

## Usage

### Lua

```lua
local retval = GetTaskMoveNetworkId(ped)

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

### JavaScript

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

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

### C#

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

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_TASK_MOVE_NETWORK_PHASE_FLOAT

- **Hash:** `0x844CEEE428EA35B0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskMoveNetworkPhaseFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_MOVE_NETWORK_PHASE_FLOAT

## Signature

```c
float _GET_TASK_MOVE_NETWORK_PHASE_FLOAT(Ped ped, const char* phaseName);
```

## Parameters

- `ped` (`Ped`)
- `phaseName` (`const char*`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetTaskMoveNetworkPhaseFloat(ped, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x844CEEE428EA35B0, ped, phaseName, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetTaskMoveNetworkPhaseFloat(ped, phaseName);

// by hash
const retval = Citizen.invokeNative('0x844CEEE428EA35B0', ped, phaseName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x844CEEE428EA35B0, ped, phaseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_TASK_MOVE_NETWORK_STATE

- **Hash:** `0x717E4D1F2048376D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskMoveNetworkState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_TASK_MOVE_NETWORK_STATE

## Signature

```c
const char* GET_TASK_MOVE_NETWORK_STATE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetTaskMoveNetworkState(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x717E4D1F2048376D, ped, Citizen.ResultAsString())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x717E4D1F2048376D', ped, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x717E4D1F2048376D, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_TASK_PED_MOUNT_LEAP_PROGRESS

- **Hash:** `0x6BA606AB3A83BC4D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskPedMountLeapProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_PED_MOUNT_LEAP_PROGRESS

## Signature

```c
float _GET_TASK_PED_MOUNT_LEAP_PROGRESS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

Returns 0.0-1.0 progress for the current mount-leap task, or -1.0f if no leap is active.
Video demo: https://youtu.be/YZuw9lhqDms

## Usage

### Lua

```lua
local retval = GetTaskPedMountLeapProgress(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6BA606AB3A83BC4D, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6BA606AB3A83BC4D', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x6BA606AB3A83BC4D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_TASK_PED_MOUNT_LEAP_STATE

- **Hash:** `0x9420FB11B8D77948`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskPedMountLeapState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_PED_MOUNT_LEAP_STATE

## Signature

```c
int _GET_TASK_PED_MOUNT_LEAP_STATE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns a coarse state for the mount-leap task (jumping from your mount onto another mount/wagon/train).
-1 = no task; 0 = in-air/ongoing; 1 = boarded/mounted; 2 = boarded rear train trailer.
Use with _GET_TASK_PED_MOUNT_LEAP_PROGRESS for timing.
Video demo: https://youtu.be/YZuw9lhqDms

*Source: VORPCORE RDR3natives*

Returns a coarse state for the mount-leap task (jumping from your mount onto another mount/wagon/train).
-1 = no task; 0 = in-air/ongoing; 1 = boarded/mounted; 2 = boarded rear train trailer
Use with _GET_TASK_PED_MOUNT_LEAP_PROGRESS for timing

## Usage

### Lua

```lua
local retval = GetTaskPedMountLeapState(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9420FB11B8D77948, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9420FB11B8D77948', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9420FB11B8D77948, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::GET_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED

- **Hash:** `0x3DC971EB22F73447`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetVehicleWaypointPlaybackOverrideSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED

## Signature

```c
Any GET_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = GetVehicleWaypointPlaybackOverrideSpeed(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3DC971EB22F73447, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleWaypointPlaybackOverrideSpeed(p0);

// by hash
const retval = Citizen.invokeNative('0x3DC971EB22F73447', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3DC971EB22F73447, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_VEHICLE_WAYPOINT_PROGRESS

- **Hash:** `0x9824CFF8FC66E159`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetVehicleWaypointProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_VEHICLE_WAYPOINT_PROGRESS

## Signature

```c
int GET_VEHICLE_WAYPOINT_PROGRESS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleWaypointProgress(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9824CFF8FC66E159, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleWaypointProgress(vehicle);

// by hash
const retval = Citizen.invokeNative('0x9824CFF8FC66E159', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9824CFF8FC66E159, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_VEHICLE_WAYPOINT_TARGET_POINT

- **Hash:** `0x416B62AC8B9E5BBD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetVehicleWaypointTargetPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_VEHICLE_WAYPOINT_TARGET_POINT

## Signature

```c
int GET_VEHICLE_WAYPOINT_TARGET_POINT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleWaypointTargetPoint(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x416B62AC8B9E5BBD, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleWaypointTargetPoint(vehicle);

// by hash
const retval = Citizen.invokeNative('0x416B62AC8B9E5BBD', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x416B62AC8B9E5BBD, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::GET_WAYPOINT_DISTANCE_ALONG_ROUTE

- **Hash:** `0xA5B769058763E497`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetWaypointDistanceAlongRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/GET_WAYPOINT_DISTANCE_ALONG_ROUTE

## Signature

```c
float GET_WAYPOINT_DISTANCE_ALONG_ROUTE(const char* waypointRecording, int p1);
```

## Parameters

- `waypointRecording` (`const char*`)
- `p1` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetWaypointDistanceAlongRoute(waypointRecording, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA5B769058763E497, waypointRecording, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWaypointDistanceAlongRoute(waypointRecording, p1);

// by hash
const retval = Citizen.invokeNative('0xA5B769058763E497', waypointRecording, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xA5B769058763E497, waypointRecording, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_WHISTLE_RANGE_MAX_FOR_BONDING_LEVEL

- **Hash:** `0x78D8C1D4EB80C588`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetWhistleRangeMaxForBondingLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_WHISTLE_RANGE_MAX_FOR_BONDING_LEVEL

## Signature

```c
float _GET_WHISTLE_RANGE_MAX_FOR_BONDING_LEVEL(int bondingLevel);
```

## Parameters

- `bondingLevel` (`int`)

## Returns

`float`

## Description

Returns the maximum (target) whistle/call distance associated with the next horse bonding level.
Used together with the current level's minimum to derive an effective whistle range based on the horse's bonding progress toward the next rank.

## Usage

### Lua

```lua
local retval = GetWhistleRangeMaxForBondingLevel(bondingLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0x78D8C1D4EB80C588, bondingLevel, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWhistleRangeMaxForBondingLevel(bondingLevel);

// by hash
const retval = Citizen.invokeNative('0x78D8C1D4EB80C588', bondingLevel, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x78D8C1D4EB80C588, bondingLevel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_GET_WHISTLE_RANGE_MIN_FOR_BONDING_LEVEL

- **Hash:** `0xEB67D4E056C85A81`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetWhistleRangeMinForBondingLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_WHISTLE_RANGE_MIN_FOR_BONDING_LEVEL

## Signature

```c
float _GET_WHISTLE_RANGE_MIN_FOR_BONDING_LEVEL(int bondingLevel);
```

## Parameters

- `bondingLevel` (`int`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the minimum (baseline) whistle/call distance for the given horse bonding level.
This value represents the lower bound used when computing whether a horse is considered "near" or "far" relative to the player, and is interpolated against the next level's max.

*Source: VORPCORE RDR3natives*

Returns the minimum (baseline) whistle/call distance for the given horse bonding level.
This value represents the lower bound used when computing whether a horse is considered near or far relative to the player, and is interpolated against the next level's max.

## Usage

### Lua

```lua
local retval = GetWhistleRangeMinForBondingLevel(bondingLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEB67D4E056C85A81, bondingLevel, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWhistleRangeMinForBondingLevel(bondingLevel);

// by hash
const retval = Citizen.invokeNative('0xEB67D4E056C85A81', bondingLevel, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xEB67D4E056C85A81, bondingLevel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_HAS_PED_ANIMAL_BEEN_SAMPLED

- **Hash:** `0x7CB99FADDE73CD1B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `HasPedAnimalBeenSampled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/_HAS_PED_ANIMAL_BEEN_SAMPLED

## Signature

```c
Any _HAS_PED_ANIMAL_BEEN_SAMPLED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Returns true if the specified ped (animal) has been flagged as sampled. This is presumed to read a boolean flag set by:`_FORCE_ANIMAL_SAMPLED`

## Usage

### Lua

```lua
local retval = HasPedAnimalBeenSampled(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7CB99FADDE73CD1B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = HasPedAnimalBeenSampled(p0);

// by hash
const retval = Citizen.invokeNative('0x7CB99FADDE73CD1B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7CB99FADDE73CD1B, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_HAS_PED_DIRECTED_TASK_ACTIVE

- **Hash:** `0x9FF5F9B24E870748`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `HasPedDirectedTaskActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_HAS_PED_DIRECTED_TASK_ACTIVE

## Signature

```c
Any _HAS_PED_DIRECTED_TASK_ACTIVE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Returns true if the given entity currently has an active directed task that is, a task with a specific external objective (coordinate, entity, vehicle, or combat target)
Known to return true for:
TaskGoToCoordAnyMeans(ped, ...)
TaskGoToEntity(ped, target, ...)
TaskCombatPed(ped, targetPed, ...)
TaskWarpPedIntoVehicle(ped, vehicle)

## Usage

### Lua

```lua
local retval = HasPedDirectedTaskActive(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9FF5F9B24E870748, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = HasPedDirectedTaskActive(p0);

// by hash
const retval = Citizen.invokeNative('0x9FF5F9B24E870748', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9FF5F9B24E870748, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_HAS_REQUESTED_CARRIABLE_CONFIG_LOADED

- **Hash:** `0xB8F52A3F84A7CC59`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `HasRequestedCarriableConfigLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HAS_CARRIABLE_CONFIG_HASH_LOADED`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_HAS_REQUESTED_CARRIABLE_CONFIG_LOADED

## Signature

```c
BOOL _HAS_REQUESTED_CARRIABLE_CONFIG_LOADED(Hash carriableConfig);
```

## Parameters

- `carriableConfig` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

carriableConfig: see _REQUEST_CARRIABLE_CONFIG

*Source: VORPCORE RDR3natives*

list of carriable configs  https://gist.github.com/outsider31000/6272561fb992ccff80efbd130e0e9b9f

## Usage

### Lua

```lua
local retval = HasRequestedCarriableConfigLoaded(carriableConfig)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB8F52A3F84A7CC59, carriableConfig, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasRequestedCarriableConfigLoaded(carriableConfig);

// by hash
const retval = Citizen.invokeNative('0xB8F52A3F84A7CC59', carriableConfig, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB8F52A3F84A7CC59, carriableConfig);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK

- **Hash:** `0x8785E6E40C7A8818`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsDrivebyTaskUnderneathDrivingTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK

## Signature

```c
BOOL IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDrivebyTaskUnderneathDrivingTask(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8785E6E40C7A8818, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8785E6E40C7A8818', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8785E6E40C7A8818, ped);
```

## See also

- [TASK::CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK](https://natives.borderlinerp.com/natives/TASK/CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_EMOTE_TASK_RUNNING

- **Hash:** `0xCF9B71C0AF824036`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsEmoteTaskRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_EMOTE_TASK_RUNNING

## Signature

```c
BOOL IS_EMOTE_TASK_RUNNING(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEmoteTaskRunning(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCF9B71C0AF824036, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEmoteTaskRunning(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xCF9B71C0AF824036', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCF9B71C0AF824036, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_ENTITY_REVIVABLE

- **Hash:** `0x6C50B9DCCCA70023`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsEntityRevivable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_ENTITY_REVIVABLE

## Signature

```c
BOOL _IS_ENTITY_REVIVABLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityRevivable(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C50B9DCCCA70023, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6C50B9DCCCA70023', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6C50B9DCCCA70023, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_HAT_BEING_PICKED_UP

- **Hash:** `0x11CD066F54DA0133`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsHatBeingPickedUp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_HAT_BEING_PICKED_UP

## Signature

```c
BOOL _IS_HAT_BEING_PICKED_UP(Object hatObject);
```

## Parameters

- `hatObject` (`Object`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true while a hat is being picked up
_IS_A* - _IS_D*

*Source: VORPCORE RDR3natives*

new name _IS_CARRIABLE_HAT_PICKUP_AVAILABLE, Checks if a carriable hat object on the ground can currently be picked up

## Usage

### Lua

```lua
local retval = IsHatBeingPickedUp(hatObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11CD066F54DA0133, hatObject, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsHatBeingPickedUp(hatObject);

// by hash
const retval = Citizen.invokeNative('0x11CD066F54DA0133', hatObject, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x11CD066F54DA0133, hatObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_IS_HAT_BEING_PICKED_UP_2

- **Hash:** `0x4ECCC2815CA79AE2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsHatBeingPickedUp_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_CARRIABLE_HAT_PICKUP_REQUEST_ACTIVE`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_HAT_BEING_PICKED_UP_2

## Signature

```c
BOOL _IS_HAT_BEING_PICKED_UP_2(Object hatObject);
```

## Parameters

- `hatObject` (`Object`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true while a hat is being picked up. Similar to 0x11CD066F54DA0133
_IS_A* - _IS_D*

*Source: VORPCORE RDR3natives*

old name _IS_HAT_BEING_PICKED_UP_2
Returns whether a carriable hat equip request is currently active Usually becomes true right after `_REQUEST_CARRIABLE_HAT_EQUIP_TO_PED` is called

## Usage

### Lua

```lua
local retval = IsHatBeingPickedUp_2(hatObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4ECCC2815CA79AE2, hatObject, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsHatBeingPickedUp_2(hatObject);

// by hash
const retval = Citizen.invokeNative('0x4ECCC2815CA79AE2', hatObject, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4ECCC2815CA79AE2, hatObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK

- **Hash:** `0xA320EF046186FA3B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsMountedWeaponTaskUnderneathDrivingTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK

## Signature

```c
BOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMountedWeaponTaskUnderneathDrivingTask(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA320EF046186FA3B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA320EF046186FA3B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA320EF046186FA3B, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_MOVE_BLEND_RATIO_RUNNING

- **Hash:** `0xD4D8636C0199A939`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsMoveBlendRatioRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_MOVE_BLEND_RATIO_RUNNING

## Signature

```c
BOOL IS_MOVE_BLEND_RATIO_RUNNING(float moveBlendRatio);
```

## Parameters

- `moveBlendRatio` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMoveBlendRatioRunning(moveBlendRatio)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4D8636C0199A939, moveBlendRatio, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMoveBlendRatioRunning(moveBlendRatio);

// by hash
const retval = Citizen.invokeNative('0xD4D8636C0199A939', moveBlendRatio + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD4D8636C0199A939, moveBlendRatio);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_MOVE_BLEND_RATIO_SPRINTING

- **Hash:** `0x24A2AD74FA9814E2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsMoveBlendRatioSprinting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_MOVE_BLEND_RATIO_SPRINTING

## Signature

```c
BOOL IS_MOVE_BLEND_RATIO_SPRINTING(float moveBlendRatio);
```

## Parameters

- `moveBlendRatio` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMoveBlendRatioSprinting(moveBlendRatio)

-- always available, by hash
local retval = Citizen.InvokeNative(0x24A2AD74FA9814E2, moveBlendRatio, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMoveBlendRatioSprinting(moveBlendRatio);

// by hash
const retval = Citizen.invokeNative('0x24A2AD74FA9814E2', moveBlendRatio + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x24A2AD74FA9814E2, moveBlendRatio);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_MOVE_BLEND_RATIO_STILL

- **Hash:** `0x349CE7B56DAFD95C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsMoveBlendRatioStill`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_MOVE_BLEND_RATIO_STILL

## Signature

```c
BOOL IS_MOVE_BLEND_RATIO_STILL(float moveBlendRatio);
```

## Parameters

- `moveBlendRatio` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMoveBlendRatioStill(moveBlendRatio)

-- always available, by hash
local retval = Citizen.InvokeNative(0x349CE7B56DAFD95C, moveBlendRatio, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMoveBlendRatioStill(moveBlendRatio);

// by hash
const retval = Citizen.invokeNative('0x349CE7B56DAFD95C', moveBlendRatio + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x349CE7B56DAFD95C, moveBlendRatio);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_MOVE_BLEND_RATIO_WALKING

- **Hash:** `0xF133BBBE91E1691F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsMoveBlendRatioWalking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_MOVE_BLEND_RATIO_WALKING

## Signature

```c
BOOL IS_MOVE_BLEND_RATIO_WALKING(float moveBlendRatio);
```

## Parameters

- `moveBlendRatio` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsMoveBlendRatioWalking(moveBlendRatio)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF133BBBE91E1691F, moveBlendRatio, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsMoveBlendRatioWalking(moveBlendRatio);

// by hash
const retval = Citizen.invokeNative('0xF133BBBE91E1691F', moveBlendRatio + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF133BBBE91E1691F, moveBlendRatio);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_ACTIVE_IN_SCENARIO

- **Hash:** `0xAA135F9482C82CC3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedActiveInScenario`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_ACTIVE_IN_SCENARIO

## Signature

```c
BOOL IS_PED_ACTIVE_IN_SCENARIO(Ped ped, int scenario);
```

## Parameters

- `ped` (`Ped`)
- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedActiveInScenario(ped, scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA135F9482C82CC3, ped, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedActiveInScenario(ped, scenario);

// by hash
const retval = Citizen.invokeNative('0xAA135F9482C82CC3', ped, scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA135F9482C82CC3, ped, scenario);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_PED_ARRESTING_ANY_PED

- **Hash:** `0xA9CC7856D52DBD25`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedArrestingAnyPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_PED_ARRESTING_ANY_PED

## Signature

```c
BOOL _IS_PED_ARRESTING_ANY_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedArrestingAnyPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA9CC7856D52DBD25, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA9CC7856D52DBD25', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA9CC7856D52DBD25, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_BEING_ARRESTED

- **Hash:** `0x90A09F3A45FED688`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedBeingArrested`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_BEING_ARRESTED

## Signature

```c
BOOL IS_PED_BEING_ARRESTED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

This function is hard-coded to always return false.

## Usage

### Lua

```lua
local retval = IsPedBeingArrested(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x90A09F3A45FED688, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x90A09F3A45FED688', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x90A09F3A45FED688, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_PED_BEING_LED

- **Hash:** `0xAC5045AB7F1A34FD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedBeingLed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_PED_BEING_LED

## Signature

```c
BOOL _IS_PED_BEING_LED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the given ped (usually a horse) is currently being led by a ped (lead/rope).
Mirrors usage with _IS_PED_LEADING_HORSE(ped) and _GET_LED_HORSE_FROM_PED(ped).

*Source: VORPCORE RDR3natives*

returns true if the specified mount (horse) is currently being led by the player, otherwise false.

## Usage

### Lua

```lua
local retval = IsPedBeingLed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAC5045AB7F1A34FD, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xAC5045AB7F1A34FD', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAC5045AB7F1A34FD, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::IS_PED_CUFFED

- **Hash:** `0x74E559B3BC910685`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedCuffed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_CUFFED

## Signature

```c
BOOL IS_PED_CUFFED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedCuffed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x74E559B3BC910685, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x74E559B3BC910685', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x74E559B3BC910685, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_PED_DUELLING

- **Hash:** `0xC8B29D18022EA2B7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedDuelling`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_PED_DUELLING

## Signature

```c
BOOL _IS_PED_DUELLING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedDuelling(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC8B29D18022EA2B7, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC8B29D18022EA2B7', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC8B29D18022EA2B7, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_EXITING_SCENARIO

- **Hash:** `0x0C3CB2E600C8977D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedExitingScenario`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_EXITING_SCENARIO

## Signature

```c
BOOL IS_PED_EXITING_SCENARIO(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedExitingScenario(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C3CB2E600C8977D, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedExitingScenario(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x0C3CB2E600C8977D', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0C3CB2E600C8977D, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_GETTING_UP

- **Hash:** `0x2A74E1D5F2F00EEC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedGettingUp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_GETTING_UP

## Signature

```c
BOOL IS_PED_GETTING_UP(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedGettingUp(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A74E1D5F2F00EEC, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2A74E1D5F2F00EEC', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2A74E1D5F2F00EEC, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_IN_HIT_REACT

- **Hash:** `0xF330A5C062B29BED`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedInHitReact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_IN_HIT_REACT

## Signature

```c
BOOL IS_PED_IN_HIT_REACT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedInHitReact(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF330A5C062B29BED, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xF330A5C062B29BED', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF330A5C062B29BED, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_IN_WRITHE

- **Hash:** `0xDEB6D52126E7D640`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedInWrithe`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_IN_WRITHE

## Signature

```c
BOOL IS_PED_IN_WRITHE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

This native checks if a ped is on the ground, in pain from a (gunshot) wound.

## Usage

### Lua

```lua
local retval = IsPedInWrithe(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDEB6D52126E7D640, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDEB6D52126E7D640', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDEB6D52126E7D640, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_PED_LEADING_HORSE

- **Hash:** `0xEFC4303DDC6E60D3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedLeadingHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_PED_LEADING_HORSE

## Signature

```c
BOOL _IS_PED_LEADING_HORSE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedLeadingHorse(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEFC4303DDC6E60D3, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xEFC4303DDC6E60D3', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEFC4303DDC6E60D3, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_PED_LOOKING_AT_COORD

- **Hash:** `0x508F5053E3F6F0C4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedLookingAtCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_PED_LOOKING_AT_COORD

## Signature

```c
BOOL _IS_PED_LOOKING_AT_COORD(Ped ped, float x, float y, float z, float radius);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the ped's current 'IK look-at' target is within `radius` of (x, y, z). This checks the active look-at point (head/eyes) not LOS or heading and returns false if the ped has no active look-at target. Typical radius range: 1.0-30.0.

*Source: VORPCORE RDR3natives*

Only used in R* SP Scripts
Params: p4 = 1.0f - 30.0f

## Usage

### Lua

```lua
local retval = IsPedLookingAtCoord(ped, x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x508F5053E3F6F0C4, ped, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedLookingAtCoord(ped, x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x508F5053E3F6F0C4', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x508F5053E3F6F0C4, ped, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::IS_PED_RUNNING

- **Hash:** `0xC5286FFC176F28A2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_RUNNING

## Signature

```c
BOOL IS_PED_RUNNING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedRunning(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5286FFC176F28A2, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC5286FFC176F28A2', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC5286FFC176F28A2, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_RUNNING_INSPECTION_TASK

- **Hash:** `0x038B1F1674F0E242`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedRunningInspectionTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_RUNNING_INSPECTION_TASK

## Signature

```c
BOOL IS_PED_RUNNING_INSPECTION_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedRunningInspectionTask(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x038B1F1674F0E242, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x038B1F1674F0E242', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x038B1F1674F0E242, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_RUNNING_TASK_ITEM_INTERACTION

- **Hash:** `0xEC7E480FF8BD0BED`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedRunningTaskItemInteraction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_RUNNING_TASK_ITEM_INTERACTION

## Signature

```c
BOOL IS_PED_RUNNING_TASK_ITEM_INTERACTION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedRunningTaskItemInteraction(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC7E480FF8BD0BED, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xEC7E480FF8BD0BED', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEC7E480FF8BD0BED, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_SCENARIO_REACT_LOOKING

- **Hash:** `0x916B8E075ABC8B4E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedScenarioReactLooking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_SCENARIO_REACT_LOOKING

## Signature

```c
BOOL IS_PED_SCENARIO_REACT_LOOKING(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedScenarioReactLooking(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x916B8E075ABC8B4E, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedScenarioReactLooking(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x916B8E075ABC8B4E', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x916B8E075ABC8B4E, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_SPRINTING

- **Hash:** `0x57E457CD2C0FC168`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedSprinting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_SPRINTING

## Signature

```c
BOOL IS_PED_SPRINTING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedSprinting(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x57E457CD2C0FC168, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x57E457CD2C0FC168', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x57E457CD2C0FC168, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_PED_STILL

- **Hash:** `0xAC29253EEF8F0180`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedStill`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_STILL

## Signature

```c
BOOL IS_PED_STILL(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedStill(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAC29253EEF8F0180, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xAC29253EEF8F0180', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAC29253EEF8F0180, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_PED_WAITING_ON_FISH_TO_BITE

- **Hash:** `0xB520DBDA7FCF573F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedWaitingOnFishToBite`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_PED_WAITING_ON_FISH_TO_BITE

## Signature

```c
BOOL _IS_PED_WAITING_ON_FISH_TO_BITE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns true while the ped has cast the fishing line and is waiting for a fish to bite Once the ped hooks a fish and enters the struggle/reeled-in phase, this returns false.

## Usage

### Lua

```lua
local retval = IsPedWaitingOnFishToBite(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB520DBDA7FCF573F, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB520DBDA7FCF573F', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB520DBDA7FCF573F, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::IS_PED_WALKING

- **Hash:** `0xDE4C184B2B9B071A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsPedWalking`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_PED_WALKING

## Signature

```c
BOOL IS_PED_WALKING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedWalking(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE4C184B2B9B071A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDE4C184B2B9B071A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE4C184B2B9B071A, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_REVIVABLE_HORSE_PROMPT_VISIBLE

- **Hash:** `0x756C7B4C43DF0422`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsRevivableHorsePromptVisible`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_REVIVE_HORSE_PROMPT_VISIBLE`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_REVIVABLE_HORSE_PROMPT_VISIBLE

## Signature

```c
BOOL _IS_REVIVABLE_HORSE_PROMPT_VISIBLE(BOOL strict);
```

## Parameters

- `strict` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks for the revive-horse prompt.
strict=true: prompt must be usable (enabled and inputs not blocked). strict=false: true if the prompt simply exists (may be disabled).

*Source: VORPCORE RDR3natives*

Returns true if a revivable horse prompt is currently visibled (i.e., visible and interactable) near the player.This indicates that there is a downed horse nearby which can be revived

## Usage

### Lua

```lua
local retval = IsRevivableHorsePromptVisible(strict)

-- always available, by hash
local retval = Citizen.InvokeNative(0x756C7B4C43DF0422, strict, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsRevivableHorsePromptVisible(strict);

// by hash
const retval = Citizen.invokeNative('0x756C7B4C43DF0422', strict, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x756C7B4C43DF0422, strict);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::IS_SCENARIO_GROUP_ENABLED

- **Hash:** `0x367A09DED4E05B99`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioGroupEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_SCENARIO_GROUP_ENABLED

## Signature

```c
BOOL IS_SCENARIO_GROUP_ENABLED(const char* scenarioGroup);
```

## Parameters

- `scenarioGroup` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioGroupEnabled(scenarioGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x367A09DED4E05B99, scenarioGroup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioGroupEnabled(scenarioGroup);

// by hash
const retval = Citizen.invokeNative('0x367A09DED4E05B99', scenarioGroup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x367A09DED4E05B99, scenarioGroup);
```

## See also

- [TASK::SET_SCENARIO_GROUP_ENABLED](https://natives.borderlinerp.com/natives/TASK/SET_SCENARIO_GROUP_ENABLED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_SCENARIO_GROUP_ENABLED_HASH

- **Hash:** `0xDCC374913DE6AAA6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioGroupEnabledHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_GROUP_ENABLED_HASH

## Signature

```c
BOOL _IS_SCENARIO_GROUP_ENABLED_HASH(Hash scenarioGroup);
```

## Parameters

- `scenarioGroup` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioGroupEnabledHash(scenarioGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCC374913DE6AAA6, scenarioGroup, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioGroupEnabledHash(scenarioGroup);

// by hash
const retval = Citizen.invokeNative('0xDCC374913DE6AAA6', scenarioGroup, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCC374913DE6AAA6, scenarioGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_SCENARIO_GROUP_ENABLED_HASH](https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_GROUP_ENABLED_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_SCENARIO_IN_USE

- **Hash:** `0x1ACBC313966C21F3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioInUse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_IN_USE

## Signature

```c
BOOL _IS_SCENARIO_IN_USE(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Description

Checks whether a specified scenario is currently being used (actively played) by any entity (player or ped).
Returns true if the scenario is already occupied, otherwise false.

## Usage

### Lua

```lua
local retval = IsScenarioInUse(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1ACBC313966C21F3, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioInUse(scenario);

// by hash
const retval = Citizen.invokeNative('0x1ACBC313966C21F3', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1ACBC313966C21F3, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_SCENARIO_OCCUPIED

- **Hash:** `0x788756D73AC2E07C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioOccupied`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_SCENARIO_OCCUPIED

## Signature

```c
BOOL IS_SCENARIO_OCCUPIED(float p0, float p1, float p2, float p3, BOOL p4);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioOccupied(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x788756D73AC2E07C, p0, p1, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioOccupied(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x788756D73AC2E07C', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x788756D73AC2E07C, p0, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_SCENARIO_POINT_ACTIVE

- **Hash:** `0x0CC36D4156006509`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioPointActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_POINT_ACTIVE

## Signature

```c
BOOL _IS_SCENARIO_POINT_ACTIVE(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioPointActive(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CC36D4156006509, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioPointActive(scenario);

// by hash
const retval = Citizen.invokeNative('0x0CC36D4156006509', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CC36D4156006509, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_SET_SCENARIO_POINT_ACTIVE](https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_ACTIVE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_IS_SCENARIO_POINT_FLAG_SET

- **Hash:** `0x8569C38D2FB80650`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioPointFlagSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_POINT_FLAG_SET

## Signature

```c
BOOL _IS_SCENARIO_POINT_FLAG_SET(int scenario, int flag);
```

## Parameters

- `scenario` (`int`)
- `flag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioPointFlagSet(scenario, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8569C38D2FB80650, scenario, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioPointFlagSet(scenario, flag);

// by hash
const retval = Citizen.invokeNative('0x8569C38D2FB80650', scenario, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8569C38D2FB80650, scenario, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CScenarioPointFlags__Flags](https://natives.borderlinerp.com/enums/CScenarioPointFlags__Flags.md) — 64 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_SCENARIO_TYPE_ENABLED

- **Hash:** `0x3A815DB3EA088722`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioTypeEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_SCENARIO_TYPE_ENABLED

## Signature

```c
BOOL IS_SCENARIO_TYPE_ENABLED(const char* scenarioType);
```

## Parameters

- `scenarioType` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioTypeEnabled(scenarioType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A815DB3EA088722, scenarioType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioTypeEnabled(scenarioType);

// by hash
const retval = Citizen.invokeNative('0x3A815DB3EA088722', scenarioType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3A815DB3EA088722, scenarioType);
```

## See also

- [TASK::SET_SCENARIO_TYPE_ENABLED](https://natives.borderlinerp.com/natives/TASK/SET_SCENARIO_TYPE_ENABLED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_TASK_MOVE_NETWORK_ACTIVE

- **Hash:** `0x921CE12C489C4C41`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsTaskMoveNetworkActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_TASK_MOVE_NETWORK_ACTIVE

## Signature

```c
BOOL IS_TASK_MOVE_NETWORK_ACTIVE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTaskMoveNetworkActive(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x921CE12C489C4C41, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x921CE12C489C4C41', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x921CE12C489C4C41, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION

- **Hash:** `0x30ED88D5E0C56A37`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsTaskMoveNetworkReadyForTransition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION

## Signature

```c
BOOL IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTaskMoveNetworkReadyForTransition(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30ED88D5E0C56A37, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x30ED88D5E0C56A37', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x30ED88D5E0C56A37, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_TEAM_CARRIABLE_ENTITY

- **Hash:** `0x559A6F8C5133B4EE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsTeamCarriableEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_TEAM_CARRIABLE_ENTITY

## Signature

```c
BOOL IS_TEAM_CARRIABLE_ENTITY(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTeamCarriableEntity(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x559A6F8C5133B4EE, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTeamCarriableEntity(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x559A6F8C5133B4EE', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x559A6F8C5133B4EE, p0, p1);
```

## See also

- [TASK::SET_TEAM_CARRIABLE_ENTITY](https://natives.borderlinerp.com/natives/TASK/SET_TEAM_CARRIABLE_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED

- **Hash:** `0xE03B3F2D3DC59B64`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsWaypointPlaybackGoingOnForPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED

## Signature

```c
BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED(Ped ped, const char* waypointRecording);
```

## Parameters

- `ped` (`Ped`)
- `waypointRecording` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWaypointPlaybackGoingOnForPed(ped, waypointRecording)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE03B3F2D3DC59B64, ped, waypointRecording, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWaypointPlaybackGoingOnForPed(ped, waypointRecording);

// by hash
const retval = Citizen.invokeNative('0xE03B3F2D3DC59B64', ped, waypointRecording, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE03B3F2D3DC59B64, ped, waypointRecording);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE

- **Hash:** `0xF5134943EA29868C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsWaypointPlaybackGoingOnForVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE

## Signature

```c
BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWaypointPlaybackGoingOnForVehicle(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF5134943EA29868C, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWaypointPlaybackGoingOnForVehicle(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xF5134943EA29868C', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF5134943EA29868C, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_MAKE_OBJECT_CARRIABLE

- **Hash:** `0x78B4567E18B54480`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `MakeObjectCarriable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_MAKE_OBJECT_CARRIABLE

## Signature

```c
void _MAKE_OBJECT_CARRIABLE(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
MakeObjectCarriable(object)

-- always available, by hash
Citizen.InvokeNative(0x78B4567E18B54480, object)
```

### JavaScript

```js
MakeObjectCarriable(object);

// by hash
Citizen.invokeNative('0x78B4567E18B54480', object);
```

### C#

```csharp
Function.Call((Hash)0x78B4567E18B54480, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::MAKE_OBJECT_NOT_CARRIABLE

- **Hash:** `0x67BFCED22909834D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `MakeObjectNotCarriable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/MAKE_OBJECT_NOT_CARRIABLE

## Signature

```c
void MAKE_OBJECT_NOT_CARRIABLE(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`void`

## Usage

### Lua

```lua
MakeObjectNotCarriable(object)

-- always available, by hash
Citizen.InvokeNative(0x67BFCED22909834D, object)
```

### JavaScript

```js
MakeObjectNotCarriable(object);

// by hash
Citizen.invokeNative('0x67BFCED22909834D', object);
```

### C#

```csharp
Function.Call((Hash)0x67BFCED22909834D, object);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::OPEN_PATROL_ROUTE

- **Hash:** `0xA36BFB5EE89F3D82`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `OpenPatrolRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/OPEN_PATROL_ROUTE

## Signature

```c
void OPEN_PATROL_ROUTE(const char* patrolRoute);
```

## Parameters

- `patrolRoute` (`const char*`)

## Returns

`void`

## Description

Note: patrolRoute must be prefixed with 'miss_' for it to be valid

## Usage

### Lua

```lua
OpenPatrolRoute(patrolRoute)

-- always available, by hash
Citizen.InvokeNative(0xA36BFB5EE89F3D82, patrolRoute)
```

### JavaScript

```js
OpenPatrolRoute(patrolRoute);

// by hash
Citizen.invokeNative('0xA36BFB5EE89F3D82', patrolRoute);
```

### C#

```csharp
Function.Call((Hash)0xA36BFB5EE89F3D82, patrolRoute);
```

## See also

- [TASK::CLOSE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/CLOSE_PATROL_ROUTE.md)
- [TASK::CREATE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/CREATE_PATROL_ROUTE.md)
- [TASK::DELETE_PATROL_ROUTE](https://natives.borderlinerp.com/natives/TASK/DELETE_PATROL_ROUTE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::OPEN_SEQUENCE_TASK

- **Hash:** `0xE8854A4326B9E12B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `OpenSequenceTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/OPEN_SEQUENCE_TASK

## Signature

```c
void OPEN_SEQUENCE_TASK(int* taskSequenceId);
```

## Parameters

- `taskSequenceId` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local taskSequenceId = OpenSequenceTask(taskSequenceId)

-- always available, by hash
local taskSequenceId = Citizen.InvokeNative(0xE8854A4326B9E12B, Citizen.PointerValueIntInitialized(taskSequenceId))
```

### JavaScript

```js
const taskSequenceId = OpenSequenceTask(taskSequenceId);

// by hash
const taskSequenceId = Citizen.invokeNative('0xE8854A4326B9E12B', Citizen.pointerValueIntInitialized(taskSequenceId));
```

### C#

```csharp
var taskSequenceId = new OutputArgument();
Function.Call((Hash)0xE8854A4326B9E12B, taskSequenceId);
// taskSequenceId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [TASK::CLOSE_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/CLOSE_SEQUENCE_TASK.md)
- [TASK::CLEAR_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/CLEAR_SEQUENCE_TASK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_PED_APPLY_FOLLOW_ROAD_SPEED_OVERRIDE

- **Hash:** `0xBAAB791AA72C2821`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PedApplyFollowRoadSpeedOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_PED_APPLY_FOLLOW_ROAD_SPEED_OVERRIDE

## Signature

```c
void _PED_APPLY_FOLLOW_ROAD_SPEED_OVERRIDE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Sets the AI travel speed for a mount (horse). Affects how fast the horse's AI will move when being controlled by AI logic (not player input), e.g. during escorts, flee, wander, or scripted tasks 
https://youtu.be/aupII2O9vT8

## Usage

### Lua

```lua
PedApplyFollowRoadSpeedOverride(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBAAB791AA72C2821, p0, p1)
```

### JavaScript

```js
PedApplyFollowRoadSpeedOverride(p0, p1);

// by hash
Citizen.invokeNative('0xBAAB791AA72C2821', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBAAB791AA72C2821, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_PED_FISHINGROD_HOOK_ENTITY

- **Hash:** `0x1A52076D26E09004`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PedFishingrodHookEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_PED_FISHINGROD_HOOK_ENTITY

## Signature

```c
void _PED_FISHINGROD_HOOK_ENTITY(Ped ped, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
PedFishingrodHookEntity(ped, entity)

-- always available, by hash
Citizen.InvokeNative(0x1A52076D26E09004, ped, entity)
```

### JavaScript

```js
PedFishingrodHookEntity(ped, entity);

// by hash
Citizen.invokeNative('0x1A52076D26E09004', ped, entity);
```

### C#

```csharp
Function.Call((Hash)0x1A52076D26E09004, ped, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_PED_FISHINGROD_HOOK_OBJECT

- **Hash:** `0xCE71C2F9BAA3F975`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PedFishingrodHookObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_PED_FISHINGROD_HOOK_OBJECT

## Signature

```c
void _PED_FISHINGROD_HOOK_OBJECT(Ped ped, Object object);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)

## Returns

`void`

## Description

Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c

## Usage

### Lua

```lua
PedFishingrodHookObject(ped, object)

-- always available, by hash
Citizen.InvokeNative(0xCE71C2F9BAA3F975, ped, object)
```

### JavaScript

```js
PedFishingrodHookObject(ped, object);

// by hash
Citizen.invokeNative('0xCE71C2F9BAA3F975', ped, object);
```

### C#

```csharp
Function.Call((Hash)0xCE71C2F9BAA3F975, ped, object);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::PED_HAS_USE_SCENARIO_TASK

- **Hash:** `0x295E3CCEC879CCD7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PedHasUseScenarioTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/PED_HAS_USE_SCENARIO_TASK

## Signature

```c
BOOL PED_HAS_USE_SCENARIO_TASK(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedHasUseScenarioTask(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x295E3CCEC879CCD7, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x295E3CCEC879CCD7', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x295E3CCEC879CCD7, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_PED_IS_IN_SCENARIO_BASE

- **Hash:** `0x02EBBB3989B7E695`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PedIsInScenarioBase`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_PED_IS_IN_SCENARIO_BASE

## Signature

```c
BOOL _PED_IS_IN_SCENARIO_BASE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PedIsInScenarioBase(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x02EBBB3989B7E695, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x02EBBB3989B7E695', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x02EBBB3989B7E695, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::PLAY_ANIM_ON_RUNNING_SCENARIO

- **Hash:** `0x748040460F8DF5DC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PlayAnimOnRunningScenario`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/PLAY_ANIM_ON_RUNNING_SCENARIO

## Signature

```c
void PLAY_ANIM_ON_RUNNING_SCENARIO(Ped ped, const char* animDict, const char* animName);
```

## Parameters

- `ped` (`Ped`)
- `animDict` (`const char*`)
- `animName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
PlayAnimOnRunningScenario(ped, animDict, animName)

-- always available, by hash
Citizen.InvokeNative(0x748040460F8DF5DC, ped, animDict, animName)
```

### JavaScript

```js
PlayAnimOnRunningScenario(ped, animDict, animName);

// by hash
Citizen.invokeNative('0x748040460F8DF5DC', ped, animDict, animName);
```

### C#

```csharp
Function.Call((Hash)0x748040460F8DF5DC, ped, animDict, animName);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::PLAY_ENTITY_SCRIPTED_ANIM

- **Hash:** `0x77A1EEC547E7FCF1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PlayEntityScriptedAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/PLAY_ENTITY_SCRIPTED_ANIM

## Signature

```c
void PLAY_ENTITY_SCRIPTED_ANIM(Entity entity, Any* args);
```

## Parameters

- `entity` (`Entity`)
- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = PlayEntityScriptedAnim(entity, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x77A1EEC547E7FCF1, entity, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = PlayEntityScriptedAnim(entity, args);

// by hash
const args = Citizen.invokeNative('0x77A1EEC547E7FCF1', entity, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x77A1EEC547E7FCF1, entity, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::REACT_LOOK_AT

- **Hash:** `0xE7FA07624574B79A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ReactLookAt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REACT_LOOK_AT

## Signature

```c
void REACT_LOOK_AT(Ped ped, Ped targetPed, int lookIntensity, int exitAnimation, float duration, int p5, Ped targetPed2, Any p7, Any p8);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `lookIntensity` (`int`)
- `exitAnimation` (`int`)
- `duration` (`float`)
- `p5` (`int`)
- `targetPed2` (`Ped`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Description

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

exitAnimation: LOOK_RETURN_GENERIC = 1,
LOOK_RETURN_DISMISSIVE = 2,
LOOK_RETURN_RELIEVED = 3

## Usage

### Lua

```lua
ReactLookAt(ped, targetPed, lookIntensity, exitAnimation, duration, p5, targetPed2, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xE7FA07624574B79A, ped, targetPed, lookIntensity, exitAnimation, duration, p5, targetPed2, p7, p8)
```

### JavaScript

```js
ReactLookAt(ped, targetPed, lookIntensity, exitAnimation, duration, p5, targetPed2, p7, p8);

// by hash
Citizen.invokeNative('0xE7FA07624574B79A', ped, targetPed, lookIntensity, exitAnimation, duration + 0.0000001, p5, targetPed2, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xE7FA07624574B79A, ped, targetPed, lookIntensity, exitAnimation, duration, p5, targetPed2, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::REACT_LOOK_AT_END

- **Hash:** `0x541E5B41DCA45828`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ReactLookAtEnd`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REACT_LOOK_AT_END

## Signature

```c
void REACT_LOOK_AT_END(Ped ped, int exitAnimation, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `exitAnimation` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ReactLookAtEnd(ped, exitAnimation, p2)

-- always available, by hash
Citizen.InvokeNative(0x541E5B41DCA45828, ped, exitAnimation, p2)
```

### JavaScript

```js
ReactLookAtEnd(ped, exitAnimation, p2);

// by hash
Citizen.invokeNative('0x541E5B41DCA45828', ped, exitAnimation, p2);
```

### C#

```csharp
Function.Call((Hash)0x541E5B41DCA45828, ped, exitAnimation, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::REMOVE_ALL_COVER_BLOCKING_AREAS

- **Hash:** `0xDB6708C0B46F56D8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RemoveAllCoverBlockingAreas`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REMOVE_ALL_COVER_BLOCKING_AREAS

## Signature

```c
void REMOVE_ALL_COVER_BLOCKING_AREAS();
```

## Returns

`void`

## Usage

### Lua

```lua
RemoveAllCoverBlockingAreas()

-- always available, by hash
Citizen.InvokeNative(0xDB6708C0B46F56D8)
```

### JavaScript

```js
RemoveAllCoverBlockingAreas();

// by hash
Citizen.invokeNative('0xDB6708C0B46F56D8');
```

### C#

```csharp
Function.Call((Hash)0xDB6708C0B46F56D8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_REMOVE_CARRIABLE_CONFIG

- **Hash:** `0x6AFDA2264925BD11`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RemoveCarriableConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_REMOVE_CARRIABLE_CONFIG

## Signature

```c
void _REMOVE_CARRIABLE_CONFIG(Hash carriableConfig);
```

## Parameters

- `carriableConfig` (`Hash`)

## Returns

`void`

## Description

carriableConfig: see _REQUEST_CARRIABLE_CONFIG

## Usage

### Lua

```lua
RemoveCarriableConfig(carriableConfig)

-- always available, by hash
Citizen.InvokeNative(0x6AFDA2264925BD11, carriableConfig)
```

### JavaScript

```js
RemoveCarriableConfig(carriableConfig);

// by hash
Citizen.invokeNative('0x6AFDA2264925BD11', carriableConfig);
```

### C#

```csharp
Function.Call((Hash)0x6AFDA2264925BD11, carriableConfig);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_REQUEST_CARRIABLE_CONFIG](https://natives.borderlinerp.com/natives/TASK/_REQUEST_CARRIABLE_CONFIG.md) — carriable config list

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::REMOVE_COVER_POINT

- **Hash:** `0xAE287C923D891715`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RemoveCoverPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REMOVE_COVER_POINT

## Signature

```c
void REMOVE_COVER_POINT(ScrHandle coverpoint);
```

## Parameters

- `coverpoint` (`ScrHandle`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveCoverPoint(coverpoint)

-- always available, by hash
Citizen.InvokeNative(0xAE287C923D891715, coverpoint)
```

### JavaScript

```js
RemoveCoverPoint(coverpoint);

// by hash
Citizen.invokeNative('0xAE287C923D891715', coverpoint);
```

### C#

```csharp
Function.Call((Hash)0xAE287C923D891715, coverpoint);
```

## See also

- [TASK::ADD_COVER_POINT](https://natives.borderlinerp.com/natives/TASK/ADD_COVER_POINT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_REMOVE_TASK_CARRIABLE

- **Hash:** `0x9EBD34958AB6F824`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RemoveTaskCarriable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_REMOVE_TASK_CARRIABLE

## Signature

```c
void _REMOVE_TASK_CARRIABLE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Removes the TaskCarriable association for the given entity. If a ped is currently carrying this entity, it will be **dropped** immediately. If it is not being carried, the carriable link/state created via TaskCarriable(...) is cleared

## Usage

### Lua

```lua
RemoveTaskCarriable(p0)

-- always available, by hash
Citizen.InvokeNative(0x9EBD34958AB6F824, p0)
```

### JavaScript

```js
RemoveTaskCarriable(p0);

// by hash
Citizen.invokeNative('0x9EBD34958AB6F824', p0);
```

### C#

```csharp
Function.Call((Hash)0x9EBD34958AB6F824, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::REMOVE_WAYPOINT_RECORDING

- **Hash:** `0xFF1B8B4AA1C25DC8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RemoveWaypointRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REMOVE_WAYPOINT_RECORDING

## Signature

```c
void REMOVE_WAYPOINT_RECORDING(const char* waypointRecording);
```

## Parameters

- `waypointRecording` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveWaypointRecording(waypointRecording)

-- always available, by hash
Citizen.InvokeNative(0xFF1B8B4AA1C25DC8, waypointRecording)
```

### JavaScript

```js
RemoveWaypointRecording(waypointRecording);

// by hash
Citizen.invokeNative('0xFF1B8B4AA1C25DC8', waypointRecording);
```

### C#

```csharp
Function.Call((Hash)0xFF1B8B4AA1C25DC8, waypointRecording);
```

## See also

- [TASK::REQUEST_WAYPOINT_RECORDING](https://natives.borderlinerp.com/natives/TASK/REQUEST_WAYPOINT_RECORDING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_REQUEST_CARRIABLE_CONFIG

- **Hash:** `0xFF745B0346E19E2C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RequestCarriableConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_LOAD_CARRIABLE_CONFIG_HASH`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_REQUEST_CARRIABLE_CONFIG

## Signature

```c
void _REQUEST_CARRIABLE_CONFIG(Hash carriableConfig);
```

## Parameters

- `carriableConfig` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Config: https://pastebin.com/gZvuq7fV

*Source: VORPCORE RDR3natives*

https://gist.github.com/outsider31000/6272561fb992ccff80efbd130e0e9b9f carriable config list

## Usage

### Lua

```lua
RequestCarriableConfig(carriableConfig)

-- always available, by hash
Citizen.InvokeNative(0xFF745B0346E19E2C, carriableConfig)
```

### JavaScript

```js
RequestCarriableConfig(carriableConfig);

// by hash
Citizen.invokeNative('0xFF745B0346E19E2C', carriableConfig);
```

### C#

```csharp
Function.Call((Hash)0xFF745B0346E19E2C, carriableConfig);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_REMOVE_CARRIABLE_CONFIG](https://natives.borderlinerp.com/natives/TASK/_REMOVE_CARRIABLE_CONFIG.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_REQUEST_CARRIABLE_HAT_EQUIP_TO_PED

- **Hash:** `0x9ADDBB9242179D56`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RequestCarriableHatEquipToPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_REQUEST_CARRIABLE_HAT_EQUIP_TO_PED

## Signature

```c
void _REQUEST_CARRIABLE_HAT_EQUIP_TO_PED(Object object, Ped ped);
```

## Parameters

- `object` (`Object`)
- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Requests that the given carriable hat be assigned for equip by the ped. After success, `_IS_CARRIABLE_HAT_PICKUP_REQUEST_ACTIVE` will return true

## Usage

### Lua

```lua
RequestCarriableHatEquipToPed(object, ped)

-- always available, by hash
Citizen.InvokeNative(0x9ADDBB9242179D56, object, ped)
```

### JavaScript

```js
RequestCarriableHatEquipToPed(object, ped);

// by hash
Citizen.invokeNative('0x9ADDBB9242179D56', object, ped);
```

### C#

```csharp
Function.Call((Hash)0x9ADDBB9242179D56, object, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_REQUEST_HERB_COMPOSITE_ASSET

- **Hash:** `0x73F0D0327BFA0812`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RequestHerbCompositeAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_REQUEST_HERB_COMPOSITE_ASSET

## Signature

```c
BOOL _REQUEST_HERB_COMPOSITE_ASSET(Hash asset);
```

## Parameters

- `asset` (`Hash`)

## Returns

`BOOL`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/objects/composites

## Usage

### Lua

```lua
local retval = RequestHerbCompositeAsset(asset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73F0D0327BFA0812, asset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestHerbCompositeAsset(asset);

// by hash
const retval = Citizen.invokeNative('0x73F0D0327BFA0812', asset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73F0D0327BFA0812, asset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION

- **Hash:** `0xD01015C7316AE176`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RequestTaskMoveNetworkStateTransition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION

## Signature

```c
void REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RequestTaskMoveNetworkStateTransition(ped, name)

-- always available, by hash
Citizen.InvokeNative(0xD01015C7316AE176, ped, name)
```

### JavaScript

```js
RequestTaskMoveNetworkStateTransition(ped, name);

// by hash
Citizen.invokeNative('0xD01015C7316AE176', ped, name);
```

### C#

```csharp
Function.Call((Hash)0xD01015C7316AE176, ped, name);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::REQUEST_WAYPOINT_RECORDING

- **Hash:** `0x9EEFB62EB27B5792`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `RequestWaypointRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/REQUEST_WAYPOINT_RECORDING

## Signature

```c
void REQUEST_WAYPOINT_RECORDING(const char* waypointRecording);
```

## Parameters

- `waypointRecording` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
RequestWaypointRecording(waypointRecording)

-- always available, by hash
Citizen.InvokeNative(0x9EEFB62EB27B5792, waypointRecording)
```

### JavaScript

```js
RequestWaypointRecording(waypointRecording);

// by hash
Citizen.invokeNative('0x9EEFB62EB27B5792', waypointRecording);
```

### C#

```csharp
Function.Call((Hash)0x9EEFB62EB27B5792, waypointRecording);
```

## See also

- [TASK::REMOVE_WAYPOINT_RECORDING](https://natives.borderlinerp.com/natives/TASK/REMOVE_WAYPOINT_RECORDING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_RESET_SCENARIO_FOR_ENTITY

- **Hash:** `0x2E20878FD208A68E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ResetScenarioForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_RESET_SCENARIO_FOR_ENTITY

## Signature

```c
void _RESET_SCENARIO_FOR_ENTITY(int scenario, Entity entity);
```

## Parameters

- `scenario` (`int`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
ResetScenarioForEntity(scenario, entity)

-- always available, by hash
Citizen.InvokeNative(0x2E20878FD208A68E, scenario, entity)
```

### JavaScript

```js
ResetScenarioForEntity(scenario, entity);

// by hash
Citizen.invokeNative('0x2E20878FD208A68E', scenario, entity);
```

### C#

```csharp
Function.Call((Hash)0x2E20878FD208A68E, scenario, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::RESET_SCENARIO_GROUPS_ENABLED

- **Hash:** `0xDD902D0349AFAD3A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ResetScenarioGroupsEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/RESET_SCENARIO_GROUPS_ENABLED

## Signature

```c
void RESET_SCENARIO_GROUPS_ENABLED();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetScenarioGroupsEnabled()

-- always available, by hash
Citizen.InvokeNative(0xDD902D0349AFAD3A)
```

### JavaScript

```js
ResetScenarioGroupsEnabled();

// by hash
Citizen.invokeNative('0xDD902D0349AFAD3A');
```

### C#

```csharp
Function.Call((Hash)0xDD902D0349AFAD3A);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_RESET_SCENARIO_POINTS_IN_AREA

- **Hash:** `0x4161648394262FDF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ResetScenarioPointsInArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_RESET_SCENARIO_POINTS_IN_AREA

## Signature

```c
void _RESET_SCENARIO_POINTS_IN_AREA(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Resets/clears all scenario entities within the given spherical area

## Usage

### Lua

```lua
ResetScenarioPointsInArea(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4161648394262FDF, p0, p1, p2, p3)
```

### JavaScript

```js
ResetScenarioPointsInArea(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4161648394262FDF', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x4161648394262FDF, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::GET_SCENARIO_POINTS_IN_AREA](https://natives.borderlinerp.com/natives/TASK/GET_SCENARIO_POINTS_IN_AREA.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_RESET_SCENARIO_SCRIPT

- **Hash:** `0x5A40040BB5AE3EA2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ResetScenarioScript`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_RESET_SCENARIO_SCRIPT

## Signature

```c
void _RESET_SCENARIO_SCRIPT(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ResetScenarioScript(scenario)

-- always available, by hash
Citizen.InvokeNative(0x5A40040BB5AE3EA2, scenario)
```

### JavaScript

```js
ResetScenarioScript(scenario);

// by hash
Citizen.invokeNative('0x5A40040BB5AE3EA2', scenario);
```

### C#

```csharp
Function.Call((Hash)0x5A40040BB5AE3EA2, scenario);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::RESET_SCENARIO_TYPES_ENABLED

- **Hash:** `0x0D40EE2A7F2B2D6D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ResetScenarioTypesEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/RESET_SCENARIO_TYPES_ENABLED

## Signature

```c
void RESET_SCENARIO_TYPES_ENABLED();
```

## Returns

`void`

## Usage

### Lua

```lua
ResetScenarioTypesEnabled()

-- always available, by hash
Citizen.InvokeNative(0x0D40EE2A7F2B2D6D)
```

### JavaScript

```js
ResetScenarioTypesEnabled();

// by hash
Citizen.invokeNative('0x0D40EE2A7F2B2D6D');
```

### C#

```csharp
Function.Call((Hash)0x0D40EE2A7F2B2D6D);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_ABOARD_PED_BOAT_POSE

- **Hash:** `0x517D01BF27B682D1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetAboardPedBoatPose`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_ABOARD_PED_BOAT_POSE

## Signature

```c
void _SET_ABOARD_PED_BOAT_POSE(Ped ped, Vehicle boat, float offsetX, float offsetY, float offsetZ, float heading, int flags);
```

## Parameters

- `ped` (`Ped`)
- `boat` (`Vehicle`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `heading` (`float`)
- `flags` (`int`)

## Returns

`void`

## Description

Set a ped's boat-local offset and/or facing (degrees). Boats only. Flags: 0=apply both; 1=heading only (lock offset); 2=offset only (lock heading); 3=apply neither.

## Usage

### Lua

```lua
SetAboardPedBoatPose(ped, boat, offsetX, offsetY, offsetZ, heading, flags)

-- always available, by hash
Citizen.InvokeNative(0x517D01BF27B682D1, ped, boat, offsetX, offsetY, offsetZ, heading, flags)
```

### JavaScript

```js
SetAboardPedBoatPose(ped, boat, offsetX, offsetY, offsetZ, heading, flags);

// by hash
Citizen.invokeNative('0x517D01BF27B682D1', ped, boat, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, heading + 0.0000001, flags);
```

### C#

```csharp
Function.Call((Hash)0x517D01BF27B682D1, ped, boat, offsetX, offsetY, offsetZ, heading, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_ANIM_FILTER

- **Hash:** `0x87B66D77D545DB66`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetAnimFilter`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_ANIM_FILTER

## Signature

```c
void SET_ANIM_FILTER(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimFilter(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x87B66D77D545DB66, p0, p1, p2, p3)
```

### JavaScript

```js
SetAnimFilter(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x87B66D77D545DB66', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x87B66D77D545DB66, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_ANIM_RATE

- **Hash:** `0x032D49C5E359C847`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetAnimRate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_ANIM_RATE

## Signature

```c
void SET_ANIM_RATE(Any p0, float p1, Any p2, BOOL p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`float`)
- `p2` (`Any`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAnimRate(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x032D49C5E359C847, p0, p1, p2, p3)
```

### JavaScript

```js
SetAnimRate(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x032D49C5E359C847', p0, p1 + 0.0000001, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x032D49C5E359C847, p0, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_CARRIABLE_CONFIG_PROMPT_ENABLED

- **Hash:** `0x816A3ACD265E2297`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetCarriableConfigPromptEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_CARRIABLE_CONFIG_PROMPT_ENABLED

## Signature

```c
void _SET_CARRIABLE_CONFIG_PROMPT_ENABLED(Hash carriableConfig, BOOL toggle);
```

## Parameters

- `carriableConfig` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Enables or disables the interaction prompt for a given carriable config (e.g. DEAD_CARRIABLE_HUMAN).
Use after loading the config; when disabled, pickup/use prompts will not appear.
carriableConfig: see _REQUEST_CARRIABLE_CONFIG

## Usage

### Lua

```lua
SetCarriableConfigPromptEnabled(carriableConfig, toggle)

-- always available, by hash
Citizen.InvokeNative(0x816A3ACD265E2297, carriableConfig, toggle)
```

### JavaScript

```js
SetCarriableConfigPromptEnabled(carriableConfig, toggle);

// by hash
Citizen.invokeNative('0x816A3ACD265E2297', carriableConfig, toggle);
```

### C#

```csharp
Function.Call((Hash)0x816A3ACD265E2297, carriableConfig, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_CARRIABLE_PICKUP_PROMPT_ENABLED

- **Hash:** `0xA21AA2F0C2180125`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetCarriablePickupPromptEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_CARRIABLE_PICKUP_PROMPT_ENABLED

## Signature

```c
void _SET_CARRIABLE_PICKUP_PROMPT_ENABLED(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Enables or disables the contextual Pick Up prompt for a carriable entity
 object — A carriable entity (animal carcass, pelt bundle, sack/crate flagged as carriable, etc.)

## Usage

### Lua

```lua
SetCarriablePickupPromptEnabled(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xA21AA2F0C2180125, p0, p1)
```

### JavaScript

```js
SetCarriablePickupPromptEnabled(p0, p1);

// by hash
Citizen.invokeNative('0xA21AA2F0C2180125', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xA21AA2F0C2180125, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::SET_DRIVE_TASK_CRUISE_SPEED

- **Hash:** `0x5C9B84BD7D31D908`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetDriveTaskCruiseSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_DRIVE_TASK_CRUISE_SPEED

## Signature

```c
void SET_DRIVE_TASK_CRUISE_SPEED(Ped driver, float cruiseSpeed);
```

## Parameters

- `driver` (`Ped`)
- `cruiseSpeed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDriveTaskCruiseSpeed(driver, cruiseSpeed)

-- always available, by hash
Citizen.InvokeNative(0x5C9B84BD7D31D908, driver, cruiseSpeed)
```

### JavaScript

```js
SetDriveTaskCruiseSpeed(driver, cruiseSpeed);

// by hash
Citizen.invokeNative('0x5C9B84BD7D31D908', driver, cruiseSpeed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5C9B84BD7D31D908, driver, cruiseSpeed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_DRIVE_TASK_MAX_CRUISE_SPEED

- **Hash:** `0x404A5AA9B9F0B746`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetDriveTaskMaxCruiseSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_DRIVE_TASK_MAX_CRUISE_SPEED

## Signature

```c
void SET_DRIVE_TASK_MAX_CRUISE_SPEED(Ped ped, float maxCruiseSpeed);
```

## Parameters

- `ped` (`Ped`)
- `maxCruiseSpeed` (`float`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
SetDriveTaskMaxCruiseSpeed(ped, maxCruiseSpeed)

-- always available, by hash
Citizen.InvokeNative(0x404A5AA9B9F0B746, ped, maxCruiseSpeed)
```

### JavaScript

```js
SetDriveTaskMaxCruiseSpeed(ped, maxCruiseSpeed);

// by hash
Citizen.invokeNative('0x404A5AA9B9F0B746', ped, maxCruiseSpeed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x404A5AA9B9F0B746, ped, maxCruiseSpeed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_DRIVEBY_TASK_TARGET

- **Hash:** `0xE5B302114D8162EE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetDrivebyTaskTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_DRIVEBY_TASK_TARGET

## Signature

```c
void SET_DRIVEBY_TASK_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z);
```

## Parameters

- `shootingPed` (`Ped`)
- `targetPed` (`Ped`)
- `targetVehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDrivebyTaskTarget(shootingPed, targetPed, targetVehicle, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xE5B302114D8162EE, shootingPed, targetPed, targetVehicle, x, y, z)
```

### JavaScript

```js
SetDrivebyTaskTarget(shootingPed, targetPed, targetVehicle, x, y, z);

// by hash
Citizen.invokeNative('0xE5B302114D8162EE', shootingPed, targetPed, targetVehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE5B302114D8162EE, shootingPed, targetPed, targetVehicle, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_DRIVING_SEAT

- **Hash:** `0x4BA972D0E5AD8122`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetDrivingSeat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_DRIVING_SEAT

## Signature

```c
void _SET_DRIVING_SEAT(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Sets which seat index acts as the driver seat for driving tasks

## Usage

### Lua

```lua
SetDrivingSeat(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x4BA972D0E5AD8122, p0, p1)
```

### JavaScript

```js
SetDrivingSeat(p0, p1);

// by hash
Citizen.invokeNative('0x4BA972D0E5AD8122', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x4BA972D0E5AD8122, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_DRIVING_SEAT](https://natives.borderlinerp.com/natives/TASK/_GET_DRIVING_SEAT.md) — Returns the seat index currently set as the driving seat for the specified vehicle vehicle: The vehicle to query.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::SET_ENABLE_SPEED_RESTRAIN_FOR_WAYPOINT_RECORDING_LEADER

- **Hash:** `0x295F03DC97BEEBC1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetEnableSpeedRestrainForWaypointRecordingLeader`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_ENABLE_SPEED_RESTRAIN_FOR_WAYPOINT_RECORDING_LEADER

## Signature

```c
void SET_ENABLE_SPEED_RESTRAIN_FOR_WAYPOINT_RECORDING_LEADER(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetEnableSpeedRestrainForWaypointRecordingLeader(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x295F03DC97BEEBC1, p0, p1)
```

### JavaScript

```js
SetEnableSpeedRestrainForWaypointRecordingLeader(p0, p1);

// by hash
Citizen.invokeNative('0x295F03DC97BEEBC1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x295F03DC97BEEBC1, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_ENHANCED_BREAK_FREE

- **Hash:** `0x1BF9D36A5EAFFBAE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetEnhancedBreakFree`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_ENHANCED_BREAK_FREE

## Signature

```c
BOOL SET_ENHANCED_BREAK_FREE(Ped ped, BOOL p1, const char* clipset);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `clipset` (`const char*`)

## Returns

`BOOL`

## Description

clipset: CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@GROUND, CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@SHOULDER, CLIPSET@MECH_HOGTIE@HUMAN@BREAKOUT_MG@MOUNT
clipset can also be 0

## Usage

### Lua

```lua
local retval = SetEnhancedBreakFree(ped, p1, clipset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1BF9D36A5EAFFBAE, ped, p1, clipset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetEnhancedBreakFree(ped, p1, clipset);

// by hash
const retval = Citizen.invokeNative('0x1BF9D36A5EAFFBAE', ped, p1, clipset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1BF9D36A5EAFFBAE, ped, p1, clipset);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_FISHING_BAIT

- **Hash:** `0x9B0C7FA063E67629`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetFishingBait`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_FISHING_BAIT

## Signature

```c
void _SET_FISHING_BAIT(Ped ped, const char* bait, BOOL withoutBuoy, BOOL instantly);
```

## Parameters

- `ped` (`Ped`)
- `bait` (`const char*`)
- `withoutBuoy` (`BOOL`)
- `instantly` (`BOOL`)

## Returns

`void`

## Description

Baits: p_fishHook02x, p_baitBread01x, p_baitCorn01x, p_baitCheese01x, p_baitWorm01x, p_baitCricket01x, p_crawdad01x, p_finisheDragonfly01x, p_finisdFishlure01x, p_finishdCrawd01x, p_finisheDragonflyLegendary01x, p_finisdFishlureLegendary01x, p_finishdCrawdLegendary01x, p_lgoc_spinner_v4

## Usage

### Lua

```lua
SetFishingBait(ped, bait, withoutBuoy, instantly)

-- always available, by hash
Citizen.InvokeNative(0x9B0C7FA063E67629, ped, bait, withoutBuoy, instantly)
```

### JavaScript

```js
SetFishingBait(ped, bait, withoutBuoy, instantly);

// by hash
Citizen.invokeNative('0x9B0C7FA063E67629', ped, bait, withoutBuoy, instantly);
```

### C#

```csharp
Function.Call((Hash)0x9B0C7FA063E67629, ped, bait, withoutBuoy, instantly);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_HIGH_FALL_TASK

- **Hash:** `0x8C825BDC7741D37C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetHighFallTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_HIGH_FALL_TASK

## Signature

```c
void SET_HIGH_FALL_TASK(Ped ped, int p1, int p2, int p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Description

Makes the ped ragdoll like when falling from a great height

## Usage

### Lua

```lua
SetHighFallTask(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x8C825BDC7741D37C, ped, p1, p2, p3)
```

### JavaScript

```js
SetHighFallTask(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x8C825BDC7741D37C', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x8C825BDC7741D37C, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_HOGTIE_ESCAPE_TIMER

- **Hash:** `0xAB591AE6B48B913E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetHogtieEscapeTimer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_HOGTIE_ESCAPE_TIMER

## Signature

```c
void _SET_HOGTIE_ESCAPE_TIMER(Ped ped, float time);
```

## Parameters

- `ped` (`Ped`)
- `time` (`float`)

## Returns

`void`

## Description

Sets the time it takes for a hogtied ped to escape
-1.0f for ped to never escape

## Usage

### Lua

```lua
SetHogtieEscapeTimer(ped, time)

-- always available, by hash
Citizen.InvokeNative(0xAB591AE6B48B913E, ped, time)
```

### JavaScript

```js
SetHogtieEscapeTimer(ped, time);

// by hash
Citizen.invokeNative('0xAB591AE6B48B913E', ped, time + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAB591AE6B48B913E, ped, time);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_HOGTIE_ESCAPE_TIMER](https://natives.borderlinerp.com/natives/TASK/_GET_HOGTIE_ESCAPE_TIMER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_INTIMIDATED_FACING_ANGLE

- **Hash:** `0x0FE797DD9F70DFA6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetIntimidatedFacingAngle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_INTIMIDATED_FACING_ANGLE

## Signature

```c
void _SET_INTIMIDATED_FACING_ANGLE(Ped ped, BOOL useLimits, float minAngle, float maxAngle);
```

## Parameters

- `ped` (`Ped`)
- `useLimits` (`BOOL`)
- `minAngle` (`float`)
- `maxAngle` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Controls intimidated/hogtied ped facing.
If useLimits=false, always face the player; if =true, clamp facing within [minAngle, maxAngle] degrees.
Angle note: the range defines the allowed yaw cone around the intimidator e.g., [0,90] permits a quarter-turn, [-30,30] a tight ±30°, and wider ranges allow more swivel.

*Source: VORPCORE RDR3natives*

Configures how an intimidated/hogtied ped faces the player If useLimits is false (0), the ped always fully faces the player.If useLimits is true (1), the ped’s facing is restricted within the given angle range [minAngle, maxAngle]

## Usage

### Lua

```lua
SetIntimidatedFacingAngle(ped, useLimits, minAngle, maxAngle)

-- always available, by hash
Citizen.InvokeNative(0x0FE797DD9F70DFA6, ped, useLimits, minAngle, maxAngle)
```

### JavaScript

```js
SetIntimidatedFacingAngle(ped, useLimits, minAngle, maxAngle);

// by hash
Citizen.invokeNative('0x0FE797DD9F70DFA6', ped, useLimits, minAngle + 0.0000001, maxAngle + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0FE797DD9F70DFA6, ped, useLimits, minAngle, maxAngle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
--Set ped interaction personality to scripted timid robbery
Citizen.InvokeNative(0x24C82EF607105FAA, ped, joaat("SCRIPTEDTIMIDROB"))
-- Start intimidated task with the player
Citizen.InvokeNative(0x933ACC1A1771A288, ped, PlayerPedId(), 1, 0, 0, 0, 0, 0, 83968)
-- Make the ped face within the range 0.0 to -360.0 degrees
Citizen.InvokeNative(0x0FE797DD9F70DFA6, ped, 1, 0.0, -360.0)
-- Force the ped to always face the player
Citizen.InvokeNative(0x0FE797DD9F70DFA6, ped, 0)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_SET_ITEM_INTERACTION_STATE

- **Hash:** `0xB35370D5353995CB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetItemInteractionState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_ITEM_INTERACTION_STATE

## Signature

```c
void _SET_ITEM_INTERACTION_STATE(Ped ped, Hash itemInteractionState, float p2);
```

## Parameters

- `ped` (`Ped`)
- `itemInteractionState` (`Hash`)
- `p2` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

All Interaction states
https://github.com/abdulkadiraktas/rdr3_discoveries/tree/master/tasks/ItemInteraction#4-item_interaction_state_name--item_interaction_propid

*Source: VORPCORE RDR3natives*

All Interaction states
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION#-4-item_interaction_state_name--item_interaction_propid--1

## Usage

### Lua

```lua
SetItemInteractionState(ped, itemInteractionState, p2)

-- always available, by hash
Citizen.InvokeNative(0xB35370D5353995CB, ped, itemInteractionState, p2)
```

### JavaScript

```js
SetItemInteractionState(ped, itemInteractionState, p2);

// by hash
Citizen.invokeNative('0xB35370D5353995CB', ped, itemInteractionState, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB35370D5353995CB, ped, itemInteractionState, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::GET_ITEM_INTERACTION_STATE](https://natives.borderlinerp.com/natives/TASK/GET_ITEM_INTERACTION_STATE.md)

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_SET_PED_CLEAR_AIMING_IN_THE_AIR

- **Hash:** `0x34C0010188D7C54A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedClearAimingInTheAir`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_CLEAR_AIMING_IN_THE_AIR

## Signature

```c
void _SET_PED_CLEAR_AIMING_IN_THE_AIR(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedClearAimingInTheAir(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x34C0010188D7C54A, ped, p1)
```

### JavaScript

```js
SetPedClearAimingInTheAir(ped, p1);

// by hash
Citizen.invokeNative('0x34C0010188D7C54A', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x34C0010188D7C54A, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_DESIRED_MOVE_BLEND_RATIO

- **Hash:** `0x1E982AC8716912C5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedDesiredMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_DESIRED_MOVE_BLEND_RATIO

## Signature

```c
void SET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped, float p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDesiredMoveBlendRatio(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x1E982AC8716912C5, ped, p1)
```

### JavaScript

```js
SetPedDesiredMoveBlendRatio(ped, p1);

// by hash
Citizen.invokeNative('0x1E982AC8716912C5', ped, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1E982AC8716912C5, ped, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [TASK::GET_PED_DESIRED_MOVE_BLEND_RATIO](https://natives.borderlinerp.com/natives/TASK/GET_PED_DESIRED_MOVE_BLEND_RATIO.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_IGNORE_DEAD_BODIES

- **Hash:** `0x013A7BA5015C1372`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedIgnoreDeadBodies`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_IGNORE_DEAD_BODIES

## Signature

```c
void _SET_PED_IGNORE_DEAD_BODIES(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedIgnoreDeadBodies(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x013A7BA5015C1372, ped, toggle)
```

### JavaScript

```js
SetPedIgnoreDeadBodies(ped, toggle);

// by hash
Citizen.invokeNative('0x013A7BA5015C1372', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x013A7BA5015C1372, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_AVOID_FIRE

- **Hash:** `0x4455517B28441E60`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathAvoidFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_AVOID_FIRE

## Signature

```c
void SET_PED_PATH_AVOID_FIRE(Ped ped, BOOL avoidFire);
```

## Parameters

- `ped` (`Ped`)
- `avoidFire` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathAvoidFire(ped, avoidFire)

-- always available, by hash
Citizen.InvokeNative(0x4455517B28441E60, ped, avoidFire)
```

### JavaScript

```js
SetPedPathAvoidFire(ped, avoidFire);

// by hash
Citizen.invokeNative('0x4455517B28441E60', ped, avoidFire);
```

### C#

```csharp
Function.Call((Hash)0x4455517B28441E60, ped, avoidFire);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_AVOID_TRAFFIC

- **Hash:** `0x7C015D8BCEC72CF4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathAvoidTraffic`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_AVOID_TRAFFIC

## Signature

```c
void _SET_PED_PATH_AVOID_TRAFFIC(Ped ped, BOOL avoidTraffic);
```

## Parameters

- `ped` (`Ped`)
- `avoidTraffic` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathAvoidTraffic(ped, avoidTraffic)

-- always available, by hash
Citizen.InvokeNative(0x7C015D8BCEC72CF4, ped, avoidTraffic)
```

### JavaScript

```js
SetPedPathAvoidTraffic(ped, avoidTraffic);

// by hash
Citizen.invokeNative('0x7C015D8BCEC72CF4', ped, avoidTraffic);
```

### C#

```csharp
Function.Call((Hash)0x7C015D8BCEC72CF4, ped, avoidTraffic);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_CAN_DROP_FROM_HEIGHT

- **Hash:** `0xE361C5C71C431A4F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathCanDropFromHeight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_CAN_DROP_FROM_HEIGHT

## Signature

```c
void SET_PED_PATH_CAN_DROP_FROM_HEIGHT(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathCanDropFromHeight(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE361C5C71C431A4F, ped, toggle)
```

### JavaScript

```js
SetPedPathCanDropFromHeight(ped, toggle);

// by hash
Citizen.invokeNative('0xE361C5C71C431A4F', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE361C5C71C431A4F, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_CAN_USE_CLIMBOVERS

- **Hash:** `0x8E06A6FE76C9EFF4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathCanUseClimbovers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_CAN_USE_CLIMBOVERS

## Signature

```c
void SET_PED_PATH_CAN_USE_CLIMBOVERS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathCanUseClimbovers(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x8E06A6FE76C9EFF4, ped, toggle)
```

### JavaScript

```js
SetPedPathCanUseClimbovers(ped, toggle);

// by hash
Citizen.invokeNative('0x8E06A6FE76C9EFF4', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x8E06A6FE76C9EFF4, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_CAN_USE_LADDERS

- **Hash:** `0x77A5B103C87F476E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathCanUseLadders`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_CAN_USE_LADDERS

## Signature

```c
void SET_PED_PATH_CAN_USE_LADDERS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathCanUseLadders(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x77A5B103C87F476E, ped, toggle)
```

### JavaScript

```js
SetPedPathCanUseLadders(ped, toggle);

// by hash
Citizen.invokeNative('0x77A5B103C87F476E', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x77A5B103C87F476E, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_CLIMB_COST_MODIFIER

- **Hash:** `0x88E32DB8C1A4AA4B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathClimbCostModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_CLIMB_COST_MODIFIER

## Signature

```c
void SET_PED_PATH_CLIMB_COST_MODIFIER(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathClimbCostModifier(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0x88E32DB8C1A4AA4B, ped, modifier)
```

### JavaScript

```js
SetPedPathClimbCostModifier(ped, modifier);

// by hash
Citizen.invokeNative('0x88E32DB8C1A4AA4B', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x88E32DB8C1A4AA4B, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_DEEP_SNOW_COST_MODIFIER

- **Hash:** `0xE8C296B75EACC357`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathDeepSnowCostModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_DEEP_SNOW_COST_MODIFIER

## Signature

```c
void SET_PED_PATH_DEEP_SNOW_COST_MODIFIER(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathDeepSnowCostModifier(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0xE8C296B75EACC357, ped, modifier)
```

### JavaScript

```js
SetPedPathDeepSnowCostModifier(ped, modifier);

// by hash
Citizen.invokeNative('0xE8C296B75EACC357', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE8C296B75EACC357, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_FOLIAGE_COST_MODIFIER

- **Hash:** `0x3AD8EFF9703BE657`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathFoliageCostModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_FOLIAGE_COST_MODIFIER

## Signature

```c
void SET_PED_PATH_FOLIAGE_COST_MODIFIER(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathFoliageCostModifier(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0x3AD8EFF9703BE657, ped, modifier)
```

### JavaScript

```js
SetPedPathFoliageCostModifier(ped, modifier);

// by hash
Citizen.invokeNative('0x3AD8EFF9703BE657', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3AD8EFF9703BE657, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_LADDER_COST_MODIFIER

- **Hash:** `0x70F7A1EAB1AE3AA8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathLadderCostModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_LADDER_COST_MODIFIER

## Signature

```c
void _SET_PED_PATH_LADDER_COST_MODIFIER(Ped ped, float modifier);
```

## Parameters

- `ped` (`Ped`)
- `modifier` (`float`)

## Returns

`void`

## Description

_SET_PED_PATH_P*

## Usage

### Lua

```lua
SetPedPathLadderCostModifier(ped, modifier)

-- always available, by hash
Citizen.InvokeNative(0x70F7A1EAB1AE3AA8, ped, modifier)
```

### JavaScript

```js
SetPedPathLadderCostModifier(ped, modifier);

// by hash
Citizen.invokeNative('0x70F7A1EAB1AE3AA8', ped, modifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x70F7A1EAB1AE3AA8, ped, modifier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_MAY_ENTER_DEEP_WATER

- **Hash:** `0x9DE63896B176EA94`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathMayEnterDeepWater`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_MAY_ENTER_DEEP_WATER

## Signature

```c
void _SET_PED_PATH_MAY_ENTER_DEEP_WATER(Ped ped, BOOL mayEnterDeepWater);
```

## Parameters

- `ped` (`Ped`)
- `mayEnterDeepWater` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathMayEnterDeepWater(ped, mayEnterDeepWater)

-- always available, by hash
Citizen.InvokeNative(0x9DE63896B176EA94, ped, mayEnterDeepWater)
```

### JavaScript

```js
SetPedPathMayEnterDeepWater(ped, mayEnterDeepWater);

// by hash
Citizen.invokeNative('0x9DE63896B176EA94', ped, mayEnterDeepWater);
```

### C#

```csharp
Function.Call((Hash)0x9DE63896B176EA94, ped, mayEnterDeepWater);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_MAY_ENTER_WATER

- **Hash:** `0xF35425A4204367EC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathMayEnterWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_MAY_ENTER_WATER

## Signature

```c
void SET_PED_PATH_MAY_ENTER_WATER(Ped ped, BOOL mayEnterWater);
```

## Parameters

- `ped` (`Ped`)
- `mayEnterWater` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathMayEnterWater(ped, mayEnterWater)

-- always available, by hash
Citizen.InvokeNative(0xF35425A4204367EC, ped, mayEnterWater)
```

### JavaScript

```js
SetPedPathMayEnterWater(ped, mayEnterWater);

// by hash
Citizen.invokeNative('0xF35425A4204367EC', ped, mayEnterWater);
```

### C#

```csharp
Function.Call((Hash)0xF35425A4204367EC, ped, mayEnterWater);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_MAY_USE_SLIDING_SURFACES

- **Hash:** `0x06ECF3925BC2ABAE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathMayUseSlidingSurfaces`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_MAY_USE_SLIDING_SURFACES

## Signature

```c
void _SET_PED_PATH_MAY_USE_SLIDING_SURFACES(Ped ped, BOOL useSlidingSurfaces);
```

## Parameters

- `ped` (`Ped`)
- `useSlidingSurfaces` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathMayUseSlidingSurfaces(ped, useSlidingSurfaces)

-- always available, by hash
Citizen.InvokeNative(0x06ECF3925BC2ABAE, ped, useSlidingSurfaces)
```

### JavaScript

```js
SetPedPathMayUseSlidingSurfaces(ped, useSlidingSurfaces);

// by hash
Citizen.invokeNative('0x06ECF3925BC2ABAE', ped, useSlidingSurfaces);
```

### C#

```csharp
Function.Call((Hash)0x06ECF3925BC2ABAE, ped, useSlidingSurfaces);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_NEVER_USE_INTERIORS

- **Hash:** `0x42CFD8FD8CC8DC69`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathNeverUseInteriors`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_NEVER_USE_INTERIORS

## Signature

```c
void _SET_PED_PATH_NEVER_USE_INTERIORS(Ped ped, BOOL neverUseInteriors);
```

## Parameters

- `ped` (`Ped`)
- `neverUseInteriors` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathNeverUseInteriors(ped, neverUseInteriors)

-- always available, by hash
Citizen.InvokeNative(0x42CFD8FD8CC8DC69, ped, neverUseInteriors)
```

### JavaScript

```js
SetPedPathNeverUseInteriors(ped, neverUseInteriors);

// by hash
Citizen.invokeNative('0x42CFD8FD8CC8DC69', ped, neverUseInteriors);
```

### C#

```csharp
Function.Call((Hash)0x42CFD8FD8CC8DC69, ped, neverUseInteriors);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_PREFER_HORSE_WALKABLE

- **Hash:** `0x216343750545A486`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathPreferHorseWalkable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_PREFER_HORSE_WALKABLE

## Signature

```c
void _SET_PED_PATH_PREFER_HORSE_WALKABLE(Ped ped, BOOL preferHorseWalkable, float p2);
```

## Parameters

- `ped` (`Ped`)
- `preferHorseWalkable` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathPreferHorseWalkable(ped, preferHorseWalkable, p2)

-- always available, by hash
Citizen.InvokeNative(0x216343750545A486, ped, preferHorseWalkable, p2)
```

### JavaScript

```js
SetPedPathPreferHorseWalkable(ped, preferHorseWalkable, p2);

// by hash
Citizen.invokeNative('0x216343750545A486', ped, preferHorseWalkable, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x216343750545A486, ped, preferHorseWalkable, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_PREFER_STAY_IN_WATER

- **Hash:** `0xC6170856E54557B2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathPreferStayInWater`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_PREFER_STAY_IN_WATER

## Signature

```c
void _SET_PED_PATH_PREFER_STAY_IN_WATER(Ped ped, BOOL preferStayInWater, float p2);
```

## Parameters

- `ped` (`Ped`)
- `preferStayInWater` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathPreferStayInWater(ped, preferStayInWater, p2)

-- always available, by hash
Citizen.InvokeNative(0xC6170856E54557B2, ped, preferStayInWater, p2)
```

### JavaScript

```js
SetPedPathPreferStayInWater(ped, preferStayInWater, p2);

// by hash
Citizen.invokeNative('0xC6170856E54557B2', ped, preferStayInWater, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC6170856E54557B2, ped, preferStayInWater, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_PREFER_TO_AVOID_FOLIAGE

- **Hash:** `0x12990818C1D35886`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathPreferToAvoidFoliage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_PREFER_TO_AVOID_FOLIAGE

## Signature

```c
void _SET_PED_PATH_PREFER_TO_AVOID_FOLIAGE(Ped ped, BOOL preferAvoidFoliage, float p2);
```

## Parameters

- `ped` (`Ped`)
- `preferAvoidFoliage` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathPreferToAvoidFoliage(ped, preferAvoidFoliage, p2)

-- always available, by hash
Citizen.InvokeNative(0x12990818C1D35886, ped, preferAvoidFoliage, p2)
```

### JavaScript

```js
SetPedPathPreferToAvoidFoliage(ped, preferAvoidFoliage, p2);

// by hash
Citizen.invokeNative('0x12990818C1D35886', ped, preferAvoidFoliage, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x12990818C1D35886, ped, preferAvoidFoliage, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_PED_PATH_PREFER_TO_AVOID_MUD

- **Hash:** `0x8BB283A7888AD1AD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathPreferToAvoidMud`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_PED_PATH_PREFER_TO_AVOID_MUD

## Signature

```c
void _SET_PED_PATH_PREFER_TO_AVOID_MUD(Ped ped, BOOL preferAvoidMud, float p2);
```

## Parameters

- `ped` (`Ped`)
- `preferAvoidMud` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathPreferToAvoidMud(ped, preferAvoidMud, p2)

-- always available, by hash
Citizen.InvokeNative(0x8BB283A7888AD1AD, ped, preferAvoidMud, p2)
```

### JavaScript

```js
SetPedPathPreferToAvoidMud(ped, preferAvoidMud, p2);

// by hash
Citizen.invokeNative('0x8BB283A7888AD1AD', ped, preferAvoidMud, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8BB283A7888AD1AD, ped, preferAvoidMud, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_PATH_PREFER_TO_AVOID_WATER

- **Hash:** `0x38FE1EC73743793C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedPathPreferToAvoidWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_PATH_PREFER_TO_AVOID_WATER

## Signature

```c
void SET_PED_PATH_PREFER_TO_AVOID_WATER(Ped ped, BOOL avoidWater, float p2);
```

## Parameters

- `ped` (`Ped`)
- `avoidWater` (`BOOL`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedPathPreferToAvoidWater(ped, avoidWater, p2)

-- always available, by hash
Citizen.InvokeNative(0x38FE1EC73743793C, ped, avoidWater, p2)
```

### JavaScript

```js
SetPedPathPreferToAvoidWater(ped, avoidWater, p2);

// by hash
Citizen.invokeNative('0x38FE1EC73743793C', ped, avoidWater, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x38FE1EC73743793C, ped, avoidWater, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_PED_WAYPOINT_ROUTE_OFFSET

- **Hash:** `0xED98E10B0AFCE4B4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetPedWaypointRouteOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_PED_WAYPOINT_ROUTE_OFFSET

## Signature

```c
BOOL SET_PED_WAYPOINT_ROUTE_OFFSET(Ped ped, float p1, float p2, float p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetPedWaypointRouteOffset(ped, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xED98E10B0AFCE4B4, ped, p1, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedWaypointRouteOffset(ped, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xED98E10B0AFCE4B4', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xED98E10B0AFCE4B4, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE

- **Hash:** `0x188F8071F244B9B8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetRansackScenarioContainerOpeningState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_SCENARIO_CONTAINER_OPENING_STATE`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE

## Signature

```c
void _SET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE(Entity entity, BOOL open);
```

## Parameters

- `entity` (`Entity`)
- `open` (`BOOL`)

## Returns

`void`

## Description

Opens/closes containers: ChestDugUp

## Usage

### Lua

```lua
SetRansackScenarioContainerOpeningState(entity, open)

-- always available, by hash
Citizen.InvokeNative(0x188F8071F244B9B8, entity, open)
```

### JavaScript

```js
SetRansackScenarioContainerOpeningState(entity, open);

// by hash
Citizen.invokeNative('0x188F8071F244B9B8', entity, open);
```

### C#

```csharp
Function.Call((Hash)0x188F8071F244B9B8, entity, open);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE](https://natives.borderlinerp.com/natives/TASK/_GET_RANSACK_SCENARIO_CONTAINER_OPENING_STATE.md) — Returns m_eContainerState

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_SCENARIO_GROUP_ENABLED

- **Hash:** `0x02C8E5B49848664E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioGroupEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_SCENARIO_GROUP_ENABLED

## Signature

```c
void SET_SCENARIO_GROUP_ENABLED(const char* scenarioGroup, BOOL toggle);
```

## Parameters

- `scenarioGroup` (`const char*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioGroupEnabled(scenarioGroup, toggle)

-- always available, by hash
Citizen.InvokeNative(0x02C8E5B49848664E, scenarioGroup, toggle)
```

### JavaScript

```js
SetScenarioGroupEnabled(scenarioGroup, toggle);

// by hash
Citizen.invokeNative('0x02C8E5B49848664E', scenarioGroup, toggle);
```

### C#

```csharp
Function.Call((Hash)0x02C8E5B49848664E, scenarioGroup, toggle);
```

## See also

- [TASK::IS_SCENARIO_GROUP_ENABLED](https://natives.borderlinerp.com/natives/TASK/IS_SCENARIO_GROUP_ENABLED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_GROUP_ENABLED_HASH

- **Hash:** `0x9925EDDB6EAB88CD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioGroupEnabledHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_GROUP_ENABLED_HASH

## Signature

```c
void _SET_SCENARIO_GROUP_ENABLED_HASH(Hash scenarioGroup, BOOL toggle);
```

## Parameters

- `scenarioGroup` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioGroupEnabledHash(scenarioGroup, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9925EDDB6EAB88CD, scenarioGroup, toggle)
```

### JavaScript

```js
SetScenarioGroupEnabledHash(scenarioGroup, toggle);

// by hash
Citizen.invokeNative('0x9925EDDB6EAB88CD', scenarioGroup, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9925EDDB6EAB88CD, scenarioGroup, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_IS_SCENARIO_GROUP_ENABLED_HASH](https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_GROUP_ENABLED_HASH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_POINT_ACTIVE

- **Hash:** `0xEEE4829304F93EEE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_ACTIVE

## Signature

```c
void _SET_SCENARIO_POINT_ACTIVE(int scenario, BOOL active);
```

## Parameters

- `scenario` (`int`)
- `active` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointActive(scenario, active)

-- always available, by hash
Citizen.InvokeNative(0xEEE4829304F93EEE, scenario, active)
```

### JavaScript

```js
SetScenarioPointActive(scenario, active);

// by hash
Citizen.invokeNative('0xEEE4829304F93EEE', scenario, active);
```

### C#

```csharp
Function.Call((Hash)0xEEE4829304F93EEE, scenario, active);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_IS_SCENARIO_POINT_ACTIVE](https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_POINT_ACTIVE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_POINT_COORDS

- **Hash:** `0x2056AB38DF06825C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_COORDS

## Signature

```c
void _SET_SCENARIO_POINT_COORDS(int scenario, float xPos, float yPos, float zPos, BOOL p4);
```

## Parameters

- `scenario` (`int`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointCoords(scenario, xPos, yPos, zPos, p4)

-- always available, by hash
Citizen.InvokeNative(0x2056AB38DF06825C, scenario, xPos, yPos, zPos, p4)
```

### JavaScript

```js
SetScenarioPointCoords(scenario, xPos, yPos, zPos, p4);

// by hash
Citizen.invokeNative('0x2056AB38DF06825C', scenario, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x2056AB38DF06825C, scenario, xPos, yPos, zPos, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_SCENARIO_POINT_COORDS](https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_POINT_FLAG

- **Hash:** `0x5AF19B6CC2115D34`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_FLAG

## Signature

```c
void _SET_SCENARIO_POINT_FLAG(int scenario, int flag, BOOL value);
```

## Parameters

- `scenario` (`int`)
- `flag` (`int`)
- `value` (`BOOL`)

## Returns

`void`

## Description

flag: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CScenarioPointFlags__Flags

## Usage

### Lua

```lua
SetScenarioPointFlag(scenario, flag, value)

-- always available, by hash
Citizen.InvokeNative(0x5AF19B6CC2115D34, scenario, flag, value)
```

### JavaScript

```js
SetScenarioPointFlag(scenario, flag, value);

// by hash
Citizen.invokeNative('0x5AF19B6CC2115D34', scenario, flag, value);
```

### C#

```csharp
Function.Call((Hash)0x5AF19B6CC2115D34, scenario, flag, value);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [CScenarioPointFlags__Flags](https://natives.borderlinerp.com/enums/CScenarioPointFlags__Flags.md) — 64 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_POINT_HEADING

- **Hash:** `0xD3A0DA8F91612C6E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointHeading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_HEADING

## Signature

```c
void _SET_SCENARIO_POINT_HEADING(int scenario, float heading, BOOL p2);
```

## Parameters

- `scenario` (`int`)
- `heading` (`float`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointHeading(scenario, heading, p2)

-- always available, by hash
Citizen.InvokeNative(0xD3A0DA8F91612C6E, scenario, heading, p2)
```

### JavaScript

```js
SetScenarioPointHeading(scenario, heading, p2);

// by hash
Citizen.invokeNative('0xD3A0DA8F91612C6E', scenario, heading + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xD3A0DA8F91612C6E, scenario, heading, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_SCENARIO_POINT_HEADING](https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_HEADING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_POINT_RADIUS

- **Hash:** `0xC47D9080A9A8856A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_RADIUS

## Signature

```c
void _SET_SCENARIO_POINT_RADIUS(int scenario, float radius);
```

## Parameters

- `scenario` (`int`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointRadius(scenario, radius)

-- always available, by hash
Citizen.InvokeNative(0xC47D9080A9A8856A, scenario, radius)
```

### JavaScript

```js
SetScenarioPointRadius(scenario, radius);

// by hash
Citizen.invokeNative('0xC47D9080A9A8856A', scenario, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC47D9080A9A8856A, scenario, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_SCENARIO_POINT_RADIUS](https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_RADIUS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_SCENARIO_TYPE_ENABLED

- **Hash:** `0xEB47EC4E34FB7EE1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioTypeEnabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_SCENARIO_TYPE_ENABLED

## Signature

```c
void SET_SCENARIO_TYPE_ENABLED(const char* scenarioType, BOOL toggle);
```

## Parameters

- `scenarioType` (`const char*`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioTypeEnabled(scenarioType, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEB47EC4E34FB7EE1, scenarioType, toggle)
```

### JavaScript

```js
SetScenarioTypeEnabled(scenarioType, toggle);

// by hash
Citizen.invokeNative('0xEB47EC4E34FB7EE1', scenarioType, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEB47EC4E34FB7EE1, scenarioType, toggle);
```

## See also

- [TASK::IS_SCENARIO_TYPE_ENABLED](https://natives.borderlinerp.com/natives/TASK/IS_SCENARIO_TYPE_ENABLED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_SCENARIO_TYPE_ENABLED_HASH

- **Hash:** `0xD00E50E673802D71`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioTypeEnabledHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_TYPE_ENABLED_HASH

## Signature

```c
void _SET_SCENARIO_TYPE_ENABLED_HASH(Hash scenarioType, BOOL toggle);
```

## Parameters

- `scenarioType` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioTypeEnabledHash(scenarioType, toggle)

-- always available, by hash
Citizen.InvokeNative(0xD00E50E673802D71, scenarioType, toggle)
```

### JavaScript

```js
SetScenarioTypeEnabledHash(scenarioType, toggle);

// by hash
Citizen.invokeNative('0xD00E50E673802D71', scenarioType, toggle);
```

### C#

```csharp
Function.Call((Hash)0xD00E50E673802D71, scenarioType, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_SEQUENCE_TO_REPEAT

- **Hash:** `0x58C70CF3A41E4AE7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetSequenceToRepeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_SEQUENCE_TO_REPEAT

## Signature

```c
void SET_SEQUENCE_TO_REPEAT(int taskSequenceId, int repeatMode);
```

## Parameters

- `taskSequenceId` (`int`)
- `repeatMode` (`int`)

## Returns

`void`

## Description

repeatMode: 0 = REPEAT_NOT; 1 = REPEAT_FOREVER

## Usage

### Lua

```lua
SetSequenceToRepeat(taskSequenceId, repeatMode)

-- always available, by hash
Citizen.InvokeNative(0x58C70CF3A41E4AE7, taskSequenceId, repeatMode)
```

### JavaScript

```js
SetSequenceToRepeat(taskSequenceId, repeatMode);

// by hash
Citizen.invokeNative('0x58C70CF3A41E4AE7', taskSequenceId, repeatMode);
```

### C#

```csharp
Function.Call((Hash)0x58C70CF3A41E4AE7, taskSequenceId, repeatMode);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_TASK_FISHING

- **Hash:** `0xF3735ACD11ACD501`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTaskFishing`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_TASK_FISHING

## Signature

```c
BOOL _SET_TASK_FISHING(Ped ped, Any* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any*`)

## Returns

`BOOL`

## Description

Only used in R* Scripts fishing_core and av_fishing_river

## Usage

### Lua

```lua
local retval, p1 = SetTaskFishing(ped, p1)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0xF3735ACD11ACD501, ped, Citizen.PointerValueIntInitialized(p1), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = SetTaskFishing(ped, p1);

// by hash
const [retval, p1] = Citizen.invokeNative('0xF3735ACD11ACD501', ped, Citizen.pointerValueIntInitialized(p1), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF3735ACD11ACD501, ped, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [TASK::_GET_TASK_FISHING](https://natives.borderlinerp.com/natives/TASK/_GET_TASK_FISHING.md) — Fishing Research: Only used in R* Scripts fishing_core and av_fishing_river

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_TASK_MOVE_NETWORK_SIGNAL_BOOL

- **Hash:** `0xB0A6CFD2C69C1088`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTaskMoveNetworkSignalBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_TASK_MOVE_NETWORK_SIGNAL_BOOL

## Signature

```c
void SET_TASK_MOVE_NETWORK_SIGNAL_BOOL(Ped ped, const char* signalName, BOOL value);
```

## Parameters

- `ped` (`Ped`)
- `signalName` (`const char*`)
- `value` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetTaskMoveNetworkSignalBool(ped, signalName, value)

-- always available, by hash
Citizen.InvokeNative(0xB0A6CFD2C69C1088, ped, signalName, value)
```

### JavaScript

```js
SetTaskMoveNetworkSignalBool(ped, signalName, value);

// by hash
Citizen.invokeNative('0xB0A6CFD2C69C1088', ped, signalName, value);
```

### C#

```csharp
Function.Call((Hash)0xB0A6CFD2C69C1088, ped, signalName, value);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT

- **Hash:** `0xD5BB4025AE449A4E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTaskMoveNetworkSignalFloat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT

## Signature

```c
void SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(Ped ped, const char* signalName, float value);
```

## Parameters

- `ped` (`Ped`)
- `signalName` (`const char*`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTaskMoveNetworkSignalFloat(ped, signalName, value)

-- always available, by hash
Citizen.InvokeNative(0xD5BB4025AE449A4E, ped, signalName, value)
```

### JavaScript

```js
SetTaskMoveNetworkSignalFloat(ped, signalName, value);

// by hash
Citizen.invokeNative('0xD5BB4025AE449A4E', ped, signalName, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD5BB4025AE449A4E, ped, signalName, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2

- **Hash:** `0x099D4A855D53B03B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTaskMoveNetworkSignalFloat_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2

## Signature

```c
void _SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2(Ped ped, const char* signalName, float value);
```

## Parameters

- `ped` (`Ped`)
- `signalName` (`const char*`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTaskMoveNetworkSignalFloat_2(ped, signalName, value)

-- always available, by hash
Citizen.InvokeNative(0x099D4A855D53B03B, ped, signalName, value)
```

### JavaScript

```js
SetTaskMoveNetworkSignalFloat_2(ped, signalName, value);

// by hash
Citizen.invokeNative('0x099D4A855D53B03B', ped, signalName, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x099D4A855D53B03B, ped, signalName, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR

- **Hash:** `0x4662BFE01938D98D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTaskMoveNetworkSignalVector`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR

## Signature

```c
void _SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR(Ped ped, const char* signalName, float x, float y, float z);
```

## Parameters

- `ped` (`Ped`)
- `signalName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTaskMoveNetworkSignalVector(ped, signalName, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x4662BFE01938D98D, ped, signalName, x, y, z)
```

### JavaScript

```js
SetTaskMoveNetworkSignalVector(ped, signalName, x, y, z);

// by hash
Citizen.invokeNative('0x4662BFE01938D98D', ped, signalName, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4662BFE01938D98D, ped, signalName, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_TEAM_CARRIABLE_ENTITY

- **Hash:** `0x545BF19F86E80F11`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTeamCarriableEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_TEAM_CARRIABLE_ENTITY

## Signature

```c
void SET_TEAM_CARRIABLE_ENTITY(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetTeamCarriableEntity(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x545BF19F86E80F11, p0, p1, p2)
```

### JavaScript

```js
SetTeamCarriableEntity(p0, p1, p2);

// by hash
Citizen.invokeNative('0x545BF19F86E80F11', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x545BF19F86E80F11, p0, p1, p2);
```

## See also

- [TASK::IS_TEAM_CARRIABLE_ENTITY](https://natives.borderlinerp.com/natives/TASK/IS_TEAM_CARRIABLE_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::SET_UP_SPEED_RESTRAIN_INFORMATION_FOR_PLAYER_FOLLOWER

- **Hash:** `0xB5C51DD544F14F58`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetUpSpeedRestrainInformationForPlayerFollower`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/SET_UP_SPEED_RESTRAIN_INFORMATION_FOR_PLAYER_FOLLOWER

## Signature

```c
void SET_UP_SPEED_RESTRAIN_INFORMATION_FOR_PLAYER_FOLLOWER(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetUpSpeedRestrainInformationForPlayerFollower(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xB5C51DD544F14F58, p0, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
SetUpSpeedRestrainInformationForPlayerFollower(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xB5C51DD544F14F58', p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xB5C51DD544F14F58, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::START_TASK_ITEM_INTERACTION

- **Hash:** `0xAE72E7DF013AAA61`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `StartTaskItemInteraction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/START_TASK_ITEM_INTERACTION

## Signature

```c
void START_TASK_ITEM_INTERACTION(Ped ped, Hash itemHash, Hash interactionAnimHash, int p3, int flag, float p5);
```

## Parameters

- `ped` (`Ped`)
- `itemHash` (`Hash`)
- `interactionAnimHash` (`Hash`)
- `p3` (`int`)
- `flag` (`int`)
- `p5` (`float`)

## Returns

`void`

## Description

Params: p3 = 0, 1; p5 = 0.0f, -1.0f
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION

## Usage

### Lua

```lua
StartTaskItemInteraction(ped, itemHash, interactionAnimHash, p3, flag, p5)

-- always available, by hash
Citizen.InvokeNative(0xAE72E7DF013AAA61, ped, itemHash, interactionAnimHash, p3, flag, p5)
```

### JavaScript

```js
StartTaskItemInteraction(ped, itemHash, interactionAnimHash, p3, flag, p5);

// by hash
Citizen.invokeNative('0xAE72E7DF013AAA61', ped, itemHash, interactionAnimHash, p3, flag, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAE72E7DF013AAA61, ped, itemHash, interactionAnimHash, p3, flag, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::STOP_ANIM_PLAYBACK

- **Hash:** `0xEE08C992D238C5D1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `StopAnimPlayback`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/STOP_ANIM_PLAYBACK

## Signature

```c
void STOP_ANIM_PLAYBACK(Ped ped, int p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopAnimPlayback(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xEE08C992D238C5D1, ped, p1, p2)
```

### JavaScript

```js
StopAnimPlayback(ped, p1, p2);

// by hash
Citizen.invokeNative('0xEE08C992D238C5D1', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xEE08C992D238C5D1, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::STOP_ANIM_TASK

- **Hash:** `0x97FF36A1D40EA00A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `StopAnimTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/STOP_ANIM_TASK

## Signature

```c
void STOP_ANIM_TASK(Ped ped, const char* animDictionary, const char* animationName, float p3);
```

## Parameters

- `ped` (`Ped`)
- `animDictionary` (`const char*`)
- `animationName` (`const char*`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
StopAnimTask(ped, animDictionary, animationName, p3)

-- always available, by hash
Citizen.InvokeNative(0x97FF36A1D40EA00A, ped, animDictionary, animationName, p3)
```

### JavaScript

```js
StopAnimTask(ped, animDictionary, animationName, p3);

// by hash
Citizen.invokeNative('0x97FF36A1D40EA00A', ped, animDictionary, animationName, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x97FF36A1D40EA00A, ped, animDictionary, animationName, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_SWAP_REINS_FOR_PEDS

- **Hash:** `0xFC7F71CF49F70B6B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SwapReinsForPeds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SWAP_REINS_FOR_PED`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SWAP_REINS_FOR_PEDS

## Signature

```c
void _SWAP_REINS_FOR_PEDS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Swaps the wagon/coach reins control between the ped and their adjacent front-seat partner.

*Source: VORPCORE RDR3natives*

Swaps the horse drawn wagon/coach reings control between the ped and their adjacent front-seat partner

## Usage

### Lua

```lua
SwapReinsForPeds(ped)

-- always available, by hash
Citizen.InvokeNative(0xFC7F71CF49F70B6B, ped)
```

### JavaScript

```js
SwapReinsForPeds(ped);

// by hash
Citizen.invokeNative('0xFC7F71CF49F70B6B', ped);
```

### C#

```csharp
Function.Call((Hash)0xFC7F71CF49F70B6B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_SWAP_REINS_FOR_VEHICLE

- **Hash:** `0xE01F55B2896F6B37`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SwapReinsForVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SWAP_REINS_FOR_VEHICLE

## Signature

```c
void _SWAP_REINS_FOR_VEHICLE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Transfers the driving reins/control of a vehicle (e.g., wagon/coach) to another occupant when there is more than one ped inside. If instant is true, the handover happens instantly

## Usage

### Lua

```lua
SwapReinsForVehicle(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE01F55B2896F6B37, p0, p1)
```

### JavaScript

```js
SwapReinsForVehicle(p0, p1);

// by hash
Citizen.invokeNative('0xE01F55B2896F6B37', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE01F55B2896F6B37, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_ACHIEVE_HEADING

- **Hash:** `0x93B93A37987F1F3D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAchieveHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ACHIEVE_HEADING

## Signature

```c
void TASK_ACHIEVE_HEADING(Ped ped, float heading, int timeout);
```

## Parameters

- `ped` (`Ped`)
- `heading` (`float`)
- `timeout` (`int`)

## Returns

`void`

## Description

Makes the specified ped achieve the specified heading.

pedHandle: The handle of the ped to assign the task to.
heading: The desired heading.
timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is canceled, and the ped will stay at the heading it managed to reach in the time.

## Usage

### Lua

```lua
TaskAchieveHeading(ped, heading, timeout)

-- always available, by hash
Citizen.InvokeNative(0x93B93A37987F1F3D, ped, heading, timeout)
```

### JavaScript

```js
TaskAchieveHeading(ped, heading, timeout);

// by hash
Citizen.invokeNative('0x93B93A37987F1F3D', ped, heading + 0.0000001, timeout);
```

### C#

```csharp
Function.Call((Hash)0x93B93A37987F1F3D, ped, heading, timeout);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_AIM_AT_COORD

- **Hash:** `0x4AF1D73861212F52`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAimAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_AIM_AT_COORD

## Signature

```c
void TASK_AIM_AT_COORD(Ped ped, float x, float y, float z, int time, BOOL p5, BOOL p6);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `time` (`int`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAimAtCoord(ped, x, y, z, time, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x4AF1D73861212F52, ped, x, y, z, time, p5, p6)
```

### JavaScript

```js
TaskAimAtCoord(ped, x, y, z, time, p5, p6);

// by hash
Citizen.invokeNative('0x4AF1D73861212F52', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, time, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x4AF1D73861212F52, ped, x, y, z, time, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_AIM_AT_ENTITY

- **Hash:** `0xCF7569BD0FB480A0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAimAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_AIM_AT_ENTITY

## Signature

```c
void TASK_AIM_AT_ENTITY(Ped ped, Entity targetEntity, int time, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `time` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAimAtEntity(ped, targetEntity, time, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xCF7569BD0FB480A0, ped, targetEntity, time, p3, p4)
```

### JavaScript

```js
TaskAimAtEntity(ped, targetEntity, time, p3, p4);

// by hash
Citizen.invokeNative('0xCF7569BD0FB480A0', ped, targetEntity, time, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xCF7569BD0FB480A0, ped, targetEntity, time, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_AIM_GUN_AT_COORD

- **Hash:** `0x6671F3EEC681BDA1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAimGunAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_AIM_GUN_AT_COORD

## Signature

```c
void TASK_AIM_GUN_AT_COORD(Ped ped, float x, float y, float z, int time, BOOL p5, BOOL p6);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `time` (`int`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAimGunAtCoord(ped, x, y, z, time, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x6671F3EEC681BDA1, ped, x, y, z, time, p5, p6)
```

### JavaScript

```js
TaskAimGunAtCoord(ped, x, y, z, time, p5, p6);

// by hash
Citizen.invokeNative('0x6671F3EEC681BDA1', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, time, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x6671F3EEC681BDA1, ped, x, y, z, time, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_AIM_GUN_AT_ENTITY

- **Hash:** `0x9B53BB6E8943AF53`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAimGunAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_AIM_GUN_AT_ENTITY

## Signature

```c
void TASK_AIM_GUN_AT_ENTITY(Ped ped, Entity targetEntity, int duration, BOOL p3, int p4);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `duration` (`int`)
- `p3` (`BOOL`)
- `p4` (`int`)

## Returns

`void`

## Description

duration: the amount of time in milliseconds to do the task.  -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped

## Usage

### Lua

```lua
TaskAimGunAtEntity(ped, targetEntity, duration, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x9B53BB6E8943AF53, ped, targetEntity, duration, p3, p4)
```

### JavaScript

```js
TaskAimGunAtEntity(ped, targetEntity, duration, p3, p4);

// by hash
Citizen.invokeNative('0x9B53BB6E8943AF53', ped, targetEntity, duration, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x9B53BB6E8943AF53, ped, targetEntity, duration, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_AMBIENT_ANIMAL_HUNT

- **Hash:** `0x4B39D8F9D0FE7749`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAmbientAnimalHunt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_AMBIENT_ANIMAL_HUNT

## Signature

```c
void TASK_AMBIENT_ANIMAL_HUNT(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAmbientAnimalHunt(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x4B39D8F9D0FE7749, ped, p1, p2)
```

### JavaScript

```js
TaskAmbientAnimalHunt(ped, p1, p2);

// by hash
Citizen.invokeNative('0x4B39D8F9D0FE7749', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x4B39D8F9D0FE7749, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_AMBIENT_ANIMAL_STALK

- **Hash:** `0x37C13863ABA1B4A3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAmbientAnimalStalk`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_AMBIENT_ANIMAL_STALK

## Signature

```c
void TASK_AMBIENT_ANIMAL_STALK(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAmbientAnimalStalk(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x37C13863ABA1B4A3, ped, p1, p2)
```

### JavaScript

```js
TaskAmbientAnimalStalk(ped, p1, p2);

// by hash
Citizen.invokeNative('0x37C13863ABA1B4A3', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x37C13863ABA1B4A3, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ANIMAL_ALERTED

- **Hash:** `0x979D93372FC8C565`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAnimalAlerted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ANIMAL_ALERTED

## Signature

```c
void TASK_ANIMAL_ALERTED(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAnimalAlerted(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x979D93372FC8C565, ped, p1, p2)
```

### JavaScript

```js
TaskAnimalAlerted(ped, p1, p2);

// by hash
Citizen.invokeNative('0x979D93372FC8C565', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x979D93372FC8C565, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_ANIMAL_BLEED_OUT

- **Hash:** `0x30A768C30D385EC5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAnimalBleedOut`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_ANIMAL_BLEED_OUT

## Signature

```c
void _TASK_ANIMAL_BLEED_OUT(Ped ped, Ped killer, BOOL flee, Hash weaponHash, int p4, int boneId);
```

## Parameters

- `ped` (`Ped`)
- `killer` (`Ped`)
- `flee` (`BOOL`)
- `weaponHash` (`Hash`)
- `p4` (`int`)
- `boneId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAnimalBleedOut(ped, killer, flee, weaponHash, p4, boneId)

-- always available, by hash
Citizen.InvokeNative(0x30A768C30D385EC5, ped, killer, flee, weaponHash, p4, boneId)
```

### JavaScript

```js
TaskAnimalBleedOut(ped, killer, flee, weaponHash, p4, boneId);

// by hash
Citizen.invokeNative('0x30A768C30D385EC5', ped, killer, flee, weaponHash, p4, boneId);
```

### C#

```csharp
Function.Call((Hash)0x30A768C30D385EC5, ped, killer, flee, weaponHash, p4, boneId);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# TASK::TASK_ANIMAL_FLEE

- **Hash:** `0xA899B61C66F09134`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAnimalFlee`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ANIMAL_FLEE

## Signature

```c
void TASK_ANIMAL_FLEE(Ped ped, Ped targetPed, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAnimalFlee(ped, targetPed, p2)

-- always available, by hash
Citizen.InvokeNative(0xA899B61C66F09134, ped, targetPed, p2)
```

### JavaScript

```js
TaskAnimalFlee(ped, targetPed, p2);

// by hash
Citizen.invokeNative('0xA899B61C66F09134', ped, targetPed, p2);
```

### C#

```csharp
Function.Call((Hash)0xA899B61C66F09134, ped, targetPed, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ANIMAL_INTERACTION

- **Hash:** `0xCD181A959CFDD7F4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAnimalInteraction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ANIMAL_INTERACTION

## Signature

```c
void TASK_ANIMAL_INTERACTION(Ped ped, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `interactionType` (`Hash`)
- `interactionModel` (`Hash`)
- `skipIdleAnimationClip` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ANIMAL_INTERACTION

## Usage

### Lua

```lua
TaskAnimalInteraction(ped, targetPed, interactionType, interactionModel, skipIdleAnimationClip)

-- always available, by hash
Citizen.InvokeNative(0xCD181A959CFDD7F4, ped, targetPed, interactionType, interactionModel, skipIdleAnimationClip)
```

### JavaScript

```js
TaskAnimalInteraction(ped, targetPed, interactionType, interactionModel, skipIdleAnimationClip);

// by hash
Citizen.invokeNative('0xCD181A959CFDD7F4', ped, targetPed, interactionType, interactionModel, skipIdleAnimationClip);
```

### C#

```csharp
Function.Call((Hash)0xCD181A959CFDD7F4, ped, targetPed, interactionType, interactionModel, skipIdleAnimationClip);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ANIMAL_UNALERTED

- **Hash:** `0x21FDF9A25CFE1CE5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAnimalUnalerted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ANIMAL_UNALERTED

## Signature

```c
void TASK_ANIMAL_UNALERTED(Ped ped, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAnimalUnalerted(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x21FDF9A25CFE1CE5, ped, p1, p2, p3, p4)
```

### JavaScript

```js
TaskAnimalUnalerted(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x21FDF9A25CFE1CE5', ped, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x21FDF9A25CFE1CE5, ped, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ANIMAL_WRITHE

- **Hash:** `0x8C038A39C4A4B6D6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskAnimalWrithe`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ANIMAL_WRITHE

## Signature

```c
void TASK_ANIMAL_WRITHE(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskAnimalWrithe(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8C038A39C4A4B6D6, ped, p1, p2)
```

### JavaScript

```js
TaskAnimalWrithe(ped, p1, p2);

// by hash
Citizen.invokeNative('0x8C038A39C4A4B6D6', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x8C038A39C4A4B6D6, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ARREST_PED

- **Hash:** `0xF3B9A78A178572B1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskArrestPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ARREST_PED

## Signature

```c
void TASK_ARREST_PED(Ped ped, Ped target);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskArrestPed(ped, target)

-- always available, by hash
Citizen.InvokeNative(0xF3B9A78A178572B1, ped, target)
```

### JavaScript

```js
TaskArrestPed(ped, target);

// by hash
Citizen.invokeNative('0xF3B9A78A178572B1', ped, target);
```

### C#

```csharp
Function.Call((Hash)0xF3B9A78A178572B1, ped, target);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_BARK

- **Hash:** `0x83BFC1F836B2F3F2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskBark`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_BARK

## Signature

```c
void TASK_BARK(Ped ped, Ped barkAtTarget, Hash mood);
```

## Parameters

- `ped` (`Ped`)
- `barkAtTarget` (`Ped`)
- `mood` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TaskBark(ped, barkAtTarget, mood)

-- always available, by hash
Citizen.InvokeNative(0x83BFC1F836B2F3F2, ped, barkAtTarget, mood)
```

### JavaScript

```js
TaskBark(ped, barkAtTarget, mood);

// by hash
Citizen.invokeNative('0x83BFC1F836B2F3F2', ped, barkAtTarget, mood);
```

### C#

```csharp
Function.Call((Hash)0x83BFC1F836B2F3F2, ped, barkAtTarget, mood);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_BOARD_VEHICLE

- **Hash:** `0xE53D17AD837CBF7C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskBoardVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_BOARD_VEHICLE

## Signature

```c
void _TASK_BOARD_VEHICLE(Ped ped, Vehicle vehicle, int p2, Any p3, int speed, int boardingFlags);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `p2` (`int`)
- `p3` (`Any`)
- `speed` (`int`)
- `boardingFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskBoardVehicle(ped, vehicle, p2, p3, speed, boardingFlags)

-- always available, by hash
Citizen.InvokeNative(0xE53D17AD837CBF7C, ped, vehicle, p2, p3, speed, boardingFlags)
```

### JavaScript

```js
TaskBoardVehicle(ped, vehicle, p2, p3, speed, boardingFlags);

// by hash
Citizen.invokeNative('0xE53D17AD837CBF7C', ped, vehicle, p2, p3, speed, boardingFlags);
```

### C#

```csharp
Function.Call((Hash)0xE53D17AD837CBF7C, ped, vehicle, p2, p3, speed, boardingFlags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_BOARD_VEHICLE_2

- **Hash:** `0xE41A09C8DDFF7AA4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskBoardVehicle_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_BOARD_VEHICLE_2

## Signature

```c
void _TASK_BOARD_VEHICLE_2(Ped ped, Any p1, int p2, float speed, int boardingFlags);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`int`)
- `speed` (`float`)
- `boardingFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskBoardVehicle_2(ped, p1, p2, speed, boardingFlags)

-- always available, by hash
Citizen.InvokeNative(0xE41A09C8DDFF7AA4, ped, p1, p2, speed, boardingFlags)
```

### JavaScript

```js
TaskBoardVehicle_2(ped, p1, p2, speed, boardingFlags);

// by hash
Citizen.invokeNative('0xE41A09C8DDFF7AA4', ped, p1, p2, speed + 0.0000001, boardingFlags);
```

### C#

```csharp
Function.Call((Hash)0xE41A09C8DDFF7AA4, ped, p1, p2, speed, boardingFlags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_BOAT_MISSION

- **Hash:** `0x15C86013127CE63F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskBoatMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_BOAT_MISSION

## Signature

```c
void TASK_BOAT_MISSION(Ped pedDriver, Vehicle boat, Any p2, Any p3, float x, float y, float z, Any p7, float maxSpeed, int drivingStyle, float p10, Any p11);
```

## Parameters

- `pedDriver` (`Ped`)
- `boat` (`Vehicle`)
- `p2` (`Any`)
- `p3` (`Any`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p7` (`Any`)
- `maxSpeed` (`float`)
- `drivingStyle` (`int`)
- `p10` (`float`)
- `p11` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskBoatMission(pedDriver, boat, p2, p3, x, y, z, p7, maxSpeed, drivingStyle, p10, p11)

-- always available, by hash
Citizen.InvokeNative(0x15C86013127CE63F, pedDriver, boat, p2, p3, x, y, z, p7, maxSpeed, drivingStyle, p10, p11)
```

### JavaScript

```js
TaskBoatMission(pedDriver, boat, p2, p3, x, y, z, p7, maxSpeed, drivingStyle, p10, p11);

// by hash
Citizen.invokeNative('0x15C86013127CE63F', pedDriver, boat, p2, p3, x + 0.0000001, y + 0.0000001, z + 0.0000001, p7, maxSpeed + 0.0000001, drivingStyle, p10 + 0.0000001, p11);
```

### C#

```csharp
Function.Call((Hash)0x15C86013127CE63F, pedDriver, boat, p2, p3, x, y, z, p7, maxSpeed, drivingStyle, p10, p11);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_BREAK_VEHICLE_DOOR_LOCK

- **Hash:** `0xBB28D1BC9EA8A6A5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskBreakVehicleDoorLock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_BREAK_VEHICLE_DOOR_LOCK

## Signature

```c
void TASK_BREAK_VEHICLE_DOOR_LOCK(Ped ped, Vehicle vehicle);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
TaskBreakVehicleDoorLock(ped, vehicle)

-- always available, by hash
Citizen.InvokeNative(0xBB28D1BC9EA8A6A5, ped, vehicle)
```

### JavaScript

```js
TaskBreakVehicleDoorLock(ped, vehicle);

// by hash
Citizen.invokeNative('0xBB28D1BC9EA8A6A5', ped, vehicle);
```

### C#

```csharp
Function.Call((Hash)0xBB28D1BC9EA8A6A5, ped, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_CARRIABLE

- **Hash:** `0xF0B4F759F35CC7F5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCarriable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_CARRIABLE

## Signature

```c
void TASK_CARRIABLE(Entity entity, Hash carryConfig, Ped carrier, int carriableSlot, int flags);
```

## Parameters

- `entity` (`Entity`)
- `carryConfig` (`Hash`)
- `carrier` (`Ped`)
- `carriableSlot` (`int`)
- `flags` (`int`)

## Returns

`void`

## Description

carriableSlot:
 7 > Back of a horse
 6 > Right side of a horse
 5 > Left side of a horse
flags:
 512: enables the prompt being the name of the item when using a generic item

## Usage

### Lua

```lua
TaskCarriable(entity, carryConfig, carrier, carriableSlot, flags)

-- always available, by hash
Citizen.InvokeNative(0xF0B4F759F35CC7F5, entity, carryConfig, carrier, carriableSlot, flags)
```

### JavaScript

```js
TaskCarriable(entity, carryConfig, carrier, carriableSlot, flags);

// by hash
Citizen.invokeNative('0xF0B4F759F35CC7F5', entity, carryConfig, carrier, carriableSlot, flags);
```

### C#

```csharp
Function.Call((Hash)0xF0B4F759F35CC7F5, entity, carryConfig, carrier, carriableSlot, flags);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_CLEAR_DEFENSIVE_AREA

- **Hash:** `0x95A6C46A31D1917D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskClearDefensiveArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_CLEAR_DEFENSIVE_AREA

## Signature

```c
void TASK_CLEAR_DEFENSIVE_AREA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskClearDefensiveArea(ped)

-- always available, by hash
Citizen.InvokeNative(0x95A6C46A31D1917D, ped)
```

### JavaScript

```js
TaskClearDefensiveArea(ped);

// by hash
Citizen.invokeNative('0x95A6C46A31D1917D', ped);
```

### C#

```csharp
Function.Call((Hash)0x95A6C46A31D1917D, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_CLEAR_LOOK_AT

- **Hash:** `0x0F804F1DB19B9689`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskClearLookAt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_CLEAR_LOOK_AT

## Signature

```c
void TASK_CLEAR_LOOK_AT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskClearLookAt(ped)

-- always available, by hash
Citizen.InvokeNative(0x0F804F1DB19B9689, ped)
```

### JavaScript

```js
TaskClearLookAt(ped);

// by hash
Citizen.invokeNative('0x0F804F1DB19B9689', ped);
```

### C#

```csharp
Function.Call((Hash)0x0F804F1DB19B9689, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_CLIMB

- **Hash:** `0x89D9FCC2435112F1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskClimb`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_CLIMB

## Signature

```c
void TASK_CLIMB(Ped ped, BOOL unused);
```

## Parameters

- `ped` (`Ped`)
- `unused` (`BOOL`)

## Returns

`void`

## Description

Climbs or vaults the nearest thing.

## Usage

### Lua

```lua
TaskClimb(ped, unused)

-- always available, by hash
Citizen.InvokeNative(0x89D9FCC2435112F1, ped, unused)
```

### JavaScript

```js
TaskClimb(ped, unused);

// by hash
Citizen.invokeNative('0x89D9FCC2435112F1', ped, unused);
```

### C#

```csharp
Function.Call((Hash)0x89D9FCC2435112F1, ped, unused);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_CLIMB_2

- **Hash:** `0xDF1D85BCAF60D537`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskClimb_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_CLIMB_2

## Signature

```c
void _TASK_CLIMB_2(Ped ped, float heading);
```

## Parameters

- `ped` (`Ped`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskClimb_2(ped, heading)

-- always available, by hash
Citizen.InvokeNative(0xDF1D85BCAF60D537, ped, heading)
```

### JavaScript

```js
TaskClimb_2(ped, heading);

// by hash
Citizen.invokeNative('0xDF1D85BCAF60D537', ped, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDF1D85BCAF60D537, ped, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_CLIMB_LADDER

- **Hash:** `0xB6C987F9285A3814`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskClimbLadder`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_CLIMB_LADDER

## Signature

```c
void TASK_CLIMB_LADDER(Ped ped, float p1, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskClimbLadder(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xB6C987F9285A3814, ped, p1, p2, p3)
```

### JavaScript

```js
TaskClimbLadder(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0xB6C987F9285A3814', ped, p1 + 0.0000001, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xB6C987F9285A3814, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_ANIMAL_CHARGE_PED

- **Hash:** `0xEE3AA414CF99F368`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatAnimalChargePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_ANIMAL_CHARGE_PED

## Signature

```c
void TASK_COMBAT_ANIMAL_CHARGE_PED(Ped ped, Ped targetPed, BOOL p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`BOOL`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatAnimalChargePed(ped, targetPed, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xEE3AA414CF99F368, ped, targetPed, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TaskCombatAnimalChargePed(ped, targetPed, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xEE3AA414CF99F368', ped, targetPed, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xEE3AA414CF99F368, ped, targetPed, p2, p3, p4, p5, p6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_ANIMAL_WARN

- **Hash:** `0xF960F3D57B660E96`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatAnimalWarn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_ANIMAL_WARN

## Signature

```c
void TASK_COMBAT_ANIMAL_WARN(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatAnimalWarn(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF960F3D57B660E96, ped, p1, p2)
```

### JavaScript

```js
TaskCombatAnimalWarn(ped, p1, p2);

// by hash
Citizen.invokeNative('0xF960F3D57B660E96', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF960F3D57B660E96, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_HATED_TARGETS

- **Hash:** `0x8182B561A29BD597`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatHatedTargets`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_HATED_TARGETS

## Signature

```c
void TASK_COMBAT_HATED_TARGETS(Ped ped, float radius);
```

## Parameters

- `ped` (`Ped`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatHatedTargets(ped, radius)

-- always available, by hash
Citizen.InvokeNative(0x8182B561A29BD597, ped, radius)
```

### JavaScript

```js
TaskCombatHatedTargets(ped, radius);

// by hash
Citizen.invokeNative('0x8182B561A29BD597', ped, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8182B561A29BD597, ped, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_HATED_TARGETS_AROUND_PED

- **Hash:** `0x7BF835BB9E2698C8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatHatedTargetsAroundPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_HATED_TARGETS_AROUND_PED

## Signature

```c
void TASK_COMBAT_HATED_TARGETS_AROUND_PED(Ped ped, float radius, int flags, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `radius` (`float`)
- `flags` (`int`)
- `p3` (`Any`)

## Returns

`void`

## Description

Despite its name, it only attacks ONE hated target. The one closest hated target.

## Usage

### Lua

```lua
TaskCombatHatedTargetsAroundPed(ped, radius, flags, p3)

-- always available, by hash
Citizen.InvokeNative(0x7BF835BB9E2698C8, ped, radius, flags, p3)
```

### JavaScript

```js
TaskCombatHatedTargetsAroundPed(ped, radius, flags, p3);

// by hash
Citizen.invokeNative('0x7BF835BB9E2698C8', ped, radius + 0.0000001, flags, p3);
```

### C#

```csharp
Function.Call((Hash)0x7BF835BB9E2698C8, ped, radius, flags, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED

- **Hash:** `0x2BBA30B854534A0C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatHatedTargetsAroundPedTimed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED

## Signature

```c
void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED(Ped ped, float radius, int time, int flags);
```

## Parameters

- `ped` (`Ped`)
- `radius` (`float`)
- `time` (`int`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatHatedTargetsAroundPedTimed(ped, radius, time, flags)

-- always available, by hash
Citizen.InvokeNative(0x2BBA30B854534A0C, ped, radius, time, flags)
```

### JavaScript

```js
TaskCombatHatedTargetsAroundPedTimed(ped, radius, time, flags);

// by hash
Citizen.invokeNative('0x2BBA30B854534A0C', ped, radius + 0.0000001, time, flags);
```

### C#

```csharp
Function.Call((Hash)0x2BBA30B854534A0C, ped, radius, time, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_HATED_TARGETS_IN_AREA

- **Hash:** `0x4CF5F55DAC3280A0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatHatedTargetsInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_HATED_TARGETS_IN_AREA

## Signature

```c
void TASK_COMBAT_HATED_TARGETS_IN_AREA(Ped ped, float x, float y, float z, float radius, int flags, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `flags` (`int`)
- `p6` (`Any`)

## Returns

`void`

## Description

Despite its name, it only attacks ONE hated target. The one closest to the specified position.

## Usage

### Lua

```lua
TaskCombatHatedTargetsInArea(ped, x, y, z, radius, flags, p6)

-- always available, by hash
Citizen.InvokeNative(0x4CF5F55DAC3280A0, ped, x, y, z, radius, flags, p6)
```

### JavaScript

```js
TaskCombatHatedTargetsInArea(ped, x, y, z, radius, flags, p6);

// by hash
Citizen.invokeNative('0x4CF5F55DAC3280A0', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, flags, p6);
```

### C#

```csharp
Function.Call((Hash)0x4CF5F55DAC3280A0, ped, x, y, z, radius, flags, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST

- **Hash:** `0xB5BC69D9C4060BC3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatHatedTargetsNoLosTest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST

## Signature

```c
void TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST(Ped ped, float radius);
```

## Parameters

- `ped` (`Ped`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatHatedTargetsNoLosTest(ped, radius)

-- always available, by hash
Citizen.InvokeNative(0xB5BC69D9C4060BC3, ped, radius)
```

### JavaScript

```js
TaskCombatHatedTargetsNoLosTest(ped, radius);

// by hash
Citizen.invokeNative('0xB5BC69D9C4060BC3', ped, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB5BC69D9C4060BC3, ped, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMBAT_PED

- **Hash:** `0xF166E48407BAC484`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_PED

## Signature

```c
void TASK_COMBAT_PED(Ped ped, Ped targetPed, int p2, int p3);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatPed(ped, targetPed, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xF166E48407BAC484, ped, targetPed, p2, p3)
```

### JavaScript

```js
TaskCombatPed(ped, targetPed, p2, p3);

// by hash
Citizen.invokeNative('0xF166E48407BAC484', ped, targetPed, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xF166E48407BAC484, ped, targetPed, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_COMBAT_PED_AT_COORDS

- **Hash:** `0xC624414FA748B9BA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatPedAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_COMBAT_PED_AT_COORDS

## Signature

```c
void _TASK_COMBAT_PED_AT_COORDS(Ped ped, float x, float y, float z, int p4, int p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`int`)
- `p5` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Coords: volume coords used in R* Script smuggler2
p4/p5 = 0 in R* Scripts

*Source: VORPCORE RDR3natives*

Coords: volume coords used in R* Script smuggler2
p4/p5 = 0 in R* Scripts previous name TASK_COMBAT_PED_3

## Usage

### Lua

```lua
TaskCombatPedAtCoords(ped, x, y, z, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xC624414FA748B9BA, ped, x, y, z, p4, p5)
```

### JavaScript

```js
TaskCombatPedAtCoords(ped, x, y, z, p4, p5);

// by hash
Citizen.invokeNative('0xC624414FA748B9BA', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xC624414FA748B9BA, ped, x, y, z, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_COMBAT_PED_TIMED

- **Hash:** `0x944F30DCB7096BDE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCombatPedTimed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMBAT_PED_TIMED

## Signature

```c
void TASK_COMBAT_PED_TIMED(Ped ped, Ped targetPed, int p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`int`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCombatPedTimed(ped, targetPed, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x944F30DCB7096BDE, ped, targetPed, p2, p3)
```

### JavaScript

```js
TaskCombatPedTimed(ped, targetPed, p2, p3);

// by hash
Citizen.invokeNative('0x944F30DCB7096BDE', ped, targetPed, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x944F30DCB7096BDE, ped, targetPed, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COMPANION_AMBIENT

- **Hash:** `0xE017CF6E2527FE4F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCompanionAmbient`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COMPANION_AMBIENT

## Signature

```c
void TASK_COMPANION_AMBIENT(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCompanionAmbient(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0xE017CF6E2527FE4F, ped, p1)
```

### JavaScript

```js
TaskCompanionAmbient(ped, p1);

// by hash
Citizen.invokeNative('0xE017CF6E2527FE4F', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0xE017CF6E2527FE4F, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_CONFRONT

- **Hash:** `0x3A2A2071DF5CC569`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskConfront`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_CONFRONT

## Signature

```c
BOOL TASK_CONFRONT(Ped ped, Ped targetPed, int p2);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TaskConfront(ped, targetPed, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A2A2071DF5CC569, ped, targetPed, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskConfront(ped, targetPed, p2);

// by hash
const retval = Citizen.invokeNative('0x3A2A2071DF5CC569', ped, targetPed, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3A2A2071DF5CC569, ped, targetPed, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_COWER

- **Hash:** `0x3EB1FE9E8E908E15`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCower`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_COWER

## Signature

```c
void TASK_COWER(Ped ped, int duration, Ped pedToCowerFrom, const char* p3);
```

## Parameters

- `ped` (`Ped`)
- `duration` (`int`)
- `pedToCowerFrom` (`Ped`)
- `p3` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCower(ped, duration, pedToCowerFrom, p3)

-- always available, by hash
Citizen.InvokeNative(0x3EB1FE9E8E908E15, ped, duration, pedToCowerFrom, p3)
```

### JavaScript

```js
TaskCower(ped, duration, pedToCowerFrom, p3);

// by hash
Citizen.invokeNative('0x3EB1FE9E8E908E15', ped, duration, pedToCowerFrom, p3);
```

### C#

```csharp
Function.Call((Hash)0x3EB1FE9E8E908E15, ped, duration, pedToCowerFrom, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_CUT_FREE_HOGTIED_TARGET_PED

- **Hash:** `0x81D16C4FF3A77ADF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCutFreeHogtiedTargetPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_CUT_FREE_HOGTIED_TARGET_PED

## Signature

```c
void _TASK_CUT_FREE_HOGTIED_TARGET_PED(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskCutFreeHogtiedTargetPed(ped, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x81D16C4FF3A77ADF, ped, targetPed)
```

### JavaScript

```js
TaskCutFreeHogtiedTargetPed(ped, targetPed);

// by hash
Citizen.invokeNative('0x81D16C4FF3A77ADF', ped, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x81D16C4FF3A77ADF, ped, targetPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_CUT_FREE_HOGTIED_TARGET_PED_EX

- **Hash:** `0x525421A507216084`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskCutFreeHogtiedTargetPedEx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_TASK_CUT_FREE_HOGTIED_TARGET_PED_2`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_CUT_FREE_HOGTIED_TARGET_PED_EX

## Signature

```c
void _TASK_CUT_FREE_HOGTIED_TARGET_PED_EX(Ped ped, Ped targetPed, float p2);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Description

Extended variant of _TASK_CUT_FREE_HOGTIED_TARGET_PED. If p2 is 0.0f, it behaves like _TASK_CUT_FREE_HOGTIED_TARGET_PED; otherwise it calls a different internal path using p2.

## Usage

### Lua

```lua
TaskCutFreeHogtiedTargetPedEx(ped, targetPed, p2)

-- always available, by hash
Citizen.InvokeNative(0x525421A507216084, ped, targetPed, p2)
```

### JavaScript

```js
TaskCutFreeHogtiedTargetPedEx(ped, targetPed, p2);

// by hash
Citizen.invokeNative('0x525421A507216084', ped, targetPed, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x525421A507216084, ped, targetPed, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE

- **Hash:** `0x0A11F3BDEC03ED5F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDisembarkNearestTrainCarriage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE

## Signature

```c
void TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE(Ped ped, float p1, int flags);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `flags` (`int`)

## Returns

`void`

## Description

flags: See TASK_ENTER_VEHICLE

## Usage

### Lua

```lua
TaskDisembarkNearestTrainCarriage(ped, p1, flags)

-- always available, by hash
Citizen.InvokeNative(0x0A11F3BDEC03ED5F, ped, p1, flags)
```

### JavaScript

```js
TaskDisembarkNearestTrainCarriage(ped, p1, flags);

// by hash
Citizen.invokeNative('0x0A11F3BDEC03ED5F', ped, p1 + 0.0000001, flags);
```

### C#

```csharp
Function.Call((Hash)0x0A11F3BDEC03ED5F, ped, p1, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEnterExitVehicleFlags](https://natives.borderlinerp.com/enums/eEnterExitVehicleFlags.md) — 29 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_DISEMBARK_VEHICLE

- **Hash:** `0xA7C6854BB5A4192A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDisembarkVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_DISEMBARK_VEHICLE

## Signature

```c
void _TASK_DISEMBARK_VEHICLE(Any p0, Vehicle vehicle, int p2, Any p3, float p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `vehicle` (`Vehicle`)
- `p2` (`int`)
- `p3` (`Any`)
- `p4` (`float`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskDisembarkVehicle(p0, vehicle, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xA7C6854BB5A4192A, p0, vehicle, p2, p3, p4, p5)
```

### JavaScript

```js
TaskDisembarkVehicle(p0, vehicle, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xA7C6854BB5A4192A', p0, vehicle, p2, p3, p4 + 0.0000001, p5);
```

### C#

```csharp
Function.Call((Hash)0xA7C6854BB5A4192A, p0, vehicle, p2, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_DISMOUNT_ANIMAL

- **Hash:** `0x48E92D3DDE23C23A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDismountAnimal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_DISMOUNT_ANIMAL

## Signature

```c
void TASK_DISMOUNT_ANIMAL(Ped rider, int taskFlag, Any p2, Any p3, Any p4, Ped targetPed);
```

## Parameters

- `rider` (`Ped`)
- `taskFlag` (`int`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `targetPed` (`Ped`)

## Returns

`void`

## Description

Dismounts the ped from the animal it's mounted on. taskFlag affects what side the rider gets off. p2-p5 are almost always 0.
flags: See TASK_ENTER_VEHICLE

## Usage

### Lua

```lua
TaskDismountAnimal(rider, taskFlag, p2, p3, p4, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x48E92D3DDE23C23A, rider, taskFlag, p2, p3, p4, targetPed)
```

### JavaScript

```js
TaskDismountAnimal(rider, taskFlag, p2, p3, p4, targetPed);

// by hash
Citizen.invokeNative('0x48E92D3DDE23C23A', rider, taskFlag, p2, p3, p4, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x48E92D3DDE23C23A, rider, taskFlag, p2, p3, p4, targetPed);
```

## Related enums

- [eEnterExitVehicleFlags](https://natives.borderlinerp.com/enums/eEnterExitVehicleFlags.md) — 29 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_DRIVE_BY

- **Hash:** `0x2F8AF0E82773A171`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDriveBy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_DRIVE_BY

## Signature

```c
void TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern);
```

## Parameters

- `driverPed` (`Ped`)
- `targetPed` (`Ped`)
- `targetVehicle` (`Vehicle`)
- `targetX` (`float`)
- `targetY` (`float`)
- `targetZ` (`float`)
- `distanceToShoot` (`float`)
- `pedAccuracy` (`int`)
- `p8` (`BOOL`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0x2F8AF0E82773A171, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)
```

### JavaScript

```js
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern);

// by hash
Citizen.invokeNative('0x2F8AF0E82773A171', driverPed, targetPed, targetVehicle, targetX + 0.0000001, targetY + 0.0000001, targetZ + 0.0000001, distanceToShoot + 0.0000001, pedAccuracy, p8, firingPattern);
```

### C#

```csharp
Function.Call((Hash)0x2F8AF0E82773A171, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_DUCK

- **Hash:** `0xA14B5FBF986BAC23`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDuck`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_DUCK

## Signature

```c
void TASK_DUCK(Ped ped, int time);
```

## Parameters

- `ped` (`Ped`)
- `time` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskDuck(ped, time)

-- always available, by hash
Citizen.InvokeNative(0xA14B5FBF986BAC23, ped, time)
```

### JavaScript

```js
TaskDuck(ped, time);

// by hash
Citizen.invokeNative('0xA14B5FBF986BAC23', ped, time);
```

### C#

```csharp
Function.Call((Hash)0xA14B5FBF986BAC23, ped, time);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_DUEL

- **Hash:** `0x5D5B0D5BC3626E5A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDuel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_DUEL

## Signature

```c
void TASK_DUEL(Ped ped, Any p1, float p2, Entity entity, float p4, int p5, float vPosOpponentX, float vPosOpponentY, float vPosOpponentZ, float fOpponentHead, int p10);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`float`)
- `entity` (`Entity`)
- `p4` (`float`)
- `p5` (`int`)
- `vPosOpponentX` (`float`)
- `vPosOpponentY` (`float`)
- `vPosOpponentZ` (`float`)
- `fOpponentHead` (`float`)
- `p10` (`int`)

## Returns

`void`

## Description

Params: p4 either 0.2f, 0.25f, 0.31f, 0.4f

## Usage

### Lua

```lua
TaskDuel(ped, p1, p2, entity, p4, p5, vPosOpponentX, vPosOpponentY, vPosOpponentZ, fOpponentHead, p10)

-- always available, by hash
Citizen.InvokeNative(0x5D5B0D5BC3626E5A, ped, p1, p2, entity, p4, p5, vPosOpponentX, vPosOpponentY, vPosOpponentZ, fOpponentHead, p10)
```

### JavaScript

```js
TaskDuel(ped, p1, p2, entity, p4, p5, vPosOpponentX, vPosOpponentY, vPosOpponentZ, fOpponentHead, p10);

// by hash
Citizen.invokeNative('0x5D5B0D5BC3626E5A', ped, p1, p2 + 0.0000001, entity, p4 + 0.0000001, p5, vPosOpponentX + 0.0000001, vPosOpponentY + 0.0000001, vPosOpponentZ + 0.0000001, fOpponentHead + 0.0000001, p10);
```

### C#

```csharp
Function.Call((Hash)0x5D5B0D5BC3626E5A, ped, p1, p2, entity, p4, p5, vPosOpponentX, vPosOpponentY, vPosOpponentZ, fOpponentHead, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_DUMP_CARRIABLE_FROM_PARENT

- **Hash:** `0x17CA98707B15926A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskDumpCarriableFromParent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_DUMP_CARRIABLE_FROM_PARENT

## Signature

```c
void TASK_DUMP_CARRIABLE_FROM_PARENT(Ped ped, Ped ped2, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `ped2` (`Ped`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TaskDumpCarriableFromParent(ped, ped2, entity)

-- always available, by hash
Citizen.InvokeNative(0x17CA98707B15926A, ped, ped2, entity)
```

### JavaScript

```js
TaskDumpCarriableFromParent(ped, ped2, entity);

// by hash
Citizen.invokeNative('0x17CA98707B15926A', ped, ped2, entity);
```

### C#

```csharp
Function.Call((Hash)0x17CA98707B15926A, ped, ped2, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_EAT

- **Hash:** `0xBD7949BD07299672`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_EAT

## Signature

```c
void TASK_EAT(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskEat(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBD7949BD07299672, ped, p1, p2)
```

### JavaScript

```js
TaskEat(ped, p1, p2);

// by hash
Citizen.invokeNative('0xBD7949BD07299672', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBD7949BD07299672, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_EMOTE_ACTION

- **Hash:** `0x6A1AF481407BF6E9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEmoteAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_EMOTE_ACTION

## Signature

```c
BOOL _TASK_EMOTE_ACTION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Triggers the 'action / flourish' sub-clip of the ped's currently playing emote.
Returns true on success, false if no valid emote state.
Observed in ingame UIs to fire a flourish while an emote loop is active.
Internally resets the ped's synced-emote entity and sets a flag to play the action once.

## Usage

### Lua

```lua
local retval = TaskEmoteAction(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6A1AF481407BF6E9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6A1AF481407BF6E9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6A1AF481407BF6E9, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_EMOTE_OUTRO

- **Hash:** `0xBDFEEB7600BCD938`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEmoteOutro`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_EMOTE_OUTRO

## Signature

```c
void _TASK_EMOTE_OUTRO(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskEmoteOutro(ped)

-- always available, by hash
Citizen.InvokeNative(0xBDFEEB7600BCD938, ped)
```

### JavaScript

```js
TaskEmoteOutro(ped);

// by hash
Citizen.invokeNative('0xBDFEEB7600BCD938', ped);
```

### C#

```csharp
Function.Call((Hash)0xBDFEEB7600BCD938, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ENTER_ANIM_SCENE

- **Hash:** `0xC2329B0206426644`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEnterAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ENTER_ANIM_SCENE

## Signature

```c
void TASK_ENTER_ANIM_SCENE(Ped ped, AnimScene animScene, const char* entityName, const char* playbackListName, float enterSpeed, BOOL bAutoStart, int flag, int p7, float p8);
```

## Parameters

- `ped` (`Ped`)
- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `playbackListName` (`const char*`)
- `enterSpeed` (`float`)
- `bAutoStart` (`BOOL`)
- `flag` (`int`)
- `p7` (`int`)
- `p8` (`float`)

## Returns

`void`

## Description

flags:
MOVE_WHILST_WAITING_FOR_PATH = (1 << 0),
DO_NOT_STAND_STILL_AT_END_OF_PATH = (1 << 1),
SKIP_NAVIGATION = (1 << 2),
TEASF_AUTO_START_ANIM_SCENE = (1 << 3),
FORCE_STAND_STILL_AT_END_OF_PATH = (1 << 6),
ENTER_ANIM_SCENE_DONT_FOLLOW_NAVMESH = (1 << 7)

## Usage

### Lua

```lua
TaskEnterAnimScene(ped, animScene, entityName, playbackListName, enterSpeed, bAutoStart, flag, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xC2329B0206426644, ped, animScene, entityName, playbackListName, enterSpeed, bAutoStart, flag, p7, p8)
```

### JavaScript

```js
TaskEnterAnimScene(ped, animScene, entityName, playbackListName, enterSpeed, bAutoStart, flag, p7, p8);

// by hash
Citizen.invokeNative('0xC2329B0206426644', ped, animScene, entityName, playbackListName, enterSpeed + 0.0000001, bAutoStart, flag, p7, p8 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC2329B0206426644, ped, animScene, entityName, playbackListName, enterSpeed, bAutoStart, flag, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ENTER_VEHICLE

- **Hash:** `0xC20E50AA46D09CA8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEnterVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ENTER_VEHICLE

## Signature

```c
void TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `timeout` (`int`)
- `seat` (`int`)
- `speed` (`float`)
- `flag` (`int`)
- `p6` (`Any`)

## Returns

`void`

## Description

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEnterExitVehicleFlags

## Usage

### Lua

```lua
TaskEnterVehicle(ped, vehicle, timeout, seat, speed, flag, p6)

-- always available, by hash
Citizen.InvokeNative(0xC20E50AA46D09CA8, ped, vehicle, timeout, seat, speed, flag, p6)
```

### JavaScript

```js
TaskEnterVehicle(ped, vehicle, timeout, seat, speed, flag, p6);

// by hash
Citizen.invokeNative('0xC20E50AA46D09CA8', ped, vehicle, timeout, seat, speed + 0.0000001, flag, p6);
```

### C#

```csharp
Function.Call((Hash)0xC20E50AA46D09CA8, ped, vehicle, timeout, seat, speed, flag, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEnterExitVehicleFlags](https://natives.borderlinerp.com/enums/eEnterExitVehicleFlags.md) — 29 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_EQUIP_HAT

- **Hash:** `0xAA0AF6025160243A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEquipHat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_EQUIP_HAT

## Signature

```c
void _TASK_EQUIP_HAT(Object hatObject, Ped ped);
```

## Parameters

- `hatObject` (`Object`)
- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

_A*

*Source: VORPCORE RDR3natives*

Immediately applies the given hat to the ped’s head without any animation Directly equips the hat, skipping the pickup anim flow

## Usage

### Lua

```lua
TaskEquipHat(hatObject, ped)

-- always available, by hash
Citizen.InvokeNative(0xAA0AF6025160243A, hatObject, ped)
```

### JavaScript

```js
TaskEquipHat(hatObject, ped);

// by hash
Citizen.invokeNative('0xAA0AF6025160243A', hatObject, ped);
```

### C#

```csharp
Function.Call((Hash)0xAA0AF6025160243A, hatObject, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_EVASIVE_ANIM

- **Hash:** `0x5F22926E1BCE9B08`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEvasiveAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_EVASIVE_ANIM

## Signature

```c
void TASK_EVASIVE_ANIM(Ped ped1, Ped ped2, int p2);
```

## Parameters

- `ped1` (`Ped`)
- `ped2` (`Ped`)
- `p2` (`int`)

## Returns

`void`

## Description

Params: p2 is returned by BUILTIN::SHIFT_LEFT

## Usage

### Lua

```lua
TaskEvasiveAnim(ped1, ped2, p2)

-- always available, by hash
Citizen.InvokeNative(0x5F22926E1BCE9B08, ped1, ped2, p2)
```

### JavaScript

```js
TaskEvasiveAnim(ped1, ped2, p2);

// by hash
Citizen.invokeNative('0x5F22926E1BCE9B08', ped1, ped2, p2);
```

### C#

```csharp
Function.Call((Hash)0x5F22926E1BCE9B08, ped1, ped2, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_EVERYONE_LEAVE_VEHICLE_IN_ORDER

- **Hash:** `0x6F1C49F275BD25B3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEveryoneLeaveVehicleInOrder`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_EVERYONE_LEAVE_VEHICLE_IN_ORDER

## Signature

```c
void TASK_EVERYONE_LEAVE_VEHICLE_IN_ORDER(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskEveryoneLeaveVehicleInOrder(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x6F1C49F275BD25B3, vehicle, p1)
```

### JavaScript

```js
TaskEveryoneLeaveVehicleInOrder(vehicle, p1);

// by hash
Citizen.invokeNative('0x6F1C49F275BD25B3', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x6F1C49F275BD25B3, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_EXTEND_ROUTE

- **Hash:** `0x1E7889778264843A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskExtendRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_EXTEND_ROUTE

## Signature

```c
void TASK_EXTEND_ROUTE(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

Adds a new point to the current point route. Call TASK_FLUSH_ROUTE before the first call to this. Call TASK_FOLLOW_POINT_ROUTE to make the Ped go the route.

A maximum of 8 points can be added.

## Usage

### Lua

```lua
TaskExtendRoute(x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x1E7889778264843A, x, y, z)
```

### JavaScript

```js
TaskExtendRoute(x, y, z);

// by hash
Citizen.invokeNative('0x1E7889778264843A', x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1E7889778264843A, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLEE_COORD

- **Hash:** `0x58428248BF4B64E4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFleeCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLEE_COORD

## Signature

```c
void TASK_FLEE_COORD(Ped ped, float x, float y, float z, int fleeStyle, int p5, float p6, int duration, int p8);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `fleeStyle` (`int`)
- `p5` (`int`)
- `p6` (`float`)
- `duration` (`int`)
- `p8` (`int`)

## Returns

`void`

## Description

Params: p5 = some flag?, p6 = -1.0f, p8 = 0 in R* Scripts
fleeStyle: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eFleeStyle

## Usage

### Lua

```lua
TaskFleeCoord(ped, x, y, z, fleeStyle, p5, p6, duration, p8)

-- always available, by hash
Citizen.InvokeNative(0x58428248BF4B64E4, ped, x, y, z, fleeStyle, p5, p6, duration, p8)
```

### JavaScript

```js
TaskFleeCoord(ped, x, y, z, fleeStyle, p5, p6, duration, p8);

// by hash
Citizen.invokeNative('0x58428248BF4B64E4', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, fleeStyle, p5, p6 + 0.0000001, duration, p8);
```

### C#

```csharp
Function.Call((Hash)0x58428248BF4B64E4, ped, x, y, z, fleeStyle, p5, p6, duration, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eFleeStyle](https://natives.borderlinerp.com/enums/eFleeStyle.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLEE_COORD_VIA

- **Hash:** `0x390E0B697D25EAF5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFleeCoordVia`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLEE_COORD_VIA

## Signature

```c
void TASK_FLEE_COORD_VIA(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFleeCoordVia(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)

-- always available, by hash
Citizen.InvokeNative(0x390E0B697D25EAF5, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)
```

### JavaScript

```js
TaskFleeCoordVia(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);

// by hash
Citizen.invokeNative('0x390E0B697D25EAF5', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);
```

### C#

```csharp
Function.Call((Hash)0x390E0B697D25EAF5, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_FLEE_FROM_COORD

- **Hash:** `0x6879FF208ED87F2A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFleeFromCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_FLEE_FROM_COORD

## Signature

```c
void _TASK_FLEE_FROM_COORD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)

## Returns

`void`

## Description

fleeType: see TASK_FLEE_COORD

## Usage

### Lua

```lua
TaskFleeFromCoord(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)

-- always available, by hash
Citizen.InvokeNative(0x6879FF208ED87F2A, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)
```

### JavaScript

```js
TaskFleeFromCoord(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);

// by hash
Citizen.invokeNative('0x6879FF208ED87F2A', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);
```

### C#

```csharp
Function.Call((Hash)0x6879FF208ED87F2A, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eFleeStyle](https://natives.borderlinerp.com/enums/eFleeStyle.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_FLEE_FROM_PED

- **Hash:** `0x7B74D8EEDE9B5727`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFleeFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_FLEE_FROM_PED

## Signature

```c
void _TASK_FLEE_FROM_PED(Ped ped, Ped fleeFromTarget, float x, float y, float z, float distance, int p6, int p7, float p8, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `fleeFromTarget` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`float`)
- `targetPed` (`Ped`)

## Returns

`void`

## Description

fleeType: see TASK_FLEE_COORD

## Usage

### Lua

```lua
TaskFleeFromPed(ped, fleeFromTarget, x, y, z, distance, p6, p7, p8, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x7B74D8EEDE9B5727, ped, fleeFromTarget, x, y, z, distance, p6, p7, p8, targetPed)
```

### JavaScript

```js
TaskFleeFromPed(ped, fleeFromTarget, x, y, z, distance, p6, p7, p8, targetPed);

// by hash
Citizen.invokeNative('0x7B74D8EEDE9B5727', ped, fleeFromTarget, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, p6, p7, p8 + 0.0000001, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x7B74D8EEDE9B5727, ped, fleeFromTarget, x, y, z, distance, p6, p7, p8, targetPed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eFleeStyle](https://natives.borderlinerp.com/enums/eFleeStyle.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLEE_PED

- **Hash:** `0xFD45175A6DFD7CE9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFleePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLEE_PED

## Signature

```c
void TASK_FLEE_PED(Ped ped, Ped fleeFromTarget, int fleeStyle, int flag, float p4, int p5, int p6);
```

## Parameters

- `ped` (`Ped`)
- `fleeFromTarget` (`Ped`)
- `fleeStyle` (`int`)
- `flag` (`int`)
- `p4` (`float`)
- `p5` (`int`)
- `p6` (`int`)

## Returns

`void`

## Description

Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
fleeStyle: see TASK_FLEE_COORD

## Usage

### Lua

```lua
TaskFleePed(ped, fleeFromTarget, fleeStyle, flag, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xFD45175A6DFD7CE9, ped, fleeFromTarget, fleeStyle, flag, p4, p5, p6)
```

### JavaScript

```js
TaskFleePed(ped, fleeFromTarget, fleeStyle, flag, p4, p5, p6);

// by hash
Citizen.invokeNative('0xFD45175A6DFD7CE9', ped, fleeFromTarget, fleeStyle, flag, p4 + 0.0000001, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xFD45175A6DFD7CE9, ped, fleeFromTarget, fleeStyle, flag, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eFleeStyle](https://natives.borderlinerp.com/enums/eFleeStyle.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLEE_PED_VIA

- **Hash:** `0x5802E0F910E4CF1D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFleePedVia`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLEE_PED_VIA

## Signature

```c
void TASK_FLEE_PED_VIA(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFleePedVia(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x5802E0F910E4CF1D, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TaskFleePedVia(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x5802E0F910E4CF1D', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x5802E0F910E4CF1D, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLUSH_ROUTE

- **Hash:** `0x841142A1376E9006`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFlushRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLUSH_ROUTE

## Signature

```c
void TASK_FLUSH_ROUTE();
```

## Returns

`void`

## Description

Clears the current point route. Call this before TASK_EXTEND_ROUTE and TASK_FOLLOW_POINT_ROUTE.

## Usage

### Lua

```lua
TaskFlushRoute()

-- always available, by hash
Citizen.InvokeNative(0x841142A1376E9006)
```

### JavaScript

```js
TaskFlushRoute();

// by hash
Citizen.invokeNative('0x841142A1376E9006');
```

### C#

```csharp
Function.Call((Hash)0x841142A1376E9006);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLY_AWAY

- **Hash:** `0xE86A537B5A3C297C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFlyAway`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLY_AWAY

## Signature

```c
void TASK_FLY_AWAY(Ped ped, Ped fleeFromTarget);
```

## Parameters

- `ped` (`Ped`)
- `fleeFromTarget` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFlyAway(ped, fleeFromTarget)

-- always available, by hash
Citizen.InvokeNative(0xE86A537B5A3C297C, ped, fleeFromTarget)
```

### JavaScript

```js
TaskFlyAway(ped, fleeFromTarget);

// by hash
Citizen.invokeNative('0xE86A537B5A3C297C', ped, fleeFromTarget);
```

### C#

```csharp
Function.Call((Hash)0xE86A537B5A3C297C, ped, fleeFromTarget);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLY_TO_COORD

- **Hash:** `0xD6CFC2D59DA72042`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFlyToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLY_TO_COORD

## Signature

```c
void TASK_FLY_TO_COORD(Ped ped, float travelMbr, float x, float y, float z, BOOL p5, BOOL p6);
```

## Parameters

- `ped` (`Ped`)
- `travelMbr` (`float`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFlyToCoord(ped, travelMbr, x, y, z, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xD6CFC2D59DA72042, ped, travelMbr, x, y, z, p5, p6)
```

### JavaScript

```js
TaskFlyToCoord(ped, travelMbr, x, y, z, p5, p6);

// by hash
Citizen.invokeNative('0xD6CFC2D59DA72042', ped, travelMbr + 0.0000001, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xD6CFC2D59DA72042, ped, travelMbr, x, y, z, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FLYING_CIRCLE

- **Hash:** `0x72997893BFB8ECCC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFlyingCircle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FLYING_CIRCLE

## Signature

```c
void TASK_FLYING_CIRCLE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFlyingCircle(ped, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x72997893BFB8ECCC, ped, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TaskFlyingCircle(ped, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x72997893BFB8ECCC', ped, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x72997893BFB8ECCC, ped, p1, p2, p3, p4, p5, p6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_AND_CONVERSE_WITH_PED

- **Hash:** `0x489FFCCCE7392B55`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowAndConverseWithPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_AND_CONVERSE_WITH_PED

## Signature

```c
void TASK_FOLLOW_AND_CONVERSE_WITH_PED(Ped ped, Ped targetPed, Any p2, Any p3, float p4, float p5, int p6, Any p7, Any p8, float p9, float p10);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`int`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`float`)
- `p10` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowAndConverseWithPed(ped, targetPed, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x489FFCCCE7392B55, ped, targetPed, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
TaskFollowAndConverseWithPed(ped, targetPed, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x489FFCCCE7392B55', ped, targetPed, p2, p3, p4 + 0.0000001, p5 + 0.0000001, p6, p7, p8, p9 + 0.0000001, p10 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x489FFCCCE7392B55, ped, targetPed, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_ENTITY_ALONG_WAYPOINT_RECORDING_AT_OFFSET

- **Hash:** `0x4D2B787BAE9AB760`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowEntityAlongWaypointRecordingAtOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_ENTITY_ALONG_WAYPOINT_RECORDING_AT_OFFSET

## Signature

```c
void TASK_FOLLOW_ENTITY_ALONG_WAYPOINT_RECORDING_AT_OFFSET(Ped ped0, Ped ped1, const char* waypointRecording, float p3, float p4, int p5, int p6, int p7, BOOL p8);
```

## Parameters

- `ped0` (`Ped`)
- `ped1` (`Ped`)
- `waypointRecording` (`const char*`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowEntityAlongWaypointRecordingAtOffset(ped0, ped1, waypointRecording, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x4D2B787BAE9AB760, ped0, ped1, waypointRecording, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TaskFollowEntityAlongWaypointRecordingAtOffset(ped0, ped1, waypointRecording, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x4D2B787BAE9AB760', ped0, ped1, waypointRecording, p3 + 0.0000001, p4 + 0.0000001, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0x4D2B787BAE9AB760, ped0, ped1, waypointRecording, p3, p4, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY

- **Hash:** `0x2D532EAA142CF83F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowEntityWhileAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY

## Signature

```c
void TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x2D532EAA142CF83F, ped, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
TaskFollowEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x2D532EAA142CF83F', ped, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x2D532EAA142CF83F, ped, p1, p2, p3, p4, p5, p6, p7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_NAV_MESH_TO_COORD

- **Hash:** `0x15D3A79D4E44B913`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowNavMeshToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_NAV_MESH_TO_COORD

## Signature

```c
void TASK_FOLLOW_NAV_MESH_TO_COORD(Ped ped, float x, float y, float z, float speedMultiplier, int timeout, float stoppingRange, int flags, float heading);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speedMultiplier` (`float`)
- `timeout` (`int`)
- `stoppingRange` (`float`)
- `flags` (`int`)
- `heading` (`float`)

## Returns

`void`

## Description

If no timeout, set timeout to -1.

## Usage

### Lua

```lua
TaskFollowNavMeshToCoord(ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, heading)

-- always available, by hash
Citizen.InvokeNative(0x15D3A79D4E44B913, ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, heading)
```

### JavaScript

```js
TaskFollowNavMeshToCoord(ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, heading);

// by hash
Citizen.invokeNative('0x15D3A79D4E44B913', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, speedMultiplier + 0.0000001, timeout, stoppingRange + 0.0000001, flags, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x15D3A79D4E44B913, ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED

- **Hash:** `0x17F58B88D085DBAC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowNavMeshToCoordAdvanced`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED

## Signature

```c
void TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED(Ped ped, float x, float y, float z, float speedMultiplier, int timeout, float stoppingRange, int flags, float p8, float p9, float p10, Entity entity, float unk);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speedMultiplier` (`float`)
- `timeout` (`int`)
- `stoppingRange` (`float`)
- `flags` (`int`)
- `p8` (`float`)
- `p9` (`float`)
- `p10` (`float`)
- `entity` (`Entity`)
- `unk` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowNavMeshToCoordAdvanced(ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, p8, p9, p10, entity, unk)

-- always available, by hash
Citizen.InvokeNative(0x17F58B88D085DBAC, ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, p8, p9, p10, entity, unk)
```

### JavaScript

```js
TaskFollowNavMeshToCoordAdvanced(ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, p8, p9, p10, entity, unk);

// by hash
Citizen.invokeNative('0x17F58B88D085DBAC', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, speedMultiplier + 0.0000001, timeout, stoppingRange + 0.0000001, flags, p8 + 0.0000001, p9 + 0.0000001, p10 + 0.0000001, entity, unk + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x17F58B88D085DBAC, ped, x, y, z, speedMultiplier, timeout, stoppingRange, flags, p8, p9, p10, entity, unk);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_PAVEMENT_TO_COORD

- **Hash:** `0x1B1475414E70DD8E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowPavementToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_PAVEMENT_TO_COORD

## Signature

```c
void TASK_FOLLOW_PAVEMENT_TO_COORD(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TaskFollowPavementToCoord(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x1B1475414E70DD8E, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskFollowPavementToCoord(ped, args);

// by hash
const args = Citizen.invokeNative('0x1B1475414E70DD8E', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x1B1475414E70DD8E, ped, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_POINT_ROUTE

- **Hash:** `0x0E14C5550DC3CD1D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowPointRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_POINT_ROUTE

## Signature

```c
void TASK_FOLLOW_POINT_ROUTE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowPointRoute(ped, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x0E14C5550DC3CD1D, ped, p1, p2, p3, p4, p5)
```

### JavaScript

```js
TaskFollowPointRoute(ped, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x0E14C5550DC3CD1D', ped, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x0E14C5550DC3CD1D, ped, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_TO_OFFSET_OF_COORD

- **Hash:** `0x2E3676282C18A692`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowToOffsetOfCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_TO_OFFSET_OF_COORD

## Signature

```c
void TASK_FOLLOW_TO_OFFSET_OF_COORD(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowToOffsetOfCoord(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0x2E3676282C18A692, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
TaskFollowToOffsetOfCoord(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
Citizen.invokeNative('0x2E3676282C18A692', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

### C#

```csharp
Function.Call((Hash)0x2E3676282C18A692, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_TO_OFFSET_OF_ENTITY

- **Hash:** `0x304AE42E357B8C7E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowToOffsetOfEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_TO_OFFSET_OF_ENTITY

## Signature

```c
void TASK_FOLLOW_TO_OFFSET_OF_ENTITY(Ped ped, Entity entity, float offsetX, float offsetY, float offsetZ, float movementSpeed, int timeout, float stoppingRange, BOOL persistFollowing, BOOL p9, BOOL walkOnly, BOOL p11, BOOL p12, BOOL p13);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `movementSpeed` (`float`)
- `timeout` (`int`)
- `stoppingRange` (`float`)
- `persistFollowing` (`BOOL`)
- `p9` (`BOOL`)
- `walkOnly` (`BOOL`)
- `p11` (`BOOL`)
- `p12` (`BOOL`)
- `p13` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowToOffsetOfEntity(ped, entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing, p9, walkOnly, p11, p12, p13)

-- always available, by hash
Citizen.InvokeNative(0x304AE42E357B8C7E, ped, entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing, p9, walkOnly, p11, p12, p13)
```

### JavaScript

```js
TaskFollowToOffsetOfEntity(ped, entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing, p9, walkOnly, p11, p12, p13);

// by hash
Citizen.invokeNative('0x304AE42E357B8C7E', ped, entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, movementSpeed + 0.0000001, timeout, stoppingRange + 0.0000001, persistFollowing, p9, walkOnly, p11, p12, p13);
```

### C#

```csharp
Function.Call((Hash)0x304AE42E357B8C7E, ped, entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing, p9, walkOnly, p11, p12, p13);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# TASK::TASK_FOLLOW_WAYPOINT_RECORDING

- **Hash:** `0x0759591819534F7B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowWaypointRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_WAYPOINT_RECORDING

## Signature

```c
void TASK_FOLLOW_WAYPOINT_RECORDING(Ped ped, const char* waypointRecording, int startIndex, int flags, int endIndex, BOOL patrol, BOOL aimWeapon, int durationMs);
```

## Parameters

- `ped` (`Ped`)
- `waypointRecording` (`const char*`)
- `startIndex` (`int`)
- `flags` (`int`)
- `endIndex` (`int`)
- `patrol` (`BOOL`)
- `aimWeapon` (`BOOL`)
- `durationMs` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Follow a loaded waypoint recording. startIndex/endIndex bound the segment; patrol makes it loop back-and-forth; aimWeapon sets aiming stance; durationMs=-1 for natural pacing, otherwise caps time (snaps to end on expiry).

*Source: VORPCORE RDR3natives*

Orders ped to follow a waypoint recording with control over start/end node indices, optional patrol (back-and-forth) behavior,aiming stance, and total traversal duration
NOTES:The recording must be requested and loaded using `REQUEST_WAYPOINT_RECORDING`.
The indices (startIndex, endIndex) restrict which part of the route is used.
patrol controls whether the ped returns to the start after reaching the end.
aimWeapon only affects stance — no firing occurs.
duration determines total task time before snapping to the end node
https://www.youtube.com/watch?v=RIsXDJSmeGU

## Usage

### Lua

```lua
TaskFollowWaypointRecording(ped, waypointRecording, startIndex, flags, endIndex, patrol, aimWeapon, durationMs)

-- always available, by hash
Citizen.InvokeNative(0x0759591819534F7B, ped, waypointRecording, startIndex, flags, endIndex, patrol, aimWeapon, durationMs)
```

### JavaScript

```js
TaskFollowWaypointRecording(ped, waypointRecording, startIndex, flags, endIndex, patrol, aimWeapon, durationMs);

// by hash
Citizen.invokeNative('0x0759591819534F7B', ped, waypointRecording, startIndex, flags, endIndex, patrol, aimWeapon, durationMs);
```

### C#

```csharp
Function.Call((Hash)0x0759591819534F7B, ped, waypointRecording, startIndex, flags, endIndex, patrol, aimWeapon, durationMs);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED

- **Hash:** `0x0CFC13EBC19BCA52`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowWaypointRecordingAdvanced`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED

## Signature

```c
void TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowWaypointRecordingAdvanced(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x0CFC13EBC19BCA52, ped, p1)
```

### JavaScript

```js
TaskFollowWaypointRecordingAdvanced(ped, p1);

// by hash
Citizen.invokeNative('0x0CFC13EBC19BCA52', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x0CFC13EBC19BCA52, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FOLLOW_WAYPOINT_RECORDING_AT_OFFSET

- **Hash:** `0xBE9B0520BD7C445B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowWaypointRecordingAtOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_WAYPOINT_RECORDING_AT_OFFSET

## Signature

```c
void TASK_FOLLOW_WAYPOINT_RECORDING_AT_OFFSET(Ped ped, const char* waypointRecording, float p2, int p3, int p4, int p5, BOOL p6);
```

## Parameters

- `ped` (`Ped`)
- `waypointRecording` (`const char*`)
- `p2` (`float`)
- `p3` (`int`)
- `p4` (`int`)
- `p5` (`int`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowWaypointRecordingAtOffset(ped, waypointRecording, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xBE9B0520BD7C445B, ped, waypointRecording, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TaskFollowWaypointRecordingAtOffset(ped, waypointRecording, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xBE9B0520BD7C445B', ped, waypointRecording, p2 + 0.0000001, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xBE9B0520BD7C445B, ped, waypointRecording, p2, p3, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_FORCE_AIM_AT_COORD

- **Hash:** `0x41323F4E0C4AE94B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskForceAimAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FORCE_AIM_AT_COORD

## Signature

```c
void TASK_FORCE_AIM_AT_COORD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Force a ped that is already attacking to aim directly at the specified world coordinates

## Usage

### Lua

```lua
TaskForceAimAtCoord(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x41323F4E0C4AE94B, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TaskForceAimAtCoord(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x41323F4E0C4AE94B', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x41323F4E0C4AE94B, p0, p1, p2, p3, p4, p5, p6);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING

- **Hash:** `0x2416EC2F31F75266`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskForceFireAtEntityWhileAiming`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_TASK_FORCE_THROWABLE_AT_ENTITY_WHILE_AIMING`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING

## Signature

```c
void _TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING(Ped ped, Entity targetEntity, int durationMs, Any p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `durationMs` (`int`)
- `p3` (`Any`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Makes a ped that is already aiming keep firing at `targetEntity` for `durationMs`.
Uses projectile logic if holding a throwable/bow, otherwise gun logic. `p3` unused; `p4` is an extra mode flag (observed 0/1).
_TASK_FORCE_M*

*Source: VORPCORE RDR3natives*

Forces a ped to attack a target with throwable or projectile weapons (like bows, throwing knives, tomahawks, dynamite) for a specified duration while aiming
With a bow: the ped keeps firing arrows continuously until durationMs expires (as long as the aiming condition is maintained).With other throwables: throws are generally single-use (one per animation cycle).Excluded weapons: lasso and bolas

## Usage

### Lua

```lua
TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4)
```

### JavaScript

```js
TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4);

// by hash
Citizen.invokeNative('0x2416EC2F31F75266', ped, targetEntity, durationMs, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_FORCE_MOTION_STATE

- **Hash:** `0x4F056E1AFFEF17AB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskForceMotionState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FORCE_MOTION_STATE

## Signature

```c
void TASK_FORCE_MOTION_STATE(Ped ped, Hash motionStateHash, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `motionStateHash` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

motionStateHash: see FORCE_PED_MOTION_STATE

## Usage

### Lua

```lua
TaskForceMotionState(ped, motionStateHash, p2)

-- always available, by hash
Citizen.InvokeNative(0x4F056E1AFFEF17AB, ped, motionStateHash, p2)
```

### JavaScript

```js
TaskForceMotionState(ped, motionStateHash, p2);

// by hash
Citizen.invokeNative('0x4F056E1AFFEF17AB', ped, motionStateHash, p2);
```

### C#

```csharp
Function.Call((Hash)0x4F056E1AFFEF17AB, ped, motionStateHash, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [CPedMotionStates__eMotionState](https://natives.borderlinerp.com/enums/CPedMotionStates__eMotionState.md) — 83 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_STRAIGHT_TO_COORD

- **Hash:** `0xD76B57B44F1E6F8B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoStraightToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_STRAIGHT_TO_COORD

## Signature

```c
void TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float moveBlendSpeedY, int timeBeforeTeleport, float finalHeading, float targetRadius, int p8);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `moveBlendSpeedY` (`float`)
- `timeBeforeTeleport` (`int`)
- `finalHeading` (`float`)
- `targetRadius` (`float`)
- `p8` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Go to coords wihtout using navmesh, if timeBeforeTeleport is -1 then it never teleports p8 is 1 or 0 still unknown.

*Source: VORPCORE RDR3natives*

Tells the ped to go to a coord, without using the navemesh. if timeBeforeTeleport is -1 the ped will never warp, p8 is always 0 or 1 still unknown

## Usage

### Lua

```lua
TaskGoStraightToCoord(ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8)

-- always available, by hash
Citizen.InvokeNative(0xD76B57B44F1E6F8B, ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8)
```

### JavaScript

```js
TaskGoStraightToCoord(ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8);

// by hash
Citizen.invokeNative('0xD76B57B44F1E6F8B', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, moveBlendSpeedY + 0.0000001, timeBeforeTeleport, finalHeading + 0.0000001, targetRadius + 0.0000001, p8);
```

### C#

```csharp
Function.Call((Hash)0xD76B57B44F1E6F8B, ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY

- **Hash:** `0x61E360B7E040D12E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoStraightToCoordRelativeToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY

## Signature

```c
void TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY(Ped ped, Entity entity, float xOffset, float yOffset, float zOffset, int moveBlendRatio, int timeBeforeTeleport, int p7);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `moveBlendRatio` (`int`)
- `timeBeforeTeleport` (`int`)
- `p7` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Go to coords relative to entity wihtout using navmesh, if timeBeforeTeleport is -1 then it never teleports; p7 is 1 or 0 still unknown.

*Source: VORPCORE RDR3natives*

Tells the ped to go to an offset coord from an entity, without using the navmesh. if timeBeforeTeleport is -1 the ped will never warp, p7 is 1 or 0 still unknown param

## Usage

### Lua

```lua
TaskGoStraightToCoordRelativeToEntity(ped, entity, xOffset, yOffset, zOffset, moveBlendRatio, timeBeforeTeleport, p7)

-- always available, by hash
Citizen.InvokeNative(0x61E360B7E040D12E, ped, entity, xOffset, yOffset, zOffset, moveBlendRatio, timeBeforeTeleport, p7)
```

### JavaScript

```js
TaskGoStraightToCoordRelativeToEntity(ped, entity, xOffset, yOffset, zOffset, moveBlendRatio, timeBeforeTeleport, p7);

// by hash
Citizen.invokeNative('0x61E360B7E040D12E', ped, entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, moveBlendRatio, timeBeforeTeleport, p7);
```

### C#

```csharp
Function.Call((Hash)0x61E360B7E040D12E, ped, entity, xOffset, yOffset, zOffset, moveBlendRatio, timeBeforeTeleport, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD

- **Hash:** `0xA55547801EB331FC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordAndAimAtHatedEntitiesNearCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD

## Signature

```c
void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(Ped ped, float goToLocationX, float goToLocationY, float goToLocationZ, float focusLocationX, float focusLocationY, float focusLocationZ, float speed, BOOL shootAtEnemies, float distanceToStopAt, float noRoadsDistance, BOOL unkTrue, int unkFlag, int aimingFlag, Hash firingPattern);
```

## Parameters

- `ped` (`Ped`)
- `goToLocationX` (`float`)
- `goToLocationY` (`float`)
- `goToLocationZ` (`float`)
- `focusLocationX` (`float`)
- `focusLocationY` (`float`)
- `focusLocationZ` (`float`)
- `speed` (`float`)
- `shootAtEnemies` (`BOOL`)
- `distanceToStopAt` (`float`)
- `noRoadsDistance` (`float`)
- `unkTrue` (`BOOL`)
- `unkFlag` (`int`)
- `aimingFlag` (`int`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordAndAimAtHatedEntitiesNearCoord(ped, goToLocationX, goToLocationY, goToLocationZ, focusLocationX, focusLocationY, focusLocationZ, speed, shootAtEnemies, distanceToStopAt, noRoadsDistance, unkTrue, unkFlag, aimingFlag, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0xA55547801EB331FC, ped, goToLocationX, goToLocationY, goToLocationZ, focusLocationX, focusLocationY, focusLocationZ, speed, shootAtEnemies, distanceToStopAt, noRoadsDistance, unkTrue, unkFlag, aimingFlag, firingPattern)
```

### JavaScript

```js
TaskGoToCoordAndAimAtHatedEntitiesNearCoord(ped, goToLocationX, goToLocationY, goToLocationZ, focusLocationX, focusLocationY, focusLocationZ, speed, shootAtEnemies, distanceToStopAt, noRoadsDistance, unkTrue, unkFlag, aimingFlag, firingPattern);

// by hash
Citizen.invokeNative('0xA55547801EB331FC', ped, goToLocationX + 0.0000001, goToLocationY + 0.0000001, goToLocationZ + 0.0000001, focusLocationX + 0.0000001, focusLocationY + 0.0000001, focusLocationZ + 0.0000001, speed + 0.0000001, shootAtEnemies, distanceToStopAt + 0.0000001, noRoadsDistance + 0.0000001, unkTrue, unkFlag, aimingFlag, firingPattern);
```

### C#

```csharp
Function.Call((Hash)0xA55547801EB331FC, ped, goToLocationX, goToLocationY, goToLocationZ, focusLocationX, focusLocationY, focusLocationZ, speed, shootAtEnemies, distanceToStopAt, noRoadsDistance, unkTrue, unkFlag, aimingFlag, firingPattern);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD_USING_COMBAT_STYLE

- **Hash:** `0x87BD711FC31EA273`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordAndAimAtHatedEntitiesNearCoordUsingCombatStyle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD_USING_COMBAT_STYLE

## Signature

```c
void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD_USING_COMBAT_STYLE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordAndAimAtHatedEntitiesNearCoordUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0x87BD711FC31EA273, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
TaskGoToCoordAndAimAtHatedEntitiesNearCoordUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
Citizen.invokeNative('0x87BD711FC31EA273', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

### C#

```csharp
Function.Call((Hash)0x87BD711FC31EA273, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_ANY_MEANS

- **Hash:** `0x5BC448CB78FA3E88`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordAnyMeans`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_ANY_MEANS

## Signature

```c
void TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speed` (`float`)
- `entity` (`Entity`)
- `p6` (`BOOL`)
- `walkingStyle` (`int`)
- `p8` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordAnyMeans(ped, x, y, z, speed, entity, p6, walkingStyle, p8)

-- always available, by hash
Citizen.InvokeNative(0x5BC448CB78FA3E88, ped, x, y, z, speed, entity, p6, walkingStyle, p8)
```

### JavaScript

```js
TaskGoToCoordAnyMeans(ped, x, y, z, speed, entity, p6, walkingStyle, p8);

// by hash
Citizen.invokeNative('0x5BC448CB78FA3E88', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, entity, p6, walkingStyle, p8 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5BC448CB78FA3E88, ped, x, y, z, speed, entity, p6, walkingStyle, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS

- **Hash:** `0x1DD45F9ECFDB1BC9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordAnyMeansExtraParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS

## Signature

```c
void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS(Ped ped, float x, float y, float z, float speed, Any p5, BOOL p6, int walkingStyle, float p8, Any p9, Any p10, Any p11, Any p12);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speed` (`float`)
- `p5` (`Any`)
- `p6` (`BOOL`)
- `walkingStyle` (`int`)
- `p8` (`float`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordAnyMeansExtraParams(ped, x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12)

-- always available, by hash
Citizen.InvokeNative(0x1DD45F9ECFDB1BC9, ped, x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12)
```

### JavaScript

```js
TaskGoToCoordAnyMeansExtraParams(ped, x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12);

// by hash
Citizen.invokeNative('0x1DD45F9ECFDB1BC9', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, p5, p6, walkingStyle, p8 + 0.0000001, p9, p10, p11, p12);
```

### C#

```csharp
Function.Call((Hash)0x1DD45F9ECFDB1BC9, ped, x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED

- **Hash:** `0xB8ECD61F531A7B02`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED

## Signature

```c
void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

This native allows to control the cruise speed of where you want the ped to go
3rd param might be the entity ped is in? like boat or wagon, 12th param might be the cruiseSpeed of the entity ped is in?
EXAMPLE: TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(PlayerPedId(), vector3(x, y, z), 3.0, entity, 1, 0, -1082130432, 0, 101004800, 520, 3.0, 1082130432, 0)

## Usage

### Lua

```lua
TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0xB8ECD61F531A7B02, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
Citizen.invokeNative('0xB8ECD61F531A7B02', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

### C#

```csharp
Function.Call((Hash)0xB8ECD61F531A7B02, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD

- **Hash:** `0x11315AB3385B8AC0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordWhileAimingAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD

## Signature

```c
void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)
- `p15` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordWhileAimingAtCoord(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15)

-- always available, by hash
Citizen.InvokeNative(0x11315AB3385B8AC0, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15)
```

### JavaScript

```js
TaskGoToCoordWhileAimingAtCoord(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15);

// by hash
Citizen.invokeNative('0x11315AB3385B8AC0', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15);
```

### C#

```csharp
Function.Call((Hash)0x11315AB3385B8AC0, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD_USING_COMBAT_STYLE

- **Hash:** `0x639C0425A0B4E77E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordWhileAimingAtCoordUsingCombatStyle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD_USING_COMBAT_STYLE

## Signature

```c
void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD_USING_COMBAT_STYLE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)
- `p15` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordWhileAimingAtCoordUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15)

-- always available, by hash
Citizen.InvokeNative(0x639C0425A0B4E77E, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15)
```

### JavaScript

```js
TaskGoToCoordWhileAimingAtCoordUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15);

// by hash
Citizen.invokeNative('0x639C0425A0B4E77E', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15);
```

### C#

```csharp
Function.Call((Hash)0x639C0425A0B4E77E, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY

- **Hash:** `0xB2A16444EAD9AE47`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordWhileAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY

## Signature

```c
void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Ped ped1, float x, float y, float z, Ped ped2, float p5, Any p6, float p7, float p8, Any p9, Any p10, Any p11, Hash firingPattern, int p13, Any p14);
```

## Parameters

- `ped1` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `ped2` (`Ped`)
- `p5` (`float`)
- `p6` (`Any`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `firingPattern` (`Hash`)
- `p13` (`int`)
- `p14` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordWhileAimingAtEntity(ped1, x, y, z, ped2, p5, p6, p7, p8, p9, p10, p11, firingPattern, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0xB2A16444EAD9AE47, ped1, x, y, z, ped2, p5, p6, p7, p8, p9, p10, p11, firingPattern, p13, p14)
```

### JavaScript

```js
TaskGoToCoordWhileAimingAtEntity(ped1, x, y, z, ped2, p5, p6, p7, p8, p9, p10, p11, firingPattern, p13, p14);

// by hash
Citizen.invokeNative('0xB2A16444EAD9AE47', ped1, x + 0.0000001, y + 0.0000001, z + 0.0000001, ped2, p5 + 0.0000001, p6, p7 + 0.0000001, p8 + 0.0000001, p9, p10, p11, firingPattern, p13, p14);
```

### C#

```csharp
Function.Call((Hash)0xB2A16444EAD9AE47, ped1, x, y, z, ped2, p5, p6, p7, p8, p9, p10, p11, firingPattern, p13, p14);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE

- **Hash:** `0x78426D0982D083C9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToCoordWhileAimingAtEntityUsingCombatStyle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE

## Signature

```c
void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToCoordWhileAimingAtEntityUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0x78426D0982D083C9, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
TaskGoToCoordWhileAimingAtEntityUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
Citizen.invokeNative('0x78426D0982D083C9', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

### C#

```csharp
Function.Call((Hash)0x78426D0982D083C9, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_ENTITY

- **Hash:** `0x6A071245EB0D1882`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_ENTITY

## Signature

```c
void TASK_GO_TO_ENTITY(Ped ped, Entity target, int duration, float distance, float speed, float p5, int p6);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Entity`)
- `duration` (`int`)
- `distance` (`float`)
- `speed` (`float`)
- `p5` (`float`)
- `p6` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToEntity(ped, target, duration, distance, speed, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x6A071245EB0D1882, ped, target, duration, distance, speed, p5, p6)
```

### JavaScript

```js
TaskGoToEntity(ped, target, duration, distance, speed, p5, p6);

// by hash
Citizen.invokeNative('0x6A071245EB0D1882', ped, target, duration, distance + 0.0000001, speed + 0.0000001, p5 + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x6A071245EB0D1882, ped, target, duration, distance, speed, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY

- **Hash:** `0x97465886D35210E9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToEntityWhileAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY

## Signature

```c
void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Description

shootatEntity:
If true, peds will shoot at Entity till it is dead.
If false, peds will just walk till they reach the entity and will cease shooting.

## Usage

### Lua

```lua
TaskGoToEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x97465886D35210E9, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
TaskGoToEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x97465886D35210E9', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x97465886D35210E9, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE

- **Hash:** `0xCEF0117C233026AD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToEntityWhileAimingAtEntityUsingCombatStyle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE

## Signature

```c
void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGoToEntityWhileAimingAtEntityUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0xCEF0117C233026AD, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
TaskGoToEntityWhileAimingAtEntityUsingCombatStyle(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0xCEF0117C233026AD', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0xCEF0117C233026AD, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GO_TO_WHISTLE

- **Hash:** `0xBAD6545608CECA6E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToWhistle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_WHISTLE

## Signature

```c
void TASK_GO_TO_WHISTLE(Ped ped, Ped p1, int whistleType);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Ped`)
- `whistleType` (`int`)

## Returns

`void`

## Description

enum eWhistleType
{
	WHISTLE_MAIN,
	WHISTLE_SECONDARY,
	WHISTLE_DOUBLE,
	WHISTLE_URGENT,
	WHISTLE_LONG
};

## Usage

### Lua

```lua
TaskGoToWhistle(ped, p1, whistleType)

-- always available, by hash
Citizen.InvokeNative(0xBAD6545608CECA6E, ped, p1, whistleType)
```

### JavaScript

```js
TaskGoToWhistle(ped, p1, whistleType);

// by hash
Citizen.invokeNative('0xBAD6545608CECA6E', ped, p1, whistleType);
```

### C#

```csharp
Function.Call((Hash)0xBAD6545608CECA6E, ped, p1, whistleType);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GOTO_ENTITY_AIMING

- **Hash:** `0xA9DA48FAB8A76C12`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_AIMING

## Signature

```c
void TASK_GOTO_ENTITY_AIMING(Ped ped, Entity target, float distanceToStopAt, float StartAimingDist);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Entity`)
- `distanceToStopAt` (`float`)
- `StartAimingDist` (`float`)

## Returns

`void`

## Description

ped = Ped you want to perform this task.
target = the Entity they should aim at.
distanceToStopAt = distance from the target, where the ped should stop to aim.
StartAimingDist = distance where the ped should start to aim.

## Usage

### Lua

```lua
TaskGotoEntityAiming(ped, target, distanceToStopAt, StartAimingDist)

-- always available, by hash
Citizen.InvokeNative(0xA9DA48FAB8A76C12, ped, target, distanceToStopAt, StartAimingDist)
```

### JavaScript

```js
TaskGotoEntityAiming(ped, target, distanceToStopAt, StartAimingDist);

// by hash
Citizen.invokeNative('0xA9DA48FAB8A76C12', ped, target, distanceToStopAt + 0.0000001, StartAimingDist + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA9DA48FAB8A76C12, ped, target, distanceToStopAt, StartAimingDist);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GOTO_ENTITY_OFFSET

- **Hash:** `0xE39B4FF4FDEBDE27`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityOffset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_OFFSET

## Signature

```c
void TASK_GOTO_ENTITY_OFFSET(Ped ped, Entity entity, Any p2, float x, float y, float z, int duration);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `p2` (`Any`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGotoEntityOffset(ped, entity, p2, x, y, z, duration)

-- always available, by hash
Citizen.InvokeNative(0xE39B4FF4FDEBDE27, ped, entity, p2, x, y, z, duration)
```

### JavaScript

```js
TaskGotoEntityOffset(ped, entity, p2, x, y, z, duration);

// by hash
Citizen.invokeNative('0xE39B4FF4FDEBDE27', ped, entity, p2, x + 0.0000001, y + 0.0000001, z + 0.0000001, duration);
```

### C#

```csharp
Function.Call((Hash)0xE39B4FF4FDEBDE27, ped, entity, p2, x, y, z, duration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GOTO_ENTITY_OFFSET_XY

- **Hash:** `0x338E7EF52B6095A9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityOffsetXy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_OFFSET_XY

## Signature

```c
void TASK_GOTO_ENTITY_OFFSET_XY(Ped ped, Entity entity, int duration, float targetRadius, float xOffset, float yOffset, float moveBlendRatio, int offsetFlags);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `duration` (`int`)
- `targetRadius` (`float`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `moveBlendRatio` (`float`)
- `offsetFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGotoEntityOffsetXy(ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags)

-- always available, by hash
Citizen.InvokeNative(0x338E7EF52B6095A9, ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags)
```

### JavaScript

```js
TaskGotoEntityOffsetXy(ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags);

// by hash
Citizen.invokeNative('0x338E7EF52B6095A9', ped, entity, duration, targetRadius + 0.0000001, xOffset + 0.0000001, yOffset + 0.0000001, moveBlendRatio + 0.0000001, offsetFlags);
```

### C#

```csharp
Function.Call((Hash)0x338E7EF52B6095A9, ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GOTO_ENTITY_OFFSET_XY_AIMING

- **Hash:** `0x901BD69984400F62`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityOffsetXyAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_OFFSET_XY_AIMING

## Signature

```c
void TASK_GOTO_ENTITY_OFFSET_XY_AIMING(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGotoEntityOffsetXyAiming(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x901BD69984400F62, ped, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TaskGotoEntityOffsetXyAiming(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x901BD69984400F62', ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0x901BD69984400F62, ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GOTO_ENTITY_OFFSET_XYZ

- **Hash:** `0xFA6DA9D151769392`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityOffsetXyz`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_OFFSET_XYZ

## Signature

```c
void TASK_GOTO_ENTITY_OFFSET_XYZ(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGotoEntityOffsetXyz(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xFA6DA9D151769392, ped, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TaskGotoEntityOffsetXyz(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xFA6DA9D151769392', ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xFA6DA9D151769392, ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GOTO_ENTITY_OFFSET_XYZ_AIMING

- **Hash:** `0x41B0832CA96B5351`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityOffsetXyzAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_OFFSET_XYZ_AIMING

## Signature

```c
void TASK_GOTO_ENTITY_OFFSET_XYZ_AIMING(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGotoEntityOffsetXyzAiming(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x41B0832CA96B5351, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TaskGotoEntityOffsetXyzAiming(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x41B0832CA96B5351', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x41B0832CA96B5351, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GRAPPLE

- **Hash:** `0x779A2FFACEFAEA7B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGrapple`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GRAPPLE

## Signature

```c
BOOL TASK_GRAPPLE(Ped ped, Ped targetPed, Hash grappleStyle, int p3, float p4, int p5, int p6);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `grappleStyle` (`Hash`)
- `p3` (`int`)
- `p4` (`float`)
- `p5` (`int`)
- `p6` (`int`)

## Returns

`BOOL`

## Description

grappleStyle: AR_GRAPPLE_MOUNT_STANDING_FROM_FRONT, AR_GRAPPLE_MOUNT_STANDING_FROM_RIGHT, AR_GRAPPLE_MOUNT_STANDING_FROM_BACK, AR_GRAPPLE_MOUNT_STANDING_FROM_LEFT, AR_GRAPPLE_MOUNT_FROM_FRONT, AR_WOLF_EXECUTION_ENTER_FROM_BACK, AR_GRAPPLE_DRAG_FRONT_ON_ASS, AR_GRAPPLE_FRONT_FROM_LEFT_FAR, AR_BEAR_CHALLENGE_FRONT, AR_GRAPPLE_FRONT_FROM_FRONT, AR_GRAPPLE_MOUNT_FACEUP_FROM_FRONT

## Usage

### Lua

```lua
local retval = TaskGrapple(ped, targetPed, grappleStyle, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x779A2FFACEFAEA7B, ped, targetPed, grappleStyle, p3, p4, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskGrapple(ped, targetPed, grappleStyle, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x779A2FFACEFAEA7B', ped, targetPed, grappleStyle, p3, p4 + 0.0000001, p5, p6, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x779A2FFACEFAEA7B, ped, targetPed, grappleStyle, p3, p4, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GUARD

- **Hash:** `0xB9FB242EACCAF30F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGuard`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GUARD

## Signature

```c
void TASK_GUARD(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGuard(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xB9FB242EACCAF30F, ped, p1, p2)
```

### JavaScript

```js
TaskGuard(ped, p1, p2);

// by hash
Citizen.invokeNative('0xB9FB242EACCAF30F', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xB9FB242EACCAF30F, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GUARD_ASSIGNED_DEFENSIVE_AREA

- **Hash:** `0xD2A207EEBDF9889B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGuardAssignedDefensiveArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GUARD_ASSIGNED_DEFENSIVE_AREA

## Signature

```c
void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA(Ped ped, float p1, float p2, float p3, float p4, float p5, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGuardAssignedDefensiveArea(ped, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xD2A207EEBDF9889B, ped, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TaskGuardAssignedDefensiveArea(ped, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xD2A207EEBDF9889B', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0xD2A207EEBDF9889B, ped, p1, p2, p3, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_GUARD_CURRENT_POSITION

- **Hash:** `0x4A58A47A72E3FCB4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGuardCurrentPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GUARD_CURRENT_POSITION

## Signature

```c
void TASK_GUARD_CURRENT_POSITION(Ped ped, float p1, float p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGuardCurrentPosition(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4A58A47A72E3FCB4, ped, p1, p2, p3)
```

### JavaScript

```js
TaskGuardCurrentPosition(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4A58A47A72E3FCB4', ped, p1 + 0.0000001, p2 + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x4A58A47A72E3FCB4, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_GUARD_DEFENSIVE_AREA

- **Hash:** `0x1FC9B33976BACD6C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGuardDefensiveArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_TASK_GUARD_ASSIGNED_DEFENSIVE_AREA_2`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_GUARD_DEFENSIVE_AREA

## Signature

```c
void _TASK_GUARD_DEFENSIVE_AREA(Ped ped, Volume volume, float x, float y, float z, float heading, float patrolProximity, int duration);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`Volume`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `patrolProximity` (`float`)
- `duration` (`int`)

## Returns

`void`

## Description

Uses CTaskSetAndGuardArea. TASK_GUARD_ASSIGNED_DEFENSIVE_AREA uses CTaskStandGuard instead.

## Usage

### Lua

```lua
TaskGuardDefensiveArea(ped, volume, x, y, z, heading, patrolProximity, duration)

-- always available, by hash
Citizen.InvokeNative(0x1FC9B33976BACD6C, ped, volume, x, y, z, heading, patrolProximity, duration)
```

### JavaScript

```js
TaskGuardDefensiveArea(ped, volume, x, y, z, heading, patrolProximity, duration);

// by hash
Citizen.invokeNative('0x1FC9B33976BACD6C', ped, volume, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, patrolProximity + 0.0000001, duration);
```

### C#

```csharp
Function.Call((Hash)0x1FC9B33976BACD6C, ped, volume, x, y, z, heading, patrolProximity, duration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_HANDS_UP

- **Hash:** `0xF2EAB31979A7F910`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskHandsUp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_HANDS_UP

## Signature

```c
void TASK_HANDS_UP(Ped ped, int duration, Ped facingPed, int timeToFacePed, int flags);
```

## Parameters

- `ped` (`Ped`)
- `duration` (`int`)
- `facingPed` (`Ped`)
- `timeToFacePed` (`int`)
- `flags` (`int`)

## Returns

`void`

## Description

flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP

## Usage

### Lua

```lua
TaskHandsUp(ped, duration, facingPed, timeToFacePed, flags)

-- always available, by hash
Citizen.InvokeNative(0xF2EAB31979A7F910, ped, duration, facingPed, timeToFacePed, flags)
```

### JavaScript

```js
TaskHandsUp(ped, duration, facingPed, timeToFacePed, flags);

// by hash
Citizen.invokeNative('0xF2EAB31979A7F910', ped, duration, facingPed, timeToFacePed, flags);
```

### C#

```csharp
Function.Call((Hash)0xF2EAB31979A7F910, ped, duration, facingPed, timeToFacePed, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_HITCH_ANIMAL

- **Hash:** `0x9030AD4B6207BFE8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskHitchAnimal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_HITCH_ANIMAL

## Signature

```c
void TASK_HITCH_ANIMAL(Ped ped, int scenarioPoint, int flag);
```

## Parameters

- `ped` (`Ped`)
- `scenarioPoint` (`int`)
- `flag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskHitchAnimal(ped, scenarioPoint, flag)

-- always available, by hash
Citizen.InvokeNative(0x9030AD4B6207BFE8, ped, scenarioPoint, flag)
```

### JavaScript

```js
TaskHitchAnimal(ped, scenarioPoint, flag);

// by hash
Citizen.invokeNative('0x9030AD4B6207BFE8', ped, scenarioPoint, flag);
```

### C#

```csharp
Function.Call((Hash)0x9030AD4B6207BFE8, ped, scenarioPoint, flag);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_HOGTIE_TARGET_PED

- **Hash:** `0x27829AFD3E03AC1A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskHogtieTargetPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_HOGTIE_TARGET_PED

## Signature

```c
void TASK_HOGTIE_TARGET_PED(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskHogtieTargetPed(ped, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x27829AFD3E03AC1A, ped, targetPed)
```

### JavaScript

```js
TaskHogtieTargetPed(ped, targetPed);

// by hash
Citizen.invokeNative('0x27829AFD3E03AC1A', ped, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x27829AFD3E03AC1A, ped, targetPed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_HOGTIEABLE

- **Hash:** `0x6AFD8FE0D723328F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskHogtieable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_HOGTIEABLE

## Signature

```c
void TASK_HOGTIEABLE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskHogtieable(ped)

-- always available, by hash
Citizen.InvokeNative(0x6AFD8FE0D723328F, ped)
```

### JavaScript

```js
TaskHogtieable(ped);

// by hash
Citizen.invokeNative('0x6AFD8FE0D723328F', ped);
```

### C#

```csharp
Function.Call((Hash)0x6AFD8FE0D723328F, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_HORSE_ACTION

- **Hash:** `0xA09CFD29100F06C3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskHorseAction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_HORSE_ACTION

## Signature

```c
void TASK_HORSE_ACTION(Ped ped, int action, Ped targetPed, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `action` (`int`)
- `targetPed` (`Ped`)
- `p3` (`Any`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_HORSE_ACTION
Params: p2, p3 are set to 0 in R* Scripts

## Usage

### Lua

```lua
TaskHorseAction(ped, action, targetPed, p3)

-- always available, by hash
Citizen.InvokeNative(0xA09CFD29100F06C3, ped, action, targetPed, p3)
```

### JavaScript

```js
TaskHorseAction(ped, action, targetPed, p3);

// by hash
Citizen.invokeNative('0xA09CFD29100F06C3', ped, action, targetPed, p3);
```

### C#

```csharp
Function.Call((Hash)0xA09CFD29100F06C3, ped, action, targetPed, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_INTIMIDATED

- **Hash:** `0x648B75D44930D6BD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskIntimidated`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_INTIMIDATED

## Signature

```c
BOOL _TASK_INTIMIDATED(Any p0, Ped ped, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `ped` (`Ped`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`BOOL`

## Description

Only used in R* SP Script homeinvasion:
Params p2, p3, p4: 0, 0, 1

## Usage

### Lua

```lua
local retval = TaskIntimidated(p0, ped, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x648B75D44930D6BD, p0, ped, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskIntimidated(p0, ped, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x648B75D44930D6BD', p0, ped, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x648B75D44930D6BD, p0, ped, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_INTIMIDATED_2

- **Hash:** `0x933ACC1A1771A288`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskIntimidated_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_INTIMIDATED_2

## Signature

```c
BOOL _TASK_INTIMIDATED_2(Ped victim, Ped attacker, int p2, BOOL p3, BOOL p4, BOOL everyFrame, BOOL p6, BOOL p7, int flag);
```

## Parameters

- `victim` (`Ped`)
- `attacker` (`Ped`)
- `p2` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `everyFrame` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `flag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TaskIntimidated_2(victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x933ACC1A1771A288, victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskIntimidated_2(victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag);

// by hash
const retval = Citizen.invokeNative('0x933ACC1A1771A288', victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x933ACC1A1771A288, victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_INVESTIGATE

- **Hash:** `0x5C8514540D27FBFB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskInvestigate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_INVESTIGATE

## Signature

```c
void TASK_INVESTIGATE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskInvestigate(ped, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x5C8514540D27FBFB, ped, p1, p2, p3, p4, p5)
```

### JavaScript

```js
TaskInvestigate(ped, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x5C8514540D27FBFB', ped, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x5C8514540D27FBFB, ped, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_ITEM_INTERACTION_2

- **Hash:** `0x72F52AA2D2B172CC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskItemInteraction_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_ITEM_INTERACTION_2

## Signature

```c
void _TASK_ITEM_INTERACTION_2(Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7);
```

## Parameters

- `ped` (`Ped`)
- `propNameGxt` (`Hash`)
- `prop` (`Object`)
- `propId` (`Hash`)
- `itemInteractionState` (`Hash`)
- `p5` (`int`)
- `p6` (`Any`)
- `p7` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskItemInteraction_2(ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x72F52AA2D2B172CC, ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7)
```

### JavaScript

```js
TaskItemInteraction_2(ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7);

// by hash
Citizen.invokeNative('0x72F52AA2D2B172CC', ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x72F52AA2D2B172CC, ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_ITEM_INTERACTION_3

- **Hash:** `0xD61D5E1AD9876DEB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskItemInteraction_3`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_ITEM_INTERACTION_3

## Signature

```c
void _TASK_ITEM_INTERACTION_3(Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6);
```

## Parameters

- `ped` (`Ped`)
- `item` (`Hash`)
- `guid` (`Any*`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`float`)

## Returns

`void`

## Description

Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts

## Usage

### Lua

```lua
local guid = TaskItemInteraction_3(ped, item, p3, p4, p5, p6)

-- always available, by hash
local guid = Citizen.InvokeNative(0xD61D5E1AD9876DEB, ped, item, Citizen.PointerValueInt(), p3, p4, p5, p6)
```

### JavaScript

```js
const guid = TaskItemInteraction_3(ped, item, p3, p4, p5, p6);

// by hash
const guid = Citizen.invokeNative('0xD61D5E1AD9876DEB', ped, item, Citizen.pointerValueInt(), p3, p4, p5, p6 + 0.0000001);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0xD61D5E1AD9876DEB, ped, item, guid, p3, p4, p5, p6);
// guid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_JUMP

- **Hash:** `0x0AE4086104E067B1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskJump`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_JUMP

## Signature

```c
void TASK_JUMP(Ped ped, BOOL unused);
```

## Parameters

- `ped` (`Ped`)
- `unused` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskJump(ped, unused)

-- always available, by hash
Citizen.InvokeNative(0x0AE4086104E067B1, ped, unused)
```

### JavaScript

```js
TaskJump(ped, unused);

// by hash
Citizen.invokeNative('0x0AE4086104E067B1', ped, unused);
```

### C#

```csharp
Function.Call((Hash)0x0AE4086104E067B1, ped, unused);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_JUMP_2

- **Hash:** `0x91083103137D7254`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskJump_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_JUMP_2

## Signature

```c
void _TASK_JUMP_2(Ped ped, float x, float y, float z, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TaskJump_2(ped, x, y, z, entity)

-- always available, by hash
Citizen.InvokeNative(0x91083103137D7254, ped, x, y, z, entity)
```

### JavaScript

```js
TaskJump_2(ped, x, y, z, entity);

// by hash
Citizen.invokeNative('0x91083103137D7254', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, entity);
```

### C#

```csharp
Function.Call((Hash)0x91083103137D7254, ped, x, y, z, entity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_KNOCKED_OUT

- **Hash:** `0xF90427F00A495A28`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskKnockedOut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_KNOCKED_OUT

## Signature

```c
void TASK_KNOCKED_OUT(Ped ped, float p1, BOOL permanently);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `permanently` (`BOOL`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Puts the ped into a knocked out state for a specified duration. If 'permanently' is set to true, the ped will remain knocked out until mainually reset. Duration in seconds.

## Usage

### Lua

```lua
TaskKnockedOut(ped, p1, permanently)

-- always available, by hash
Citizen.InvokeNative(0xF90427F00A495A28, ped, p1, permanently)
```

### JavaScript

```js
TaskKnockedOut(ped, p1, permanently);

// by hash
Citizen.invokeNative('0xF90427F00A495A28', ped, p1 + 0.0000001, permanently);
```

### C#

```csharp
Function.Call((Hash)0xF90427F00A495A28, ped, p1, permanently);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_KNOCKED_OUT_AND_HOGTIED

- **Hash:** `0x42AC6401ABB8C7E5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskKnockedOutAndHogtied`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_KNOCKED_OUT_AND_HOGTIED

## Signature

```c
void TASK_KNOCKED_OUT_AND_HOGTIED(Ped ped, float koTimeOffset, int flags);
```

## Parameters

- `ped` (`Ped`)
- `koTimeOffset` (`float`)
- `flags` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

koTimeOffset (seconds): offset applied to the knockout timer-positive delays recovery (longer KO), negative brings recovery sooner, 0.0 initializes with no extension (immediate baseline).
flags (bitmask): 1 = default variant (forwarded to the KO task ctor; R* commonly uses 1), 2 = sets an unk internal synced toggle for this task, 4 = sets another unk internal synced toggle.

*Source: VORPCORE RDR3natives*

koTimeOffset (seconds): offset applied to the knockout timer—positive delays recovery (longer KO), negative brings recovery sooner, 0.0 initializes with no extension (immediate baseline).
flags (bitmask): 1 = default variant (forwarded to the KO task ctor; R* commonly uses 1), 2 = sets an unk internal synced toggle for this task, 4 = sets another unk internal synced toggle.

## Usage

### Lua

```lua
TaskKnockedOutAndHogtied(ped, koTimeOffset, flags)

-- always available, by hash
Citizen.InvokeNative(0x42AC6401ABB8C7E5, ped, koTimeOffset, flags)
```

### JavaScript

```js
TaskKnockedOutAndHogtied(ped, koTimeOffset, flags);

// by hash
Citizen.invokeNative('0x42AC6401ABB8C7E5', ped, koTimeOffset + 0.0000001, flags);
```

### C#

```csharp
Function.Call((Hash)0x42AC6401ABB8C7E5, ped, koTimeOffset, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_TASK_KNOCKED_OUT_SET_DURATION

- **Hash:** `0xFFB520A3E16F7B7B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskKnockedOutSetDuration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_KNOCKED_OUT_SET_DURATION

## Signature

```c
void _TASK_KNOCKED_OUT_SET_DURATION(Ped ped, float koTimeDuration);
```

## Parameters

- `ped` (`Ped`)
- `koTimeDuration` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the knockout timer in seconds for a ped that is currently in the knocked-out state.

*Source: VORPCORE RDR3natives*

Sets the knockout timer for a ped that is currently knocked out (See Task_Knocked_Out or Task_Knocked_Out_And_Hogtied). p1 is the duration in seconds.

## Usage

### Lua

```lua
TaskKnockedOutSetDuration(ped, koTimeDuration)

-- always available, by hash
Citizen.InvokeNative(0xFFB520A3E16F7B7B, ped, koTimeDuration)
```

### JavaScript

```js
TaskKnockedOutSetDuration(ped, koTimeDuration);

// by hash
Citizen.invokeNative('0xFFB520A3E16F7B7B', ped, koTimeDuration + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFFB520A3E16F7B7B, ped, koTimeDuration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::_TASK_KNOCKED_OUT_SET_TUNING

- **Hash:** `0x8B1FDF63C3193EDA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskKnockedOutSetTuning`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_KNOCKED_OUT_SET_TUNING

## Signature

```c
void _TASK_KNOCKED_OUT_SET_TUNING(Ped ped, float tuning);
```

## Parameters

- `ped` (`Ped`)
- `tuning` (`float`)

## Returns

`void`

## Description

Sets an unknown float tuning setting for a ped that is currently in the knocked-out state.

## Usage

### Lua

```lua
TaskKnockedOutSetTuning(ped, tuning)

-- always available, by hash
Citizen.InvokeNative(0x8B1FDF63C3193EDA, ped, tuning)
```

### JavaScript

```js
TaskKnockedOutSetTuning(ped, tuning);

// by hash
Citizen.invokeNative('0x8B1FDF63C3193EDA', ped, tuning + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8B1FDF63C3193EDA, ped, tuning);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LASSO_PED

- **Hash:** `0xC716EB2BD16370A3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLassoPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LASSO_PED

## Signature

```c
void TASK_LASSO_PED(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskLassoPed(ped, targetPed)

-- always available, by hash
Citizen.InvokeNative(0xC716EB2BD16370A3, ped, targetPed)
```

### JavaScript

```js
TaskLassoPed(ped, targetPed);

// by hash
Citizen.invokeNative('0xC716EB2BD16370A3', ped, targetPed);
```

### C#

```csharp
Function.Call((Hash)0xC716EB2BD16370A3, ped, targetPed);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LEAD_AND_CONVERSE

- **Hash:** `0xAA19711D33C6708C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLeadAndConverse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LEAD_AND_CONVERSE

## Signature

```c
void TASK_LEAD_AND_CONVERSE(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskLeadAndConverse(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xAA19711D33C6708C, ped, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TaskLeadAndConverse(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xAA19711D33C6708C', ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xAA19711D33C6708C, ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LEAD_HORSE

- **Hash:** `0x9A7A4A54596FE09D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLeadHorse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LEAD_HORSE

## Signature

```c
void TASK_LEAD_HORSE(Ped ped, Ped horse);
```

## Parameters

- `ped` (`Ped`)
- `horse` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskLeadHorse(ped, horse)

-- always available, by hash
Citizen.InvokeNative(0x9A7A4A54596FE09D, ped, horse)
```

### JavaScript

```js
TaskLeadHorse(ped, horse);

// by hash
Citizen.invokeNative('0x9A7A4A54596FE09D', ped, horse);
```

### C#

```csharp
Function.Call((Hash)0x9A7A4A54596FE09D, ped, horse);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LEAVE_ANY_VEHICLE

- **Hash:** `0x504D54DF3F6F2247`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLeaveAnyVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LEAVE_ANY_VEHICLE

## Signature

```c
void TASK_LEAVE_ANY_VEHICLE(Ped ped, int p1, int taskFlag);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `taskFlag` (`int`)

## Returns

`void`

## Description

flags: See TASK_ENTER_VEHICLE

## Usage

### Lua

```lua
TaskLeaveAnyVehicle(ped, p1, taskFlag)

-- always available, by hash
Citizen.InvokeNative(0x504D54DF3F6F2247, ped, p1, taskFlag)
```

### JavaScript

```js
TaskLeaveAnyVehicle(ped, p1, taskFlag);

// by hash
Citizen.invokeNative('0x504D54DF3F6F2247', ped, p1, taskFlag);
```

### C#

```csharp
Function.Call((Hash)0x504D54DF3F6F2247, ped, p1, taskFlag);
```

## Related enums

- [eEnterExitVehicleFlags](https://natives.borderlinerp.com/enums/eEnterExitVehicleFlags.md) — 29 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LEAVE_VEHICLE

- **Hash:** `0xD3DBCE61A490BE02`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLeaveVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LEAVE_VEHICLE

## Signature

```c
void TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags, Ped unkPed);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `flags` (`int`)
- `unkPed` (`Ped`)

## Returns

`void`

## Description

flags: See TASK_ENTER_VEHICLE

## Usage

### Lua

```lua
TaskLeaveVehicle(ped, vehicle, flags, unkPed)

-- always available, by hash
Citizen.InvokeNative(0xD3DBCE61A490BE02, ped, vehicle, flags, unkPed)
```

### JavaScript

```js
TaskLeaveVehicle(ped, vehicle, flags, unkPed);

// by hash
Citizen.invokeNative('0xD3DBCE61A490BE02', ped, vehicle, flags, unkPed);
```

### C#

```csharp
Function.Call((Hash)0xD3DBCE61A490BE02, ped, vehicle, flags, unkPed);
```

## Related enums

- [eEnterExitVehicleFlags](https://natives.borderlinerp.com/enums/eEnterExitVehicleFlags.md) — 29 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LOOK_AT_COORD

- **Hash:** `0x6FA46612594F7973`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLookAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LOOK_AT_COORD

## Signature

```c
void TASK_LOOK_AT_COORD(Ped ped, float x, float y, float z, int duration, int flags, int p6, BOOL p7);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)
- `flags` (`int`)
- `p6` (`int`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskLookAtCoord(ped, x, y, z, duration, flags, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x6FA46612594F7973, ped, x, y, z, duration, flags, p6, p7)
```

### JavaScript

```js
TaskLookAtCoord(ped, x, y, z, duration, flags, p6, p7);

// by hash
Citizen.invokeNative('0x6FA46612594F7973', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, duration, flags, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x6FA46612594F7973, ped, x, y, z, duration, flags, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LOOK_AT_ENTITY

- **Hash:** `0x69F4BE8C8CC4796C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLookAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LOOK_AT_ENTITY

## Signature

```c
void TASK_LOOK_AT_ENTITY(Ped ped, Entity lookAtTarget, int duration, int p3, int p4, int p5);
```

## Parameters

- `ped` (`Ped`)
- `lookAtTarget` (`Entity`)
- `duration` (`int`)
- `p3` (`int`)
- `p4` (`int`)
- `p5` (`int`)

## Returns

`void`

## Description

param3: duration in ms, use -1 to look forever
param4: using 2048 is fine
param5: using 3 is fine

## Usage

### Lua

```lua
TaskLookAtEntity(ped, lookAtTarget, duration, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x69F4BE8C8CC4796C, ped, lookAtTarget, duration, p3, p4, p5)
```

### JavaScript

```js
TaskLookAtEntity(ped, lookAtTarget, duration, p3, p4, p5);

// by hash
Citizen.invokeNative('0x69F4BE8C8CC4796C', ped, lookAtTarget, duration, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x69F4BE8C8CC4796C, ped, lookAtTarget, duration, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LOOT_ENTITY

- **Hash:** `0x48FAE038401A2888`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLootEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LOOT_ENTITY

## Signature

```c
void TASK_LOOT_ENTITY(Ped ped, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TaskLootEntity(ped, entity)

-- always available, by hash
Citizen.InvokeNative(0x48FAE038401A2888, ped, entity)
```

### JavaScript

```js
TaskLootEntity(ped, entity);

// by hash
Citizen.invokeNative('0x48FAE038401A2888', ped, entity);
```

### C#

```csharp
Function.Call((Hash)0x48FAE038401A2888, ped, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_LOOT_NEAREST_ENTITY

- **Hash:** `0xCF1501CBC4059412`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskLootNearestEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_LOOT_NEAREST_ENTITY

## Signature

```c
void TASK_LOOT_NEAREST_ENTITY(Ped ped, float x, float y, float z, int p4, float p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`int`)
- `p5` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskLootNearestEntity(ped, x, y, z, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xCF1501CBC4059412, ped, x, y, z, p4, p5)
```

### JavaScript

```js
TaskLootNearestEntity(ped, x, y, z, p4, p5);

// by hash
Citizen.invokeNative('0xCF1501CBC4059412', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCF1501CBC4059412, ped, x, y, z, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MELEE

- **Hash:** `0x482C99D0B38D1B0A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMelee`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MELEE

## Signature

```c
BOOL TASK_MELEE(Ped ped, Ped targetPed, Hash p2, Any p3, Any p4, float p5, Any p6, float p7);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)
- `p2` (`Hash`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`float`)
- `p6` (`Any`)
- `p7` (`float`)

## Returns

`BOOL`

## Description

Params: p2: AR_TAKEDOWN_FRONT, AR_EXECUTION_FRONT, 0 in R* Scripts

## Usage

### Lua

```lua
local retval = TaskMelee(ped, targetPed, p2, p3, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x482C99D0B38D1B0A, ped, targetPed, p2, p3, p4, p5, p6, p7, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskMelee(ped, targetPed, p2, p3, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0x482C99D0B38D1B0A', ped, targetPed, p2, p3, p4, p5 + 0.0000001, p6, p7 + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x482C99D0B38D1B0A, ped, targetPed, p2, p3, p4, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOUNT_ANIMAL

- **Hash:** `0x92DB0739813C5186`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMountAnimal`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOUNT_ANIMAL

## Signature

```c
void TASK_MOUNT_ANIMAL(Ped ped, Ped mount, int timer, int seatIndex, float pedSpeed, int mountStyle, Any p6, Any p7);
```

## Parameters

- `ped` (`Ped`)
- `mount` (`Ped`)
- `timer` (`int`)
- `seatIndex` (`int`)
- `pedSpeed` (`float`)
- `mountStyle` (`int`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Description

timer: in ms, if it reaches 0 it will auto warp the ped on the horse
mountStyle: See TASK_ENTER_VEHICLE
Flags will still apply to mountStyle

## Usage

### Lua

```lua
TaskMountAnimal(ped, mount, timer, seatIndex, pedSpeed, mountStyle, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x92DB0739813C5186, ped, mount, timer, seatIndex, pedSpeed, mountStyle, p6, p7)
```

### JavaScript

```js
TaskMountAnimal(ped, mount, timer, seatIndex, pedSpeed, mountStyle, p6, p7);

// by hash
Citizen.invokeNative('0x92DB0739813C5186', ped, mount, timer, seatIndex, pedSpeed + 0.0000001, mountStyle, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x92DB0739813C5186, ped, mount, timer, seatIndex, pedSpeed, mountStyle, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEnterExitVehicleFlags](https://natives.borderlinerp.com/enums/eEnterExitVehicleFlags.md) — 29 values

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# TASK::TASK_MOVE_BE_IN_FORMATION

- **Hash:** `0x4AA5AA97C65E4A2F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveBeInFormation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_BE_IN_FORMATION

## Signature

```c
void TASK_MOVE_BE_IN_FORMATION(Ped ped, Any p1, float p2, float p3, float p4, float p5, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskMoveBeInFormation(ped, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x4AA5AA97C65E4A2F, ped, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TaskMoveBeInFormation(ped, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x4AA5AA97C65E4A2F', ped, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x4AA5AA97C65E4A2F, ped, p1, p2, p3, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH

- **Hash:** `0x79482C12482A860D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveFollowRoadUsingNavmesh`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH

## Signature

```c
void TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH(Ped ped, float moveBlendRatio, float x, float y, float z, Any p5);
```

## Parameters

- `ped` (`Ped`)
- `moveBlendRatio` (`float`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`Any`)

## Returns

`void`

## Description

Params: moveBlendRatio commonly 1.25f, p5 is always 0 in R* Scripts

## Usage

### Lua

```lua
TaskMoveFollowRoadUsingNavmesh(ped, moveBlendRatio, x, y, z, p5)

-- always available, by hash
Citizen.InvokeNative(0x79482C12482A860D, ped, moveBlendRatio, x, y, z, p5)
```

### JavaScript

```js
TaskMoveFollowRoadUsingNavmesh(ped, moveBlendRatio, x, y, z, p5);

// by hash
Citizen.invokeNative('0x79482C12482A860D', ped, moveBlendRatio + 0.0000001, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5);
```

### C#

```csharp
Function.Call((Hash)0x79482C12482A860D, ped, moveBlendRatio, x, y, z, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_IN_TRAFFIC

- **Hash:** `0x8AA1593AEC087A29`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveInTraffic`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_IN_TRAFFIC

## Signature

```c
void TASK_MOVE_IN_TRAFFIC(Ped ped, float p1, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskMoveInTraffic(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x8AA1593AEC087A29, ped, p1, p2, p3)
```

### JavaScript

```js
TaskMoveInTraffic(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x8AA1593AEC087A29', ped, p1 + 0.0000001, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x8AA1593AEC087A29, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_IN_TRAFFIC_AWAY_FROM_ENTITY

- **Hash:** `0x13DED0BC45600FE1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveInTrafficAwayFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_IN_TRAFFIC_AWAY_FROM_ENTITY

## Signature

```c
void TASK_MOVE_IN_TRAFFIC_AWAY_FROM_ENTITY(Ped ped, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskMoveInTrafficAwayFromEntity(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x13DED0BC45600FE1, ped, p1, p2, p3, p4)
```

### JavaScript

```js
TaskMoveInTrafficAwayFromEntity(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x13DED0BC45600FE1', ped, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x13DED0BC45600FE1, ped, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_IN_TRAFFIC_TO_DESTINATION

- **Hash:** `0xDCA3A13F7A45338B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveInTrafficToDestination`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_IN_TRAFFIC_TO_DESTINATION

## Signature

```c
void TASK_MOVE_IN_TRAFFIC_TO_DESTINATION(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskMoveInTrafficToDestination(ped, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xDCA3A13F7A45338B, ped, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
TaskMoveInTrafficToDestination(ped, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xDCA3A13F7A45338B', ped, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xDCA3A13F7A45338B, ped, p1, p2, p3, p4, p5, p6, p7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS

- **Hash:** `0x7B6A04F98BBAFB2C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveNetworkAdvancedByNameWithInitParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS

## Signature

```c
void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS(Ped ped, const char* moveNetworkDefName, Any* taskData, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, int p9, float p10, int p11, int p12, int flag, int p14);
```

## Parameters

- `ped` (`Ped`)
- `moveNetworkDefName` (`const char*`)
- `taskData` (`Any*`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `p9` (`int`)
- `p10` (`float`)
- `p11` (`int`)
- `p12` (`int`)
- `flag` (`int`)
- `p14` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local taskData = TaskMoveNetworkAdvancedByNameWithInitParams(ped, moveNetworkDefName, xPos, yPos, zPos, xRot, yRot, zRot, p9, p10, p11, p12, flag, p14)

-- always available, by hash
local taskData = Citizen.InvokeNative(0x7B6A04F98BBAFB2C, ped, moveNetworkDefName, Citizen.PointerValueInt(), xPos, yPos, zPos, xRot, yRot, zRot, p9, p10, p11, p12, flag, p14)
```

### JavaScript

```js
const taskData = TaskMoveNetworkAdvancedByNameWithInitParams(ped, moveNetworkDefName, xPos, yPos, zPos, xRot, yRot, zRot, p9, p10, p11, p12, flag, p14);

// by hash
const taskData = Citizen.invokeNative('0x7B6A04F98BBAFB2C', ped, moveNetworkDefName, Citizen.pointerValueInt(), xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, p9, p10 + 0.0000001, p11, p12, flag, p14);
```

### C#

```csharp
var taskData = new OutputArgument();
Function.Call((Hash)0x7B6A04F98BBAFB2C, ped, moveNetworkDefName, taskData, xPos, yPos, zPos, xRot, yRot, zRot, p9, p10, p11, p12, flag, p14);
// taskData.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS_ATTACHED

- **Hash:** `0xF92171093BCABED4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveNetworkAdvancedByNameWithInitParamsAttached`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS_ATTACHED

## Signature

```c
void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS_ATTACHED(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)
- `p15` (`Any`)
- `p16` (`Any`)
- `p17` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskMoveNetworkAdvancedByNameWithInitParamsAttached(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17)

-- always available, by hash
Citizen.InvokeNative(0xF92171093BCABED4, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17)
```

### JavaScript

```js
TaskMoveNetworkAdvancedByNameWithInitParamsAttached(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17);

// by hash
Citizen.invokeNative('0xF92171093BCABED4', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17);
```

### C#

```csharp
Function.Call((Hash)0xF92171093BCABED4, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_NETWORK_BY_NAME

- **Hash:** `0x2D537BA194896636`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveNetworkByName`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_NETWORK_BY_NAME

## Signature

```c
void TASK_MOVE_NETWORK_BY_NAME(Ped ped, const char* task, float multiplier, BOOL p3, const char* animDict, int flags);
```

## Parameters

- `ped` (`Ped`)
- `task` (`const char*`)
- `multiplier` (`float`)
- `p3` (`BOOL`)
- `animDict` (`const char*`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskMoveNetworkByName(ped, task, multiplier, p3, animDict, flags)

-- always available, by hash
Citizen.InvokeNative(0x2D537BA194896636, ped, task, multiplier, p3, animDict, flags)
```

### JavaScript

```js
TaskMoveNetworkByName(ped, task, multiplier, p3, animDict, flags);

// by hash
Citizen.invokeNative('0x2D537BA194896636', ped, task, multiplier + 0.0000001, p3, animDict, flags);
```

### C#

```csharp
Function.Call((Hash)0x2D537BA194896636, ped, task, multiplier, p3, animDict, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS

- **Hash:** `0x139805C2A67C4795`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskMoveNetworkByNameWithInitParams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS

## Signature

```c
void TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS(Ped ped, const char* moveNetworkDefName, Any* taskData, float p3, BOOL p4, const char* animDict, int flags);
```

## Parameters

- `ped` (`Ped`)
- `moveNetworkDefName` (`const char*`)
- `taskData` (`Any*`)
- `p3` (`float`)
- `p4` (`BOOL`)
- `animDict` (`const char*`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local taskData = TaskMoveNetworkByNameWithInitParams(ped, moveNetworkDefName, p3, p4, animDict, flags)

-- always available, by hash
local taskData = Citizen.InvokeNative(0x139805C2A67C4795, ped, moveNetworkDefName, Citizen.PointerValueInt(), p3, p4, animDict, flags)
```

### JavaScript

```js
const taskData = TaskMoveNetworkByNameWithInitParams(ped, moveNetworkDefName, p3, p4, animDict, flags);

// by hash
const taskData = Citizen.invokeNative('0x139805C2A67C4795', ped, moveNetworkDefName, Citizen.pointerValueInt(), p3 + 0.0000001, p4, animDict, flags);
```

### C#

```csharp
var taskData = new OutputArgument();
Function.Call((Hash)0x139805C2A67C4795, ped, moveNetworkDefName, taskData, p3, p4, animDict, flags);
// taskData.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PATROL

- **Hash:** `0xBDA5DF49D080FE4E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPatrol`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PATROL

## Signature

```c
void TASK_PATROL(Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `patrolRoute` (`const char*`)
- `p2` (`Any`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPatrol(ped, patrolRoute, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xBDA5DF49D080FE4E, ped, patrolRoute, p2, p3, p4)
```

### JavaScript

```js
TaskPatrol(ped, patrolRoute, p2, p3, p4);

// by hash
Citizen.invokeNative('0xBDA5DF49D080FE4E', ped, patrolRoute, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xBDA5DF49D080FE4E, ped, patrolRoute, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_PATROL_2

- **Hash:** `0x964B06C88E4C86DB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPatrol_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_PATROL_2

## Signature

```c
void _TASK_PATROL_2(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPatrol_2(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x964B06C88E4C86DB, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
TaskPatrol_2(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x964B06C88E4C86DB', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x964B06C88E4C86DB, p0, p1, p2, p3, p4, p5, p6, p7);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PAUSE

- **Hash:** `0xE73A266DB0CA9042`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPause`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PAUSE

## Signature

```c
void TASK_PAUSE(Ped ped, int ms);
```

## Parameters

- `ped` (`Ped`)
- `ms` (`int`)

## Returns

`void`

## Description

This tasks the ped to do nothing for the specified amount of milliseconds.
This is useful if you want to add a delay between tasks when using a sequence task.

## Usage

### Lua

```lua
TaskPause(ped, ms)

-- always available, by hash
Citizen.InvokeNative(0xE73A266DB0CA9042, ped, ms)
```

### JavaScript

```js
TaskPause(ped, ms);

// by hash
Citizen.invokeNative('0xE73A266DB0CA9042', ped, ms);
```

### C#

```csharp
Function.Call((Hash)0xE73A266DB0CA9042, ped, ms);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PED_SLIDE_TO_COORD

- **Hash:** `0xD04FE6765D990A06`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPedSlideToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PED_SLIDE_TO_COORD

## Signature

```c
void TASK_PED_SLIDE_TO_COORD(Ped ped, float x, float y, float z, float heading, float p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p5` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPedSlideToCoord(ped, x, y, z, heading, p5)

-- always available, by hash
Citizen.InvokeNative(0xD04FE6765D990A06, ped, x, y, z, heading, p5)
```

### JavaScript

```js
TaskPedSlideToCoord(ped, x, y, z, heading, p5);

// by hash
Citizen.invokeNative('0xD04FE6765D990A06', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD04FE6765D990A06, ped, x, y, z, heading, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PERFORM_SEQUENCE

- **Hash:** `0x5ABA3986D90D8A3B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPerformSequence`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PERFORM_SEQUENCE

## Signature

```c
void TASK_PERFORM_SEQUENCE(Ped ped, int taskSequenceId);
```

## Parameters

- `ped` (`Ped`)
- `taskSequenceId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPerformSequence(ped, taskSequenceId)

-- always available, by hash
Citizen.InvokeNative(0x5ABA3986D90D8A3B, ped, taskSequenceId)
```

### JavaScript

```js
TaskPerformSequence(ped, taskSequenceId);

// by hash
Citizen.invokeNative('0x5ABA3986D90D8A3B', ped, taskSequenceId);
```

### C#

```csharp
Function.Call((Hash)0x5ABA3986D90D8A3B, ped, taskSequenceId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_PERFORM_SEQUENCE_2

- **Hash:** `0x4FC0AF869D6E309D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPerformSequence_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `TASK_PERFORM_SEQUENCE_LOCALLY`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_PERFORM_SEQUENCE_2

## Signature

```c
void _TASK_PERFORM_SEQUENCE_2(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old name: _TASK_PERFORM_SEQUENCE_2

## Usage

### Lua

```lua
TaskPerformSequence_2(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4FC0AF869D6E309D, p0, p1, p2, p3)
```

### JavaScript

```js
TaskPerformSequence_2(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4FC0AF869D6E309D', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x4FC0AF869D6E309D, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_PERFORM_SEQUENCE_FROM_PROGRESS

- **Hash:** `0x89221B16730234F0`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPerformSequenceFromProgress`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PERFORM_SEQUENCE_FROM_PROGRESS

## Signature

```c
void TASK_PERFORM_SEQUENCE_FROM_PROGRESS(Ped ped, Any p1, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPerformSequenceFromProgress(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x89221B16730234F0, ped, p1, p2, p3)
```

### JavaScript

```js
TaskPerformSequenceFromProgress(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x89221B16730234F0', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x89221B16730234F0, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PERSISTENT_CHARACTER

- **Hash:** `0x4391700CBD89C3D8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPersistentCharacter`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PERSISTENT_CHARACTER

## Signature

```c
void TASK_PERSISTENT_CHARACTER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPersistentCharacter(ped)

-- always available, by hash
Citizen.InvokeNative(0x4391700CBD89C3D8, ped)
```

### JavaScript

```js
TaskPersistentCharacter(ped);

// by hash
Citizen.invokeNative('0x4391700CBD89C3D8', ped);
```

### C#

```csharp
Function.Call((Hash)0x4391700CBD89C3D8, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PICK_UP_WEAPON

- **Hash:** `0x55B0ECFD98596624`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPickUpWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PICK_UP_WEAPON

## Signature

```c
void TASK_PICK_UP_WEAPON(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPickUpWeapon(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x55B0ECFD98596624, ped, p1)
```

### JavaScript

```js
TaskPickUpWeapon(ped, p1);

// by hash
Citizen.invokeNative('0x55B0ECFD98596624', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x55B0ECFD98596624, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PICKUP_CARRIABLE_ENTITY

- **Hash:** `0x502EC17B1BED4BFA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPickupCarriableEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PICKUP_CARRIABLE_ENTITY

## Signature

```c
void TASK_PICKUP_CARRIABLE_ENTITY(Ped ped, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPickupCarriableEntity(ped, entity)

-- always available, by hash
Citizen.InvokeNative(0x502EC17B1BED4BFA, ped, entity)
```

### JavaScript

```js
TaskPickupCarriableEntity(ped, entity);

// by hash
Citizen.invokeNative('0x502EC17B1BED4BFA', ped, entity);
```

### C#

```csharp
Function.Call((Hash)0x502EC17B1BED4BFA, ped, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PLACE_CARRIED_ENTITY_AT_COORD

- **Hash:** `0xC7F0B43DCDC57E3D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlaceCarriedEntityAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLACE_CARRIED_ENTITY_AT_COORD

## Signature

```c
void TASK_PLACE_CARRIED_ENTITY_AT_COORD(Ped ped, Entity entity, float x, float y, float z, float p5, int flags);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`float`)
- `flags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPlaceCarriedEntityAtCoord(ped, entity, x, y, z, p5, flags)

-- always available, by hash
Citizen.InvokeNative(0xC7F0B43DCDC57E3D, ped, entity, x, y, z, p5, flags)
```

### JavaScript

```js
TaskPlaceCarriedEntityAtCoord(ped, entity, x, y, z, p5, flags);

// by hash
Citizen.invokeNative('0xC7F0B43DCDC57E3D', ped, entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5 + 0.0000001, flags);
```

### C#

```csharp
Function.Call((Hash)0xC7F0B43DCDC57E3D, ped, entity, x, y, z, p5, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# TASK::TASK_PLACE_CARRIED_ENTITY_ON_MOUNT

- **Hash:** `0x6D3D87C57B3D52C7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlaceCarriedEntityOnMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLACE_CARRIED_ENTITY_ON_MOUNT

## Signature

```c
void TASK_PLACE_CARRIED_ENTITY_ON_MOUNT(Ped ped, Entity entity, Ped mount, float p3);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `mount` (`Ped`)
- `p3` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPlaceCarriedEntityOnMount(ped, entity, mount, p3)

-- always available, by hash
Citizen.InvokeNative(0x6D3D87C57B3D52C7, ped, entity, mount, p3)
```

### JavaScript

```js
TaskPlaceCarriedEntityOnMount(ped, entity, mount, p3);

// by hash
Citizen.invokeNative('0x6D3D87C57B3D52C7', ped, entity, mount, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6D3D87C57B3D52C7, ped, entity, mount, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PLANT_BOMB

- **Hash:** `0x965FEC691D55E9BF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlantBomb`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLANT_BOMB

## Signature

```c
void TASK_PLANT_BOMB(Ped ped, float x, float y, float z, float heading);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPlantBomb(ped, x, y, z, heading)

-- always available, by hash
Citizen.InvokeNative(0x965FEC691D55E9BF, ped, x, y, z, heading)
```

### JavaScript

```js
TaskPlantBomb(ped, x, y, z, heading);

// by hash
Citizen.invokeNative('0x965FEC691D55E9BF', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x965FEC691D55E9BF, ped, x, y, z, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PLAY_ANIM

- **Hash:** `0xEA47FE3719165B94`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLAY_ANIM

## Signature

```c
void TASK_PLAY_ANIM(Ped ped, const char* animDict, const char* animName, float speed, float speedMultiplier, int duration, int flags, float playbackRate, BOOL p8, int ikFlags, BOOL p10, const char* taskFilter, BOOL p12);
```

## Parameters

- `ped` (`Ped`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `speed` (`float`)
- `speedMultiplier` (`float`)
- `duration` (`int`)
- `flags` (`int`)
- `playbackRate` (`float`)
- `p8` (`BOOL`)
- `ikFlags` (`int`)
- `p10` (`BOOL`)
- `taskFilter` (`const char*`)
- `p12` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

https://github.com/femga/rdr3_discoveries/tree/master/animations
flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScriptedAnimFlags
ikFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eIkControlFlags

*Source: VORPCORE RDR3natives*

https://github.com/femga/rdr3_discoveries/tree/master/animations

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScriptedAnimFlags

ikFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eIkControlFlags 

animFilters: https://pastebin.com/1sGhKVvS

## Usage

### Lua

```lua
TaskPlayAnim(ped, animDict, animName, speed, speedMultiplier, duration, flags, playbackRate, p8, ikFlags, p10, taskFilter, p12)

-- always available, by hash
Citizen.InvokeNative(0xEA47FE3719165B94, ped, animDict, animName, speed, speedMultiplier, duration, flags, playbackRate, p8, ikFlags, p10, taskFilter, p12)
```

### JavaScript

```js
TaskPlayAnim(ped, animDict, animName, speed, speedMultiplier, duration, flags, playbackRate, p8, ikFlags, p10, taskFilter, p12);

// by hash
Citizen.invokeNative('0xEA47FE3719165B94', ped, animDict, animName, speed + 0.0000001, speedMultiplier + 0.0000001, duration, flags, playbackRate + 0.0000001, p8, ikFlags, p10, taskFilter, p12);
```

### C#

```csharp
Function.Call((Hash)0xEA47FE3719165B94, ped, animDict, animName, speed, speedMultiplier, duration, flags, playbackRate, p8, ikFlags, p10, taskFilter, p12);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eIkControlFlags](https://natives.borderlinerp.com/enums/eIkControlFlags.md) — 31 values
- [eScriptedAnimFlags](https://natives.borderlinerp.com/enums/eScriptedAnimFlags.md) — 32 values

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_PLAY_ANIM_ADVANCED

- **Hash:** `0x83CDB10EA29B370B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayAnimAdvanced`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLAY_ANIM_ADVANCED

## Signature

```c
void TASK_PLAY_ANIM_ADVANCED(Ped ped, const char* animDict, const char* animName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float speed, float speedMultiplier, int duration, int flags, float p13, int p14, int p15, int p16);
```

## Parameters

- `ped` (`Ped`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `speed` (`float`)
- `speedMultiplier` (`float`)
- `duration` (`int`)
- `flags` (`int`)
- `p13` (`float`)
- `p14` (`int`)
- `p15` (`int`)
- `p16` (`int`)

## Returns

`void`

## Description

flags: see TASK_PLAY_ANIM
ikFlags: see TASK_PLAY_ANIM

## Usage

### Lua

```lua
TaskPlayAnimAdvanced(ped, animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flags, p13, p14, p15, p16)

-- always available, by hash
Citizen.InvokeNative(0x83CDB10EA29B370B, ped, animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flags, p13, p14, p15, p16)
```

### JavaScript

```js
TaskPlayAnimAdvanced(ped, animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flags, p13, p14, p15, p16);

// by hash
Citizen.invokeNative('0x83CDB10EA29B370B', ped, animDict, animName, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, speed + 0.0000001, speedMultiplier + 0.0000001, duration, flags, p13 + 0.0000001, p14, p15, p16);
```

### C#

```csharp
Function.Call((Hash)0x83CDB10EA29B370B, ped, animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flags, p13, p14, p15, p16);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values
- [eIkControlFlags](https://natives.borderlinerp.com/enums/eIkControlFlags.md) — 31 values
- [eScriptedAnimFlags](https://natives.borderlinerp.com/enums/eScriptedAnimFlags.md) — 32 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_PLAY_EMOTE

- **Hash:** `0x884E3436CC1F41DD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayEmote`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_PLAY_EMOTE

## Signature

```c
void _TASK_PLAY_EMOTE(Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps);
```

## Parameters

- `ped` (`Ped`)
- `emoteType` (`int`)
- `playbackMode` (`int`)
- `emote` (`Hash`)
- `isSecondaryTask` (`BOOL`)
- `canBreakOut` (`BOOL`)
- `disableEarlyOutAnimTag` (`BOOL`)
- `ignoreInvalidMainTask` (`BOOL`)
- `destroyProps` (`BOOL`)

## Returns

`void`

## Description

Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.

## Usage

### Lua

```lua
TaskPlayEmote(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)

-- always available, by hash
Citizen.InvokeNative(0x884E3436CC1F41DD, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)
```

### JavaScript

```js
TaskPlayEmote(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);

// by hash
Citizen.invokeNative('0x884E3436CC1F41DD', ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
```

### C#

```csharp
Function.Call((Hash)0x884E3436CC1F41DD, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PLAY_EMOTE_WITH_HASH

- **Hash:** `0xB31A277C1AC7B7FF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayEmoteWithHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLAY_EMOTE_WITH_HASH

## Signature

```c
void TASK_PLAY_EMOTE_WITH_HASH(Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps);
```

## Parameters

- `ped` (`Ped`)
- `emoteType` (`int`)
- `playbackMode` (`int`)
- `emote` (`Hash`)
- `isSecondaryTask` (`BOOL`)
- `canBreakOut` (`BOOL`)
- `disableEarlyOutAnimTag` (`BOOL`)
- `ignoreInvalidMainTask` (`BOOL`)
- `destroyProps` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt

enum eEmoteType
{
	EMOTE_TYPE_INVALID = -1,
	EMOTE_TYPE_REACT,
	EMOTE_TYPE_ACTION,
	EMOTE_TYPE_TAUNT,
	EMOTE_TYPE_GREET,
	EMOTE_TYPE_TWIRL_GUN,
	EMOTE_TYPE_DANCE_FLOOR
};

enum eEmotePlaybackMode
{
	EMOTE_PM_INVALID = -1,
	EMOTE_PM_UPPERBODY,
	EMOTE_PM_UPPERBODY_LOOP,
	EMOTE_PM_FULLBODY,
};

## Usage

### Lua

```lua
TaskPlayEmoteWithHash(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)

-- always available, by hash
Citizen.InvokeNative(0xB31A277C1AC7B7FF, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)
```

### JavaScript

```js
TaskPlayEmoteWithHash(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);

// by hash
Citizen.invokeNative('0xB31A277C1AC7B7FF', ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
```

### C#

```csharp
Function.Call((Hash)0xB31A277C1AC7B7FF, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PLAY_UPPER_ANIM_FACING_ENTITY

- **Hash:** `0xAD67214236AB1CFE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayUpperAnimFacingEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLAY_UPPER_ANIM_FACING_ENTITY

## Signature

```c
void TASK_PLAY_UPPER_ANIM_FACING_ENTITY(Ped ped, const char* animDict, const char* animName, Entity entity, int p4, float p5, float p6, int p7, float p8, BOOL p9, BOOL p10, float p11, const char* p12, int p13, float p14);
```

## Parameters

- `ped` (`Ped`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `entity` (`Entity`)
- `p4` (`int`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`int`)
- `p8` (`float`)
- `p9` (`BOOL`)
- `p10` (`BOOL`)
- `p11` (`float`)
- `p12` (`const char*`)
- `p13` (`int`)
- `p14` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPlayUpperAnimFacingEntity(ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0xAD67214236AB1CFE, ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
TaskPlayUpperAnimFacingEntity(ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
Citizen.invokeNative('0xAD67214236AB1CFE', ped, animDict, animName, entity, p4, p5 + 0.0000001, p6 + 0.0000001, p7, p8 + 0.0000001, p9, p10, p11 + 0.0000001, p12, p13, p14 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAD67214236AB1CFE, ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_POINT_AT_ENTITY

- **Hash:** `0xF40A109B4B79A848`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPointAtEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_POINT_AT_ENTITY

## Signature

```c
void _TASK_POINT_AT_ENTITY(Ped ped, Entity targetEntity, int durationMs);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `durationMs` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Orders the ped to point at the given entity (finger/upper-body point), similar to task point entity

## Usage

### Lua

```lua
TaskPointAtEntity(ped, targetEntity, durationMs)

-- always available, by hash
Citizen.InvokeNative(0xF40A109B4B79A848, ped, targetEntity, durationMs)
```

### JavaScript

```js
TaskPointAtEntity(ped, targetEntity, durationMs);

// by hash
Citizen.invokeNative('0xF40A109B4B79A848', ped, targetEntity, durationMs);
```

### C#

```csharp
Function.Call((Hash)0xF40A109B4B79A848, ped, targetEntity, durationMs);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_POLICE

- **Hash:** `0x87BE56724650408E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPolice`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_POLICE

## Signature

```c
BOOL TASK_POLICE(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TaskPolice(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x87BE56724650408E, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskPolice(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x87BE56724650408E', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x87BE56724650408E, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PUT_PED_DIRECTLY_INTO_COVER

- **Hash:** `0x4172393E6BE1FECE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPutPedDirectlyIntoCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PUT_PED_DIRECTLY_INTO_COVER

## Signature

```c
void TASK_PUT_PED_DIRECTLY_INTO_COVER(Ped ped, float x, float y, float z, int timeout, BOOL p5, float p6, Any p7, Any p8, ScrHandle coverpoint, BOOL p10, BOOL p11, Any p12);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `timeout` (`int`)
- `p5` (`BOOL`)
- `p6` (`float`)
- `p7` (`Any`)
- `p8` (`Any`)
- `coverpoint` (`ScrHandle`)
- `p10` (`BOOL`)
- `p11` (`BOOL`)
- `p12` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPutPedDirectlyIntoCover(ped, x, y, z, timeout, p5, p6, p7, p8, coverpoint, p10, p11, p12)

-- always available, by hash
Citizen.InvokeNative(0x4172393E6BE1FECE, ped, x, y, z, timeout, p5, p6, p7, p8, coverpoint, p10, p11, p12)
```

### JavaScript

```js
TaskPutPedDirectlyIntoCover(ped, x, y, z, timeout, p5, p6, p7, p8, coverpoint, p10, p11, p12);

// by hash
Citizen.invokeNative('0x4172393E6BE1FECE', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, timeout, p5, p6 + 0.0000001, p7, p8, coverpoint, p10, p11, p12);
```

### C#

```csharp
Function.Call((Hash)0x4172393E6BE1FECE, ped, x, y, z, timeout, p5, p6, p7, p8, coverpoint, p10, p11, p12);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_COORDS

- **Hash:** `0xDF8A5855B9F9A97B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPutPedDirectlyIntoCoverFromCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_COORDS

## Signature

```c
void _TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_COORDS(Ped ped, float x, float y, float z, float fromX, float fromY, float fromZ, int timeout, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `fromX` (`float`)
- `fromY` (`float`)
- `fromZ` (`float`)
- `timeout` (`int`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)
- `p15` (`Any`)
- `p16` (`Any`)
- `p17` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPutPedDirectlyIntoCoverFromCoords(ped, x, y, z, fromX, fromY, fromZ, timeout, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17)

-- always available, by hash
Citizen.InvokeNative(0xDF8A5855B9F9A97B, ped, x, y, z, fromX, fromY, fromZ, timeout, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17)
```

### JavaScript

```js
TaskPutPedDirectlyIntoCoverFromCoords(ped, x, y, z, fromX, fromY, fromZ, timeout, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17);

// by hash
Citizen.invokeNative('0xDF8A5855B9F9A97B', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, fromX + 0.0000001, fromY + 0.0000001, fromZ + 0.0000001, timeout, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17);
```

### C#

```csharp
Function.Call((Hash)0xDF8A5855B9F9A97B, ped, x, y, z, fromX, fromY, fromZ, timeout, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE

- **Hash:** `0xA05F3F20889D7A5B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPutPedDirectlyIntoGrapple`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE

## Signature

```c
void TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE(Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6);
```

## Parameters

- `ped` (`Ped`)
- `grappleTarget` (`Ped`)
- `grappleStyle` (`Hash`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`BOOL`)
- `p6` (`int`)

## Returns

`void`

## Description

grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT

## Usage

### Lua

```lua
TaskPutPedDirectlyIntoGrapple(ped, grappleTarget, grappleStyle, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xA05F3F20889D7A5B, ped, grappleTarget, grappleStyle, p3, p4, p5, p6)
```

### JavaScript

```js
TaskPutPedDirectlyIntoGrapple(ped, grappleTarget, grappleStyle, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xA05F3F20889D7A5B', ped, grappleTarget, grappleStyle, p3 + 0.0000001, p4 + 0.0000001, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xA05F3F20889D7A5B, ped, grappleTarget, grappleStyle, p3, p4, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE

- **Hash:** `0x1C6CD14A876FFE39`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPutPedDirectlyIntoMelee`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PUT_PED_DIRECTLY_INTO_MELEE

## Signature

```c
void TASK_PUT_PED_DIRECTLY_INTO_MELEE(Ped ped, Ped meleeTarget, Hash meleeStyle, float p3, float animBlendRatio, BOOL p5, int p6);
```

## Parameters

- `ped` (`Ped`)
- `meleeTarget` (`Ped`)
- `meleeStyle` (`Hash`)
- `p3` (`float`)
- `animBlendRatio` (`float`)
- `p5` (`BOOL`)
- `p6` (`int`)

## Returns

`void`

## Description

meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT

## Usage

### Lua

```lua
TaskPutPedDirectlyIntoMelee(ped, meleeTarget, meleeStyle, p3, animBlendRatio, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x1C6CD14A876FFE39, ped, meleeTarget, meleeStyle, p3, animBlendRatio, p5, p6)
```

### JavaScript

```js
TaskPutPedDirectlyIntoMelee(ped, meleeTarget, meleeStyle, p3, animBlendRatio, p5, p6);

// by hash
Citizen.invokeNative('0x1C6CD14A876FFE39', ped, meleeTarget, meleeStyle, p3 + 0.0000001, animBlendRatio + 0.0000001, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x1C6CD14A876FFE39, ped, meleeTarget, meleeStyle, p3, animBlendRatio, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_REACT

- **Hash:** `0xC4C32C31920E1B70`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskReact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_REACT

## Signature

```c
void TASK_REACT(Ped ped, Entity reactingTo, float x, float y, float z, const char* reactionName, float p6, float p7, int p8);
```

## Parameters

- `ped` (`Ped`)
- `reactingTo` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `reactionName` (`const char*`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`int`)

## Returns

`void`

## Description

Makes a ped react to an entity.
Params: reactingTo Entity can be 0, p8 is always 4

## Usage

### Lua

```lua
TaskReact(ped, reactingTo, x, y, z, reactionName, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xC4C32C31920E1B70, ped, reactingTo, x, y, z, reactionName, p6, p7, p8)
```

### JavaScript

```js
TaskReact(ped, reactingTo, x, y, z, reactionName, p6, p7, p8);

// by hash
Citizen.invokeNative('0xC4C32C31920E1B70', ped, reactingTo, x + 0.0000001, y + 0.0000001, z + 0.0000001, reactionName, p6 + 0.0000001, p7 + 0.0000001, p8);
```

### C#

```csharp
Function.Call((Hash)0xC4C32C31920E1B70, ped, reactingTo, x, y, z, reactionName, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_RELOAD_WEAPON

- **Hash:** `0x62D2916F56B9CD2D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskReloadWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_RELOAD_WEAPON

## Signature

```c
void TASK_RELOAD_WEAPON(Ped ped, BOOL unused);
```

## Parameters

- `ped` (`Ped`)
- `unused` (`BOOL`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

ped can't reload and walk, setting ammo needs to be set after using this or it will not make the animation reload, wont work if you are in first person

## Usage

### Lua

```lua
TaskReloadWeapon(ped, unused)

-- always available, by hash
Citizen.InvokeNative(0x62D2916F56B9CD2D, ped, unused)
```

### JavaScript

```js
TaskReloadWeapon(ped, unused);

// by hash
Citizen.invokeNative('0x62D2916F56B9CD2D', ped, unused);
```

### C#

```csharp
Function.Call((Hash)0x62D2916F56B9CD2D, ped, unused);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_REVIVE_TARGET

- **Hash:** `0x356088527D9EBAAD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskReviveTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_REVIVE_TARGET

## Signature

```c
void TASK_REVIVE_TARGET(Ped ped, Ped reviver, Hash tool);
```

## Parameters

- `ped` (`Ped`)
- `reviver` (`Ped`)
- `tool` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TaskReviveTarget(ped, reviver, tool)

-- always available, by hash
Citizen.InvokeNative(0x356088527D9EBAAD, ped, reviver, tool)
```

### JavaScript

```js
TaskReviveTarget(ped, reviver, tool);

// by hash
Citizen.invokeNative('0x356088527D9EBAAD', ped, reviver, tool);
```

### C#

```csharp
Function.Call((Hash)0x356088527D9EBAAD, ped, reviver, tool);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_RIDE_TRAIN

- **Hash:** `0x37FB1C870E2EC2C6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskRideTrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_RIDE_TRAIN

## Signature

```c
void TASK_RIDE_TRAIN(Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash);
```

## Parameters

- `ped` (`Ped`)
- `train` (`Vehicle`)
- `scenarioPoint` (`int`)
- `scenarioHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TaskRideTrain(ped, train, scenarioPoint, scenarioHash)

-- always available, by hash
Citizen.InvokeNative(0x37FB1C870E2EC2C6, ped, train, scenarioPoint, scenarioHash)
```

### JavaScript

```js
TaskRideTrain(ped, train, scenarioPoint, scenarioHash);

// by hash
Citizen.invokeNative('0x37FB1C870E2EC2C6', ped, train, scenarioPoint, scenarioHash);
```

### C#

```csharp
Function.Call((Hash)0x37FB1C870E2EC2C6, ped, train, scenarioPoint, scenarioHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_ROB_PED

- **Hash:** `0x7BB967F85D8CCBDB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskRobPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_ROB_PED

## Signature

```c
void TASK_ROB_PED(Ped ped, Ped target, float p2, int flag, int p4);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Ped`)
- `p2` (`float`)
- `flag` (`int`)
- `p4` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskRobPed(ped, target, p2, flag, p4)

-- always available, by hash
Citizen.InvokeNative(0x7BB967F85D8CCBDB, ped, target, p2, flag, p4)
```

### JavaScript

```js
TaskRobPed(ped, target, p2, flag, p4);

// by hash
Citizen.invokeNative('0x7BB967F85D8CCBDB', ped, target, p2 + 0.0000001, flag, p4);
```

### C#

```csharp
Function.Call((Hash)0x7BB967F85D8CCBDB, ped, target, p2, flag, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SCRIPTED_ANIMATION

- **Hash:** `0x126EF75F1E17ABE5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskScriptedAnimation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SCRIPTED_ANIMATION

## Signature

```c
void TASK_SCRIPTED_ANIMATION(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TaskScriptedAnimation(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x126EF75F1E17ABE5, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskScriptedAnimation(ped, args);

// by hash
const args = Citizen.invokeNative('0x126EF75F1E17ABE5', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x126EF75F1E17ABE5, ped, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SEEK_CLEAR_LOS_TO_ENTITY

- **Hash:** `0x8D7F2A63688C20A4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSeekClearLosToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SEEK_CLEAR_LOS_TO_ENTITY

## Signature

```c
void TASK_SEEK_CLEAR_LOS_TO_ENTITY(Ped ped, Entity entity, float p2, float p3, float p4);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSeekClearLosToEntity(ped, entity, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x8D7F2A63688C20A4, ped, entity, p2, p3, p4)
```

### JavaScript

```js
TaskSeekClearLosToEntity(ped, entity, p2, p3, p4);

// by hash
Citizen.invokeNative('0x8D7F2A63688C20A4', ped, entity, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8D7F2A63688C20A4, ped, entity, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SEEK_COVER_FROM_PED

- **Hash:** `0x84D32B3BEC531324`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSeekCoverFromPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SEEK_COVER_FROM_PED

## Signature

```c
void TASK_SEEK_COVER_FROM_PED(Ped ped, Ped fromPed, int duration, Any p3, Any p4, Any p5);
```

## Parameters

- `ped` (`Ped`)
- `fromPed` (`Ped`)
- `duration` (`int`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSeekCoverFromPed(ped, fromPed, duration, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x84D32B3BEC531324, ped, fromPed, duration, p3, p4, p5)
```

### JavaScript

```js
TaskSeekCoverFromPed(ped, fromPed, duration, p3, p4, p5);

// by hash
Citizen.invokeNative('0x84D32B3BEC531324', ped, fromPed, duration, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x84D32B3BEC531324, ped, fromPed, duration, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SEEK_COVER_FROM_POS

- **Hash:** `0x75AC2B60386D89F2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSeekCoverFromPos`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SEEK_COVER_FROM_POS

## Signature

```c
void TASK_SEEK_COVER_FROM_POS(Ped ped, float x, float y, float z, int duration, Any p5, Any p6, Any p7);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSeekCoverFromPos(ped, x, y, z, duration, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x75AC2B60386D89F2, ped, x, y, z, duration, p5, p6, p7)
```

### JavaScript

```js
TaskSeekCoverFromPos(ped, x, y, z, duration, p5, p6, p7);

// by hash
Citizen.invokeNative('0x75AC2B60386D89F2', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, duration, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x75AC2B60386D89F2, ped, x, y, z, duration, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SEEK_COVER_TO_COORDS

- **Hash:** `0x39246A6958EF072C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSeekCoverToCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SEEK_COVER_TO_COORDS

## Signature

```c
void TASK_SEEK_COVER_TO_COORDS(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSeekCoverToCoords(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x39246A6958EF072C, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
TaskSeekCoverToCoords(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x39246A6958EF072C', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x39246A6958EF072C, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SEEK_COVER_TO_COVER_POINT

- **Hash:** `0xD43D95C7A869447F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSeekCoverToCoverPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SEEK_COVER_TO_COVER_POINT

## Signature

```c
void TASK_SEEK_COVER_TO_COVER_POINT(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSeekCoverToCoverPoint(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xD43D95C7A869447F, ped, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TaskSeekCoverToCoverPoint(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xD43D95C7A869447F', ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xD43D95C7A869447F, ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS

- **Hash:** `0x90D2156198831D69`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSetBlockingOfNonTemporaryEvents`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS

## Signature

```c
void TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSetBlockingOfNonTemporaryEvents(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x90D2156198831D69, ped, toggle)
```

### JavaScript

```js
TaskSetBlockingOfNonTemporaryEvents(ped, toggle);

// by hash
Citizen.invokeNative('0x90D2156198831D69', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x90D2156198831D69, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SET_CROUCH_MOVEMENT

- **Hash:** `0x17293C633C8AC019`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSetCrouchMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SET_CROUCH_MOVEMENT

## Signature

```c
void TASK_SET_CROUCH_MOVEMENT(Ped ped, BOOL p1, Any p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`Any`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSetCrouchMovement(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x17293C633C8AC019, ped, p1, p2, p3)
```

### JavaScript

```js
TaskSetCrouchMovement(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x17293C633C8AC019', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x17293C633C8AC019, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SET_SPHERE_DEFENSIVE_AREA

- **Hash:** `0x933C06518B52A9A4`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSetSphereDefensiveArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SET_SPHERE_DEFENSIVE_AREA

## Signature

```c
void TASK_SET_SPHERE_DEFENSIVE_AREA(Ped ped, float p1, float p2, float p3, float p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSetSphereDefensiveArea(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x933C06518B52A9A4, ped, p1, p2, p3, p4)
```

### JavaScript

```js
TaskSetSphereDefensiveArea(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x933C06518B52A9A4', ped, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x933C06518B52A9A4, ped, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SET_STEALTH_MOVEMENT

- **Hash:** `0x4C3FA937B44A90FA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSetStealthMovement`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SET_STEALTH_MOVEMENT

## Signature

```c
void TASK_SET_STEALTH_MOVEMENT(Ped ped, BOOL p1, Any p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`Any`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSetStealthMovement(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4C3FA937B44A90FA, ped, p1, p2, p3)
```

### JavaScript

```js
TaskSetStealthMovement(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4C3FA937B44A90FA', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x4C3FA937B44A90FA, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SHOCKING_EVENT_REACT

- **Hash:** `0x452419CBD838065B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskShockingEventReact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SHOCKING_EVENT_REACT

## Signature

```c
void TASK_SHOCKING_EVENT_REACT(Ped ped, Any p1, Any p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskShockingEventReact(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x452419CBD838065B, ped, p1, p2)
```

### JavaScript

```js
TaskShockingEventReact(ped, p1, p2);

// by hash
Citizen.invokeNative('0x452419CBD838065B', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x452419CBD838065B, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SHOOT_AT_COORD

- **Hash:** `0x46A6CC01E0826106`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskShootAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SHOOT_AT_COORD

## Signature

```c
void TASK_SHOOT_AT_COORD(Ped ped, float x, float y, float z, int duration, Hash firingPattern, Any p6);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)
- `firingPattern` (`Hash`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskShootAtCoord(ped, x, y, z, duration, firingPattern, p6)

-- always available, by hash
Citizen.InvokeNative(0x46A6CC01E0826106, ped, x, y, z, duration, firingPattern, p6)
```

### JavaScript

```js
TaskShootAtCoord(ped, x, y, z, duration, firingPattern, p6);

// by hash
Citizen.invokeNative('0x46A6CC01E0826106', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, duration, firingPattern, p6);
```

### C#

```csharp
Function.Call((Hash)0x46A6CC01E0826106, ped, x, y, z, duration, firingPattern, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SHOOT_AT_ENTITY

- **Hash:** `0x08DA95E8298AE772`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskShootAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SHOOT_AT_ENTITY

## Signature

```c
void TASK_SHOOT_AT_ENTITY(Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState);
```

## Parameters

- `entity` (`Entity`)
- `targetEntity` (`Entity`)
- `duration` (`int`)
- `firingPattern` (`Hash`)
- `affectCockedState` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskShootAtEntity(entity, targetEntity, duration, firingPattern, affectCockedState)

-- always available, by hash
Citizen.InvokeNative(0x08DA95E8298AE772, entity, targetEntity, duration, firingPattern, affectCockedState)
```

### JavaScript

```js
TaskShootAtEntity(entity, targetEntity, duration, firingPattern, affectCockedState);

// by hash
Citizen.invokeNative('0x08DA95E8298AE772', entity, targetEntity, duration, firingPattern, affectCockedState);
```

### C#

```csharp
Function.Call((Hash)0x08DA95E8298AE772, entity, targetEntity, duration, firingPattern, affectCockedState);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SHOOT_WITH_WEAPON

- **Hash:** `0x08AA95E8298AE772`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskShootWithWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SHOOT_WITH_WEAPON

## Signature

```c
void TASK_SHOOT_WITH_WEAPON(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TaskShootWithWeapon(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x08AA95E8298AE772, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskShootWithWeapon(ped, args);

// by hash
const args = Citizen.invokeNative('0x08AA95E8298AE772', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x08AA95E8298AE772, ped, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT

- **Hash:** `0x7AA80209BDA643EB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskShuffleToNextVehicleSeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT

## Signature

```c
void TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT(Ped ped, Vehicle vehicle);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

Makes the specified ped shuffle to the next vehicle seat.
The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.

## Usage

### Lua

```lua
TaskShuffleToNextVehicleSeat(ped, vehicle)

-- always available, by hash
Citizen.InvokeNative(0x7AA80209BDA643EB, ped, vehicle)
```

### JavaScript

```js
TaskShuffleToNextVehicleSeat(ped, vehicle);

// by hash
Citizen.invokeNative('0x7AA80209BDA643EB', ped, vehicle);
```

### C#

```csharp
Function.Call((Hash)0x7AA80209BDA643EB, ped, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SMART_FLEE_COORD

- **Hash:** `0x94587F17E9C365D5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSmartFleeCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SMART_FLEE_COORD

## Signature

```c
void TASK_SMART_FLEE_COORD(Ped ped, float x, float y, float z, float distance, int time, int fleeType, float fleeSpeed);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `time` (`int`)
- `fleeType` (`int`)
- `fleeSpeed` (`float`)

## Returns

`void`

## Description

Makes the specified ped flee the specified distance from the specified position.
fleeType: see TASK_FLEE_COORD

## Usage

### Lua

```lua
TaskSmartFleeCoord(ped, x, y, z, distance, time, fleeType, fleeSpeed)

-- always available, by hash
Citizen.InvokeNative(0x94587F17E9C365D5, ped, x, y, z, distance, time, fleeType, fleeSpeed)
```

### JavaScript

```js
TaskSmartFleeCoord(ped, x, y, z, distance, time, fleeType, fleeSpeed);

// by hash
Citizen.invokeNative('0x94587F17E9C365D5', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, time, fleeType, fleeSpeed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x94587F17E9C365D5, ped, x, y, z, distance, time, fleeType, fleeSpeed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eFleeStyle](https://natives.borderlinerp.com/enums/eFleeStyle.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SMART_FLEE_PED

- **Hash:** `0x22B0D0E37CCB840D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSmartFleePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SMART_FLEE_PED

## Signature

```c
void TASK_SMART_FLEE_PED(Ped ped, Ped fleeFromTarget, float fleeDistance, int fleeTime, int fleeType, float fleeSpeed, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `fleeFromTarget` (`Ped`)
- `fleeDistance` (`float`)
- `fleeTime` (`int`)
- `fleeType` (`int`)
- `fleeSpeed` (`float`)
- `targetPed` (`Ped`)

## Returns

`void`

## Description

Makes a ped run away from another ped (fleeFromTarget)

fleeDistance = ped will flee this distance
fleeTime = ped will flee for this amount of time, set to "-1" to flee forever
fleeType = see TASK_FLEE_COORD, can be 0, R* Scripts: fm_mission/race_controller: 66048; fme_escaped_convicts: 2260992, 2523136, 2359296; la_alligator/fox: 2097152; net_fetch: 17301536; net_stable_mount: 540928
fleeSpeed = mostly 3f, rarely 1f in R* Scripts

## Usage

### Lua

```lua
TaskSmartFleePed(ped, fleeFromTarget, fleeDistance, fleeTime, fleeType, fleeSpeed, targetPed)

-- always available, by hash
Citizen.InvokeNative(0x22B0D0E37CCB840D, ped, fleeFromTarget, fleeDistance, fleeTime, fleeType, fleeSpeed, targetPed)
```

### JavaScript

```js
TaskSmartFleePed(ped, fleeFromTarget, fleeDistance, fleeTime, fleeType, fleeSpeed, targetPed);

// by hash
Citizen.invokeNative('0x22B0D0E37CCB840D', ped, fleeFromTarget, fleeDistance + 0.0000001, fleeTime, fleeType, fleeSpeed + 0.0000001, targetPed);
```

### C#

```csharp
Function.Call((Hash)0x22B0D0E37CCB840D, ped, fleeFromTarget, fleeDistance, fleeTime, fleeType, fleeSpeed, targetPed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eFleeStyle](https://natives.borderlinerp.com/enums/eFleeStyle.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_STAND_GUARD

- **Hash:** `0xAE032F8BBA959E90`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStandGuard`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_STAND_GUARD

## Signature

```c
void TASK_STAND_GUARD(Ped ped, float x, float y, float z, float heading, const char* scenarioName);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `scenarioName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
TaskStandGuard(ped, x, y, z, heading, scenarioName)

-- always available, by hash
Citizen.InvokeNative(0xAE032F8BBA959E90, ped, x, y, z, heading, scenarioName)
```

### JavaScript

```js
TaskStandGuard(ped, x, y, z, heading, scenarioName);

// by hash
Citizen.invokeNative('0xAE032F8BBA959E90', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, scenarioName);
```

### C#

```csharp
Function.Call((Hash)0xAE032F8BBA959E90, ped, x, y, z, heading, scenarioName);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_STAND_STILL

- **Hash:** `0x919BE13EED931959`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStandStill`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_STAND_STILL

## Signature

```c
void TASK_STAND_STILL(Ped ped, int time);
```

## Parameters

- `ped` (`Ped`)
- `time` (`int`)

## Returns

`void`

## Description

Makes the specified ped stand still for (time) milliseconds.

## Usage

### Lua

```lua
TaskStandStill(ped, time)

-- always available, by hash
Citizen.InvokeNative(0x919BE13EED931959, ped, time)
```

### JavaScript

```js
TaskStandStill(ped, time);

// by hash
Citizen.invokeNative('0x919BE13EED931959', ped, time);
```

### C#

```csharp
Function.Call((Hash)0x919BE13EED931959, ped, time);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_START_SCENARIO_AT_POSITION

- **Hash:** `0x4D1F61FC34AF3CD1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStartScenarioAtPosition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_START_SCENARIO_AT_POSITION

## Signature

```c
void TASK_START_SCENARIO_AT_POSITION(Ped ped, Hash scenarioHash, float x, float y, float z, float heading, int duration, BOOL sittingScenario, BOOL teleport, const char* p9, float p10, BOOL p11);
```

## Parameters

- `ped` (`Ped`)
- `scenarioHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `duration` (`int`)
- `sittingScenario` (`BOOL`)
- `teleport` (`BOOL`)
- `p9` (`const char*`)
- `p10` (`float`)
- `p11` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskStartScenarioAtPosition(ped, scenarioHash, x, y, z, heading, duration, sittingScenario, teleport, p9, p10, p11)

-- always available, by hash
Citizen.InvokeNative(0x4D1F61FC34AF3CD1, ped, scenarioHash, x, y, z, heading, duration, sittingScenario, teleport, p9, p10, p11)
```

### JavaScript

```js
TaskStartScenarioAtPosition(ped, scenarioHash, x, y, z, heading, duration, sittingScenario, teleport, p9, p10, p11);

// by hash
Citizen.invokeNative('0x4D1F61FC34AF3CD1', ped, scenarioHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, duration, sittingScenario, teleport, p9, p10 + 0.0000001, p11);
```

### C#

```csharp
Function.Call((Hash)0x4D1F61FC34AF3CD1, ped, scenarioHash, x, y, z, heading, duration, sittingScenario, teleport, p9, p10, p11);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_START_SCENARIO_IN_PLACE_2

- **Hash:** `0xA917E39F2CEFD215`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStartScenarioInPlace_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_START_SCENARIO_IN_PLACE_2

## Signature

```c
void _TASK_START_SCENARIO_IN_PLACE_2(Ped ped, Any p1, const char* p2, int p3, BOOL p4, float p5, BOOL idleForever);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`const char*`)
- `p3` (`int`)
- `p4` (`BOOL`)
- `p5` (`float`)
- `idleForever` (`BOOL`)

## Returns

`void`

## Description

Takes scenario point handle instead of hash

## Usage

### Lua

```lua
TaskStartScenarioInPlace_2(ped, p1, p2, p3, p4, p5, idleForever)

-- always available, by hash
Citizen.InvokeNative(0xA917E39F2CEFD215, ped, p1, p2, p3, p4, p5, idleForever)
```

### JavaScript

```js
TaskStartScenarioInPlace_2(ped, p1, p2, p3, p4, p5, idleForever);

// by hash
Citizen.invokeNative('0xA917E39F2CEFD215', ped, p1, p2, p3, p4, p5 + 0.0000001, idleForever);
```

### C#

```csharp
Function.Call((Hash)0xA917E39F2CEFD215, ped, p1, p2, p3, p4, p5, idleForever);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_START_SCENARIO_IN_PLACE_HASH

- **Hash:** `0x524B54361229154F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStartScenarioInPlaceHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_START_SCENARIO_IN_PLACE_HASH

## Signature

```c
void TASK_START_SCENARIO_IN_PLACE_HASH(Ped ped, Hash scenarioHash, int duration, BOOL playEnterAnim, Hash conditionalHash, float heading, BOOL idleForever);
```

## Parameters

- `ped` (`Ped`)
- `scenarioHash` (`Hash`)
- `duration` (`int`)
- `playEnterAnim` (`BOOL`)
- `conditionalHash` (`Hash`)
- `heading` (`float`)
- `idleForever` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios
Params: duration in milliseconds

conditionalHash (optionally):
0 = play random conditional anim.
Every conditional anim has requirements to play it.
If requirements are not met, ped plays random allowed conditional anim or can be stuck.
For example, this scenario type has possible conditional anim WORLD_HUMAN_LEAN_BACK_WALL_SMOKING_MALE_D, but it can not be played by player, because condition is set to NOT be CAIConditionIsPlayer (check file amb_rest.meta and amb_rest_CA.meta with OPENIV to clarify requirements).

## Usage

### Lua

```lua
TaskStartScenarioInPlaceHash(ped, scenarioHash, duration, playEnterAnim, conditionalHash, heading, idleForever)

-- always available, by hash
Citizen.InvokeNative(0x524B54361229154F, ped, scenarioHash, duration, playEnterAnim, conditionalHash, heading, idleForever)
```

### JavaScript

```js
TaskStartScenarioInPlaceHash(ped, scenarioHash, duration, playEnterAnim, conditionalHash, heading, idleForever);

// by hash
Citizen.invokeNative('0x524B54361229154F', ped, scenarioHash, duration, playEnterAnim, conditionalHash, heading + 0.0000001, idleForever);
```

### C#

```csharp
Function.Call((Hash)0x524B54361229154F, ped, scenarioHash, duration, playEnterAnim, conditionalHash, heading, idleForever);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_STAY_IN_COVER

- **Hash:** `0xE5DA8615A6180789`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStayInCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_STAY_IN_COVER

## Signature

```c
void TASK_STAY_IN_COVER(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Makes the ped run to take cover

## Usage

### Lua

```lua
TaskStayInCover(ped)

-- always available, by hash
Citizen.InvokeNative(0xE5DA8615A6180789, ped)
```

### JavaScript

```js
TaskStayInCover(ped);

// by hash
Citizen.invokeNative('0xE5DA8615A6180789', ped);
```

### C#

```csharp
Function.Call((Hash)0xE5DA8615A6180789, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_STOP_LEADING_HORSE

- **Hash:** `0xED27560703F37258`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStopLeadingHorse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_STOP_LEADING_HORSE

## Signature

```c
void TASK_STOP_LEADING_HORSE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskStopLeadingHorse(ped)

-- always available, by hash
Citizen.InvokeNative(0xED27560703F37258, ped)
```

### JavaScript

```js
TaskStopLeadingHorse(ped);

// by hash
Citizen.invokeNative('0xED27560703F37258', ped);
```

### C#

```csharp
Function.Call((Hash)0xED27560703F37258, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SWAP_FISHING_BAIT

- **Hash:** `0x2C28AC30A72722DA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSwapFishingBait`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SWAP_FISHING_BAIT

## Signature

```c
void TASK_SWAP_FISHING_BAIT(Ped ped, const char* bait, BOOL withoutBuoy);
```

## Parameters

- `ped` (`Ped`)
- `bait` (`const char*`)
- `withoutBuoy` (`BOOL`)

## Returns

`void`

## Description

Baits: see 0x9B0C7FA063E67629

## Usage

### Lua

```lua
TaskSwapFishingBait(ped, bait, withoutBuoy)

-- always available, by hash
Citizen.InvokeNative(0x2C28AC30A72722DA, ped, bait, withoutBuoy)
```

### JavaScript

```js
TaskSwapFishingBait(ped, bait, withoutBuoy);

// by hash
Citizen.invokeNative('0x2C28AC30A72722DA', ped, bait, withoutBuoy);
```

### C#

```csharp
Function.Call((Hash)0x2C28AC30A72722DA, ped, bait, withoutBuoy);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_SWAP_WEAPON

- **Hash:** `0xA21C51255B205245`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskSwapWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SWAP_WEAPON

## Signature

```c
void TASK_SWAP_WEAPON(Ped ped, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskSwapWeapon(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xA21C51255B205245, ped, p1, p2, p3, p4)
```

### JavaScript

```js
TaskSwapWeapon(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xA21C51255B205245', ped, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xA21C51255B205245, ped, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_THROW_PROJECTILE

- **Hash:** `0x7285951DBF6B5A51`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskThrowProjectile`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_THROW_PROJECTILE

## Signature

```c
void TASK_THROW_PROJECTILE(Ped ped, Any p1, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskThrowProjectile(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x7285951DBF6B5A51, ped, p1, p2, p3)
```

### JavaScript

```js
TaskThrowProjectile(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x7285951DBF6B5A51', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x7285951DBF6B5A51, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_THROW_PROJECTILE_2

- **Hash:** `0x7282356DFF6B5A51`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskThrowProjectile_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_THROW_PROJECTILE_2

## Signature

```c
void _TASK_THROW_PROJECTILE_2(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskThrowProjectile_2(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x7282356DFF6B5A51, p0, p1, p2, p3)
```

### JavaScript

```js
TaskThrowProjectile_2(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x7282356DFF6B5A51', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x7282356DFF6B5A51, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_TURN_PED_TO_FACE_COORD

- **Hash:** `0x1DDA930A0AC38571`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskTurnPedToFaceCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_TURN_PED_TO_FACE_COORD

## Signature

```c
void TASK_TURN_PED_TO_FACE_COORD(Ped ped, float x, float y, float z, int duration);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `duration` (`int`)

## Returns

`void`

## Description

duration in milliseconds

## Usage

### Lua

```lua
TaskTurnPedToFaceCoord(ped, x, y, z, duration)

-- always available, by hash
Citizen.InvokeNative(0x1DDA930A0AC38571, ped, x, y, z, duration)
```

### JavaScript

```js
TaskTurnPedToFaceCoord(ped, x, y, z, duration);

// by hash
Citizen.invokeNative('0x1DDA930A0AC38571', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, duration);
```

### C#

```csharp
Function.Call((Hash)0x1DDA930A0AC38571, ped, x, y, z, duration);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_TURN_PED_TO_FACE_ENTITY

- **Hash:** `0x5AD23D40115353AC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskTurnPedToFaceEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_TURN_PED_TO_FACE_ENTITY

## Signature

```c
void TASK_TURN_PED_TO_FACE_ENTITY(Ped ped, Entity targetEntity, int duration, float p3, float p4, float p5);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `duration` (`int`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)

## Returns

`void`

## Description

duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped

## Usage

### Lua

```lua
TaskTurnPedToFaceEntity(ped, targetEntity, duration, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x5AD23D40115353AC, ped, targetEntity, duration, p3, p4, p5)
```

### JavaScript

```js
TaskTurnPedToFaceEntity(ped, targetEntity, duration, p3, p4, p5);

// by hash
Citizen.invokeNative('0x5AD23D40115353AC', ped, targetEntity, duration, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5AD23D40115353AC, ped, targetEntity, duration, p3, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_TURN_TO_FACE_CLOSEST_PED

- **Hash:** `0x84179419DBDD36F2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskTurnToFaceClosestPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_TURN_TO_FACE_CLOSEST_PED

## Signature

```c
void TASK_TURN_TO_FACE_CLOSEST_PED(Ped ped, float p1, float p2, int p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskTurnToFaceClosestPed(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x84179419DBDD36F2, ped, p1, p2, p3)
```

### JavaScript

```js
TaskTurnToFaceClosestPed(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x84179419DBDD36F2', ped, p1 + 0.0000001, p2 + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x84179419DBDD36F2, ped, p1, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD

- **Hash:** `0x9FDA1B3D7E7028B3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseNearestScenarioChainToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD

## Signature

```c
void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD(Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseNearestScenarioChainToCoord(ped, x, y, z, distance, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x9FDA1B3D7E7028B3, ped, x, y, z, distance, p5, p6, p7, p8)
```

### JavaScript

```js
TaskUseNearestScenarioChainToCoord(ped, x, y, z, distance, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x9FDA1B3D7E7028B3', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0x9FDA1B3D7E7028B3, ped, x, y, z, distance, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP

- **Hash:** `0x97A28E63F0BA5631`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseNearestScenarioChainToCoordWarp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP

## Signature

```c
void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP(Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseNearestScenarioChainToCoordWarp(ped, x, y, z, distance, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x97A28E63F0BA5631, ped, x, y, z, distance, p5, p6, p7, p8)
```

### JavaScript

```js
TaskUseNearestScenarioChainToCoordWarp(ped, x, y, z, distance, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x97A28E63F0BA5631', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0x97A28E63F0BA5631, ped, x, y, z, distance, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_USE_NEAREST_SCENARIO_TO_COORD

- **Hash:** `0x322BFDEA666E2B0E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseNearestScenarioToCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_USE_NEAREST_SCENARIO_TO_COORD

## Signature

```c
void _TASK_USE_NEAREST_SCENARIO_TO_COORD(Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `duration` (`int`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseNearestScenarioToCoord(ped, x, y, z, distance, duration, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x322BFDEA666E2B0E, ped, x, y, z, distance, duration, p6, p7, p8, p9)
```

### JavaScript

```js
TaskUseNearestScenarioToCoord(ped, x, y, z, distance, duration, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x322BFDEA666E2B0E', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, duration, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x322BFDEA666E2B0E, ped, x, y, z, distance, duration, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP

- **Hash:** `0x58E2E0F23F6B76C3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseNearestScenarioToCoordWarp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP

## Signature

```c
void TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `duration` (`int`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseNearestScenarioToCoordWarp(ped, x, y, z, distance, duration, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x58E2E0F23F6B76C3, ped, x, y, z, distance, duration, p6, p7, p8, p9)
```

### JavaScript

```js
TaskUseNearestScenarioToCoordWarp(ped, x, y, z, distance, duration, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x58E2E0F23F6B76C3', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, duration, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x58E2E0F23F6B76C3, ped, x, y, z, distance, duration, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP

- **Hash:** `0x3774B03456DD6106`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseNearestTrainScenarioToCoordWarp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP

## Signature

```c
void TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP(Ped ped, float x, float y, float z, float distance);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseNearestTrainScenarioToCoordWarp(ped, x, y, z, distance)

-- always available, by hash
Citizen.InvokeNative(0x3774B03456DD6106, ped, x, y, z, distance)
```

### JavaScript

```js
TaskUseNearestTrainScenarioToCoordWarp(ped, x, y, z, distance);

// by hash
Citizen.invokeNative('0x3774B03456DD6106', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3774B03456DD6106, ped, x, y, z, distance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_USE_RANDOM_SCENARIO_IN_GROUP

- **Hash:** `0x14747F4A5971DE4E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseRandomScenarioInGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_RANDOM_SCENARIO_IN_GROUP

## Signature

```c
void TASK_USE_RANDOM_SCENARIO_IN_GROUP(Ped ped, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseRandomScenarioInGroup(ped, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x14747F4A5971DE4E, ped, p1, p2, p3, p4)
```

### JavaScript

```js
TaskUseRandomScenarioInGroup(ped, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x14747F4A5971DE4E', ped, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x14747F4A5971DE4E, ped, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_USE_SCENARIO_POINT

- **Hash:** `0xCCDAE6324B6A821C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseScenarioPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_SCENARIO_POINT

## Signature

```c
void TASK_USE_SCENARIO_POINT(Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9);
```

## Parameters

- `ped` (`Ped`)
- `scenario` (`int`)
- `conditionalAnim` (`const char*`)
- `p3` (`int`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `p6` (`Hash`)
- `p7` (`BOOL`)
- `p8` (`float`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseScenarioPoint(ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xCCDAE6324B6A821C, ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TaskUseScenarioPoint(ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0xCCDAE6324B6A821C', ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8 + 0.0000001, p9);
```

### C#

```csharp
Function.Call((Hash)0xCCDAE6324B6A821C, ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_USE_SCENARIO_POINT_2

- **Hash:** `0x0F6641449DD86FBE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseScenarioPoint_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_USE_SCENARIO_POINT_2

## Signature

```c
void _TASK_USE_SCENARIO_POINT_2(Ped ped, Ped ped2, Any p2, const char* p3, int p4, Hash p5, float p6, BOOL p7);
```

## Parameters

- `ped` (`Ped`)
- `ped2` (`Ped`)
- `p2` (`Any`)
- `p3` (`const char*`)
- `p4` (`int`)
- `p5` (`Hash`)
- `p6` (`float`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseScenarioPoint_2(ped, ped2, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x0F6641449DD86FBE, ped, ped2, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
TaskUseScenarioPoint_2(ped, ped2, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x0F6641449DD86FBE', ped, ped2, p2, p3, p4, p5, p6 + 0.0000001, p7);
```

### C#

```csharp
Function.Call((Hash)0x0F6641449DD86FBE, ped, ped2, p2, p3, p4, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_ADD_NEXT_DESTINATION

- **Hash:** `0x1D125814EBC517EB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleAddNextDestination`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_ADD_NEXT_DESTINATION

## Signature

```c
void _TASK_VEHICLE_ADD_NEXT_DESTINATION(Vehicle vehicle, float x, float y, float z);
```

## Parameters

- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

Adds a waypoint to an AI vehicle's active drive-to-destination task; only the last 3 points are kept (ignored if no such task).

## Usage

### Lua

```lua
TaskVehicleAddNextDestination(vehicle, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x1D125814EBC517EB, vehicle, x, y, z)
```

### JavaScript

```js
TaskVehicleAddNextDestination(vehicle, x, y, z);

// by hash
Citizen.invokeNative('0x1D125814EBC517EB', vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1D125814EBC517EB, vehicle, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_AIM_AT_COORD

- **Hash:** `0x447C1E9EF844BC0F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleAimAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_AIM_AT_COORD

## Signature

```c
void TASK_VEHICLE_AIM_AT_COORD(Ped ped, float x, float y, float z);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleAimAtCoord(ped, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x447C1E9EF844BC0F, ped, x, y, z)
```

### JavaScript

```js
TaskVehicleAimAtCoord(ped, x, y, z);

// by hash
Citizen.invokeNative('0x447C1E9EF844BC0F', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x447C1E9EF844BC0F, ped, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_AIM_AT_PED

- **Hash:** `0xE41885592B08B097`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleAimAtPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_AIM_AT_PED

## Signature

```c
void TASK_VEHICLE_AIM_AT_PED(Ped ped, Ped target);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleAimAtPed(ped, target)

-- always available, by hash
Citizen.InvokeNative(0xE41885592B08B097, ped, target)
```

### JavaScript

```js
TaskVehicleAimAtPed(ped, target);

// by hash
Citizen.invokeNative('0xE41885592B08B097', ped, target);
```

### C#

```csharp
Function.Call((Hash)0xE41885592B08B097, ped, target);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT

- **Hash:** `0x089FF2FB965F0A29`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveStraightToPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT

## Signature

```c
void TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT(Ped driver, Vehicle vehicle, float x, float y, float z, float p5, float p6, int flag);
```

## Parameters

- `driver` (`Ped`)
- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `flag` (`int`)

## Returns

`void`

## Description

Old name: _TASK_VEHICLE_DRIVE_TO_POINT
flag: 524419 and 0 in shop_horse_shop R* Script

## Usage

### Lua

```lua
TaskVehicleDriveStraightToPoint(driver, vehicle, x, y, z, p5, p6, flag)

-- always available, by hash
Citizen.InvokeNative(0x089FF2FB965F0A29, driver, vehicle, x, y, z, p5, p6, flag)
```

### JavaScript

```js
TaskVehicleDriveStraightToPoint(driver, vehicle, x, y, z, p5, p6, flag);

// by hash
Citizen.invokeNative('0x089FF2FB965F0A29', driver, vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, flag);
```

### C#

```csharp
Function.Call((Hash)0x089FF2FB965F0A29, driver, vehicle, x, y, z, p5, p6, flag);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_DRIVE_TO_COORD

- **Hash:** `0xE2A2AA2F659D77A7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_DRIVE_TO_COORD

## Signature

```c
void TASK_VEHICLE_DRIVE_TO_COORD(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int drivingStyle, Hash vehicleModel, int drivingMode, float stopRange, float straightLineDist);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speed` (`float`)
- `drivingStyle` (`int`)
- `vehicleModel` (`Hash`)
- `drivingMode` (`int`)
- `stopRange` (`float`)
- `straightLineDist` (`float`)

## Returns

`void`

## Description

stopRange: how close vehicle will get to destination before stopping, default 4.0
straightLineDist: distance at which AI switches to heading for target directly instead of following nodes, default -1

## Usage

### Lua

```lua
TaskVehicleDriveToCoord(ped, vehicle, x, y, z, speed, drivingStyle, vehicleModel, drivingMode, stopRange, straightLineDist)

-- always available, by hash
Citizen.InvokeNative(0xE2A2AA2F659D77A7, ped, vehicle, x, y, z, speed, drivingStyle, vehicleModel, drivingMode, stopRange, straightLineDist)
```

### JavaScript

```js
TaskVehicleDriveToCoord(ped, vehicle, x, y, z, speed, drivingStyle, vehicleModel, drivingMode, stopRange, straightLineDist);

// by hash
Citizen.invokeNative('0xE2A2AA2F659D77A7', ped, vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, drivingStyle, vehicleModel, drivingMode, stopRange + 0.0000001, straightLineDist + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE2A2AA2F659D77A7, ped, vehicle, x, y, z, speed, drivingStyle, vehicleModel, drivingMode, stopRange, straightLineDist);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_DRIVE_TO_COORD_2

- **Hash:** `0xF0108F01FB105DA2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveToCoord_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_DRIVE_TO_COORD_2

## Signature

```c
void _TASK_VEHICLE_DRIVE_TO_COORD_2(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleDriveToCoord_2(ped, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xF0108F01FB105DA2, ped, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TaskVehicleDriveToCoord_2(ped, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xF0108F01FB105DA2', ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xF0108F01FB105DA2, ped, p1, p2, p3, p4, p5, p6, p7, p8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_DRIVE_TO_DESTINATION

- **Hash:** `0x7F241A0D14354583`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveToDestination`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_DRIVE_TO_DESTINATION

## Signature

```c
void TASK_VEHICLE_DRIVE_TO_DESTINATION(Ped driver, Vehicle vehicle, float x, float y, float z, float speed, int drivingFlags, int p7, float stoppingRange1, float stoppingRange2, BOOL p10);
```

## Parameters

- `driver` (`Ped`)
- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speed` (`float`)
- `drivingFlags` (`int`)
- `p7` (`int`)
- `stoppingRange1` (`float`)
- `stoppingRange2` (`float`)
- `p10` (`BOOL`)

## Returns

`void`

## Description

flags: 67108864, 2097152, 524564, 524675 (eDrivingFlags)
p7 = 6 or 3
p8 = x coordinate
p9 - 8.f
p10 = false

## Usage

### Lua

```lua
TaskVehicleDriveToDestination(driver, vehicle, x, y, z, speed, drivingFlags, p7, stoppingRange1, stoppingRange2, p10)

-- always available, by hash
Citizen.InvokeNative(0x7F241A0D14354583, driver, vehicle, x, y, z, speed, drivingFlags, p7, stoppingRange1, stoppingRange2, p10)
```

### JavaScript

```js
TaskVehicleDriveToDestination(driver, vehicle, x, y, z, speed, drivingFlags, p7, stoppingRange1, stoppingRange2, p10);

// by hash
Citizen.invokeNative('0x7F241A0D14354583', driver, vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, drivingFlags, p7, stoppingRange1 + 0.0000001, stoppingRange2 + 0.0000001, p10);
```

### C#

```csharp
Function.Call((Hash)0x7F241A0D14354583, driver, vehicle, x, y, z, speed, drivingFlags, p7, stoppingRange1, stoppingRange2, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_DRIVE_TO_DESTINATION_2

- **Hash:** `0x391073B9D3CCE2BA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveToDestination_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_DRIVE_TO_DESTINATION_2

## Signature

```c
void _TASK_VEHICLE_DRIVE_TO_DESTINATION_2(Vehicle vehicle, float x, float y, float z, float speed, int p5, int p6, float p7, float p8);
```

## Parameters

- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speed` (`float`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`float`)
- `p8` (`float`)

## Returns

`void`

## Description

Tasks vehicle towards owner

## Usage

### Lua

```lua
TaskVehicleDriveToDestination_2(vehicle, x, y, z, speed, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x391073B9D3CCE2BA, vehicle, x, y, z, speed, p5, p6, p7, p8)
```

### JavaScript

```js
TaskVehicleDriveToDestination_2(vehicle, x, y, z, speed, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x391073B9D3CCE2BA', vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, p5, p6, p7 + 0.0000001, p8 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x391073B9D3CCE2BA, vehicle, x, y, z, speed, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_DRIVE_TO_POINT_2

- **Hash:** `0x6524A8981E8BE7C9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveToPoint_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_DRIVE_TO_POINT_2

## Signature

```c
void _TASK_VEHICLE_DRIVE_TO_POINT_2(Vehicle vehicle, float x, float y, float z, float p4, float p5, Any p6);
```

## Parameters

- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`Any`)

## Returns

`void`

## Description

Params: p4 = 3.f or 8.f, p5 = 0.25f, p6 = 0 in R* Scripts

## Usage

### Lua

```lua
TaskVehicleDriveToPoint_2(vehicle, x, y, z, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x6524A8981E8BE7C9, vehicle, x, y, z, p4, p5, p6)
```

### JavaScript

```js
TaskVehicleDriveToPoint_2(vehicle, x, y, z, p4, p5, p6);

// by hash
Citizen.invokeNative('0x6524A8981E8BE7C9', vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x6524A8981E8BE7C9, vehicle, x, y, z, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_DRIVE_WANDER

- **Hash:** `0x480142959D337D00`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveWander`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_DRIVE_WANDER

## Signature

```c
void TASK_VEHICLE_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, int drivingStyle);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `speed` (`float`)
- `drivingStyle` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleDriveWander(ped, vehicle, speed, drivingStyle)

-- always available, by hash
Citizen.InvokeNative(0x480142959D337D00, ped, vehicle, speed, drivingStyle)
```

### JavaScript

```js
TaskVehicleDriveWander(ped, vehicle, speed, drivingStyle);

// by hash
Citizen.invokeNative('0x480142959D337D00', ped, vehicle, speed + 0.0000001, drivingStyle);
```

### C#

```csharp
Function.Call((Hash)0x480142959D337D00, ped, vehicle, speed, drivingStyle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_ESCORT

- **Hash:** `0x0FA6E4B75F302400`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleEscort`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_ESCORT

## Signature

```c
void TASK_VEHICLE_ESCORT(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `targetVehicle` (`Vehicle`)
- `mode` (`int`)
- `speed` (`float`)
- `drivingStyle` (`int`)
- `minDistance` (`float`)
- `p7` (`int`)
- `noRoadsDistance` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleEscort(ped, vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance)

-- always available, by hash
Citizen.InvokeNative(0x0FA6E4B75F302400, ped, vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance)
```

### JavaScript

```js
TaskVehicleEscort(ped, vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance);

// by hash
Citizen.invokeNative('0x0FA6E4B75F302400', ped, vehicle, targetVehicle, mode, speed + 0.0000001, drivingStyle, minDistance + 0.0000001, p7, noRoadsDistance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0FA6E4B75F302400, ped, vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_FLEE_ON_CLEANUP

- **Hash:** `0x55CD5FDDD4335C1E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleFleeOnCleanup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_FLEE_ON_CLEANUP

## Signature

```c
void _TASK_VEHICLE_FLEE_ON_CLEANUP(Vehicle vehicle, float p1, float p2, float p3, float speed, Hash type);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `speed` (`float`)
- `type` (`Hash`)

## Returns

`void`

## Description

Vehicle Auto Drive (?)
p1/p2/p3: usually 1f, 1f, 0f or 0f, 0f, 0f
Speed: usually 8f
Types: 1148979456 (task with flee), 1148979587 (dismissing the vehicle)

## Usage

### Lua

```lua
TaskVehicleFleeOnCleanup(vehicle, p1, p2, p3, speed, type)

-- always available, by hash
Citizen.InvokeNative(0x55CD5FDDD4335C1E, vehicle, p1, p2, p3, speed, type)
```

### JavaScript

```js
TaskVehicleFleeOnCleanup(vehicle, p1, p2, p3, speed, type);

// by hash
Citizen.invokeNative('0x55CD5FDDD4335C1E', vehicle, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, speed + 0.0000001, type);
```

### C#

```csharp
Function.Call((Hash)0x55CD5FDDD4335C1E, vehicle, p1, p2, p3, speed, type);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING

- **Hash:** `0x3123FAA6DB1CF7ED`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleFollowWaypointRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING

## Signature

```c
void TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING(Ped ped, Vehicle vehicle, const char* waypointRecording, int drivingMode, Any p4, int eWaypoint, int flag, float p7, BOOL p8, float stoppingDist, Any p10);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `waypointRecording` (`const char*`)
- `drivingMode` (`int`)
- `p4` (`Any`)
- `eWaypoint` (`int`)
- `flag` (`int`)
- `p7` (`float`)
- `p8` (`BOOL`)
- `stoppingDist` (`float`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleFollowWaypointRecording(ped, vehicle, waypointRecording, drivingMode, p4, eWaypoint, flag, p7, p8, stoppingDist, p10)

-- always available, by hash
Citizen.InvokeNative(0x3123FAA6DB1CF7ED, ped, vehicle, waypointRecording, drivingMode, p4, eWaypoint, flag, p7, p8, stoppingDist, p10)
```

### JavaScript

```js
TaskVehicleFollowWaypointRecording(ped, vehicle, waypointRecording, drivingMode, p4, eWaypoint, flag, p7, p8, stoppingDist, p10);

// by hash
Citizen.invokeNative('0x3123FAA6DB1CF7ED', ped, vehicle, waypointRecording, drivingMode, p4, eWaypoint, flag, p7 + 0.0000001, p8, stoppingDist + 0.0000001, p10);
```

### C#

```csharp
Function.Call((Hash)0x3123FAA6DB1CF7ED, ped, vehicle, waypointRecording, drivingMode, p4, eWaypoint, flag, p7, p8, stoppingDist, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2

- **Hash:** `0x041D17A9E221AE30`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleFollowWaypointRecording_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2

## Signature

```c
void _TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleFollowWaypointRecording_2(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x041D17A9E221AE30, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TaskVehicleFollowWaypointRecording_2(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x041D17A9E221AE30', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x041D17A9E221AE30, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_GOTO_NAVMESH

- **Hash:** `0x195AEEB13CEFE2EE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleGotoNavmesh`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_GOTO_NAVMESH

## Signature

```c
void TASK_VEHICLE_GOTO_NAVMESH(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `speed` (`float`)
- `behaviorFlag` (`int`)
- `stoppingRange` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleGotoNavmesh(ped, vehicle, x, y, z, speed, behaviorFlag, stoppingRange)

-- always available, by hash
Citizen.InvokeNative(0x195AEEB13CEFE2EE, ped, vehicle, x, y, z, speed, behaviorFlag, stoppingRange)
```

### JavaScript

```js
TaskVehicleGotoNavmesh(ped, vehicle, x, y, z, speed, behaviorFlag, stoppingRange);

// by hash
Citizen.invokeNative('0x195AEEB13CEFE2EE', ped, vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, speed + 0.0000001, behaviorFlag, stoppingRange + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x195AEEB13CEFE2EE, ped, vehicle, x, y, z, speed, behaviorFlag, stoppingRange);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TASK_VEHICLE_IS_HEADING_TO_COORDS

- **Hash:** `0x583AE9AF9CEE0958`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleIsHeadingToCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_TASK_VEHICLE_HAS_DESTINATION`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_IS_HEADING_TO_COORDS

## Signature

```c
BOOL _TASK_VEHICLE_IS_HEADING_TO_COORDS(Vehicle vehicle, float x, float y, float z);
```

## Parameters

- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the vehicle's current drive-to task is targeting the given coordinates (i.e., its active destination matches x,y,z).
Useful to avoid reissuing TASK_VEHICLE_DRIVE_TO_DESTINATION_2 when already en route.

*Source: VORPCORE RDR3natives*

Returns true if the vehicle’s has a destination set previously set with `_TASK_VEHICLE_DRIVE_TO_DESTINATION_2` clear using `_CLEAR_VEHICLE_TASKS`

## Usage

### Lua

```lua
local retval = TaskVehicleIsHeadingToCoords(vehicle, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x583AE9AF9CEE0958, vehicle, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskVehicleIsHeadingToCoords(vehicle, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x583AE9AF9CEE0958', vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x583AE9AF9CEE0958, vehicle, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_VEHICLE_MISSION

- **Hash:** `0x659427E0EF36BCDE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleMission`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_MISSION

## Signature

```c
void TASK_VEHICLE_MISSION(Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float p4, Any p5, float p6, float p7, BOOL DriveAgainstTraffic);
```

## Parameters

- `driver` (`Ped`)
- `vehicle` (`Vehicle`)
- `vehicleTarget` (`Vehicle`)
- `missionType` (`int`)
- `p4` (`float`)
- `p5` (`Any`)
- `p6` (`float`)
- `p7` (`float`)
- `DriveAgainstTraffic` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleMission(driver, vehicle, vehicleTarget, missionType, p4, p5, p6, p7, DriveAgainstTraffic)

-- always available, by hash
Citizen.InvokeNative(0x659427E0EF36BCDE, driver, vehicle, vehicleTarget, missionType, p4, p5, p6, p7, DriveAgainstTraffic)
```

### JavaScript

```js
TaskVehicleMission(driver, vehicle, vehicleTarget, missionType, p4, p5, p6, p7, DriveAgainstTraffic);

// by hash
Citizen.invokeNative('0x659427E0EF36BCDE', driver, vehicle, vehicleTarget, missionType, p4 + 0.0000001, p5, p6 + 0.0000001, p7 + 0.0000001, DriveAgainstTraffic);
```

### C#

```csharp
Function.Call((Hash)0x659427E0EF36BCDE, driver, vehicle, vehicleTarget, missionType, p4, p5, p6, p7, DriveAgainstTraffic);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_MISSION_PED_TARGET

- **Hash:** `0x9454528DF15D657A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleMissionPedTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_MISSION_PED_TARGET

## Signature

```c
void TASK_VEHICLE_MISSION_PED_TARGET(Ped ped, Vehicle vehicle, Ped pedTarget, int mode, float maxSpeed, int drivingStyle, float minDistance, float p7, BOOL DriveAgainstTraffic);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `pedTarget` (`Ped`)
- `mode` (`int`)
- `maxSpeed` (`float`)
- `drivingStyle` (`int`)
- `minDistance` (`float`)
- `p7` (`float`)
- `DriveAgainstTraffic` (`BOOL`)

## Returns

`void`

## Description

See TASK_VEHICLE_MISSION

## Usage

### Lua

```lua
TaskVehicleMissionPedTarget(ped, vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, DriveAgainstTraffic)

-- always available, by hash
Citizen.InvokeNative(0x9454528DF15D657A, ped, vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, DriveAgainstTraffic)
```

### JavaScript

```js
TaskVehicleMissionPedTarget(ped, vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, DriveAgainstTraffic);

// by hash
Citizen.invokeNative('0x9454528DF15D657A', ped, vehicle, pedTarget, mode, maxSpeed + 0.0000001, drivingStyle, minDistance + 0.0000001, p7 + 0.0000001, DriveAgainstTraffic);
```

### C#

```csharp
Function.Call((Hash)0x9454528DF15D657A, ped, vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, DriveAgainstTraffic);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_SHOOT_AT_COORD

- **Hash:** `0x5190796ED39C9B6D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleShootAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_SHOOT_AT_COORD

## Signature

```c
void TASK_VEHICLE_SHOOT_AT_COORD(Ped ped, float x, float y, float z, float p4);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleShootAtCoord(ped, x, y, z, p4)

-- always available, by hash
Citizen.InvokeNative(0x5190796ED39C9B6D, ped, x, y, z, p4)
```

### JavaScript

```js
TaskVehicleShootAtCoord(ped, x, y, z, p4);

// by hash
Citizen.invokeNative('0x5190796ED39C9B6D', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5190796ED39C9B6D, ped, x, y, z, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_SHOOT_AT_PED

- **Hash:** `0x10AB107B887214D8`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleShootAtPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_SHOOT_AT_PED

## Signature

```c
void TASK_VEHICLE_SHOOT_AT_PED(Ped ped, Ped target, float p2);
```

## Parameters

- `ped` (`Ped`)
- `target` (`Ped`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleShootAtPed(ped, target, p2)

-- always available, by hash
Citizen.InvokeNative(0x10AB107B887214D8, ped, target, p2)
```

### JavaScript

```js
TaskVehicleShootAtPed(ped, target, p2);

// by hash
Citizen.invokeNative('0x10AB107B887214D8', ped, target, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x10AB107B887214D8, ped, target, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_VEHICLE_TEMP_ACTION

- **Hash:** `0xC429DCEEB339E129`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleTempAction`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_VEHICLE_TEMP_ACTION

## Signature

```c
void TASK_VEHICLE_TEMP_ACTION(Ped driver, Vehicle vehicle, int action, int time);
```

## Parameters

- `driver` (`Ped`)
- `vehicle` (`Vehicle`)
- `action` (`int`)
- `time` (`int`)

## Returns

`void`

## Description

Documentation from GTA V, might be the same in RDR:

'1 - brake
'3 - brake + reverse
'4 - turn left 90 + braking
'5 - turn right 90 + braking
'6 - brake strong (handbrake?) until time ends
'7 - turn left + accelerate
'7 - turn right + accelerate
'9 - weak acceleration
'10 - turn left + restore wheel pos to center in the end
'11 - turn right + restore wheel pos to center in the end
'13 - turn left + go reverse
'14 - turn left + go reverse
'16 - crash the game after like 2 seconds :)
'17 - keep actual state, game crashed after few tries
'18 - game crash
'19 - strong brake + turn left/right
'20 - weak brake + turn left then turn right
'21 - weak brake + turn right then turn left
'22 - brake + reverse
'23 - accelerate fast
'24 - brake
'25 - brake turning left then when almost stopping it turns left more
'26 - brake turning right then when almost stopping it turns right more
'27 - brake until car stop or until time ends
'28 - brake + strong reverse acceleration
'30 - performs a burnout (brake until stop + brake and accelerate)
'31 - accelerate + handbrake
'32 - accelerate very strong

Seems to be this:
Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else

## Usage

### Lua

```lua
TaskVehicleTempAction(driver, vehicle, action, time)

-- always available, by hash
Citizen.InvokeNative(0xC429DCEEB339E129, driver, vehicle, action, time)
```

### JavaScript

```js
TaskVehicleTempAction(driver, vehicle, action, time);

// by hash
Citizen.invokeNative('0xC429DCEEB339E129', driver, vehicle, action, time);
```

### C#

```csharp
Function.Call((Hash)0xC429DCEEB339E129, driver, vehicle, action, time);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WALK_AWAY

- **Hash:** `0x04ACFAC71E6858F9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWalkAway`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WALK_AWAY

## Signature

```c
void TASK_WALK_AWAY(Ped ped, Entity entity);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWalkAway(ped, entity)

-- always available, by hash
Citizen.InvokeNative(0x04ACFAC71E6858F9, ped, entity)
```

### JavaScript

```js
TaskWalkAway(ped, entity);

// by hash
Citizen.invokeNative('0x04ACFAC71E6858F9', ped, entity);
```

### C#

```csharp
Function.Call((Hash)0x04ACFAC71E6858F9, ped, entity);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WANDER_AND_CONVERSE_WITH_PED

- **Hash:** `0x8AC76D1408731732`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWanderAndConverseWithPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WANDER_AND_CONVERSE_WITH_PED

## Signature

```c
void TASK_WANDER_AND_CONVERSE_WITH_PED(Ped ped, Any p1, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWanderAndConverseWithPed(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x8AC76D1408731732, ped, p1, p2, p3)
```

### JavaScript

```js
TaskWanderAndConverseWithPed(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x8AC76D1408731732', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x8AC76D1408731732, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WANDER_IN_AREA

- **Hash:** `0xE054346CA3A0F315`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWanderInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WANDER_IN_AREA

## Signature

```c
void TASK_WANDER_IN_AREA(Ped ped, float x, float y, float z, float radius, float p5, float p6, int p7);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWanderInArea(ped, x, y, z, radius, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xE054346CA3A0F315, ped, x, y, z, radius, p5, p6, p7)
```

### JavaScript

```js
TaskWanderInArea(ped, x, y, z, radius, p5, p6, p7);

// by hash
Citizen.invokeNative('0xE054346CA3A0F315', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7);
```

### C#

```csharp
Function.Call((Hash)0xE054346CA3A0F315, ped, x, y, z, radius, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WANDER_IN_VOLUME

- **Hash:** `0x9FDA168777B28424`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWanderInVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WANDER_IN_VOLUME

## Signature

```c
void TASK_WANDER_IN_VOLUME(Ped ped, Volume volume, float p2, float p3, int p4);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`Volume`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWanderInVolume(ped, volume, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x9FDA168777B28424, ped, volume, p2, p3, p4)
```

### JavaScript

```js
TaskWanderInVolume(ped, volume, p2, p3, p4);

// by hash
Citizen.invokeNative('0x9FDA168777B28424', ped, volume, p2 + 0.0000001, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x9FDA168777B28424, ped, volume, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WANDER_STANDARD

- **Hash:** `0xBB9CE077274F6A1B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWanderStandard`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WANDER_STANDARD

## Signature

```c
void TASK_WANDER_STANDARD(Ped ped, float p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `p2` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Makes ped walk around the area.

set p1 to 10.0f and p2 to 10 if you want the ped to walk anywhere without a duration.

*Source: VORPCORE RDR3natives*

Makes ped walk around the area the params p1 p2 seems to not affect anything but p2 is either 0 or 1 and p1 is mostly 1.0 or ped heading

## Usage

### Lua

```lua
TaskWanderStandard(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBB9CE077274F6A1B, ped, p1, p2)
```

### JavaScript

```js
TaskWanderStandard(ped, p1, p2);

// by hash
Citizen.invokeNative('0xBB9CE077274F6A1B', ped, p1 + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xBB9CE077274F6A1B, ped, p1, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::TASK_WANDER_SWIM

- **Hash:** `0x527EA3DB8BC7F03B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWanderSwim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WANDER_SWIM

## Signature

```c
void TASK_WANDER_SWIM(Ped ped, Any p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWanderSwim(ped, p1)

-- always available, by hash
Citizen.InvokeNative(0x527EA3DB8BC7F03B, ped, p1)
```

### JavaScript

```js
TaskWanderSwim(ped, p1);

// by hash
Citizen.invokeNative('0x527EA3DB8BC7F03B', ped, p1);
```

### C#

```csharp
Function.Call((Hash)0x527EA3DB8BC7F03B, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WARP_PED_INTO_VEHICLE

- **Hash:** `0x9A7D091411C5F684`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWarpPedIntoVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WARP_PED_INTO_VEHICLE

## Signature

```c
void TASK_WARP_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seat);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `seat` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWarpPedIntoVehicle(ped, vehicle, seat)

-- always available, by hash
Citizen.InvokeNative(0x9A7D091411C5F684, ped, vehicle, seat)
```

### JavaScript

```js
TaskWarpPedIntoVehicle(ped, vehicle, seat);

// by hash
Citizen.invokeNative('0x9A7D091411C5F684', ped, vehicle, seat);
```

### C#

```csharp
Function.Call((Hash)0x9A7D091411C5F684, ped, vehicle, seat);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WEAPON

- **Hash:** `0x7157B82D60E4BC46`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WEAPON

## Signature

```c
void TASK_WEAPON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TaskWeapon(ped)

-- always available, by hash
Citizen.InvokeNative(0x7157B82D60E4BC46, ped)
```

### JavaScript

```js
TaskWeapon(ped);

// by hash
Citizen.invokeNative('0x7157B82D60E4BC46', ped);
```

### C#

```csharp
Function.Call((Hash)0x7157B82D60E4BC46, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::TASK_WHISTLE_ANIM

- **Hash:** `0xD6401A1B2F63BED6`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskWhistleAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_WHISTLE_ANIM

## Signature

```c
void TASK_WHISTLE_ANIM(Ped ped, Hash audPedWhistleType, Hash p2);
```

## Parameters

- `ped` (`Ped`)
- `audPedWhistleType` (`Hash`)
- `p2` (`Hash`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/aud_ped_whistle_types.lua
p2: UNSPECIFIED

## Usage

### Lua

```lua
TaskWhistleAnim(ped, audPedWhistleType, p2)

-- always available, by hash
Citizen.InvokeNative(0xD6401A1B2F63BED6, ped, audPedWhistleType, p2)
```

### JavaScript

```js
TaskWhistleAnim(ped, audPedWhistleType, p2);

// by hash
Citizen.invokeNative('0xD6401A1B2F63BED6', ped, audPedWhistleType, p2);
```

### C#

```csharp
Function.Call((Hash)0xD6401A1B2F63BED6, ped, audPedWhistleType, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM

- **Hash:** `0x79197F7D2BB5E73A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TransitionScenarioToConditionalAnim`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM

## Signature

```c
BOOL _TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM(Ped ped, int scenarioPoint, const char* clipsetDict, const char* clipName, const char* fromConditionalAnim, int flags);
```

## Parameters

- `ped` (`Ped`)
- `scenarioPoint` (`int`)
- `clipsetDict` (`const char*`)
- `clipName` (`const char*`)
- `fromConditionalAnim` (`const char*`)
- `flags` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Requests an authored transition for a ped that is currently using a scenario point, switching into a specific conditional/clipset branch defined for that scenario.

Meta / authoring:
- This mirrors entries in "script_common_ca.meta" where a transition links a <FromConditionalAnims> key to a target <ClipSet> (clipsetDict + clipName).
- fromConditionalAnim should match the <FromConditionalAnims> name for the transition (some scripts pass 0 when they don’t care / use the default authored path).

Notes:
- Scripts commonly call PED::_ADD_SCENARIO_TRANSITION(ped) immediately before this native.
- Return value only indicates the transition request was accepted/triggered; scripts often verify the ped is still using the scenario point afterward (PED::IS_PED_USING_THIS_SCENARIO).

C++ style usage (from scripts):
- PED::_ADD_SCENARIO_TRANSITION(ped);
- if (TASK::_TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM(ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, 0)) {
    if (PED::IS_PED_USING_THIS_SCENARIO(ped, scenarioPoint)) {
      // transition took; continue state machine
    }
  }

Example video: https://imgur.com/a/ReSsWNj

*Source: VORPCORE RDR3natives*

Smoothly transitions an active scenario actor (ped) into a specific conditional / clipset defined in the scenario's conditional-anim graph, breaking or restarting the scenario.
Returns `true` if the transition was successfully triggered, or `false` if it failed

## Usage

### Lua

```lua
local retval = TransitionScenarioToConditionalAnim(ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79197F7D2BB5E73A, ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TransitionScenarioToConditionalAnim(ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags);

// by hash
const retval = Citizen.invokeNative('0x79197F7D2BB5E73A', ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x79197F7D2BB5E73A, ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::UNCUFF_PED

- **Hash:** `0x67406F2C8F87FC4F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UncuffPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/UNCUFF_PED

## Signature

```c
void UNCUFF_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
UncuffPed(ped)

-- always available, by hash
Citizen.InvokeNative(0x67406F2C8F87FC4F, ped)
```

### JavaScript

```js
UncuffPed(ped);

// by hash
Citizen.invokeNative('0x67406F2C8F87FC4F', ped);
```

### C#

```csharp
Function.Call((Hash)0x67406F2C8F87FC4F, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::UNHOGTIE_PED

- **Hash:** `0x79559BAD83CCD038`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UnhogtiePed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/UNHOGTIE_PED

## Signature

```c
void UNHOGTIE_PED(Ped ped, int flags, Hash getupSetHash, const char* p3, const char* p4, float p5);
```

## Parameters

- `ped` (`Ped`)
- `flags` (`int`)
- `getupSetHash` (`Hash`)
- `p3` (`const char*`)
- `p4` (`const char*`)
- `p5` (`float`)

## Returns

`void`

## Description

getupSetHash: see nm_blend_out_sets.meta

## Usage

### Lua

```lua
UnhogtiePed(ped, flags, getupSetHash, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x79559BAD83CCD038, ped, flags, getupSetHash, p3, p4, p5)
```

### JavaScript

```js
UnhogtiePed(ped, flags, getupSetHash, p3, p4, p5);

// by hash
Citizen.invokeNative('0x79559BAD83CCD038', ped, flags, getupSetHash, p3, p4, p5 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x79559BAD83CCD038, ped, flags, getupSetHash, p3, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_UPDATE_TASK_GO_TO_COORD_WITH_OFFSET

- **Hash:** `0x3FFCD7BBA074CC80`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UpdateTaskGoToCoordWithOffset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_UPDATE_TASK_GO_TO_COORD_WITH_OFFSET

## Signature

```c
void _UPDATE_TASK_GO_TO_COORD_WITH_OFFSET(Ped ped, float targetX, float targetY, float targetZ, float offsetX, float offsetY, float offsetZ, float speed, float tolerance);
```

## Parameters

- `ped` (`Ped`)
- `targetX` (`float`)
- `targetY` (`float`)
- `targetZ` (`float`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `speed` (`float`)
- `tolerance` (`float`)

## Returns

`void`

## Description

In-place update for a running follow-to-offset/go-to task: sets new target coords + local offset, with speed and arrival tolerance (foot or mount; no effect if no compatible task).

## Usage

### Lua

```lua
UpdateTaskGoToCoordWithOffset(ped, targetX, targetY, targetZ, offsetX, offsetY, offsetZ, speed, tolerance)

-- always available, by hash
Citizen.InvokeNative(0x3FFCD7BBA074CC80, ped, targetX, targetY, targetZ, offsetX, offsetY, offsetZ, speed, tolerance)
```

### JavaScript

```js
UpdateTaskGoToCoordWithOffset(ped, targetX, targetY, targetZ, offsetX, offsetY, offsetZ, speed, tolerance);

// by hash
Citizen.invokeNative('0x3FFCD7BBA074CC80', ped, targetX + 0.0000001, targetY + 0.0000001, targetZ + 0.0000001, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, speed + 0.0000001, tolerance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x3FFCD7BBA074CC80, ped, targetX, targetY, targetZ, offsetX, offsetY, offsetZ, speed, tolerance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::UPDATE_TASK_HANDS_UP_DURATION

- **Hash:** `0xA98FCAFD7893C834`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UpdateTaskHandsUpDuration`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/UPDATE_TASK_HANDS_UP_DURATION

## Signature

```c
void UPDATE_TASK_HANDS_UP_DURATION(Ped ped, int duration);
```

## Parameters

- `ped` (`Ped`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UpdateTaskHandsUpDuration(ped, duration)

-- always available, by hash
Citizen.InvokeNative(0xA98FCAFD7893C834, ped, duration)
```

### JavaScript

```js
UpdateTaskHandsUpDuration(ped, duration);

// by hash
Citizen.invokeNative('0xA98FCAFD7893C834', ped, duration);
```

### C#

```csharp
Function.Call((Hash)0xA98FCAFD7893C834, ped, duration);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::_UPDATE_TASK_VEHICLE_SHOOT_AT_COORD

- **Hash:** `0xAF2EF28CE3084505`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UpdateTaskVehicleShootAtCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_UPDATE_TASK_VEHICLE_SHOOT_AT_COORD

## Signature

```c
void _UPDATE_TASK_VEHICLE_SHOOT_AT_COORD(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Updates the target coordinate of an ongoing SCRIPT_TASK_VEHICLE_SHOOT_AT_COORD for the given ped This lets you retarget the shooting point in real time without restarting the task
Has effect only while the ped’s task status for `SCRIPT_TASK_VEHICLE_SHOOT_AT_COORD` is `TASK_STATUS_ONGOING` (commonly 1) If the task hasn’t started yet (status 0 or not running), use `TASK_VEHICLE_SHOOT_AT_COORD` first; after it becomes active, call this to update the aim point Compared to `TASK_VEHICLE_SHOOT_AT_COORD`: the latter starts (or re-queues) the task with an initial target; this native *only* updates the active task’s target coordinate.

## Usage

### Lua

```lua
UpdateTaskVehicleShootAtCoord(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xAF2EF28CE3084505, p0, p1, p2, p3)
```

### JavaScript

```js
UpdateTaskVehicleShootAtCoord(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xAF2EF28CE3084505', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xAF2EF28CE3084505, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# TASK::USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE

- **Hash:** `0x5A353B8E6B1095B5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UseWaypointRecordingAsAssistedMovementRoute`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE

## Signature

```c
void USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE(const char* waypointRecording, BOOL p1, float p2, float p3, BOOL p4);
```

## Parameters

- `waypointRecording` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UseWaypointRecordingAsAssistedMovementRoute(waypointRecording, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x5A353B8E6B1095B5, waypointRecording, p1, p2, p3, p4)
```

### JavaScript

```js
UseWaypointRecordingAsAssistedMovementRoute(waypointRecording, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x5A353B8E6B1095B5', waypointRecording, p1, p2 + 0.0000001, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x5A353B8E6B1095B5, waypointRecording, p1, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::VEHICLE_WAYPOINT_PLAYBACK_GET_IS_PAUSED

- **Hash:** `0x4D6D30AB18B0B089`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `VehicleWaypointPlaybackGetIsPaused`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/VEHICLE_WAYPOINT_PLAYBACK_GET_IS_PAUSED

## Signature

```c
Any VEHICLE_WAYPOINT_PLAYBACK_GET_IS_PAUSED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = VehicleWaypointPlaybackGetIsPaused(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4D6D30AB18B0B089, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = VehicleWaypointPlaybackGetIsPaused(p0);

// by hash
const retval = Citizen.invokeNative('0x4D6D30AB18B0B089', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4D6D30AB18B0B089, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED

- **Hash:** `0x121F0593E0A431D7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `VehicleWaypointPlaybackOverrideSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED

## Signature

```c
void VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Vehicle vehicle, float speed);
```

## Parameters

- `vehicle` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
VehicleWaypointPlaybackOverrideSpeed(vehicle, speed)

-- always available, by hash
Citizen.InvokeNative(0x121F0593E0A431D7, vehicle, speed)
```

### JavaScript

```js
VehicleWaypointPlaybackOverrideSpeed(vehicle, speed);

// by hash
Citizen.invokeNative('0x121F0593E0A431D7', vehicle, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x121F0593E0A431D7, vehicle, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::VEHICLE_WAYPOINT_PLAYBACK_PAUSE

- **Hash:** `0x8A4E6AC373666BC5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `VehicleWaypointPlaybackPause`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/VEHICLE_WAYPOINT_PLAYBACK_PAUSE

## Signature

```c
void VEHICLE_WAYPOINT_PLAYBACK_PAUSE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
VehicleWaypointPlaybackPause(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x8A4E6AC373666BC5, vehicle)
```

### JavaScript

```js
VehicleWaypointPlaybackPause(vehicle);

// by hash
Citizen.invokeNative('0x8A4E6AC373666BC5', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x8A4E6AC373666BC5, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::VEHICLE_WAYPOINT_PLAYBACK_RESUME

- **Hash:** `0xDC04FCAA7839D492`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `VehicleWaypointPlaybackResume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/VEHICLE_WAYPOINT_PLAYBACK_RESUME

## Signature

```c
void VEHICLE_WAYPOINT_PLAYBACK_RESUME(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
VehicleWaypointPlaybackResume(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xDC04FCAA7839D492, vehicle)
```

### JavaScript

```js
VehicleWaypointPlaybackResume(vehicle);

// by hash
Citizen.invokeNative('0xDC04FCAA7839D492', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xDC04FCAA7839D492, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED

- **Hash:** `0x5CEB25A7D2848963`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `VehicleWaypointPlaybackUseDefaultSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED

## Signature

```c
void VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
VehicleWaypointPlaybackUseDefaultSpeed(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x5CEB25A7D2848963, vehicle)
```

### JavaScript

```js
VehicleWaypointPlaybackUseDefaultSpeed(vehicle);

// by hash
Citizen.invokeNative('0x5CEB25A7D2848963', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x5CEB25A7D2848963, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_GET_IS_AIMING

- **Hash:** `0xD73A5D1F0325C71C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackGetIsAiming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_GET_IS_AIMING

## Signature

```c
BOOL WAYPOINT_PLAYBACK_GET_IS_AIMING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = WaypointPlaybackGetIsAiming(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD73A5D1F0325C71C, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD73A5D1F0325C71C', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD73A5D1F0325C71C, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_GET_IS_PAUSED

- **Hash:** `0x701375A7D43F01CB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackGetIsPaused`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_GET_IS_PAUSED

## Signature

```c
BOOL WAYPOINT_PLAYBACK_GET_IS_PAUSED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = WaypointPlaybackGetIsPaused(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x701375A7D43F01CB, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x701375A7D43F01CB', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x701375A7D43F01CB, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_GET_IS_SHOOTING

- **Hash:** `0xA5B94DF8AF058F46`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackGetIsShooting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_GET_IS_SHOOTING

## Signature

```c
BOOL WAYPOINT_PLAYBACK_GET_IS_SHOOTING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = WaypointPlaybackGetIsShooting(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA5B94DF8AF058F46, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xA5B94DF8AF058F46', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA5B94DF8AF058F46, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_OVERRIDE_SPEED

- **Hash:** `0x7D7D2B47FA788E85`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackOverrideSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_OVERRIDE_SPEED

## Signature

```c
void WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Ped ped, float speed, Any p2, float p3, Any p4);
```

## Parameters

- `ped` (`Ped`)
- `speed` (`float`)
- `p2` (`Any`)
- `p3` (`float`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackOverrideSpeed(ped, speed, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x7D7D2B47FA788E85, ped, speed, p2, p3, p4)
```

### JavaScript

```js
WaypointPlaybackOverrideSpeed(ped, speed, p2, p3, p4);

// by hash
Citizen.invokeNative('0x7D7D2B47FA788E85', ped, speed + 0.0000001, p2, p3 + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x7D7D2B47FA788E85, ped, speed, p2, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_PAUSE

- **Hash:** `0x0F342546AA06FED5`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackPause`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_PAUSE

## Signature

```c
void WAYPOINT_PLAYBACK_PAUSE(Ped ped, Any p1, Any p2, Any p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackPause(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x0F342546AA06FED5, ped, p1, p2, p3)
```

### JavaScript

```js
WaypointPlaybackPause(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x0F342546AA06FED5', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x0F342546AA06FED5, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_RESUME

- **Hash:** `0x244F70C84C547D2D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackResume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_RESUME

## Signature

```c
void WAYPOINT_PLAYBACK_RESUME(Ped ped, BOOL p1, int p2, int p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackResume(ped, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x244F70C84C547D2D, ped, p1, p2, p3)
```

### JavaScript

```js
WaypointPlaybackResume(ped, p1, p2, p3);

// by hash
Citizen.invokeNative('0x244F70C84C547D2D', ped, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x244F70C84C547D2D, ped, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_START_AIMING_AT_COORD

- **Hash:** `0x8968400D900ED8B3`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStartAimingAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_START_AIMING_AT_COORD

## Signature

```c
void WAYPOINT_PLAYBACK_START_AIMING_AT_COORD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStartAimingAtCoord(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x8968400D900ED8B3, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
WaypointPlaybackStartAimingAtCoord(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x8968400D900ED8B3', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x8968400D900ED8B3, p0, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_START_AIMING_AT_ENTITY

- **Hash:** `0x4F158205E0C74385`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStartAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_START_AIMING_AT_ENTITY

## Signature

```c
void WAYPOINT_PLAYBACK_START_AIMING_AT_ENTITY(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStartAimingAtEntity(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x4F158205E0C74385, p0, p1, p2, p3)
```

### JavaScript

```js
WaypointPlaybackStartAimingAtEntity(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x4F158205E0C74385', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x4F158205E0C74385, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_START_AIMING_AT_PED

- **Hash:** `0x20E330937C399D29`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStartAimingAtPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_START_AIMING_AT_PED

## Signature

```c
void WAYPOINT_PLAYBACK_START_AIMING_AT_PED(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStartAimingAtPed(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x20E330937C399D29, p0, p1, p2, p3)
```

### JavaScript

```js
WaypointPlaybackStartAimingAtPed(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x20E330937C399D29', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x20E330937C399D29, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD

- **Hash:** `0x057A25CFCC9DB671`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStartShootingAtCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD

## Signature

```c
void WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStartShootingAtCoord(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x057A25CFCC9DB671, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
WaypointPlaybackStartShootingAtCoord(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x057A25CFCC9DB671', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x057A25CFCC9DB671, p0, p1, p2, p3, p4, p5, p6);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_START_SHOOTING_AT_ENTITY

- **Hash:** `0x4AF458F71C1196D2`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStartShootingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_START_SHOOTING_AT_ENTITY

## Signature

```c
void WAYPOINT_PLAYBACK_START_SHOOTING_AT_ENTITY(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStartShootingAtEntity(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x4AF458F71C1196D2, p0, p1, p2, p3, p4)
```

### JavaScript

```js
WaypointPlaybackStartShootingAtEntity(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x4AF458F71C1196D2', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x4AF458F71C1196D2, p0, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED

- **Hash:** `0xE70BA7B90F8390DC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStartShootingAtPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED

## Signature

```c
void WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStartShootingAtPed(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xE70BA7B90F8390DC, p0, p1, p2, p3, p4)
```

### JavaScript

```js
WaypointPlaybackStartShootingAtPed(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xE70BA7B90F8390DC', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xE70BA7B90F8390DC, p0, p1, p2, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING

- **Hash:** `0x47EFA040EBB8E2EA`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackStopAimingOrShooting`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING

## Signature

```c
void WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackStopAimingOrShooting(p0)

-- always available, by hash
Citizen.InvokeNative(0x47EFA040EBB8E2EA, p0)
```

### JavaScript

```js
WaypointPlaybackStopAimingOrShooting(p0);

// by hash
Citizen.invokeNative('0x47EFA040EBB8E2EA', p0);
```

### C#

```csharp
Function.Call((Hash)0x47EFA040EBB8E2EA, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED

- **Hash:** `0x6599D834B12D0800`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointPlaybackUseDefaultSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED

## Signature

```c
void WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
WaypointPlaybackUseDefaultSpeed(ped)

-- always available, by hash
Citizen.InvokeNative(0x6599D834B12D0800, ped)
```

### JavaScript

```js
WaypointPlaybackUseDefaultSpeed(ped);

// by hash
Citizen.invokeNative('0x6599D834B12D0800', ped);
```

### C#

```csharp
Function.Call((Hash)0x6599D834B12D0800, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT

- **Hash:** `0xB629A298081F876F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointRecordingGetClosestWaypoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT

## Signature

```c
BOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT(const char* waypointRecording, float x, float y, float z, int* point);
```

## Parameters

- `waypointRecording` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `point` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, point = WaypointRecordingGetClosestWaypoint(waypointRecording, x, y, z, point)

-- always available, by hash
local retval, point = Citizen.InvokeNative(0xB629A298081F876F, waypointRecording, x, y, z, Citizen.PointerValueIntInitialized(point), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, point] = WaypointRecordingGetClosestWaypoint(waypointRecording, x, y, z, point);

// by hash
const [retval, point] = Citizen.invokeNative('0xB629A298081F876F', waypointRecording, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueIntInitialized(point), Citizen.returnResultAnyway());
```

### C#

```csharp
var point = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB629A298081F876F, waypointRecording, x, y, z, point);
// point.GetResult<int>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_RECORDING_GET_COORD

- **Hash:** `0x2FB897405C90B361`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointRecordingGetCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_RECORDING_GET_COORD

## Signature

```c
BOOL WAYPOINT_RECORDING_GET_COORD(const char* waypointRecording, int point, Vector3* coord);
```

## Parameters

- `waypointRecording` (`const char*`)
- `point` (`int`)
- `coord` (`Vector3*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, coord = WaypointRecordingGetCoord(waypointRecording, point, coord)

-- always available, by hash
local retval, coord = Citizen.InvokeNative(0x2FB897405C90B361, waypointRecording, point, Citizen.PointerValueVector(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, coord] = WaypointRecordingGetCoord(waypointRecording, point, coord);

// by hash
const [retval, coord] = Citizen.invokeNative('0x2FB897405C90B361', waypointRecording, point, Citizen.pointerValueVector(), Citizen.returnResultAnyway());
```

### C#

```csharp
var coord = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2FB897405C90B361, waypointRecording, point, coord);
// coord.GetResult<Vector3>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_RECORDING_GET_NUM_POINTS

- **Hash:** `0x5343532C01A07234`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointRecordingGetNumPoints`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_RECORDING_GET_NUM_POINTS

## Signature

```c
BOOL WAYPOINT_RECORDING_GET_NUM_POINTS(const char* waypointRecording, int* points);
```

## Parameters

- `waypointRecording` (`const char*`)
- `points` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, points = WaypointRecordingGetNumPoints(waypointRecording, points)

-- always available, by hash
local retval, points = Citizen.InvokeNative(0x5343532C01A07234, waypointRecording, Citizen.PointerValueIntInitialized(points), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, points] = WaypointRecordingGetNumPoints(waypointRecording, points);

// by hash
const [retval, points] = Citizen.invokeNative('0x5343532C01A07234', waypointRecording, Citizen.pointerValueIntInitialized(points), Citizen.returnResultAnyway());
```

### C#

```csharp
var points = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x5343532C01A07234, waypointRecording, points);
// points.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# TASK::WAYPOINT_RECORDING_GET_SPEED_AT_POINT

- **Hash:** `0x005622AEBC33ACA9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `WaypointRecordingGetSpeedAtPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/WAYPOINT_RECORDING_GET_SPEED_AT_POINT

## Signature

```c
float WAYPOINT_RECORDING_GET_SPEED_AT_POINT(const char* waypointRecording, int point);
```

## Parameters

- `waypointRecording` (`const char*`)
- `point` (`int`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = WaypointRecordingGetSpeedAtPoint(waypointRecording, point)

-- always available, by hash
local retval = Citizen.InvokeNative(0x005622AEBC33ACA9, waypointRecording, point, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = WaypointRecordingGetSpeedAtPoint(waypointRecording, point);

// by hash
const retval = Citizen.invokeNative('0x005622AEBC33ACA9', waypointRecording, point, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x005622AEBC33ACA9, waypointRecording, point);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_0x6F5BC5C4EAB42B15

- **Hash:** `0x6F5BC5C4EAB42B15`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `N_0x6f5bc5c4eab42b15`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1491
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/0x6F5BC5C4EAB42B15

## Signature

```c
void _0x6F5BC5C4EAB42B15(int linkID, int type, const char* contentId);
```

## Parameters

- `linkID` (`int`)
- `type` (`int`)
- `contentId` (`const char*`)

## Returns

`void`

## Description

Note: this native was added in build 1491.50

## Usage

### Lua

```lua
N_0x6f5bc5c4eab42b15(linkID, type, contentId)

-- always available, by hash
Citizen.InvokeNative(0x6F5BC5C4EAB42B15, linkID, type, contentId)
```

### JavaScript

```js
N_0x6f5bc5c4eab42b15(linkID, type, contentId);

// by hash
Citizen.invokeNative('0x6F5BC5C4EAB42B15', linkID, type, contentId);
```

### C#

```csharp
Function.Call((Hash)0x6F5BC5C4EAB42B15, linkID, type, contentId);
```

- This native has no known name, so the runtime exposes it only as `N_0x6f5bc5c4eab42b15` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_0xEC0BD8736DCAF841

- **Hash:** `0xEC0BD8736DCAF841`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `N_0xec0bd8736dcaf841`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/0xEC0BD8736DCAF841

## Signature

```c
void _0xEC0BD8736DCAF841(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xec0bd8736dcaf841(toggle)

-- always available, by hash
Citizen.InvokeNative(0xEC0BD8736DCAF841, toggle)
```

### JavaScript

```js
N_0xec0bd8736dcaf841(toggle);

// by hash
Citizen.invokeNative('0xEC0BD8736DCAF841', toggle);
```

### C#

```csharp
Function.Call((Hash)0xEC0BD8736DCAF841, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0xec0bd8736dcaf841` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::ANALYTICS_PLAYTIME_FREEMODE_END

- **Hash:** `0x3180E991D4B8F248`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `AnalyticsPlaytimeFreemodeEnd`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/ANALYTICS_PLAYTIME_FREEMODE_END

## Signature

```c
void ANALYTICS_PLAYTIME_FREEMODE_END();
```

## Returns

`void`

## Usage

### Lua

```lua
AnalyticsPlaytimeFreemodeEnd()

-- always available, by hash
Citizen.InvokeNative(0x3180E991D4B8F248)
```

### JavaScript

```js
AnalyticsPlaytimeFreemodeEnd();

// by hash
Citizen.invokeNative('0x3180E991D4B8F248');
```

### C#

```csharp
Function.Call((Hash)0x3180E991D4B8F248);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::ANALYTICS_PLAYTIME_FREEMODE_START

- **Hash:** `0xE9F24081D84931B8`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `AnalyticsPlaytimeFreemodeStart`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/ANALYTICS_PLAYTIME_FREEMODE_START

## Signature

```c
void ANALYTICS_PLAYTIME_FREEMODE_START();
```

## Returns

`void`

## Usage

### Lua

```lua
AnalyticsPlaytimeFreemodeStart()

-- always available, by hash
Citizen.InvokeNative(0xE9F24081D84931B8)
```

### JavaScript

```js
AnalyticsPlaytimeFreemodeStart();

// by hash
Citizen.invokeNative('0xE9F24081D84931B8');
```

### C#

```csharp
Function.Call((Hash)0xE9F24081D84931B8);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_CLEAR_TELEMETRY_SHOP_UI

- **Hash:** `0x32D5898C4898CD95`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `ClearTelemetryShopUi`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_CLEAR_TELEMETRY_SHOP_UI

## Signature

```c
void _CLEAR_TELEMETRY_SHOP_UI();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearTelemetryShopUi()

-- always available, by hash
Citizen.InvokeNative(0x32D5898C4898CD95)
```

### JavaScript

```js
ClearTelemetryShopUi();

// by hash
Citizen.invokeNative('0x32D5898C4898CD95');
```

### C#

```csharp
Function.Call((Hash)0x32D5898C4898CD95);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_AMBIENT_VIGNETTE

- **Hash:** `0x3145044F3990D321`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryAmbientVignette`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_AMBIENT_VIGNETTE

## Signature

```c
void _TELEMETRY_AMBIENT_VIGNETTE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryAmbientVignette(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x3145044F3990D321, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryAmbientVignette(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x3145044F3990D321', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x3145044F3990D321, p0, p1, p2, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ANIMAL_SKINNED

- **Hash:** `0x7581972ADF5D699A`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryAnimalSkinned`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ANIMAL_SKINNED

## Signature

```c
void _TELEMETRY_ANIMAL_SKINNED(Hash type, Any* items);
```

## Parameters

- `type` (`Hash`)
- `items` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local items = TelemetryAnimalSkinned(type, items)

-- always available, by hash
local items = Citizen.InvokeNative(0x7581972ADF5D699A, type, Citizen.PointerValueIntInitialized(items))
```

### JavaScript

```js
const items = TelemetryAnimalSkinned(type, items);

// by hash
const items = Citizen.invokeNative('0x7581972ADF5D699A', type, Citizen.pointerValueIntInitialized(items));
```

### C#

```csharp
var items = new OutputArgument();
Function.Call((Hash)0x7581972ADF5D699A, type, items);
// items.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_BOUNTY_TARGET

- **Hash:** `0x52FA31DB8F3AD25D`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryBountyTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_BOUNTY_TARGET

## Signature

```c
void _TELEMETRY_BOUNTY_TARGET(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local data = TelemetryBountyTarget(data)

-- always available, by hash
local data = Citizen.InvokeNative(0x52FA31DB8F3AD25D, Citizen.PointerValueIntInitialized(data))
```

### JavaScript

```js
const data = TelemetryBountyTarget(data);

// by hash
const data = Citizen.invokeNative('0x52FA31DB8F3AD25D', Citizen.pointerValueIntInitialized(data));
```

### C#

```csharp
var data = new OutputArgument();
Function.Call((Hash)0x52FA31DB8F3AD25D, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_CAMP_CREATED

- **Hash:** `0x565EAA726B2CE3B7`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCampCreated`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_CAMP_CREATED

## Signature

```c
void _TELEMETRY_CAMP_CREATED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCampCreated(p0)

-- always available, by hash
Citizen.InvokeNative(0x565EAA726B2CE3B7, p0)
```

### JavaScript

```js
TelemetryCampCreated(p0);

// by hash
Citizen.invokeNative('0x565EAA726B2CE3B7', p0);
```

### C#

```csharp
Function.Call((Hash)0x565EAA726B2CE3B7, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::TELEMETRY_CAMP_DONATE

- **Hash:** `0xDF516E598D966D06`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCampDonate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/TELEMETRY_CAMP_DONATE

## Signature

```c
void TELEMETRY_CAMP_DONATE(Any transactionId, Any p1, Any p2, Any p3, Any p4, Hash slotId, Hash p6, Any p7, BOOL p8);
```

## Parameters

- `transactionId` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `slotId` (`Hash`)
- `p6` (`Hash`)
- `p7` (`Any`)
- `p8` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCampDonate(transactionId, p1, p2, p3, p4, slotId, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xDF516E598D966D06, transactionId, p1, p2, p3, p4, slotId, p6, p7, p8)
```

### JavaScript

```js
TelemetryCampDonate(transactionId, p1, p2, p3, p4, slotId, p6, p7, p8);

// by hash
Citizen.invokeNative('0xDF516E598D966D06', transactionId, p1, p2, p3, p4, slotId, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xDF516E598D966D06, transactionId, p1, p2, p3, p4, slotId, p6, p7, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_CAMP_SUPPLIES

- **Hash:** `0x217F47761376E16E`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCampSupplies`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_CAMP_SUPPLIES

## Signature

```c
void _TELEMETRY_CAMP_SUPPLIES(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCampSupplies(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x217F47761376E16E, p0, p1, p2, p3, p4)
```

### JavaScript

```js
TelemetryCampSupplies(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x217F47761376E16E', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x217F47761376E16E, p0, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_CHAR_CREATOR

- **Hash:** `0x7207AD471BC9278C`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCharCreator`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_CHAR_CREATOR

## Signature

```c
void _TELEMETRY_CHAR_CREATOR(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCharCreator(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x7207AD471BC9278C, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryCharCreator(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x7207AD471BC9278C', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x7207AD471BC9278C, p0, p1, p2, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_COLLECT

- **Hash:** `0xD6CB05DDAEE43AFD`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCollect`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_COLLECT

## Signature

```c
void _TELEMETRY_COLLECT(Any transactionId, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `transactionId` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCollect(transactionId, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xD6CB05DDAEE43AFD, transactionId, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryCollect(transactionId, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xD6CB05DDAEE43AFD', transactionId, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xD6CB05DDAEE43AFD, transactionId, p1, p2, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_COUPON

- **Hash:** `0x621D719C4836292B`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCoupon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_COUPON

## Signature

```c
void _TELEMETRY_COUPON(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCoupon(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x621D719C4836292B, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
TelemetryCoupon(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x621D719C4836292B', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x621D719C4836292B, p0, p1, p2, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_CRAFT_ITEM

- **Hash:** `0x78C2E029DB205A3A`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCraftItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_CRAFT_ITEM

## Signature

```c
void _TELEMETRY_CRAFT_ITEM(Any p0, Any p1, Any p2, Any quantity);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `quantity` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryCraftItem(p0, p1, p2, quantity)

-- always available, by hash
Citizen.InvokeNative(0x78C2E029DB205A3A, p0, p1, p2, quantity)
```

### JavaScript

```js
TelemetryCraftItem(p0, p1, p2, quantity);

// by hash
Citizen.invokeNative('0x78C2E029DB205A3A', p0, p1, p2, quantity);
```

### C#

```csharp
Function.Call((Hash)0x78C2E029DB205A3A, p0, p1, p2, quantity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_CREATE_UUID

- **Hash:** `0xE692D336F8A2A97F`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCreateUuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_CREATE_UUID

## Signature

```c
BOOL _TELEMETRY_CREATE_UUID(Any* uuid);
```

## Parameters

- `uuid` (`Any*`)

## Returns

`BOOL`

## Description

Works in MP only.

## Usage

### Lua

```lua
local retval, uuid = TelemetryCreateUuid(uuid)

-- always available, by hash
local retval, uuid = Citizen.InvokeNative(0xE692D336F8A2A97F, Citizen.PointerValueIntInitialized(uuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, uuid] = TelemetryCreateUuid(uuid);

// by hash
const [retval, uuid] = Citizen.invokeNative('0xE692D336F8A2A97F', Citizen.pointerValueIntInitialized(uuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var uuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE692D336F8A2A97F, uuid);
// uuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_CUSTOM

- **Hash:** `0x40914CCF2A1AB531`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryCustom`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_CUSTOM

## Signature

```c
void _TELEMETRY_CUSTOM(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TelemetryCustom(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x40914CCF2A1AB531, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TelemetryCustom(args);

// by hash
const args = Citizen.invokeNative('0x40914CCF2A1AB531', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x40914CCF2A1AB531, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_DEFENSIVE

- **Hash:** `0xE57529D23541D2DD`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryDefensive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_DEFENSIVE

## Signature

```c
void _TELEMETRY_DEFENSIVE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryDefensive(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE57529D23541D2DD, p0, p1, p2)
```

### JavaScript

```js
TelemetryDefensive(p0, p1, p2);

// by hash
Citizen.invokeNative('0xE57529D23541D2DD', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE57529D23541D2DD, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_DISCOVERABLE

- **Hash:** `0xF5EAD898EF387E73`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryDiscoverable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_DISCOVERABLE

## Signature

```c
void _TELEMETRY_DISCOVERABLE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryDiscoverable(p0)

-- always available, by hash
Citizen.InvokeNative(0xF5EAD898EF387E73, p0)
```

### JavaScript

```js
TelemetryDiscoverable(p0);

// by hash
Citizen.invokeNative('0xF5EAD898EF387E73', p0);
```

### C#

```csharp
Function.Call((Hash)0xF5EAD898EF387E73, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_EMOTE_ADD_CATEGORY_TO_SAVE

- **Hash:** `0x2C24AF8EEEEF8A55`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryEmoteAddCategoryToSave`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_EMOTE_ADD_CATEGORY_TO_SAVE

## Signature

```c
void _TELEMETRY_EMOTE_ADD_CATEGORY_TO_SAVE(Any p0, Any p1, Hash emote);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `emote` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryEmoteAddCategoryToSave(p0, p1, emote)

-- always available, by hash
Citizen.InvokeNative(0x2C24AF8EEEEF8A55, p0, p1, emote)
```

### JavaScript

```js
TelemetryEmoteAddCategoryToSave(p0, p1, emote);

// by hash
Citizen.invokeNative('0x2C24AF8EEEEF8A55', p0, p1, emote);
```

### C#

```csharp
Function.Call((Hash)0x2C24AF8EEEEF8A55, p0, p1, emote);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_FAST_TRAVEL

- **Hash:** `0x7CEF4AC79F7E7FAD`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryFastTravel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_FAST_TRAVEL

## Signature

```c
void _TELEMETRY_FAST_TRAVEL(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryFastTravel(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x7CEF4AC79F7E7FAD, p0, p1, p2, p3, p4)
```

### JavaScript

```js
TelemetryFastTravel(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x7CEF4AC79F7E7FAD', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x7CEF4AC79F7E7FAD, p0, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_FAVOR_EMOTE

- **Hash:** `0x16B23D4F7A1F50D9`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryFavorEmote`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_FAVOR_EMOTE

## Signature

```c
void _TELEMETRY_FAVOR_EMOTE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryFavorEmote(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x16B23D4F7A1F50D9, p0, p1, p2)
```

### JavaScript

```js
TelemetryFavorEmote(p0, p1, p2);

// by hash
Citizen.invokeNative('0x16B23D4F7A1F50D9', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x16B23D4F7A1F50D9, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_GAME_PROGRESS

- **Hash:** `0x51EC204A6E5B5A1A`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGameProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GAME_PROGRESS

## Signature

```c
void _TELEMETRY_GAME_PROGRESS(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGameProgress(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x51EC204A6E5B5A1A, p0, p1)
```

### JavaScript

```js
TelemetryGameProgress(p0, p1);

// by hash
Citizen.invokeNative('0x51EC204A6E5B5A1A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x51EC204A6E5B5A1A, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_GANG_SHARES

- **Hash:** `0xE6DC9B21AC7A8729`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGangShares`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GANG_SHARES

## Signature

```c
void _TELEMETRY_GANG_SHARES(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGangShares(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xE6DC9B21AC7A8729, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryGangShares(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xE6DC9B21AC7A8729', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xE6DC9B21AC7A8729, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_GOLD_STORE

- **Hash:** `0x536B6025E94AC48F`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGoldStore`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GOLD_STORE

## Signature

```c
void _TELEMETRY_GOLD_STORE(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGoldStore(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x536B6025E94AC48F, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryGoldStore(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x536B6025E94AC48F', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x536B6025E94AC48F, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_GUN_LOCKER

- **Hash:** `0x415FE28ED44BFF14`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGunLocker`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GUN_LOCKER

## Signature

```c
void _TELEMETRY_GUN_LOCKER();
```

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGunLocker()

-- always available, by hash
Citizen.InvokeNative(0x415FE28ED44BFF14)
```

### JavaScript

```js
TelemetryGunLocker();

// by hash
Citizen.invokeNative('0x415FE28ED44BFF14');
```

### C#

```csharp
Function.Call((Hash)0x415FE28ED44BFF14);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_GUN_LOCKER_WEAPON_REMOVED

- **Hash:** `0x317D9C9560529CC2`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGunLockerWeaponRemoved`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GUN_LOCKER_WEAPON_REMOVED

## Signature

```c
void _TELEMETRY_GUN_LOCKER_WEAPON_REMOVED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGunLockerWeaponRemoved(p0)

-- always available, by hash
Citizen.InvokeNative(0x317D9C9560529CC2, p0)
```

### JavaScript

```js
TelemetryGunLockerWeaponRemoved(p0);

// by hash
Citizen.invokeNative('0x317D9C9560529CC2', p0);
```

### C#

```csharp
Function.Call((Hash)0x317D9C9560529CC2, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_GUN_LOCKER_WEAPON_STORED

- **Hash:** `0xC3ADF4880784FA9C`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGunLockerWeaponStored`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GUN_LOCKER_WEAPON_STORED

## Signature

```c
void _TELEMETRY_GUN_LOCKER_WEAPON_STORED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGunLockerWeaponStored(p0)

-- always available, by hash
Citizen.InvokeNative(0xC3ADF4880784FA9C, p0)
```

### JavaScript

```js
TelemetryGunLockerWeaponStored(p0);

// by hash
Citizen.invokeNative('0xC3ADF4880784FA9C', p0);
```

### C#

```csharp
Function.Call((Hash)0xC3ADF4880784FA9C, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_HERB_PICKED

- **Hash:** `0xAE693EC3A178F6C2`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryHerbPicked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_HERB_PICKED

## Signature

```c
void _TELEMETRY_HERB_PICKED(Hash herbType);
```

## Parameters

- `herbType` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryHerbPicked(herbType)

-- always available, by hash
Citizen.InvokeNative(0xAE693EC3A178F6C2, herbType)
```

### JavaScript

```js
TelemetryHerbPicked(herbType);

// by hash
Citizen.invokeNative('0xAE693EC3A178F6C2', herbType);
```

### C#

```csharp
Function.Call((Hash)0xAE693EC3A178F6C2, herbType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_HONOR

- **Hash:** `0xE6B763C7F4902201`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryHonor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_HONOR

## Signature

```c
void _TELEMETRY_HONOR(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryHonor(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xE6B763C7F4902201, p0, p1)
```

### JavaScript

```js
TelemetryHonor(p0, p1);

// by hash
Citizen.invokeNative('0xE6B763C7F4902201', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xE6B763C7F4902201, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_HUB_NAVIGATION

- **Hash:** `0x25CC50EC1A6F3A96`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryHubNavigation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_HUB_NAVIGATION

## Signature

```c
void _TELEMETRY_HUB_NAVIGATION(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryHubNavigation(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x25CC50EC1A6F3A96, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryHubNavigation(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x25CC50EC1A6F3A96', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x25CC50EC1A6F3A96, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_HUB_OFFERS

- **Hash:** `0x37AA282163B0D2C4`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryHubOffers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_HUB_OFFERS

## Signature

```c
void _TELEMETRY_HUB_OFFERS(Any couponItem, Any p1);
```

## Parameters

- `couponItem` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryHubOffers(couponItem, p1)

-- always available, by hash
Citizen.InvokeNative(0x37AA282163B0D2C4, couponItem, p1)
```

### JavaScript

```js
TelemetryHubOffers(couponItem, p1);

// by hash
Citizen.invokeNative('0x37AA282163B0D2C4', couponItem, p1);
```

### C#

```csharp
Function.Call((Hash)0x37AA282163B0D2C4, couponItem, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_INTRO_SKIP

- **Hash:** `0x1B554723799245F4`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryIntroSkip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_INTRO_SKIP

## Signature

```c
void _TELEMETRY_INTRO_SKIP(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryIntroSkip(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1B554723799245F4, p0, p1, p2)
```

### JavaScript

```js
TelemetryIntroSkip(p0, p1, p2);

// by hash
Citizen.invokeNative('0x1B554723799245F4', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x1B554723799245F4, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_LOBBY_PROGRESSION

- **Hash:** `0xECD67E9FA677CCCF`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryLobbyProgression`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_LOBBY_PROGRESSION

## Signature

```c
void _TELEMETRY_LOBBY_PROGRESSION(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryLobbyProgression(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xECD67E9FA677CCCF, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryLobbyProgression(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xECD67E9FA677CCCF', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xECD67E9FA677CCCF, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_LOOT

- **Hash:** `0xCF63EF77B0DF0397`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryLoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_LOOT

## Signature

```c
void _TELEMETRY_LOOT(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryLoot(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCF63EF77B0DF0397, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryLoot(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xCF63EF77B0DF0397', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCF63EF77B0DF0397, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MATCH_NOMINATION

- **Hash:** `0x330029E121380CEB`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchNomination`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_NOMINATION

## Signature

```c
void _TELEMETRY_MATCH_NOMINATION(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TelemetryMatchNomination(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x330029E121380CEB, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TelemetryMatchNomination(args);

// by hash
const args = Citizen.invokeNative('0x330029E121380CEB', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x330029E121380CEB, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MATCH_OVER

- **Hash:** `0xA2058154357726BB`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchOver`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_OVER

## Signature

```c
void _TELEMETRY_MATCH_OVER(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMatchOver(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xA2058154357726BB, p0, p1, p2, p3, p4)
```

### JavaScript

```js
TelemetryMatchOver(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xA2058154357726BB', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xA2058154357726BB, p0, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MATCH_QUEUE

- **Hash:** `0x4C08D2B6D8BE17E4`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchQueue`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_QUEUE

## Signature

```c
void _TELEMETRY_MATCH_QUEUE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMatchQueue(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x4C08D2B6D8BE17E4, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryMatchQueue(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x4C08D2B6D8BE17E4', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x4C08D2B6D8BE17E4, p0, p1, p2, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MATCH_STARTED

- **Hash:** `0xF620F47B4F4A78C4`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchStarted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_STARTED

## Signature

```c
void _TELEMETRY_MATCH_STARTED(Any* p0, Any* p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0, p1 = TelemetryMatchStarted()

-- always available, by hash
local p0, p1 = Citizen.InvokeNative(0xF620F47B4F4A78C4, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [p0, p1] = TelemetryMatchStarted();

// by hash
const [p0, p1] = Citizen.invokeNative('0xF620F47B4F4A78C4', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
Function.Call((Hash)0xF620F47B4F4A78C4, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MATCH_VOTE

- **Hash:** `0xEF3C68F56BAD7B69`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchVote`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MATCH_VOTE

## Signature

```c
void _TELEMETRY_MATCH_VOTE(Any* p0, Any* p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0, p1 = TelemetryMatchVote()

-- always available, by hash
local p0, p1 = Citizen.InvokeNative(0xEF3C68F56BAD7B69, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [p0, p1] = TelemetryMatchVote();

// by hash
const [p0, p1] = Citizen.invokeNative('0xEF3C68F56BAD7B69', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
Function.Call((Hash)0xEF3C68F56BAD7B69, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MENU_NAVIGATION

- **Hash:** `0x3255D4D2082C6339`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMenuNavigation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MENU_NAVIGATION

## Signature

```c
void _TELEMETRY_MENU_NAVIGATION(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMenuNavigation(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x3255D4D2082C6339, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryMenuNavigation(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x3255D4D2082C6339', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x3255D4D2082C6339, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MISSION_CHECKPOINT

- **Hash:** `0x8EC7890D446BD9C1`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMissionCheckpoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MISSION_CHECKPOINT

## Signature

```c
void _TELEMETRY_MISSION_CHECKPOINT(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMissionCheckpoint(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8EC7890D446BD9C1, p0, p1, p2)
```

### JavaScript

```js
TelemetryMissionCheckpoint(p0, p1, p2);

// by hash
Citizen.invokeNative('0x8EC7890D446BD9C1', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x8EC7890D446BD9C1, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MISSION_FAILED_TO_LAUNCH

- **Hash:** `0x6571E4327390EC0B`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMissionFailedToLaunch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MISSION_FAILED_TO_LAUNCH

## Signature

```c
void _TELEMETRY_MISSION_FAILED_TO_LAUNCH(Any p0, Any p1, float x, float y, float z, int reason);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `reason` (`int`)

## Returns

`void`

## Description

_TELEMETRY_C* - _TELEMETRY_G*

## Usage

### Lua

```lua
TelemetryMissionFailedToLaunch(p0, p1, x, y, z, reason)

-- always available, by hash
Citizen.InvokeNative(0x6571E4327390EC0B, p0, p1, x, y, z, reason)
```

### JavaScript

```js
TelemetryMissionFailedToLaunch(p0, p1, x, y, z, reason);

// by hash
Citizen.invokeNative('0x6571E4327390EC0B', p0, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, reason);
```

### C#

```csharp
Function.Call((Hash)0x6571E4327390EC0B, p0, p1, x, y, z, reason);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MISSION_ILO_OPTION

- **Hash:** `0xEA323F5E1A4DA2F1`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMissionIloOption`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MISSION_ILO_OPTION

## Signature

```c
void _TELEMETRY_MISSION_ILO_OPTION(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMissionIloOption(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xEA323F5E1A4DA2F1, p0, p1)
```

### JavaScript

```js
TelemetryMissionIloOption(p0, p1);

// by hash
Citizen.invokeNative('0xEA323F5E1A4DA2F1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xEA323F5E1A4DA2F1, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MISSION_OVER

- **Hash:** `0xD894437E12C17AEC`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMissionOver`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MISSION_OVER

## Signature

```c
void _TELEMETRY_MISSION_OVER(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMissionOver(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD894437E12C17AEC, p0, p1)
```

### JavaScript

```js
TelemetryMissionOver(p0, p1);

// by hash
Citizen.invokeNative('0xD894437E12C17AEC', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD894437E12C17AEC, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MISSION_STARTED

- **Hash:** `0x15B0CC1B36F1DE29`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMissionStarted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MISSION_STARTED

## Signature

```c
void _TELEMETRY_MISSION_STARTED(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMissionStarted(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x15B0CC1B36F1DE29, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryMissionStarted(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x15B0CC1B36F1DE29', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x15B0CC1B36F1DE29, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_MOONSHINE_BREW

- **Hash:** `0xB5013EFBB5516867`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMoonshineBrew`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_MOONSHINE_BREW

## Signature

```c
void _TELEMETRY_MOONSHINE_BREW(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryMoonshineBrew(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0xB5013EFBB5516867, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
TelemetryMoonshineBrew(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0xB5013EFBB5516867', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0xB5013EFBB5516867, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_NET_CAMP

- **Hash:** `0xA72773C3134F9A57`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryNetCamp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_NET_CAMP

## Signature

```c
void _TELEMETRY_NET_CAMP(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryNetCamp(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xA72773C3134F9A57, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryNetCamp(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xA72773C3134F9A57', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xA72773C3134F9A57, p0, p1, p2, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_NOTORIETY

- **Hash:** `0xE26970A7AE0F28E9`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryNotoriety`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_NOTORIETY

## Signature

```c
void _TELEMETRY_NOTORIETY(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryNotoriety(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xE26970A7AE0F28E9, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryNotoriety(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xE26970A7AE0F28E9', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xE26970A7AE0F28E9, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_PARLEY_FEUD

- **Hash:** `0xF37A2149BC9A8A27`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryParleyFeud`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_PARLEY_FEUD

## Signature

```c
void _TELEMETRY_PARLEY_FEUD(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryParleyFeud(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xF37A2149BC9A8A27, p0, p1, p2, p3, p4)
```

### JavaScript

```js
TelemetryParleyFeud(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xF37A2149BC9A8A27', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xF37A2149BC9A8A27, p0, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::TELEMETRY_PERSONAL_VEHICLE_MOUNT

- **Hash:** `0xFF9052BC7A3B7D33`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPersonalVehicleMount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/TELEMETRY_PERSONAL_VEHICLE_MOUNT

## Signature

```c
void TELEMETRY_PERSONAL_VEHICLE_MOUNT(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPersonalVehicleMount(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xFF9052BC7A3B7D33, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryPersonalVehicleMount(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xFF9052BC7A3B7D33', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xFF9052BC7A3B7D33, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_PERSONAL_VEHICLE_WAGON

- **Hash:** `0xE67AF24C5A3B6058`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPersonalVehicleWagon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_PERSONAL_VEHICLE_WAGON

## Signature

```c
void _TELEMETRY_PERSONAL_VEHICLE_WAGON(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPersonalVehicleWagon(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE67AF24C5A3B6058, p0, p1, p2)
```

### JavaScript

```js
TelemetryPersonalVehicleWagon(p0, p1, p2);

// by hash
Citizen.invokeNative('0xE67AF24C5A3B6058', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE67AF24C5A3B6058, p0, p1, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_PHOTO

- **Hash:** `0xED22BE4C5A399E63`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPhoto`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_PHOTO

## Signature

```c
void _TELEMETRY_PHOTO(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPhoto(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xED22BE4C5A399E63, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryPhoto(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xED22BE4C5A399E63', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xED22BE4C5A399E63, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_PHOTO_CAM

- **Hash:** `0x0777D65EE8A17517`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPhotoCam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_PHOTO_CAM

## Signature

```c
void _TELEMETRY_PHOTO_CAM(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPhotoCam(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0x0777D65EE8A17517, p0, p1, p2, p3, p4, p5, p6, p7, p8)
```

### JavaScript

```js
TelemetryPhotoCam(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0x0777D65EE8A17517', p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0x0777D65EE8A17517, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::TELEMETRY_PLAYER_MENU_PIN

- **Hash:** `0x076C5843371EB889`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPlayerMenuPin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/TELEMETRY_PLAYER_MENU_PIN

## Signature

```c
void TELEMETRY_PLAYER_MENU_PIN(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPlayerMenuPin(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x076C5843371EB889, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryPlayerMenuPin(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x076C5843371EB889', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x076C5843371EB889, p0, p1, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_PLAYER_SPAWNED

- **Hash:** `0x5DA4718DF897EB25`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPlayerSpawned`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_PLAYER_SPAWNED

## Signature

```c
void _TELEMETRY_PLAYER_SPAWNED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPlayerSpawned(ped)

-- always available, by hash
Citizen.InvokeNative(0x5DA4718DF897EB25, ped)
```

### JavaScript

```js
TelemetryPlayerSpawned(ped);

// by hash
Citizen.invokeNative('0x5DA4718DF897EB25', ped);
```

### C#

```csharp
Function.Call((Hash)0x5DA4718DF897EB25, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_POKER_OVER

- **Hash:** `0x8127C5AA05C5A210`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPokerOver`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_POKER_OVER

## Signature

```c
void _TELEMETRY_POKER_OVER(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPokerOver(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x8127C5AA05C5A210, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TelemetryPokerOver(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x8127C5AA05C5A210', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x8127C5AA05C5A210, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_PRISON

- **Hash:** `0xB204BF9F30298D77`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryPrison`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_PRISON

## Signature

```c
void _TELEMETRY_PRISON(Any transactionId, Any bountyAmount, Ped ped, Any completionType, Any jailTimeServed, Any jailTimeLeft, Any posseRole);
```

## Parameters

- `transactionId` (`Any`)
- `bountyAmount` (`Any`)
- `ped` (`Ped`)
- `completionType` (`Any`)
- `jailTimeServed` (`Any`)
- `jailTimeLeft` (`Any`)
- `posseRole` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryPrison(transactionId, bountyAmount, ped, completionType, jailTimeServed, jailTimeLeft, posseRole)

-- always available, by hash
Citizen.InvokeNative(0xB204BF9F30298D77, transactionId, bountyAmount, ped, completionType, jailTimeServed, jailTimeLeft, posseRole)
```

### JavaScript

```js
TelemetryPrison(transactionId, bountyAmount, ped, completionType, jailTimeServed, jailTimeLeft, posseRole);

// by hash
Citizen.invokeNative('0xB204BF9F30298D77', transactionId, bountyAmount, ped, completionType, jailTimeServed, jailTimeLeft, posseRole);
```

### C#

```csharp
Function.Call((Hash)0xB204BF9F30298D77, transactionId, bountyAmount, ped, completionType, jailTimeServed, jailTimeLeft, posseRole);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_REGION

- **Hash:** `0xCD6F8A0335D821F9`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRegion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_REGION

## Signature

```c
void _TELEMETRY_REGION(Hash regionHash);
```

## Parameters

- `regionHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRegion(regionHash)

-- always available, by hash
Citizen.InvokeNative(0xCD6F8A0335D821F9, regionHash)
```

### JavaScript

```js
TelemetryRegion(regionHash);

// by hash
Citizen.invokeNative('0xCD6F8A0335D821F9', regionHash);
```

### C#

```csharp
Function.Call((Hash)0xCD6F8A0335D821F9, regionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ROLE_BOUNTY

- **Hash:** `0xAB43D1C80B5E9500`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRoleBounty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ROLE_BOUNTY

## Signature

```c
void _TELEMETRY_ROLE_BOUNTY(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRoleBounty(p0)

-- always available, by hash
Citizen.InvokeNative(0xAB43D1C80B5E9500, p0)
```

### JavaScript

```js
TelemetryRoleBounty(p0);

// by hash
Citizen.invokeNative('0xAB43D1C80B5E9500', p0);
```

### C#

```csharp
Function.Call((Hash)0xAB43D1C80B5E9500, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ROLE_COLLECTOR

- **Hash:** `0x4AC38DFD286DAD14`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRoleCollector`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ROLE_COLLECTOR

## Signature

```c
void _TELEMETRY_ROLE_COLLECTOR(Any transactionId, Any collectible, Any category, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `transactionId` (`Any`)
- `collectible` (`Any`)
- `category` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRoleCollector(transactionId, collectible, category, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x4AC38DFD286DAD14, transactionId, collectible, category, p3, p4, p5, p6)
```

### JavaScript

```js
TelemetryRoleCollector(transactionId, collectible, category, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0x4AC38DFD286DAD14', transactionId, collectible, category, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0x4AC38DFD286DAD14, transactionId, collectible, category, p3, p4, p5, p6);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ROLE_MOONSHINER

- **Hash:** `0x99D40C5D74BC88E9`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRoleMoonshiner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ROLE_MOONSHINER

## Signature

```c
void _TELEMETRY_ROLE_MOONSHINER(Any p0, Any transactionId);
```

## Parameters

- `p0` (`Any`)
- `transactionId` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRoleMoonshiner(p0, transactionId)

-- always available, by hash
Citizen.InvokeNative(0x99D40C5D74BC88E9, p0, transactionId)
```

### JavaScript

```js
TelemetryRoleMoonshiner(p0, transactionId);

// by hash
Citizen.invokeNative('0x99D40C5D74BC88E9', p0, transactionId);
```

### C#

```csharp
Function.Call((Hash)0x99D40C5D74BC88E9, p0, transactionId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ROLE_NATURALIST

- **Hash:** `0x6FB9EA308F302922`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRoleNaturalist`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ROLE_NATURALIST

## Signature

```c
void _TELEMETRY_ROLE_NATURALIST(Any transactionId, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `transactionId` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRoleNaturalist(transactionId, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x6FB9EA308F302922, transactionId, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TelemetryRoleNaturalist(transactionId, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x6FB9EA308F302922', transactionId, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x6FB9EA308F302922, transactionId, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ROLE_TOKEN_TRANSACTION

- **Hash:** `0x32C2939564D74BFF`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRoleTokenTransaction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ROLE_TOKEN_TRANSACTION

## Signature

```c
void _TELEMETRY_ROLE_TOKEN_TRANSACTION(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRoleTokenTransaction(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x32C2939564D74BFF, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
TelemetryRoleTokenTransaction(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0x32C2939564D74BFF', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x32C2939564D74BFF, p0, p1, p2, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_ROLE_TRADER

- **Hash:** `0x476038B5A0734C10`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRoleTrader`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_ROLE_TRADER

## Signature

```c
void _TELEMETRY_ROLE_TRADER(Any p0, Any transactionId);
```

## Parameters

- `p0` (`Any`)
- `transactionId` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryRoleTrader(p0, transactionId)

-- always available, by hash
Citizen.InvokeNative(0x476038B5A0734C10, p0, transactionId)
```

### JavaScript

```js
TelemetryRoleTrader(p0, transactionId);

// by hash
Citizen.invokeNative('0x476038B5A0734C10', p0, transactionId);
```

### C#

```csharp
Function.Call((Hash)0x476038B5A0734C10, p0, transactionId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_RPG_GLOBAL_CALCULATE_ATTRIBUTE_CORE_DELTA

- **Hash:** `0x7E002A36AEFCFB55`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryRpgGlobalCalculateAttributeCoreDelta`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_RPG_GLOBAL_CALCULATE_ATTRIBUTE_CORE_DELTA

## Signature

```c
void _TELEMETRY_RPG_GLOBAL_CALCULATE_ATTRIBUTE_CORE_DELTA();
```

## Returns

`void`

## Description

Creation of the metric is related to attribute filling, i. e. at camp fires, when the ped is resting.
_TELEMETRY_C* - _TELEMETRY_P*

## Usage

### Lua

```lua
TelemetryRpgGlobalCalculateAttributeCoreDelta()

-- always available, by hash
Citizen.InvokeNative(0x7E002A36AEFCFB55)
```

### JavaScript

```js
TelemetryRpgGlobalCalculateAttributeCoreDelta();

// by hash
Citizen.invokeNative('0x7E002A36AEFCFB55');
```

### C#

```csharp
Function.Call((Hash)0x7E002A36AEFCFB55);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SAMPLE

- **Hash:** `0x61559675D23D8BD1`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetrySample`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SAMPLE

## Signature

```c
void _TELEMETRY_SAMPLE(Any transactionId, Any animal, Any p2, Any bSampled, BOOL bTranq);
```

## Parameters

- `transactionId` (`Any`)
- `animal` (`Any`)
- `p2` (`Any`)
- `bSampled` (`Any`)
- `bTranq` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetrySample(transactionId, animal, p2, bSampled, bTranq)

-- always available, by hash
Citizen.InvokeNative(0x61559675D23D8BD1, transactionId, animal, p2, bSampled, bTranq)
```

### JavaScript

```js
TelemetrySample(transactionId, animal, p2, bSampled, bTranq);

// by hash
Citizen.invokeNative('0x61559675D23D8BD1', transactionId, animal, p2, bSampled, bTranq);
```

### C#

```csharp
Function.Call((Hash)0x61559675D23D8BD1, transactionId, animal, p2, bSampled, bTranq);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SET_IS_FLOW

- **Hash:** `0x9BEE018A63FFFAD9`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetrySetIsFlow`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SET_IS_FLOW

## Signature

```c
void _TELEMETRY_SET_IS_FLOW(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetrySetIsFlow(toggle)

-- always available, by hash
Citizen.InvokeNative(0x9BEE018A63FFFAD9, toggle)
```

### JavaScript

```js
TelemetrySetIsFlow(toggle);

// by hash
Citizen.invokeNative('0x9BEE018A63FFFAD9', toggle);
```

### C#

```csharp
Function.Call((Hash)0x9BEE018A63FFFAD9, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SET_SHOP_FOR_TRANSACTION

- **Hash:** `0xCA9E42F437625A85`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetrySetShopForTransaction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SET_SHOP_FOR_TRANSACTION

## Signature

```c
void _TELEMETRY_SET_SHOP_FOR_TRANSACTION(int transactionId, Hash p1, Hash p2);
```

## Parameters

- `transactionId` (`int`)
- `p1` (`Hash`)
- `p2` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetrySetShopForTransaction(transactionId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xCA9E42F437625A85, transactionId, p1, p2)
```

### JavaScript

```js
TelemetrySetShopForTransaction(transactionId, p1, p2);

// by hash
Citizen.invokeNative('0xCA9E42F437625A85', transactionId, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xCA9E42F437625A85, transactionId, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SHOP_CUTSCENE

- **Hash:** `0xB0B19B56697836F5`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryShopCutscene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SHOP_CUTSCENE

## Signature

```c
void _TELEMETRY_SHOP_CUTSCENE(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryShopCutscene(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xB0B19B56697836F5, p0, p1, p2, p3)
```

### JavaScript

```js
TelemetryShopCutscene(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xB0B19B56697836F5', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xB0B19B56697836F5, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SHOP_ENTRY

- **Hash:** `0x775B2ED944E44973`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryShopEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SHOP_ENTRY

## Signature

```c
void _TELEMETRY_SHOP_ENTRY(Any shopType, Any shopRegion, Any region, Any p3, Any p4, Any p5);
```

## Parameters

- `shopType` (`Any`)
- `shopRegion` (`Any`)
- `region` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryShopEntry(shopType, shopRegion, region, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x775B2ED944E44973, shopType, shopRegion, region, p3, p4, p5)
```

### JavaScript

```js
TelemetryShopEntry(shopType, shopRegion, region, p3, p4, p5);

// by hash
Citizen.invokeNative('0x775B2ED944E44973', shopType, shopRegion, region, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x775B2ED944E44973, shopType, shopRegion, region, p3, p4, p5);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SHOP_EXIT

- **Hash:** `0xF78E669FDC202E73`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryShopExit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SHOP_EXIT

## Signature

```c
void _TELEMETRY_SHOP_EXIT(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryShopExit(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xF78E669FDC202E73, p0, p1)
```

### JavaScript

```js
TelemetryShopExit(p0, p1);

// by hash
Citizen.invokeNative('0xF78E669FDC202E73', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xF78E669FDC202E73, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SHOP_PURCHASE

- **Hash:** `0x2A374E6F0075EE81`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryShopPurchase`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SHOP_PURCHASE

## Signature

```c
void _TELEMETRY_SHOP_PURCHASE(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryShopPurchase(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x2A374E6F0075EE81, p0, p1, p2, p3, p4)
```

### JavaScript

```js
TelemetryShopPurchase(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x2A374E6F0075EE81', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x2A374E6F0075EE81, p0, p1, p2, p3, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SHOP_SELL

- **Hash:** `0x9BD8A9D0A774A6F8`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryShopSell`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SHOP_SELL

## Signature

```c
void _TELEMETRY_SHOP_SELL(Any p0, Any p1, Any p2, Any p3, int centSalePrice);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `centSalePrice` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryShopSell(p0, p1, p2, p3, centSalePrice)

-- always available, by hash
Citizen.InvokeNative(0x9BD8A9D0A774A6F8, p0, p1, p2, p3, centSalePrice)
```

### JavaScript

```js
TelemetryShopSell(p0, p1, p2, p3, centSalePrice);

// by hash
Citizen.invokeNative('0x9BD8A9D0A774A6F8', p0, p1, p2, p3, centSalePrice);
```

### C#

```csharp
Function.Call((Hash)0x9BD8A9D0A774A6F8, p0, p1, p2, p3, centSalePrice);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_SLEEP

- **Hash:** `0xF9F14080D80937BD`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetrySleep`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_SLEEP

## Signature

```c
void _TELEMETRY_SLEEP(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetrySleep(p0)

-- always available, by hash
Citizen.InvokeNative(0xF9F14080D80937BD, p0)
```

### JavaScript

```js
TelemetrySleep(p0);

// by hash
Citizen.invokeNative('0xF9F14080D80937BD', p0);
```

### C#

```csharp
Function.Call((Hash)0xF9F14080D80937BD, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_START_GUN_LOCKER_INTERACTION

- **Hash:** `0xF0D54E0651DD7E07`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryStartGunLockerInteraction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_START_GUN_LOCKER_INTERACTION

## Signature

```c
void _TELEMETRY_START_GUN_LOCKER_INTERACTION();
```

## Returns

`void`

## Usage

### Lua

```lua
TelemetryStartGunLockerInteraction()

-- always available, by hash
Citizen.InvokeNative(0xF0D54E0651DD7E07)
```

### JavaScript

```js
TelemetryStartGunLockerInteraction();

// by hash
Citizen.invokeNative('0xF0D54E0651DD7E07');
```

### C#

```csharp
Function.Call((Hash)0xF0D54E0651DD7E07);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TELEMETRY_TRIGGER_TRANSACTION_REQUEST

- **Hash:** `0x80A02D9F948A8BCA`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryTriggerTransactionRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_TRIGGER_TRANSACTION_REQUEST

## Signature

```c
BOOL _TELEMETRY_TRIGGER_TRANSACTION_REQUEST(Any* requestId, Any* transactionId);
```

## Parameters

- `requestId` (`Any*`)
- `transactionId` (`Any*`)

## Returns

`BOOL`

## Description

Returns false when transaction request is failing

## Usage

### Lua

```lua
local retval, requestId, transactionId = TelemetryTriggerTransactionRequest()

-- always available, by hash
local retval, requestId, transactionId = Citizen.InvokeNative(0x80A02D9F948A8BCA, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, requestId, transactionId] = TelemetryTriggerTransactionRequest();

// by hash
const [retval, requestId, transactionId] = Citizen.invokeNative('0x80A02D9F948A8BCA', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var requestId = new OutputArgument();
var transactionId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x80A02D9F948A8BCA, requestId, transactionId);
// requestId.GetResult<int>()
// transactionId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TELEMETRY::_TRY_GET_TELEMETRY_ID_FROM_TRANSACTION_ID

- **Hash:** `0xF184B3ECE36219CF`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TryGetTelemetryIdFromTransactionId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TRY_GET_TELEMETRY_ID_FROM_TRANSACTION_ID

## Signature

```c
BOOL _TRY_GET_TELEMETRY_ID_FROM_TRANSACTION_ID(Any* transactionId, Any* requestId);
```

## Parameters

- `transactionId` (`Any*`)
- `requestId` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, transactionId, requestId = TryGetTelemetryIdFromTransactionId()

-- always available, by hash
local retval, transactionId, requestId = Citizen.InvokeNative(0xF184B3ECE36219CF, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, transactionId, requestId] = TryGetTelemetryIdFromTransactionId();

// by hash
const [retval, transactionId, requestId] = Citizen.invokeNative('0xF184B3ECE36219CF', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var transactionId = new OutputArgument();
var requestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF184B3ECE36219CF, transactionId, requestId);
// transactionId.GetResult<int>()
// requestId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::DOES_STREAMED_TEXTURE_DICT_EXIST

- **Hash:** `0x7332461FC59EB7EC`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `DoesStreamedTextureDictExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/DOES_STREAMED_TEXTURE_DICT_EXIST

## Signature

```c
BOOL DOES_STREAMED_TEXTURE_DICT_EXIST(const char* textureDict);
```

## Parameters

- `textureDict` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesStreamedTextureDictExist(textureDict)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7332461FC59EB7EC, textureDict, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesStreamedTextureDictExist(textureDict);

// by hash
const retval = Citizen.invokeNative('0x7332461FC59EB7EC', textureDict, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7332461FC59EB7EC, textureDict);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::DOES_STREAMED_TXD_EXIST

- **Hash:** `0xBA0163B277C2D2D0`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `DoesStreamedTxdExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/DOES_STREAMED_TXD_EXIST

## Signature

```c
BOOL DOES_STREAMED_TXD_EXIST(Hash txdHash);
```

## Parameters

- `txdHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesStreamedTxdExist(txdHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA0163B277C2D2D0, txdHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesStreamedTxdExist(txdHash);

// by hash
const retval = Citizen.invokeNative('0xBA0163B277C2D2D0', txdHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBA0163B277C2D2D0, txdHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::HAS_STREAMED_TEXTURE_DICT_LOADED

- **Hash:** `0x54D6900929CCF162`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `HasStreamedTextureDictLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/HAS_STREAMED_TEXTURE_DICT_LOADED

## Signature

```c
BOOL HAS_STREAMED_TEXTURE_DICT_LOADED(const char* textureDict);
```

## Parameters

- `textureDict` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasStreamedTextureDictLoaded(textureDict)

-- always available, by hash
local retval = Citizen.InvokeNative(0x54D6900929CCF162, textureDict, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasStreamedTextureDictLoaded(textureDict);

// by hash
const retval = Citizen.invokeNative('0x54D6900929CCF162', textureDict, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x54D6900929CCF162, textureDict);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::HAS_STREAMED_TXD_LOADED

- **Hash:** `0xBE72591D1509FFE4`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `HasStreamedTxdLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/HAS_STREAMED_TXD_LOADED

## Signature

```c
BOOL HAS_STREAMED_TXD_LOADED(Hash txdHash);
```

## Parameters

- `txdHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasStreamedTxdLoaded(txdHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBE72591D1509FFE4, txdHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasStreamedTxdLoaded(txdHash);

// by hash
const retval = Citizen.invokeNative('0xBE72591D1509FFE4', txdHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBE72591D1509FFE4, txdHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::REQUEST_STREAMED_TEXTURE_DICT

- **Hash:** `0xC1BA29DF5631B0F8`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `RequestStreamedTextureDict`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/REQUEST_STREAMED_TEXTURE_DICT

## Signature

```c
void REQUEST_STREAMED_TEXTURE_DICT(const char* textureDict, BOOL p1);
```

## Parameters

- `textureDict` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RequestStreamedTextureDict(textureDict, p1)

-- always available, by hash
Citizen.InvokeNative(0xC1BA29DF5631B0F8, textureDict, p1)
```

### JavaScript

```js
RequestStreamedTextureDict(textureDict, p1);

// by hash
Citizen.invokeNative('0xC1BA29DF5631B0F8', textureDict, p1);
```

### C#

```csharp
Function.Call((Hash)0xC1BA29DF5631B0F8, textureDict, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::REQUEST_STREAMED_TXD

- **Hash:** `0xDB1BD07FB464584D`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `RequestStreamedTxd`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/REQUEST_STREAMED_TXD

## Signature

```c
void REQUEST_STREAMED_TXD(Hash txdHash, BOOL p1);
```

## Parameters

- `txdHash` (`Hash`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RequestStreamedTxd(txdHash, p1)

-- always available, by hash
Citizen.InvokeNative(0xDB1BD07FB464584D, txdHash, p1)
```

### JavaScript

```js
RequestStreamedTxd(txdHash, p1);

// by hash
Citizen.invokeNative('0xDB1BD07FB464584D', txdHash, p1);
```

### C#

```csharp
Function.Call((Hash)0xDB1BD07FB464584D, txdHash, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED

- **Hash:** `0x4ACA10A91F66F1E2`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `SetStreamedTextureDictAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED(const char* textureDict);
```

## Parameters

- `textureDict` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetStreamedTextureDictAsNoLongerNeeded(textureDict)

-- always available, by hash
Citizen.InvokeNative(0x4ACA10A91F66F1E2, textureDict)
```

### JavaScript

```js
SetStreamedTextureDictAsNoLongerNeeded(textureDict);

// by hash
Citizen.invokeNative('0x4ACA10A91F66F1E2', textureDict);
```

### C#

```csharp
Function.Call((Hash)0x4ACA10A91F66F1E2, textureDict);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# TXD::SET_STREAMED_TXD_AS_NO_LONGER_NEEDED

- **Hash:** `0x8232F37DF762ACB2`
- **Namespace:** TXD
- **Runtime name (Lua/JS):** `SetStreamedTxdAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TXD/SET_STREAMED_TXD_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_STREAMED_TXD_AS_NO_LONGER_NEEDED(Hash txdHash);
```

## Parameters

- `txdHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetStreamedTxdAsNoLongerNeeded(txdHash)

-- always available, by hash
Citizen.InvokeNative(0x8232F37DF762ACB2, txdHash)
```

### JavaScript

```js
SetStreamedTxdAsNoLongerNeeded(txdHash);

// by hash
Citizen.invokeNative('0x8232F37DF762ACB2', txdHash);
```

### C#

```csharp
Function.Call((Hash)0x8232F37DF762ACB2, txdHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::CAN_LAUNCH_UIAPP_BY_HASH

- **Hash:** `0xE555EC27D65EDE80`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CanLaunchUiappByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/CAN_LAUNCH_UIAPP_BY_HASH

## Signature

```c
BOOL CAN_LAUNCH_UIAPP_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanLaunchUiappByHash(appNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE555EC27D65EDE80, appNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanLaunchUiappByHash(appNameHash);

// by hash
const retval = Citizen.invokeNative('0xE555EC27D65EDE80', appNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE555EC27D65EDE80, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::CAN_LAUNCH_UIAPP_BY_HASH_WITH_ENTRY

- **Hash:** `0x16F47D434B6086BF`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CanLaunchUiappByHashWithEntry`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/CAN_LAUNCH_UIAPP_BY_HASH_WITH_ENTRY

## Signature

```c
BOOL CAN_LAUNCH_UIAPP_BY_HASH_WITH_ENTRY(Hash appNameHash, Hash entryHash);
```

## Parameters

- `appNameHash` (`Hash`)
- `entryHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanLaunchUiappByHashWithEntry(appNameHash, entryHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x16F47D434B6086BF, appNameHash, entryHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanLaunchUiappByHashWithEntry(appNameHash, entryHash);

// by hash
const retval = Citizen.invokeNative('0x16F47D434B6086BF', appNameHash, entryHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x16F47D434B6086BF, appNameHash, entryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::_CLOSE_ALL_UIAPPS

- **Hash:** `0xAD7B70F7230C5A12`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CloseAllUiapps`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_ALL_UIAPPS

## Signature

```c
void _CLOSE_ALL_UIAPPS();
```

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Closes All UI Apps with transition

## Usage

### Lua

```lua
CloseAllUiapps()

-- always available, by hash
Citizen.InvokeNative(0xAD7B70F7230C5A12)
```

### JavaScript

```js
CloseAllUiapps();

// by hash
Citizen.invokeNative('0xAD7B70F7230C5A12');
```

### C#

```csharp
Function.Call((Hash)0xAD7B70F7230C5A12);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::_CLOSE_ALL_UIAPPS_IMMEDIATE

- **Hash:** `0x12769EEB8DBD7A7B`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CloseAllUiappsImmediate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_ALL_UIAPPS_IMMEDIATE

## Signature

```c
void _CLOSE_ALL_UIAPPS_IMMEDIATE();
```

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Immediately Closes all Native UI Apps

## Usage

### Lua

```lua
CloseAllUiappsImmediate()

-- always available, by hash
Citizen.InvokeNative(0x12769EEB8DBD7A7B)
```

### JavaScript

```js
CloseAllUiappsImmediate();

// by hash
Citizen.invokeNative('0x12769EEB8DBD7A7B');
```

### C#

```csharp
Function.Call((Hash)0x12769EEB8DBD7A7B);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::_CLOSE_UIAPP

- **Hash:** `0x818C6CA9B659E8EC`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CloseUiapp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_UIAPP

## Signature

```c
void _CLOSE_UIAPP(const char* appName);
```

## Parameters

- `appName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
CloseUiapp(appName)

-- always available, by hash
Citizen.InvokeNative(0x818C6CA9B659E8EC, appName)
```

### JavaScript

```js
CloseUiapp(appName);

// by hash
Citizen.invokeNative('0x818C6CA9B659E8EC', appName);
```

### C#

```csharp
Function.Call((Hash)0x818C6CA9B659E8EC, appName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::_CLOSE_UIAPP_BY_HASH

- **Hash:** `0x2FF10C9C3F92277E`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CloseUiappByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_UIAPP_BY_HASH

## Signature

```c
void _CLOSE_UIAPP_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Closes Ui App by hash

## Usage

### Lua

```lua
CloseUiappByHash(appNameHash)

-- always available, by hash
Citizen.InvokeNative(0x2FF10C9C3F92277E, appNameHash)
```

### JavaScript

```js
CloseUiappByHash(appNameHash);

// by hash
Citizen.invokeNative('0x2FF10C9C3F92277E', appNameHash);
```

### C#

```csharp
Function.Call((Hash)0x2FF10C9C3F92277E, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
if IsUiappActiveByHash(`abilities`) then
   CloseUiappByHash(`abilities`)
end
```

## See also

- [UIAPPS::LAUNCH_UIAPP_BY_HASH](https://natives.borderlinerp.com/natives/UIAPPS/LAUNCH_UIAPP_BY_HASH.md) — Lauches the specified UI app by its hash.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::_CLOSE_UIAPP_BY_HASH_IMMEDIATE

- **Hash:** `0x04428420A248A354`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CloseUiappByHashImmediate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_UIAPP_BY_HASH_IMMEDIATE

## Signature

```c
void _CLOSE_UIAPP_BY_HASH_IMMEDIATE(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Immediately closes the specified UI app by its hash.

## Usage

### Lua

```lua
CloseUiappByHashImmediate(appNameHash)

-- always available, by hash
Citizen.InvokeNative(0x04428420A248A354, appNameHash)
```

### JavaScript

```js
CloseUiappByHashImmediate(appNameHash);

// by hash
Citizen.invokeNative('0x04428420A248A354', appNameHash);
```

### C#

```csharp
Function.Call((Hash)0x04428420A248A354, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::_CLOSE_UIAPP_IMMEDIATE

- **Hash:** `0x3015635426D1B17C`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `CloseUiappImmediate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_UIAPP_IMMEDIATE

## Signature

```c
void _CLOSE_UIAPP_IMMEDIATE(const char* appName);
```

## Parameters

- `appName` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
CloseUiappImmediate(appName)

-- always available, by hash
Citizen.InvokeNative(0x3015635426D1B17C, appName)
```

### JavaScript

```js
CloseUiappImmediate(appName);

// by hash
Citizen.invokeNative('0x3015635426D1B17C', appName);
```

### C#

```csharp
Function.Call((Hash)0x3015635426D1B17C, appName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::_GET_UIAPP_CURRENT_ACTIVITY_BY_HASH

- **Hash:** `0x96FD694FE5BE55DC`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `GetUiappCurrentActivityByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/_GET_UIAPP_CURRENT_ACTIVITY_BY_HASH

## Signature

```c
Hash _GET_UIAPP_CURRENT_ACTIVITY_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetUiappCurrentActivityByHash(appNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x96FD694FE5BE55DC, appNameHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetUiappCurrentActivityByHash(appNameHash);

// by hash
const retval = Citizen.invokeNative('0x96FD694FE5BE55DC', appNameHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x96FD694FE5BE55DC, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::IS_ANY_UIAPP_ACTIVE

- **Hash:** `0xAC959AB99AAF3D9F`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `IsAnyUiappActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/IS_ANY_UIAPP_ACTIVE

## Signature

```c
BOOL IS_ANY_UIAPP_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyUiappActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xAC959AB99AAF3D9F, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyUiappActive();

// by hash
const retval = Citizen.invokeNative('0xAC959AB99AAF3D9F', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAC959AB99AAF3D9F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::IS_ANY_UIAPP_RUNNING

- **Hash:** `0xDB30BEC7A7A5CBD3`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `IsAnyUiappRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/IS_ANY_UIAPP_RUNNING

## Signature

```c
BOOL IS_ANY_UIAPP_RUNNING();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyUiappRunning()

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB30BEC7A7A5CBD3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyUiappRunning();

// by hash
const retval = Citizen.invokeNative('0xDB30BEC7A7A5CBD3', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDB30BEC7A7A5CBD3);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::IS_UIAPP_ACTIVE_BY_HASH

- **Hash:** `0x25B7A0206BDFAC76`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `IsUiappActiveByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/IS_UIAPP_ACTIVE_BY_HASH

## Signature

```c
BOOL IS_UIAPP_ACTIVE_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsUiappActiveByHash(appNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x25B7A0206BDFAC76, appNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsUiappActiveByHash(appNameHash);

// by hash
const retval = Citizen.invokeNative('0x25B7A0206BDFAC76', appNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x25B7A0206BDFAC76, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::IS_UIAPP_RUNNING

- **Hash:** `0xDE4A9B35D028979F`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `IsUiappRunning`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/IS_UIAPP_RUNNING

## Signature

```c
BOOL IS_UIAPP_RUNNING(const char* appName);
```

## Parameters

- `appName` (`const char*`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns true if the Native UI Application is running.

## Usage

### Lua

```lua
local retval = IsUiappRunning(appName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE4A9B35D028979F, appName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsUiappRunning(appName);

// by hash
const retval = Citizen.invokeNative('0xDE4A9B35D028979F', appName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDE4A9B35D028979F, appName);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::IS_UIAPP_RUNNING_BY_HASH

- **Hash:** `0x4E511D093A86AD49`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `IsUiappRunningByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/IS_UIAPP_RUNNING_BY_HASH

## Signature

```c
BOOL IS_UIAPP_RUNNING_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Checks to see if the specified UI app is currently running by its hash.

## Usage

### Lua

```lua
local retval = IsUiappRunningByHash(appNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4E511D093A86AD49, appNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsUiappRunningByHash(appNameHash);

// by hash
const retval = Citizen.invokeNative('0x4E511D093A86AD49', appNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4E511D093A86AD49, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Examples

*Source: VORPCORE RDR3natives*

```lua
if IsUiappActiveByHash(`PAUSE_MENU`) then
   CloseUiappByHashImmediate(`PAUSE_MENU`)
end
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::IS_UIAPP_TRANSITIONING_BY_HASH

- **Hash:** `0x42095B886D30DE66`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `IsUiappTransitioningByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/IS_UIAPP_TRANSITIONING_BY_HASH

## Signature

```c
BOOL IS_UIAPP_TRANSITIONING_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsUiappTransitioningByHash(appNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42095B886D30DE66, appNameHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsUiappTransitioningByHash(appNameHash);

// by hash
const retval = Citizen.invokeNative('0x42095B886D30DE66', appNameHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x42095B886D30DE66, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::LAUNCH_UIAPP_BY_HASH

- **Hash:** `0xC8FC7F4E4CF4F581`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `LaunchUiappByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/LAUNCH_UIAPP_BY_HASH

## Signature

```c
int LAUNCH_UIAPP_BY_HASH(Hash appNameHash);
```

## Parameters

- `appNameHash` (`Hash`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

Lauches the specified UI app by its hash.

## Usage

### Lua

```lua
local retval = LaunchUiappByHash(appNameHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC8FC7F4E4CF4F581, appNameHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LaunchUiappByHash(appNameHash);

// by hash
const retval = Citizen.invokeNative('0xC8FC7F4E4CF4F581', appNameHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC8FC7F4E4CF4F581, appNameHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [UIAPPS::_CLOSE_UIAPP_BY_HASH](https://natives.borderlinerp.com/natives/UIAPPS/_CLOSE_UIAPP_BY_HASH.md) — Closes Ui App by hash

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIAPPS::LAUNCH_UIAPP_BY_HASH_WITH_ENTRY

- **Hash:** `0xC1BCF31E975B3195`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `LaunchUiappByHashWithEntry`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/LAUNCH_UIAPP_BY_HASH_WITH_ENTRY

## Signature

```c
int LAUNCH_UIAPP_BY_HASH_WITH_ENTRY(Hash appNameHash, Hash entryHash);
```

## Parameters

- `appNameHash` (`Hash`)
- `entryHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = LaunchUiappByHashWithEntry(appNameHash, entryHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC1BCF31E975B3195, appNameHash, entryHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LaunchUiappByHashWithEntry(appNameHash, entryHash);

// by hash
const retval = Citizen.invokeNative('0xC1BCF31E975B3195', appNameHash, entryHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC1BCF31E975B3195, appNameHash, entryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::LAUNCH_UIAPP_WITH_ENTRY

- **Hash:** `0x7B2027BAC5C8EC89`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `LaunchUiappWithEntry`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/LAUNCH_UIAPP_WITH_ENTRY

## Signature

```c
int LAUNCH_UIAPP_WITH_ENTRY(const char* appName, const char* entry);
```

## Parameters

- `appName` (`const char*`)
- `entry` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = LaunchUiappWithEntry(appName, entry)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7B2027BAC5C8EC89, appName, entry, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = LaunchUiappWithEntry(appName, entry);

// by hash
const retval = Citizen.invokeNative('0x7B2027BAC5C8EC89', appName, entry, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7B2027BAC5C8EC89, appName, entry);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UIAPPS::REQUEST_UIAPP_TRANSITION_BY_HASH

- **Hash:** `0x7689CD255655BFD7`
- **Namespace:** UIAPPS
- **Runtime name (Lua/JS):** `RequestUiappTransitionByHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIAPPS/REQUEST_UIAPP_TRANSITION_BY_HASH

## Signature

```c
BOOL REQUEST_UIAPP_TRANSITION_BY_HASH(Hash appNameHash, Hash transitionHash);
```

## Parameters

- `appNameHash` (`Hash`)
- `transitionHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RequestUiappTransitionByHash(appNameHash, transitionHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7689CD255655BFD7, appNameHash, transitionHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestUiappTransitionByHash(appNameHash, transitionHash);

// by hash
const retval = Citizen.invokeNative('0x7689CD255655BFD7', appNameHash, transitionHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7689CD255655BFD7, appNameHash, transitionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIDEBUG::_BG_DISPLAY_TEXT

- **Hash:** `0x16794E044C9EFB58`
- **Namespace:** UIDEBUG
- **Runtime name (Lua/JS):** `BgDisplayText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/UIDEBUG/_BG_DISPLAY_TEXT

## Signature

```c
void _BG_DISPLAY_TEXT(const char* text, float x, float y);
```

## Parameters

- `text` (`const char*`)
- `x` (`float`)
- `y` (`float`)

## Returns

`void`

## Description

Note: you must use VAR_STRING

## Usage

### Lua

```lua
BgDisplayText(text, x, y)

-- always available, by hash
Citizen.InvokeNative(0x16794E044C9EFB58, text, x, y)
```

### JavaScript

```js
BgDisplayText(text, x, y);

// by hash
Citizen.invokeNative('0x16794E044C9EFB58', text, x + 0.0000001, y + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x16794E044C9EFB58, text, x, y);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIDEBUG::_BG_SET_TEXT_COLOR

- **Hash:** `0x16FA5CE47F184F1E`
- **Namespace:** UIDEBUG
- **Runtime name (Lua/JS):** `BgSetTextColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/UIDEBUG/_BG_SET_TEXT_COLOR

## Signature

```c
void _BG_SET_TEXT_COLOR(int red, int green, int blue, int alpha);
```

## Parameters

- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/colours

## Usage

### Lua

```lua
BgSetTextColor(red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0x16FA5CE47F184F1E, red, green, blue, alpha)
```

### JavaScript

```js
BgSetTextColor(red, green, blue, alpha);

// by hash
Citizen.invokeNative('0x16FA5CE47F184F1E', red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0x16FA5CE47F184F1E, red, green, blue, alpha);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIDEBUG::_BG_SET_TEXT_SCALE

- **Hash:** `0xA1253A3C870B6843`
- **Namespace:** UIDEBUG
- **Runtime name (Lua/JS):** `BgSetTextScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1355
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/UIDEBUG/_BG_SET_TEXT_SCALE

## Signature

```c
void _BG_SET_TEXT_SCALE(float scaleX, float scaleY);
```

## Parameters

- `scaleX` (`float`)
- `scaleY` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
BgSetTextScale(scaleX, scaleY)

-- always available, by hash
Citizen.InvokeNative(0xA1253A3C870B6843, scaleX, scaleY)
```

### JavaScript

```js
BgSetTextScale(scaleX, scaleY);

// by hash
Citizen.invokeNative('0xA1253A3C870B6843', scaleX + 0.0000001, scaleY + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA1253A3C870B6843, scaleX, scaleY);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIEVENTS::EVENTS_UI_GET_MESSAGE

- **Hash:** `0xE24E957294241444`
- **Namespace:** UIEVENTS
- **Runtime name (Lua/JS):** `EventsUiGetMessage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIEVENTS/EVENTS_UI_GET_MESSAGE

## Signature

```c
BOOL EVENTS_UI_GET_MESSAGE(Hash hash, Any* eventData);
```

## Parameters

- `hash` (`Hash`)
- `eventData` (`Any*`)

## Returns

`BOOL`

## Description

eventData:
struct UI_SCRIPT_EVENT
{
	alignas(8) eUIScriptEventType eventType; // https://alloc8or.re/rdr3/doc/enums/eUIScriptEventType.txt
	alignas(8) int intParam;
	alignas(8) Hash hashParam;
	alignas(8) Hash datastoreParam;
};

Old name: _EVENT_MANAGER_GET_EVENT

## Usage

### Lua

```lua
local retval, eventData = EventsUiGetMessage(hash, eventData)

-- always available, by hash
local retval, eventData = Citizen.InvokeNative(0xE24E957294241444, hash, Citizen.PointerValueIntInitialized(eventData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, eventData] = EventsUiGetMessage(hash, eventData);

// by hash
const [retval, eventData] = Citizen.invokeNative('0xE24E957294241444', hash, Citizen.pointerValueIntInitialized(eventData), Citizen.returnResultAnyway());
```

### C#

```csharp
var eventData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE24E957294241444, hash, eventData);
// eventData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIEVENTS::EVENTS_UI_IS_PENDING

- **Hash:** `0x67ED5A7963F2F722`
- **Namespace:** UIEVENTS
- **Runtime name (Lua/JS):** `EventsUiIsPending`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIEVENTS/EVENTS_UI_IS_PENDING

## Signature

```c
BOOL EVENTS_UI_IS_PENDING(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Description

Old name: _EVENT_MANAGER_IS_EVENT_PENDING

## Usage

### Lua

```lua
local retval = EventsUiIsPending(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x67ED5A7963F2F722, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = EventsUiIsPending(hash);

// by hash
const retval = Citizen.invokeNative('0x67ED5A7963F2F722', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x67ED5A7963F2F722, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIEVENTS::EVENTS_UI_PEEK_MESSAGE

- **Hash:** `0x90237103F27F7937`
- **Namespace:** UIEVENTS
- **Runtime name (Lua/JS):** `EventsUiPeekMessage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIEVENTS/EVENTS_UI_PEEK_MESSAGE

## Signature

```c
BOOL EVENTS_UI_PEEK_MESSAGE(Hash hash, Any* eventData);
```

## Parameters

- `hash` (`Hash`)
- `eventData` (`Any*`)

## Returns

`BOOL`

## Description

eventData: see EVENTS_UI_GET_MESSAGE

Old name: _EVENT_MANAGER_PEEK_EVENT

## Usage

### Lua

```lua
local retval, eventData = EventsUiPeekMessage(hash, eventData)

-- always available, by hash
local retval, eventData = Citizen.InvokeNative(0x90237103F27F7937, hash, Citizen.PointerValueIntInitialized(eventData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, eventData] = EventsUiPeekMessage(hash, eventData);

// by hash
const [retval, eventData] = Citizen.invokeNative('0x90237103F27F7937', hash, Citizen.pointerValueIntInitialized(eventData), Citizen.returnResultAnyway());
```

### C#

```csharp
var eventData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x90237103F27F7937, hash, eventData);
// eventData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIEVENTS::EVENTS_UI_POP_MESSAGE

- **Hash:** `0x8E8A2369F48EC839`
- **Namespace:** UIEVENTS
- **Runtime name (Lua/JS):** `EventsUiPopMessage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIEVENTS/EVENTS_UI_POP_MESSAGE

## Signature

```c
void EVENTS_UI_POP_MESSAGE(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`void`

## Description

Old name: _EVENT_MANAGER_POP_EVENT

## Usage

### Lua

```lua
EventsUiPopMessage(hash)

-- always available, by hash
Citizen.InvokeNative(0x8E8A2369F48EC839, hash)
```

### JavaScript

```js
EventsUiPopMessage(hash);

// by hash
Citizen.invokeNative('0x8E8A2369F48EC839', hash);
```

### C#

```csharp
Function.Call((Hash)0x8E8A2369F48EC839, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_0x0FD07141AD048AAE

- **Hash:** `0x0FD07141AD048AAE`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `N_0x0fd07141ad048aae`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/0x0FD07141AD048AAE

## Signature

```c
int _0x0FD07141AD048AAE(Any* p0, BOOL p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`BOOL`)

## Returns

`int`

## Description

Only used in R* SP Script beat_animal_attack
Returns feedMessage

## Usage

### Lua

```lua
local retval, p0 = N_0x0fd07141ad048aae(p1)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x0FD07141AD048AAE, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = N_0x0fd07141ad048aae(p1);

// by hash
const [retval, p0] = Citizen.invokeNative('0x0FD07141AD048AAE', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x0FD07141AD048AAE, p0, p1);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x0fd07141ad048aae` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_0x4E88A65968A55C78

- **Hash:** `0x4E88A65968A55C78`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `N_0x4e88a65968a55c78`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/0x4E88A65968A55C78

## Signature

```c
int _0x4E88A65968A55C78(Any* p0, BOOL p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`BOOL`)

## Returns

`int`

## Description

Returns feedMessage

## Usage

### Lua

```lua
local retval, p0 = N_0x4e88a65968a55c78(p1)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x4E88A65968A55C78, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0] = N_0x4e88a65968a55c78(p1);

// by hash
const [retval, p0] = Citizen.invokeNative('0x4E88A65968A55C78', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x4E88A65968A55C78, p0, p1);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x4e88a65968a55c78` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_0x6D85126F6CCF02C9

- **Hash:** `0x6D85126F6CCF02C9`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `N_0x6d85126f6ccf02c9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/0x6D85126F6CCF02C9

## Signature

```c
void _0x6D85126F6CCF02C9(int feedChannel, int p1, BOOL p2);
```

## Parameters

- `feedChannel` (`int`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6d85126f6ccf02c9(feedChannel, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x6D85126F6CCF02C9, feedChannel, p1, p2)
```

### JavaScript

```js
N_0x6d85126f6ccf02c9(feedChannel, p1, p2);

// by hash
Citizen.invokeNative('0x6D85126F6CCF02C9', feedChannel, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x6D85126F6CCF02C9, feedChannel, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x6d85126f6ccf02c9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_0xB7223B91CD6B7E07

- **Hash:** `0xB7223B91CD6B7E07`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `N_0xb7223b91cd6b7e07`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/0xB7223B91CD6B7E07

## Signature

```c
BOOL _0xB7223B91CD6B7E07(int feedChannel);
```

## Parameters

- `feedChannel` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xb7223b91cd6b7e07(feedChannel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB7223B91CD6B7E07, feedChannel, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb7223b91cd6b7e07(feedChannel);

// by hash
const retval = Citizen.invokeNative('0xB7223B91CD6B7E07', feedChannel, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB7223B91CD6B7E07, feedChannel);
```

- This native has no known name, so the runtime exposes it only as `N_0xb7223b91cd6b7e07` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_CLEAR_ALL_CHANNELS

- **Hash:** `0x6035E8FBCA32AC5E`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedClearAllChannels`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_CLEAR_ALL_CHANNELS

## Signature

```c
void _UI_FEED_CLEAR_ALL_CHANNELS();
```

## Returns

`void`

## Description

Hides Toast Notifications

## Usage

### Lua

```lua
UiFeedClearAllChannels()

-- always available, by hash
Citizen.InvokeNative(0x6035E8FBCA32AC5E)
```

### JavaScript

```js
UiFeedClearAllChannels();

// by hash
Citizen.invokeNative('0x6035E8FBCA32AC5E');
```

### C#

```csharp
Function.Call((Hash)0x6035E8FBCA32AC5E);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::UI_FEED_CLEAR_CHANNEL

- **Hash:** `0xDD1232B332CBB9E7`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedClearChannel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/UI_FEED_CLEAR_CHANNEL

## Signature

```c
void UI_FEED_CLEAR_CHANNEL(int feedChannel, BOOL p1, BOOL p2);
```

## Parameters

- `feedChannel` (`int`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

feedChannel: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eUIFeedChannel

## Usage

### Lua

```lua
UiFeedClearChannel(feedChannel, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xDD1232B332CBB9E7, feedChannel, p1, p2)
```

### JavaScript

```js
UiFeedClearChannel(feedChannel, p1, p2);

// by hash
Citizen.invokeNative('0xDD1232B332CBB9E7', feedChannel, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xDD1232B332CBB9E7, feedChannel, p1, p2);
```

## Related enums

- [eUIFeedChannel](https://natives.borderlinerp.com/enums/eUIFeedChannel.md) — 15 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_CLEAR_HELP_TEXT_FEED

- **Hash:** `0x2F901291EF177B02`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedClearHelpTextFeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_CLEAR_HELP_TEXT_FEED

## Signature

```c
void _UI_FEED_CLEAR_HELP_TEXT_FEED(int feedMessage, BOOL p1);
```

## Parameters

- `feedMessage` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Clears help text

## Usage

### Lua

```lua
UiFeedClearHelpTextFeed(feedMessage, p1)

-- always available, by hash
Citizen.InvokeNative(0x2F901291EF177B02, feedMessage, p1)
```

### JavaScript

```js
UiFeedClearHelpTextFeed(feedMessage, p1);

// by hash
Citizen.invokeNative('0x2F901291EF177B02', feedMessage, p1);
```

### C#

```csharp
Function.Call((Hash)0x2F901291EF177B02, feedMessage, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::UI_FEED_GET_CURRENT_MESSAGE

- **Hash:** `0xC17F69E1418CD11F`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedGetCurrentMessage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/UI_FEED_GET_CURRENT_MESSAGE

## Signature

```c
int UI_FEED_GET_CURRENT_MESSAGE(int feedChannel);
```

## Parameters

- `feedChannel` (`int`)

## Returns

`int`

## Description

feedChannel: see UI_FEED_CLEAR_CHANNEL
Returns feedMessage

## Usage

### Lua

```lua
local retval = UiFeedGetCurrentMessage(feedChannel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC17F69E1418CD11F, feedChannel, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiFeedGetCurrentMessage(feedChannel);

// by hash
const retval = Citizen.invokeNative('0xC17F69E1418CD11F', feedChannel, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC17F69E1418CD11F, feedChannel);
```

## Related enums

- [eUIFeedChannel](https://natives.borderlinerp.com/enums/eUIFeedChannel.md) — 15 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_GET_MESSAGE_STATE

- **Hash:** `0x59FA676177DBE4C9`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedGetMessageState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_GET_MESSAGE_STATE

## Signature

```c
int _UI_FEED_GET_MESSAGE_STATE(int feedMessage);
```

## Parameters

- `feedMessage` (`int`)

## Returns

`int`

## Description

Returns messageState, see https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eUIMessageState

## Usage

### Lua

```lua
local retval = UiFeedGetMessageState(feedMessage)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59FA676177DBE4C9, feedMessage, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiFeedGetMessageState(feedMessage);

// by hash
const retval = Citizen.invokeNative('0x59FA676177DBE4C9', feedMessage, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59FA676177DBE4C9, feedMessage);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUIMessageState](https://natives.borderlinerp.com/enums/eUIMessageState.md) — 8 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_COLLECTOR_TOAST

- **Hash:** `0xAFF5BE9BA496CE40`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostCollectorToast`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_COLLECTOR_TOAST

## Signature

```c
int _UI_FEED_POST_COLLECTOR_TOAST(Any* p0, Any* p1, BOOL p2, BOOL p3, Hash collectableCategory);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `collectableCategory` (`Hash`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

notification you need dataview

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostCollectorToast(p2, p3, collectableCategory)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xAFF5BE9BA496CE40, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, collectableCategory, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostCollectorToast(p2, p3, collectableCategory);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xAFF5BE9BA496CE40', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, collectableCategory, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xAFF5BE9BA496CE40, p0, p1, p2, p3, collectableCategory);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIFEED::_UI_FEED_POST_FEED_TICKER

- **Hash:** `0xB2920B9760F0F36B`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostFeedTicker`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_FEED_TICKER

## Signature

```c
int _UI_FEED_POST_FEED_TICKER(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Display text on right of the screen, Example : https://pastebin.com/n1YmNe25

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostFeedTicker(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xB2920B9760F0F36B, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostFeedTicker(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xB2920B9760F0F36B', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xB2920B9760F0F36B, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_GAME_UPDATE_SHARD

- **Hash:** `0x8D1249BD28791878`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostGameUpdateShard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_GAME_UPDATE_SHARD

## Signature

```c
int _UI_FEED_POST_GAME_UPDATE_SHARD(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostGameUpdateShard(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x8D1249BD28791878, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostGameUpdateShard(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x8D1249BD28791878', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x8D1249BD28791878, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_HELP_TEXT

- **Hash:** `0x049D5C615BD38BAD`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostHelpText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_HELP_TEXT

## Signature

```c
int _UI_FEED_POST_HELP_TEXT(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Example : https://pastebin.com/GvdBp8Dh

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostHelpText(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x049D5C615BD38BAD, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostHelpText(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x049D5C615BD38BAD', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x049D5C615BD38BAD, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_INTERACTIVE_TOAST

- **Hash:** `0x18D6869FBFFEC0F8`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostInteractiveToast`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_INTERACTIVE_TOAST

## Signature

```c
int _UI_FEED_POST_INTERACTIVE_TOAST(Any* p0, Any* p1, BOOL p2, BOOL p3);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Only used in R* SP Scripts

*Source: VORPCORE RDR3natives*

notification you need dataview

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostInteractiveToast(p2, p3)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x18D6869FBFFEC0F8, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostInteractiveToast(p2, p3);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x18D6869FBFFEC0F8', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x18D6869FBFFEC0F8, p0, p1, p2, p3);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# UIFEED::_UI_FEED_POST_LOCATION_SHARD

- **Hash:** `0xD05590C1AB38F068`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostLocationShard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_LOCATION_SHARD

## Signature

```c
int _UI_FEED_POST_LOCATION_SHARD(Any* duration, Any* data, BOOL p2, BOOL p3);
```

## Parameters

- `duration` (`Any*`)
- `data` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Example : https://pastebin.com/h1YzycuR

## Usage

### Lua

```lua
local retval, duration, data = UiFeedPostLocationShard(p2, p3)

-- always available, by hash
local retval, duration, data = Citizen.InvokeNative(0xD05590C1AB38F068, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, duration, data] = UiFeedPostLocationShard(p2, p3);

// by hash
const [retval, duration, data] = Citizen.invokeNative('0xD05590C1AB38F068', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var duration = new OutputArgument();
var data = new OutputArgument();
int retval = Function.Call<int>((Hash)0xD05590C1AB38F068, duration, data, p2, p3);
// duration.GetResult<int>()
// data.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_MISSION_NAME

- **Hash:** `0x2024F4F333095FB1`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostMissionName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_MISSION_NAME

## Signature

```c
int _UI_FEED_POST_MISSION_NAME(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostMissionName(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x2024F4F333095FB1, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostMissionName(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x2024F4F333095FB1', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x2024F4F333095FB1, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_OBJECTIVE

- **Hash:** `0xCEDBF17EFCC0E4A4`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_OBJECTIVE

## Signature

```c
int _UI_FEED_POST_OBJECTIVE(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Example : https://pastebin.com/13tuRa63

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostObjective(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xCEDBF17EFCC0E4A4, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostObjective(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xCEDBF17EFCC0E4A4', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xCEDBF17EFCC0E4A4, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_ONE_TEXT_SHARD

- **Hash:** `0x860DDFE97CC94DF0`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostOneTextShard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_ONE_TEXT_SHARD

## Signature

```c
int _UI_FEED_POST_ONE_TEXT_SHARD(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostOneTextShard(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x860DDFE97CC94DF0, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostOneTextShard(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x860DDFE97CC94DF0', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x860DDFE97CC94DF0, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_RANKUP_TOAST

- **Hash:** `0x3F9FDDBA79117C69`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostRankupToast`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_RANKUP_TOAST

## Signature

```c
int _UI_FEED_POST_RANKUP_TOAST(Any* p0, Any* p1, int p2, int p3);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostRankupToast(p2, p3)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x3F9FDDBA79117C69, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostRankupToast(p2, p3);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x3F9FDDBA79117C69', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x3F9FDDBA79117C69, p0, p1, p2, p3);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_RETICLE_MESSAGE

- **Hash:** `0x893128CDB4B81FBB`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostReticleMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_RETICLE_MESSAGE

## Signature

```c
int _UI_FEED_POST_RETICLE_MESSAGE(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostReticleMessage(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x893128CDB4B81FBB, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostReticleMessage(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x893128CDB4B81FBB', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x893128CDB4B81FBB, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_SAMPLE_NOTIFICATION

- **Hash:** `0xC927890AA64E9661`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostSampleNotification`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_SAMPLE_NOTIFICATION

## Signature

```c
int _UI_FEED_POST_SAMPLE_NOTIFICATION(Any* p0, Any* p1, int p2, int p3);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`int`

## Description

Example : https://pastebin.com/kAtEMQTD

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostSampleNotification(p2, p3)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xC927890AA64E9661, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostSampleNotification(p2, p3);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xC927890AA64E9661', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC927890AA64E9661, p0, p1, p2, p3);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_SAMPLE_TOAST

- **Hash:** `0x26E87218390E6729`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostSampleToast`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_SAMPLE_TOAST

## Signature

```c
int _UI_FEED_POST_SAMPLE_TOAST(Any* p0, Any* p1, BOOL p2, BOOL p3);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`int`

## Description

Example : https://pastebin.com/YZMBkAmW

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostSampleToast(p2, p3)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x26E87218390E6729, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostSampleToast(p2, p3);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x26E87218390E6729', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x26E87218390E6729, p0, p1, p2, p3);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_SAMPLE_TOAST_RIGHT

- **Hash:** `0xB249EBCB30DD88E0`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostSampleToastRight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_SAMPLE_TOAST_RIGHT

## Signature

```c
int _UI_FEED_POST_SAMPLE_TOAST_RIGHT(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostSampleToastRight(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xB249EBCB30DD88E0, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostSampleToastRight(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xB249EBCB30DD88E0', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xB249EBCB30DD88E0, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_SAMPLE_TOAST_WITH_APP_LINK

- **Hash:** `0x38838A646FB30AAE`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostSampleToastWithAppLink`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_SAMPLE_TOAST_WITH_APP_LINK

## Signature

```c
int _UI_FEED_POST_SAMPLE_TOAST_WITH_APP_LINK(Any* p0, Any* p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostSampleToastWithAppLink(p2, p3, p4)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x38838A646FB30AAE, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostSampleToastWithAppLink(p2, p3, p4);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x38838A646FB30AAE', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x38838A646FB30AAE, p0, p1, p2, p3, p4);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_THREE_TEXT_SHARD

- **Hash:** `0x02BCC0FE9EBA3529`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostThreeTextShard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_THREE_TEXT_SHARD

## Signature

```c
int _UI_FEED_POST_THREE_TEXT_SHARD(Any* p0, Any* p1, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostThreeTextShard(p2, p3, p4)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x02BCC0FE9EBA3529, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostThreeTextShard(p2, p3, p4);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x02BCC0FE9EBA3529', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x02BCC0FE9EBA3529, p0, p1, p2, p3, p4);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_TWO_TEXT_SHARD

- **Hash:** `0xA6F4216AB10EB08E`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostTwoTextShard`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_TWO_TEXT_SHARD

## Signature

```c
int _UI_FEED_POST_TWO_TEXT_SHARD(Any* p0, Any* p1, BOOL p2, BOOL p3);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostTwoTextShard(p2, p3)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xA6F4216AB10EB08E, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostTwoTextShard(p2, p3);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xA6F4216AB10EB08E', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xA6F4216AB10EB08E, p0, p1, p2, p3);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UIFEED::_UI_FEED_POST_VOICE_CHAT_FEED

- **Hash:** `0xC48152BC6B3E821C`
- **Namespace:** UIFEED
- **Runtime name (Lua/JS):** `UiFeedPostVoiceChatFeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIFEED/_UI_FEED_POST_VOICE_CHAT_FEED

## Signature

```c
int _UI_FEED_POST_VOICE_CHAT_FEED(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p1 = UiFeedPostVoiceChatFeed(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0xC48152BC6B3E821C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiFeedPostVoiceChatFeed(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0xC48152BC6B3E821C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC48152BC6B3E821C, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_0x2A4765812202E671

- **Hash:** `0x2A4765812202E671`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `N_0x2a4765812202e671`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/0x2A4765812202E671

## Signature

```c
Any _0x2A4765812202E671();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2a4765812202e671()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2A4765812202E671, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2a4765812202e671();

// by hash
const retval = Citizen.invokeNative('0x2A4765812202E671', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2A4765812202E671);
```

- This native has no known name, so the runtime exposes it only as `N_0x2a4765812202e671` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_0x763637F9B838B0A7

- **Hash:** `0x763637F9B838B0A7`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `N_0x763637f9b838b0a7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/0x763637F9B838B0A7

## Signature

```c
void _0x763637F9B838B0A7(int p0, Hash p1, const char* p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x763637f9b838b0a7(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x763637F9B838B0A7, p0, p1, p2)
```

### JavaScript

```js
N_0x763637f9b838b0a7(p0, p1, p2);

// by hash
Citizen.invokeNative('0x763637F9B838B0A7', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x763637F9B838B0A7, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x763637f9b838b0a7` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_0xA20398536B7F1134

- **Hash:** `0xA20398536B7F1134`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `N_0xa20398536b7f1134`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/0xA20398536B7F1134

## Signature

```c
void _0xA20398536B7F1134(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa20398536b7f1134(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xA20398536B7F1134, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
N_0xa20398536b7f1134(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xA20398536B7F1134', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xA20398536B7F1134, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0xa20398536b7f1134` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_0xA49D6D503E3EA847

- **Hash:** `0xA49D6D503E3EA847`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `N_0xa49d6d503e3ea847`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/0xA49D6D503E3EA847

## Signature

```c
void _0xA49D6D503E3EA847(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa49d6d503e3ea847(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0xA49D6D503E3EA847, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0xa49d6d503e3ea847(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xA49D6D503E3EA847', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0xA49D6D503E3EA847, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xa49d6d503e3ea847` (if present in the client snapshot). `InvokeNative` with the hash always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_0xDA0A30153FCC0FFD

- **Hash:** `0xDA0A30153FCC0FFD`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `N_0xda0a30153fcc0ffd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/0xDA0A30153FCC0FFD

## Signature

```c
void _0xDA0A30153FCC0FFD();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xda0a30153fcc0ffd()

-- always available, by hash
Citizen.InvokeNative(0xDA0A30153FCC0FFD)
```

### JavaScript

```js
N_0xda0a30153fcc0ffd();

// by hash
Citizen.invokeNative('0xDA0A30153FCC0FFD');
```

### C#

```csharp
Function.Call((Hash)0xDA0A30153FCC0FFD);
```

- This native has no known name, so the runtime exposes it only as `N_0xda0a30153fcc0ffd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_ADD_ENTRY_HASH

- **Hash:** `0x69D5479982355D8F`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogAddEntryHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_ADD_ENTRY_HASH

## Signature

```c
void _UILOG_ADD_ENTRY_HASH(int p0, int p1, float x, float y, float z, Hash p5, Hash p6, Any p7);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p5` (`Hash`)
- `p6` (`Hash`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UilogAddEntryHash(p0, p1, x, y, z, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x69D5479982355D8F, p0, p1, x, y, z, p5, p6, p7)
```

### JavaScript

```js
UilogAddEntryHash(p0, p1, x, y, z, p5, p6, p7);

// by hash
Citizen.invokeNative('0x69D5479982355D8F', p0, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x69D5479982355D8F, p0, p1, x, y, z, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_ADD_ITEM_TO_TASK_LIST

- **Hash:** `0x49C63FDF69744A27`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogAddItemToTaskList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_ADD_ITEM_TO_TASK_LIST

## Signature

```c
void _UILOG_ADD_ITEM_TO_TASK_LIST(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UilogAddItemToTaskList(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x49C63FDF69744A27, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
UilogAddItemToTaskList(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x49C63FDF69744A27', p0, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x49C63FDF69744A27, p0, p1, p2, p3, p4, p5, p6, p7);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_ADD_OR_UPDATE_OBJECTIVE

- **Hash:** `0xB43163388484CC87`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogAddOrUpdateObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_ADD_OR_UPDATE_OBJECTIVE

## Signature

```c
void _UILOG_ADD_OR_UPDATE_OBJECTIVE(int p0, Hash p1, Hash p2, const char* p3, BOOL p4, BOOL p5, BOOL p6);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`Hash`)
- `p3` (`const char*`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UilogAddOrUpdateObjective(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xB43163388484CC87, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
UilogAddOrUpdateObjective(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xB43163388484CC87', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xB43163388484CC87, p0, p1, p2, p3, p4, p5, p6);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_ADD_TOTAL_TAKE_ENTRY

- **Hash:** `0x60C59968E8E87E6B`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogAddTotalTakeEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_ADD_TOTAL_TAKE_ENTRY

## Signature

```c
void _UILOG_ADD_TOTAL_TAKE_ENTRY(Hash p0, Hash p1, const char* p2, const char* p3, Hash p4);
```

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)
- `p2` (`const char*`)
- `p3` (`const char*`)
- `p4` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UilogAddTotalTakeEntry(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x60C59968E8E87E6B, p0, p1, p2, p3, p4)
```

### JavaScript

```js
UilogAddTotalTakeEntry(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x60C59968E8E87E6B', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x60C59968E8E87E6B, p0, p1, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_CLEAR_ALL_ENTRIES

- **Hash:** `0xB95B4EA6B1EDF035`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogClearAllEntries`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_CLEAR_ALL_ENTRIES

## Signature

```c
void _UILOG_CLEAR_ALL_ENTRIES();
```

## Returns

`void`

## Usage

### Lua

```lua
UilogClearAllEntries()

-- always available, by hash
Citizen.InvokeNative(0xB95B4EA6B1EDF035)
```

### JavaScript

```js
UilogClearAllEntries();

// by hash
Citizen.invokeNative('0xB95B4EA6B1EDF035');
```

### C#

```csharp
Function.Call((Hash)0xB95B4EA6B1EDF035);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_CLEAR_CACHED_OBJECTIVE

- **Hash:** `0xDFF0D417277B41F8`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogClearCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_CLEAR_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_CLEAR_CACHED_OBJECTIVE();
```

## Returns

`void`

## Usage

### Lua

```lua
UilogClearCachedObjective()

-- always available, by hash
Citizen.InvokeNative(0xDFF0D417277B41F8)
```

### JavaScript

```js
UilogClearCachedObjective();

// by hash
Citizen.invokeNative('0xDFF0D417277B41F8');
```

### C#

```csharp
Function.Call((Hash)0xDFF0D417277B41F8);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_CLEAR_HAS_DISPLAYED_CACHED_OBJECTIVE

- **Hash:** `0xA3108D6981A5CADB`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogClearHasDisplayedCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_CLEAR_HAS_DISPLAYED_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_CLEAR_HAS_DISPLAYED_CACHED_OBJECTIVE();
```

## Returns

`void`

## Usage

### Lua

```lua
UilogClearHasDisplayedCachedObjective()

-- always available, by hash
Citizen.InvokeNative(0xA3108D6981A5CADB)
```

### JavaScript

```js
UilogClearHasDisplayedCachedObjective();

// by hash
Citizen.invokeNative('0xA3108D6981A5CADB');
```

### C#

```csharp
Function.Call((Hash)0xA3108D6981A5CADB);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_GET_CACHED_OBJECTIVE

- **Hash:** `0x15A4461BEB788096`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogGetCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_GET_CACHED_OBJECTIVE

## Signature

```c
const char* _UILOG_GET_CACHED_OBJECTIVE();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UilogGetCachedObjective()

-- always available, by hash
local retval = Citizen.InvokeNative(0x15A4461BEB788096, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UilogGetCachedObjective();

// by hash
const retval = Citizen.invokeNative('0x15A4461BEB788096', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x15A4461BEB788096);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_HAS_DISPLAYED_CACHED_OBJECTIVE

- **Hash:** `0xCC48FFBB45B54F71`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogHasDisplayedCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_HAS_DISPLAYED_CACHED_OBJECTIVE

## Signature

```c
BOOL _UILOG_HAS_DISPLAYED_CACHED_OBJECTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UilogHasDisplayedCachedObjective()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCC48FFBB45B54F71, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UilogHasDisplayedCachedObjective();

// by hash
const retval = Citizen.invokeNative('0xCC48FFBB45B54F71', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCC48FFBB45B54F71);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_IS_ENTRY_REGISTERED

- **Hash:** `0xB8188CCF52202475`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogIsEntryRegistered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_IS_ENTRY_REGISTERED

## Signature

```c
BOOL _UILOG_IS_ENTRY_REGISTERED(int p0, Hash p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UilogIsEntryRegistered(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB8188CCF52202475, p0, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UilogIsEntryRegistered(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xB8188CCF52202475', p0, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB8188CCF52202475, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_MARK_ALL_ENTRIES_AVAILABILITY

- **Hash:** `0x3920574CF0A2B7B6`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogMarkAllEntriesAvailability`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_MARK_ALL_ENTRIES_AVAILABILITY

## Signature

```c
void _UILOG_MARK_ALL_ENTRIES_AVAILABILITY(int p0, const char* p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogMarkAllEntriesAvailability(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3920574CF0A2B7B6, p0, p1)
```

### JavaScript

```js
UilogMarkAllEntriesAvailability(p0, p1);

// by hash
Citizen.invokeNative('0x3920574CF0A2B7B6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3920574CF0A2B7B6, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_MARK_ENTRY_AVAILABILITY

- **Hash:** `0x13E8D7DD08543482`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogMarkEntryAvailability`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_MARK_ENTRY_AVAILABILITY

## Signature

```c
void _UILOG_MARK_ENTRY_AVAILABILITY(int p0, Hash p1, int p2, const char* p3);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`int`)
- `p3` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogMarkEntryAvailability(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x13E8D7DD08543482, p0, p1, p2, p3)
```

### JavaScript

```js
UilogMarkEntryAvailability(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x13E8D7DD08543482', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x13E8D7DD08543482, p0, p1, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_MARK_MISSION_COMPLETED

- **Hash:** `0xDE31D66D1E54C471`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogMarkMissionCompleted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_MARK_MISSION_COMPLETED

## Signature

```c
void _UILOG_MARK_MISSION_COMPLETED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UilogMarkMissionCompleted(p0)

-- always available, by hash
Citizen.InvokeNative(0xDE31D66D1E54C471, p0)
```

### JavaScript

```js
UilogMarkMissionCompleted(p0);

// by hash
Citizen.invokeNative('0xDE31D66D1E54C471', p0);
```

### C#

```csharp
Function.Call((Hash)0xDE31D66D1E54C471, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_POST_NOTIFICATION

- **Hash:** `0x49E58FE6EF40B987`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogPostNotification`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_POST_NOTIFICATION

## Signature

```c
int _UILOG_POST_NOTIFICATION(Any* data);
```

## Parameters

- `data` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, data = UilogPostNotification(data)

-- always available, by hash
local retval, data = Citizen.InvokeNative(0x49E58FE6EF40B987, Citizen.PointerValueIntInitialized(data), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, data] = UilogPostNotification(data);

// by hash
const [retval, data] = Citizen.invokeNative('0x49E58FE6EF40B987', Citizen.pointerValueIntInitialized(data), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var data = new OutputArgument();
int retval = Function.Call<int>((Hash)0x49E58FE6EF40B987, data);
// data.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_PRINT_CACHED_OBJECTIVE

- **Hash:** `0xE9990552DEC71600`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogPrintCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_PRINT_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_PRINT_CACHED_OBJECTIVE();
```

## Returns

`void`

## Usage

### Lua

```lua
UilogPrintCachedObjective()

-- always available, by hash
Citizen.InvokeNative(0xE9990552DEC71600)
```

### JavaScript

```js
UilogPrintCachedObjective();

// by hash
Citizen.invokeNative('0xE9990552DEC71600');
```

### C#

```csharp
Function.Call((Hash)0xE9990552DEC71600);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_REMOVE_ENTRY

- **Hash:** `0xD594A19BE09A75C6`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogRemoveEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_REMOVE_ENTRY

## Signature

```c
void _UILOG_REMOVE_ENTRY(int p0, Hash p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UilogRemoveEntry(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD594A19BE09A75C6, p0, p1)
```

### JavaScript

```js
UilogRemoveEntry(p0, p1);

// by hash
Citizen.invokeNative('0xD594A19BE09A75C6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD594A19BE09A75C6, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_CACHED_OBJECTIVE

- **Hash:** `0xFA233F8FE190514C`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_SET_CACHED_OBJECTIVE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetCachedObjective(p0)

-- always available, by hash
Citizen.InvokeNative(0xFA233F8FE190514C, p0)
```

### JavaScript

```js
UilogSetCachedObjective(p0);

// by hash
Citizen.invokeNative('0xFA233F8FE190514C', p0);
```

### C#

```csharp
Function.Call((Hash)0xFA233F8FE190514C, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_DISPLAY_COMPLETION_RATING

- **Hash:** `0xA31013798FADCADC`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetDisplayCompletionRating`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_DISPLAY_COMPLETION_RATING

## Signature

```c
void _UILOG_SET_DISPLAY_COMPLETION_RATING(int logEntryType, Hash p1, BOOL p2);
```

## Parameters

- `logEntryType` (`int`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetDisplayCompletionRating(logEntryType, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xA31013798FADCADC, logEntryType, p1, p2)
```

### JavaScript

```js
UilogSetDisplayCompletionRating(logEntryType, p1, p2);

// by hash
Citizen.invokeNative('0xA31013798FADCADC', logEntryType, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xA31013798FADCADC, logEntryType, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_ENTRY_BRIEF_TEXTURE

- **Hash:** `0x69684D9936958D8F`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetEntryBriefTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_ENTRY_BRIEF_TEXTURE

## Signature

```c
void _UILOG_SET_ENTRY_BRIEF_TEXTURE(int p0, Hash p1, Hash texture, Hash textureDictionary);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `texture` (`Hash`)
- `textureDictionary` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetEntryBriefTexture(p0, p1, texture, textureDictionary)

-- always available, by hash
Citizen.InvokeNative(0x69684D9936958D8F, p0, p1, texture, textureDictionary)
```

### JavaScript

```js
UilogSetEntryBriefTexture(p0, p1, texture, textureDictionary);

// by hash
Citizen.invokeNative('0x69684D9936958D8F', p0, p1, texture, textureDictionary);
```

### C#

```csharp
Function.Call((Hash)0x69684D9936958D8F, p0, p1, texture, textureDictionary);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_ENTRY_ICON_TEXTURE

- **Hash:** `0x6965469934958D8F`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetEntryIconTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_ENTRY_ICON_TEXTURE

## Signature

```c
void _UILOG_SET_ENTRY_ICON_TEXTURE(int p0, Hash p1, Hash icon, Hash iconDictionary);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `icon` (`Hash`)
- `iconDictionary` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetEntryIconTexture(p0, p1, icon, iconDictionary)

-- always available, by hash
Citizen.InvokeNative(0x6965469934958D8F, p0, p1, icon, iconDictionary)
```

### JavaScript

```js
UilogSetEntryIconTexture(p0, p1, icon, iconDictionary);

// by hash
Citizen.invokeNative('0x6965469934958D8F', p0, p1, icon, iconDictionary);
```

### C#

```csharp
Function.Call((Hash)0x6965469934958D8F, p0, p1, icon, iconDictionary);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_ENTRY_PINNED

- **Hash:** `0x72A5CD214B342568`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetEntryPinned`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_ENTRY_PINNED

## Signature

```c
void _UILOG_SET_ENTRY_PINNED(int p0, Hash p1, BOOL p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetEntryPinned(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x72A5CD214B342568, p0, p1, p2)
```

### JavaScript

```js
UilogSetEntryPinned(p0, p1, p2);

// by hash
Citizen.invokeNative('0x72A5CD214B342568', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x72A5CD214B342568, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_HAS_DISPLAYED_CACHED_OBJECTIVE

- **Hash:** `0xA3108D6981A5CADC`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetHasDisplayedCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_HAS_DISPLAYED_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_SET_HAS_DISPLAYED_CACHED_OBJECTIVE();
```

## Returns

`void`

## Usage

### Lua

```lua
UilogSetHasDisplayedCachedObjective()

-- always available, by hash
Citizen.InvokeNative(0xA3108D6981A5CADC)
```

### JavaScript

```js
UilogSetHasDisplayedCachedObjective();

// by hash
Citizen.invokeNative('0xA3108D6981A5CADC');
```

### C#

```csharp
Function.Call((Hash)0xA3108D6981A5CADC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_PENDING_DETAILS_ID

- **Hash:** `0x136A027CF37B0A4F`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetPendingDetailsId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_PENDING_DETAILS_ID

## Signature

```c
Any _UILOG_SET_PENDING_DETAILS_ID(int p0, Hash p1);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UilogSetPendingDetailsId(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x136A027CF37B0A4F, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UilogSetPendingDetailsId(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x136A027CF37B0A4F', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x136A027CF37B0A4F, p0, p1);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_SET_TOTAL_TAKE_SUMMARY

- **Hash:** `0xD106B211EF1B8F04`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetTotalTakeSummary`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_TOTAL_TAKE_SUMMARY

## Signature

```c
void _UILOG_SET_TOTAL_TAKE_SUMMARY(const char* p0, const char* p1);
```

## Parameters

- `p0` (`const char*`)
- `p1` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetTotalTakeSummary(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD106B211EF1B8F04, p0, p1)
```

### JavaScript

```js
UilogSetTotalTakeSummary(p0, p1);

// by hash
Citizen.invokeNative('0xD106B211EF1B8F04', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD106B211EF1B8F04, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UILOG::_UILOG_UPDATE_ENTRY_SUBHEADER

- **Hash:** `0x80D6524190258C3E`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogUpdateEntrySubheader`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_UPDATE_ENTRY_SUBHEADER

## Signature

```c
void _UILOG_UPDATE_ENTRY_SUBHEADER(int p0, Hash p1, const char* p2);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogUpdateEntrySubheader(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x80D6524190258C3E, p0, p1, p2)
```

### JavaScript

```js
UilogUpdateEntrySubheader(p0, p1, p2);

// by hash
Citizen.invokeNative('0x80D6524190258C3E', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x80D6524190258C3E, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UIPINNING::_UIPINNING_GET_TOOLTIP_TEXT

- **Hash:** `0x3138582E0A13BFAB`
- **Namespace:** UIPINNING
- **Runtime name (Lua/JS):** `UipinningGetTooltipText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UIPINNING/_UIPINNING_GET_TOOLTIP_TEXT

## Signature

```c
const char* _UIPINNING_GET_TOOLTIP_TEXT(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UipinningGetTooltipText(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3138582E0A13BFAB, hash, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UipinningGetTooltipText(hash);

// by hash
const retval = Citizen.invokeNative('0x3138582E0A13BFAB', hash, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x3138582E0A13BFAB, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_CAN_REQUEST_TRANSITION

- **Hash:** `0xF7C180F57F85D0B8`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineCanRequestTransition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_CAN_REQUEST_TRANSITION

## Signature

```c
Any UI_STATE_MACHINE_CAN_REQUEST_TRANSITION(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiStateMachineCanRequestTransition(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF7C180F57F85D0B8, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiStateMachineCanRequestTransition(p0);

// by hash
const retval = Citizen.invokeNative('0xF7C180F57F85D0B8', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF7C180F57F85D0B8, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_CREATE

- **Hash:** `0x4C6F2C4B7A03A266`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineCreate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_CREATE

## Signature

```c
Any UI_STATE_MACHINE_CREATE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiStateMachineCreate(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C6F2C4B7A03A266, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiStateMachineCreate(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x4C6F2C4B7A03A266', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C6F2C4B7A03A266, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_DESTROY

- **Hash:** `0x4EB122210A90E2D8`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineDestroy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_DESTROY

## Signature

```c
void UI_STATE_MACHINE_DESTROY(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiStateMachineDestroy(p0)

-- always available, by hash
Citizen.InvokeNative(0x4EB122210A90E2D8, p0)
```

### JavaScript

```js
UiStateMachineDestroy(p0);

// by hash
Citizen.invokeNative('0x4EB122210A90E2D8', p0);
```

### C#

```csharp
Function.Call((Hash)0x4EB122210A90E2D8, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_DESTROY_AND_CLEAR

- **Hash:** `0x2738D68D2B4E09E7`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineDestroyAndClear`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_DESTROY_AND_CLEAR

## Signature

```c
void UI_STATE_MACHINE_DESTROY_AND_CLEAR(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0 = UiStateMachineDestroyAndClear(p0)

-- always available, by hash
local p0 = Citizen.InvokeNative(0x2738D68D2B4E09E7, Citizen.PointerValueIntInitialized(p0))
```

### JavaScript

```js
const p0 = UiStateMachineDestroyAndClear(p0);

// by hash
const p0 = Citizen.invokeNative('0x2738D68D2B4E09E7', Citizen.pointerValueIntInitialized(p0));
```

### C#

```csharp
var p0 = new OutputArgument();
Function.Call((Hash)0x2738D68D2B4E09E7, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_EXISTS

- **Hash:** `0x5D15569C0FEBF757`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineExists`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_EXISTS

## Signature

```c
Any UI_STATE_MACHINE_EXISTS(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiStateMachineExists(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D15569C0FEBF757, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiStateMachineExists(p0);

// by hash
const retval = Citizen.invokeNative('0x5D15569C0FEBF757', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5D15569C0FEBF757, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::_UI_STATE_MACHINE_IS_EXITED

- **Hash:** `0x11E73195E735B25B`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineIsExited`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/_UI_STATE_MACHINE_IS_EXITED

## Signature

```c
BOOL _UI_STATE_MACHINE_IS_EXITED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`BOOL`

## Description

It's either EXITED or EXITING

## Usage

### Lua

```lua
local retval = UiStateMachineIsExited(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x11E73195E735B25B, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiStateMachineIsExited(p0);

// by hash
const retval = Citizen.invokeNative('0x11E73195E735B25B', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x11E73195E735B25B, p0);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_REQUEST_EXIT

- **Hash:** `0x6B9FE4F0BA521A19`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineRequestExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_REQUEST_EXIT

## Signature

```c
void UI_STATE_MACHINE_REQUEST_EXIT(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiStateMachineRequestExit(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6B9FE4F0BA521A19, p0, p1)
```

### JavaScript

```js
UiStateMachineRequestExit(p0, p1);

// by hash
Citizen.invokeNative('0x6B9FE4F0BA521A19', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6B9FE4F0BA521A19, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::UI_STATE_MACHINE_REQUEST_TRANSITION

- **Hash:** `0x7EA9C3547E80350E`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiStateMachineRequestTransition`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/UI_STATE_MACHINE_REQUEST_TRANSITION

## Signature

```c
Any UI_STATE_MACHINE_REQUEST_TRANSITION(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiStateMachineRequestTransition(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7EA9C3547E80350E, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiStateMachineRequestTransition(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x7EA9C3547E80350E', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7EA9C3547E80350E, p0, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::_UIFLOWBLOCK_ENTER

- **Hash:** `0x3B7519720C9DCB45`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiflowblockEnter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/_UIFLOWBLOCK_ENTER

## Signature

```c
Any _UIFLOWBLOCK_ENTER(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiflowblockEnter(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B7519720C9DCB45, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiflowblockEnter(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x3B7519720C9DCB45', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3B7519720C9DCB45, p0, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::_UIFLOWBLOCK_IS_LOADED

- **Hash:** `0x10A93C057B6BD944`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiflowblockIsLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/_UIFLOWBLOCK_IS_LOADED

## Signature

```c
Any _UIFLOWBLOCK_IS_LOADED(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiflowblockIsLoaded(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x10A93C057B6BD944, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiflowblockIsLoaded(p0);

// by hash
const retval = Citizen.invokeNative('0x10A93C057B6BD944', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x10A93C057B6BD944, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::_UIFLOWBLOCK_RELEASE

- **Hash:** `0xF320A77DD5F781DF`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiflowblockRelease`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/_UIFLOWBLOCK_RELEASE

## Signature

```c
void _UIFLOWBLOCK_RELEASE(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
UiflowblockRelease(p0)

-- always available, by hash
Citizen.InvokeNative(0xF320A77DD5F781DF, p0)
```

### JavaScript

```js
UiflowblockRelease(p0);

// by hash
Citizen.invokeNative('0xF320A77DD5F781DF', p0);
```

### C#

```csharp
Function.Call((Hash)0xF320A77DD5F781DF, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTATEMACHINE::_UIFLOWBLOCK_REQUEST

- **Hash:** `0xC0081B34E395CE48`
- **Namespace:** UISTATEMACHINE
- **Runtime name (Lua/JS):** `UiflowblockRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTATEMACHINE/_UIFLOWBLOCK_REQUEST

## Signature

```c
Any _UIFLOWBLOCK_REQUEST(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = UiflowblockRequest(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC0081B34E395CE48, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiflowblockRequest(p0);

// by hash
const retval = Citizen.invokeNative('0xC0081B34E395CE48', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC0081B34E395CE48, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_CLEAR_MESSAGE

- **Hash:** `0x00A15B94CBA4F76F`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedClearMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_CLEAR_MESSAGE

## Signature

```c
void _UI_STICKY_FEED_CLEAR_MESSAGE(int msgId);
```

## Parameters

- `msgId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
UiStickyFeedClearMessage(msgId)

-- always available, by hash
Citizen.InvokeNative(0x00A15B94CBA4F76F, msgId)
```

### JavaScript

```js
UiStickyFeedClearMessage(msgId);

// by hash
Citizen.invokeNative('0x00A15B94CBA4F76F', msgId);
```

### C#

```csharp
Function.Call((Hash)0x00A15B94CBA4F76F, msgId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE

- **Hash:** `0x815C4065AE6E6071`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedCreateDeathFailMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE

## Signature

```c
int _UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Example: https://pastebin.com/JygJShNU

## Usage

### Lua

```lua
local retval, p0, p1 = UiStickyFeedCreateDeathFailMessage(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x815C4065AE6E6071, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiStickyFeedCreateDeathFailMessage(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x815C4065AE6E6071', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x815C4065AE6E6071, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_CREATE_ERROR_MESSAGE

- **Hash:** `0x9F2CC2439A04E7BA`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedCreateErrorMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_CREATE_ERROR_MESSAGE

## Signature

```c
int _UI_STICKY_FEED_CREATE_ERROR_MESSAGE(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Example: https://pastebin.com/EJD7ytnz

## Usage

### Lua

```lua
local retval, p0, p1 = UiStickyFeedCreateErrorMessage(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x9F2CC2439A04E7BA, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiStickyFeedCreateErrorMessage(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x9F2CC2439A04E7BA', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x9F2CC2439A04E7BA, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_CREATE_WARNING_MESSAGE

- **Hash:** `0x339E16B41780FC35`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedCreateWarningMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_CREATE_WARNING_MESSAGE

## Signature

```c
int _UI_STICKY_FEED_CREATE_WARNING_MESSAGE(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Example: https://pastebin.com/6mLtee2S

## Usage

### Lua

```lua
local retval, p0, p1 = UiStickyFeedCreateWarningMessage(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x339E16B41780FC35, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiStickyFeedCreateWarningMessage(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x339E16B41780FC35', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x339E16B41780FC35, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_GET_MESSAGE_STATE

- **Hash:** `0x07954320D77F6A3D`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedGetMessageState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_GET_MESSAGE_STATE

## Signature

```c
int _UI_STICKY_FEED_GET_MESSAGE_STATE(int msgId);
```

## Parameters

- `msgId` (`int`)

## Returns

`int`

## Description

Returns state of sticky feed message, see 0x59FA676177DBE4C9

## Usage

### Lua

```lua
local retval = UiStickyFeedGetMessageState(msgId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x07954320D77F6A3D, msgId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiStickyFeedGetMessageState(msgId);

// by hash
const retval = Citizen.invokeNative('0x07954320D77F6A3D', msgId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x07954320D77F6A3D, msgId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUIMessageState](https://natives.borderlinerp.com/enums/eUIMessageState.md) — 8 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_IS_ALERT_SCREEN_ACTIVE

- **Hash:** `0xF8806EC3FF840FDC`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedIsAlertScreenActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_IS_ALERT_SCREEN_ACTIVE

## Signature

```c
BOOL _UI_STICKY_FEED_IS_ALERT_SCREEN_ACTIVE();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UiStickyFeedIsAlertScreenActive()

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8806EC3FF840FDC, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiStickyFeedIsAlertScreenActive();

// by hash
const retval = Citizen.invokeNative('0xF8806EC3FF840FDC', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF8806EC3FF840FDC);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_IS_CHANNEL_ACTIVE

- **Hash:** `0xC5C395C60B542A3C`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedIsChannelActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_IS_CHANNEL_ACTIVE

## Signature

```c
BOOL _UI_STICKY_FEED_IS_CHANNEL_ACTIVE(int stickyFeedChannel);
```

## Parameters

- `stickyFeedChannel` (`int`)

## Returns

`BOOL`

## Description

stickyFeedChannel: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eUIStickyFeedChannel

## Usage

### Lua

```lua
local retval = UiStickyFeedIsChannelActive(stickyFeedChannel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5C395C60B542A3C, stickyFeedChannel, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UiStickyFeedIsChannelActive(stickyFeedChannel);

// by hash
const retval = Citizen.invokeNative('0xC5C395C60B542A3C', stickyFeedChannel, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC5C395C60B542A3C, stickyFeedChannel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eUIStickyFeedChannel](https://natives.borderlinerp.com/enums/eUIStickyFeedChannel.md) — 7 values

*Sources: alloc8or RDR3 NativeDB.*

---

# UISTICKYFEED::_UI_STICKY_FEED_UPDATE_MESSAGE

- **Hash:** `0xBC6F454E310124DA`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedUpdateMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_UPDATE_MESSAGE

## Signature

```c
void _UI_STICKY_FEED_UPDATE_MESSAGE(int msgId, Any* p1, BOOL p2);
```

## Parameters

- `msgId` (`int`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Seems to only update _UI_STICKY_FEED_CREATE_ERROR_MESSAGE(0x9F2CC2439A04E7BA) and _UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE(0x815C4065AE6E6071) message.
Example: https://pastebin.com/nDrJyWq2

## Usage

### Lua

```lua
local p1 = UiStickyFeedUpdateMessage(msgId, p2)

-- always available, by hash
local p1 = Citizen.InvokeNative(0xBC6F454E310124DA, msgId, Citizen.PointerValueInt(), p2)
```

### JavaScript

```js
const p1 = UiStickyFeedUpdateMessage(msgId, p2);

// by hash
const p1 = Citizen.invokeNative('0xBC6F454E310124DA', msgId, Citizen.pointerValueInt(), p2);
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0xBC6F454E310124DA, msgId, p1, p2);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UITUTORIAL::_UITUTORIAL_GET_IS_THREAT_INDICATOR_CAPABLE_RADAR_SHOWN

- **Hash:** `0x2CC24A2A7A1489C4`
- **Namespace:** UITUTORIAL
- **Runtime name (Lua/JS):** `UitutorialGetIsThreatIndicatorCapableRadarShown`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UITUTORIAL/_UITUTORIAL_GET_IS_THREAT_INDICATOR_CAPABLE_RADAR_SHOWN

## Signature

```c
BOOL _UITUTORIAL_GET_IS_THREAT_INDICATOR_CAPABLE_RADAR_SHOWN();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UitutorialGetIsThreatIndicatorCapableRadarShown()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2CC24A2A7A1489C4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UitutorialGetIsThreatIndicatorCapableRadarShown();

// by hash
const retval = Citizen.invokeNative('0x2CC24A2A7A1489C4', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2CC24A2A7A1489C4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UITUTORIAL::_UITUTORIAL_GET_IS_THREAT_INDICATOR_ON

- **Hash:** `0xFC2E0A5E9ED4E1B4`
- **Namespace:** UITUTORIAL
- **Runtime name (Lua/JS):** `UitutorialGetIsThreatIndicatorOn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UITUTORIAL/_UITUTORIAL_GET_IS_THREAT_INDICATOR_ON

## Signature

```c
BOOL _UITUTORIAL_GET_IS_THREAT_INDICATOR_ON();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UitutorialGetIsThreatIndicatorOn()

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC2E0A5E9ED4E1B4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UitutorialGetIsThreatIndicatorOn();

// by hash
const retval = Citizen.invokeNative('0xFC2E0A5E9ED4E1B4', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFC2E0A5E9ED4E1B4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UITUTORIAL::_UITUTORIAL_SET_RPG_ICON_VISIBILITY

- **Hash:** `0xC116E6DF68DCE667`
- **Namespace:** UITUTORIAL
- **Runtime name (Lua/JS):** `UitutorialSetRpgIconVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UITUTORIAL/_UITUTORIAL_SET_RPG_ICON_VISIBILITY

## Signature

```c
void _UITUTORIAL_SET_RPG_ICON_VISIBILITY(int rpgIcon, int visibility);
```

## Parameters

- `rpgIcon` (`int`)
- `visibility` (`int`)

## Returns

`void`

## Description

enum eRpgIcons
{
	ICON_STAMINA,
	ICON_STAMINA_CORE,
	ICON_DEADEYE,
	ICON_DEADEYE_CORE,
	ICON_HEALTH,
	ICON_HEALTH_CORE,
	ICON_HORSE_HEALTH,
	ICON_HORSE_HEALTH_CORE,
	ICON_HORSE_STAMINA,
	ICON_HORSE_STAMINA_CORE,
	ICON_HORSE_COURAGE,
	ICON_HORSE_COURAGE_CORE
};

enum eRpgIconVisibility
{
	ICON_VISIBILITY_WAIT_TO_HIDE,
	ICON_VISIBILITY_ALWAYS_SHOW,
	ICON_VISIBILITY_ALWAYS_HIDE,
	ICON_VISIBILITY_ALWAYS_BLINK
};

## Usage

### Lua

```lua
UitutorialSetRpgIconVisibility(rpgIcon, visibility)

-- always available, by hash
Citizen.InvokeNative(0xC116E6DF68DCE667, rpgIcon, visibility)
```

### JavaScript

```js
UitutorialSetRpgIconVisibility(rpgIcon, visibility);

// by hash
Citizen.invokeNative('0xC116E6DF68DCE667', rpgIcon, visibility);
```

### C#

```csharp
Function.Call((Hash)0xC116E6DF68DCE667, rpgIcon, visibility);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO

- **Hash:** `0x7C1C2062CFAD06FE`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockGetItemRoleUnlockInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO

## Signature

```c
void _UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO(Hash unlockHash, Any* outData);
```

## Parameters

- `unlockHash` (`Hash`)
- `outData` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData)

-- always available, by hash
local outData = Citizen.InvokeNative(0x7C1C2062CFAD06FE, unlockHash, Citizen.PointerValueIntInitialized(outData))
```

### JavaScript

```js
const outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData);

// by hash
const outData = Citizen.invokeNative('0x7C1C2062CFAD06FE', unlockHash, Citizen.pointerValueIntInitialized(outData));
```

### C#

```csharp
var outData = new OutputArgument();
Function.Call((Hash)0x7C1C2062CFAD06FE, unlockHash, outData);
// outData.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::_UNLOCK_IS_LOOTABLE

- **Hash:** `0x66BF197E066050DE`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockIsLootable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_IS_LOOTABLE

## Signature

```c
BOOL _UNLOCK_IS_LOOTABLE(Hash unlockHash);
```

## Parameters

- `unlockHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnlockIsLootable(unlockHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x66BF197E066050DE, unlockHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnlockIsLootable(unlockHash);

// by hash
const retval = Citizen.invokeNative('0x66BF197E066050DE', unlockHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x66BF197E066050DE, unlockHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::_UNLOCK_IS_NEW

- **Hash:** `0x644166BA7AA49DEA`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockIsNew`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_IS_NEW

## Signature

```c
BOOL _UNLOCK_IS_NEW(Hash unlockHash);
```

## Parameters

- `unlockHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnlockIsNew(unlockHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x644166BA7AA49DEA, unlockHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnlockIsNew(unlockHash);

// by hash
const retval = Citizen.invokeNative('0x644166BA7AA49DEA', unlockHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x644166BA7AA49DEA, unlockHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::_UNLOCK_IS_UNLOCK_FLAG_SET

- **Hash:** `0x6B6369647F26F09F`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockIsUnlockFlagSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_IS_UNLOCK_FLAG_SET

## Signature

```c
BOOL _UNLOCK_IS_UNLOCK_FLAG_SET(Hash unlockHash, int flag);
```

## Parameters

- `unlockHash` (`Hash`)
- `flag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnlockIsUnlockFlagSet(unlockHash, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B6369647F26F09F, unlockHash, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnlockIsUnlockFlagSet(unlockHash, flag);

// by hash
const retval = Citizen.invokeNative('0x6B6369647F26F09F', unlockHash, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6B6369647F26F09F, unlockHash, flag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::UNLOCK_IS_UNLOCKED

- **Hash:** `0xC4B660C7B6040E75`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockIsUnlocked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/UNLOCK_IS_UNLOCKED

## Signature

```c
BOOL UNLOCK_IS_UNLOCKED(Hash unlockHash);
```

## Parameters

- `unlockHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnlockIsUnlocked(unlockHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC4B660C7B6040E75, unlockHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnlockIsUnlocked(unlockHash);

// by hash
const retval = Citizen.invokeNative('0xC4B660C7B6040E75', unlockHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC4B660C7B6040E75, unlockHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::UNLOCK_IS_VISIBLE

- **Hash:** `0x8588A14B75AF096B`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockIsVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/UNLOCK_IS_VISIBLE

## Signature

```c
BOOL UNLOCK_IS_VISIBLE(Hash unlockHash);
```

## Parameters

- `unlockHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnlockIsVisible(unlockHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8588A14B75AF096B, unlockHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnlockIsVisible(unlockHash);

// by hash
const retval = Citizen.invokeNative('0x8588A14B75AF096B', unlockHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8588A14B75AF096B, unlockHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::_UNLOCK_SET_NEW

- **Hash:** `0xA6D79C7AEF870A99`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockSetNew`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_SET_NEW

## Signature

```c
void _UNLOCK_SET_NEW(Hash unlockHash, BOOL toggle);
```

## Parameters

- `unlockHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UnlockSetNew(unlockHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA6D79C7AEF870A99, unlockHash, toggle)
```

### JavaScript

```js
UnlockSetNew(unlockHash, toggle);

// by hash
Citizen.invokeNative('0xA6D79C7AEF870A99', unlockHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA6D79C7AEF870A99, unlockHash, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::UNLOCK_SET_UNLOCKED

- **Hash:** `0x1B7C5ADA8A6910A0`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockSetUnlocked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/UNLOCK_SET_UNLOCKED

## Signature

```c
void UNLOCK_SET_UNLOCKED(Hash unlockHash, BOOL toggle);
```

## Parameters

- `unlockHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UnlockSetUnlocked(unlockHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0x1B7C5ADA8A6910A0, unlockHash, toggle)
```

### JavaScript

```js
UnlockSetUnlocked(unlockHash, toggle);

// by hash
Citizen.invokeNative('0x1B7C5ADA8A6910A0', unlockHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0x1B7C5ADA8A6910A0, unlockHash, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# UNLOCK::UNLOCK_SET_VISIBLE

- **Hash:** `0x46B901A8ECDB5A61`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockSetVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/UNLOCK_SET_VISIBLE

## Signature

```c
void UNLOCK_SET_VISIBLE(Hash unlockHash, BOOL toggle);
```

## Parameters

- `unlockHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UnlockSetVisible(unlockHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0x46B901A8ECDB5A61, unlockHash, toggle)
```

### JavaScript

```js
UnlockSetVisible(unlockHash, toggle);

// by hash
Citizen.invokeNative('0x46B901A8ECDB5A61', unlockHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0x46B901A8ECDB5A61, unlockHash, toggle);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x012701ED938B85DE

- **Hash:** `0x012701ED938B85DE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x012701ed938b85de`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x012701ED938B85DE

## Signature

```c
void _0x012701ED938B85DE(float p0, float p1);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)

## Returns

`void`

## Description

Only used in SP Scripts.
Related to Vehicle Speed.

## Usage

### Lua

```lua
N_0x012701ed938b85de(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x012701ED938B85DE, p0, p1)
```

### JavaScript

```js
N_0x012701ed938b85de(p0, p1);

// by hash
Citizen.invokeNative('0x012701ED938B85DE', p0 + 0.0000001, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x012701ED938B85DE, p0, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x012701ed938b85de` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0355FE37240E2C77

- **Hash:** `0x0355FE37240E2C77`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0355fe37240e2c77`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0355FE37240E2C77

## Signature

```c
void _0x0355FE37240E2C77(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0355fe37240e2c77(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0355FE37240E2C77, p0, p1)
```

### JavaScript

```js
N_0x0355fe37240e2c77(p0, p1);

// by hash
Citizen.invokeNative('0x0355FE37240E2C77', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0355FE37240E2C77, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0355fe37240e2c77` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x04F0579DBDD32F34

- **Hash:** `0x04F0579DBDD32F34`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x04f0579dbdd32f34`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x04F0579DBDD32F34

## Signature

```c
void _0x04F0579DBDD32F34(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

_SET_VEHICLE_*

## Usage

### Lua

```lua
N_0x04f0579dbdd32f34(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x04F0579DBDD32F34, vehicle)
```

### JavaScript

```js
N_0x04f0579dbdd32f34(vehicle);

// by hash
Citizen.invokeNative('0x04F0579DBDD32F34', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x04F0579DBDD32F34, vehicle);
```

- This native has no known name, so the runtime exposes it only as `N_0x04f0579dbdd32f34` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0516FAE561276EFC

- **Hash:** `0x0516FAE561276EFC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0516fae561276efc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0516FAE561276EFC

## Signature

```c
BOOL _0x0516FAE561276EFC(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`BOOL`

## Description

Takes value returned from 0x45853F4E17D847D5

## Usage

### Lua

```lua
local retval = N_0x0516fae561276efc(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0516FAE561276EFC, trackIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0516fae561276efc(trackIndex);

// by hash
const retval = Citizen.invokeNative('0x0516FAE561276EFC', trackIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0516FAE561276EFC, trackIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x0516fae561276efc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0794199B25E499E1

- **Hash:** `0x0794199B25E499E1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0794199b25e499e1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0794199B25E499E1

## Signature

```c
void _0x0794199B25E499E1(Vehicle wagon, BOOL p1);
```

## Parameters

- `wagon` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_VEHICLE_S*

## Usage

### Lua

```lua
N_0x0794199b25e499e1(wagon, p1)

-- always available, by hash
Citizen.InvokeNative(0x0794199B25E499E1, wagon, p1)
```

### JavaScript

```js
N_0x0794199b25e499e1(wagon, p1);

// by hash
Citizen.invokeNative('0x0794199B25E499E1', wagon, p1);
```

### C#

```csharp
Function.Call((Hash)0x0794199B25E499E1, wagon, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0794199b25e499e1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0CD7914D17A970AB

- **Hash:** `0x0CD7914D17A970AB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0cd7914d17a970ab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0CD7914D17A970AB

## Signature

```c
void _0x0CD7914D17A970AB(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0cd7914d17a970ab(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x0CD7914D17A970AB, p0, p1)
```

### JavaScript

```js
N_0x0cd7914d17a970ab(p0, p1);

// by hash
Citizen.invokeNative('0x0CD7914D17A970AB', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x0CD7914D17A970AB, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0cd7914d17a970ab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0D5FDF0D36FA10CD

- **Hash:** `0x0D5FDF0D36FA10CD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0d5fdf0d36fa10cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0D5FDF0D36FA10CD

## Signature

```c
void _0x0D5FDF0D36FA10CD(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0d5fdf0d36fa10cd(trackIndex)

-- always available, by hash
Citizen.InvokeNative(0x0D5FDF0D36FA10CD, trackIndex)
```

### JavaScript

```js
N_0x0d5fdf0d36fa10cd(trackIndex);

// by hash
Citizen.invokeNative('0x0D5FDF0D36FA10CD', trackIndex);
```

### C#

```csharp
Function.Call((Hash)0x0D5FDF0D36FA10CD, trackIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x0d5fdf0d36fa10cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0F7F603BDE08C4D3

- **Hash:** `0x0F7F603BDE08C4D3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0f7f603bde08c4d3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0F7F603BDE08C4D3

## Signature

```c
void _0x0F7F603BDE08C4D3(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x0f7f603bde08c4d3(p0)

-- always available, by hash
Citizen.InvokeNative(0x0F7F603BDE08C4D3, p0)
```

### JavaScript

```js
N_0x0f7f603bde08c4d3(p0);

// by hash
Citizen.invokeNative('0x0F7F603BDE08C4D3', p0);
```

### C#

```csharp
Function.Call((Hash)0x0F7F603BDE08C4D3, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0f7f603bde08c4d3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x0FDDEE66E3465726

- **Hash:** `0x0FDDEE66E3465726`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x0fddee66e3465726`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x0FDDEE66E3465726

## Signature

```c
Any _0x0FDDEE66E3465726(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x0fddee66e3465726(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0FDDEE66E3465726, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x0fddee66e3465726(p0);

// by hash
const retval = Citizen.invokeNative('0x0FDDEE66E3465726', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0FDDEE66E3465726, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x0fddee66e3465726` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x104D9A7B1C0D0783

- **Hash:** `0x104D9A7B1C0D0783`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x104d9a7b1c0d0783`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x104D9A7B1C0D0783

## Signature

```c
void _0x104D9A7B1C0D0783(Vehicle vehicle, float p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x104d9a7b1c0d0783(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x104D9A7B1C0D0783, vehicle, p1)
```

### JavaScript

```js
N_0x104d9a7b1c0d0783(vehicle, p1);

// by hash
Citizen.invokeNative('0x104D9A7B1C0D0783', vehicle, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x104D9A7B1C0D0783, vehicle, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x104d9a7b1c0d0783` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x1180A2974D251B7B

- **Hash:** `0x1180A2974D251B7B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x1180a2974d251b7b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x1180A2974D251B7B

## Signature

```c
int _0x1180A2974D251B7B(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`int`

## Description

Returns p1 for 0xBA958F68031DDBFC (stationIndex)
_GET_N* (NEAREST_STATION_FOR_TRAIN?)

## Usage

### Lua

```lua
local retval = N_0x1180a2974d251b7b(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1180A2974D251B7B, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x1180a2974d251b7b(train);

// by hash
const retval = Citizen.invokeNative('0x1180A2974D251B7B', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1180A2974D251B7B, train);
```

- This native has no known name, so the runtime exposes it only as `N_0x1180a2974d251b7b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x13EB275BF81636D1

- **Hash:** `0x13EB275BF81636D1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x13eb275bf81636d1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x13EB275BF81636D1

## Signature

```c
void _0x13EB275BF81636D1(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x13eb275bf81636d1(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x13EB275BF81636D1, p0, p1)
```

### JavaScript

```js
N_0x13eb275bf81636d1(p0, p1);

// by hash
Citizen.invokeNative('0x13EB275BF81636D1', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x13EB275BF81636D1, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x13eb275bf81636d1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x14DA8C4BC2CCD90A

- **Hash:** `0x14DA8C4BC2CCD90A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x14da8c4bc2ccd90a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x14DA8C4BC2CCD90A

## Signature

```c
Any _0x14DA8C4BC2CCD90A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x14da8c4bc2ccd90a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x14DA8C4BC2CCD90A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x14da8c4bc2ccd90a(p0);

// by hash
const retval = Citizen.invokeNative('0x14DA8C4BC2CCD90A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x14DA8C4BC2CCD90A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x14da8c4bc2ccd90a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x15206E88FF7617DF

- **Hash:** `0x15206E88FF7617DF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x15206e88ff7617df`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x15206E88FF7617DF

## Signature

```c
void _0x15206E88FF7617DF(int trackIndex, float p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x15206e88ff7617df(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x15206E88FF7617DF, trackIndex, p1)
```

### JavaScript

```js
N_0x15206e88ff7617df(trackIndex, p1);

// by hash
Citizen.invokeNative('0x15206E88FF7617DF', trackIndex, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x15206E88FF7617DF, trackIndex, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x15206e88ff7617df` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x15CC8C33D7FFCC4A

- **Hash:** `0x15CC8C33D7FFCC4A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x15cc8c33d7ffcc4a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x15CC8C33D7FFCC4A

## Signature

```c
void _0x15CC8C33D7FFCC4A(Vehicle vehicle, int p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x15cc8c33d7ffcc4a(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x15CC8C33D7FFCC4A, vehicle, p1)
```

### JavaScript

```js
N_0x15cc8c33d7ffcc4a(vehicle, p1);

// by hash
Citizen.invokeNative('0x15CC8C33D7FFCC4A', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x15CC8C33D7FFCC4A, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x15cc8c33d7ffcc4a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x160C1B5AB48AB87C

- **Hash:** `0x160C1B5AB48AB87C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x160c1b5ab48ab87c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x160C1B5AB48AB87C

## Signature

```c
void _0x160C1B5AB48AB87C(Vehicle train, float p1);
```

## Parameters

- `train` (`Vehicle`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x160c1b5ab48ab87c(train, p1)

-- always available, by hash
Citizen.InvokeNative(0x160C1B5AB48AB87C, train, p1)
```

### JavaScript

```js
N_0x160c1b5ab48ab87c(train, p1);

// by hash
Citizen.invokeNative('0x160C1B5AB48AB87C', train, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x160C1B5AB48AB87C, train, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x160c1b5ab48ab87c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x165BE2001E5E4B75

- **Hash:** `0x165BE2001E5E4B75`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x165be2001e5e4b75`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x165BE2001E5E4B75

## Signature

```c
void _0x165BE2001E5E4B75(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x165be2001e5e4b75(p0)

-- always available, by hash
Citizen.InvokeNative(0x165BE2001E5E4B75, p0)
```

### JavaScript

```js
N_0x165be2001e5e4b75(p0);

// by hash
Citizen.invokeNative('0x165BE2001E5E4B75', p0);
```

### C#

```csharp
Function.Call((Hash)0x165BE2001E5E4B75, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x165be2001e5e4b75` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x16B86A49E072AA85

- **Hash:** `0x16B86A49E072AA85`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x16b86a49e072aa85`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x16B86A49E072AA85

## Signature

```c
void _0x16B86A49E072AA85();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x16b86a49e072aa85()

-- always available, by hash
Citizen.InvokeNative(0x16B86A49E072AA85)
```

### JavaScript

```js
N_0x16b86a49e072aa85();

// by hash
Citizen.invokeNative('0x16B86A49E072AA85');
```

### C#

```csharp
Function.Call((Hash)0x16B86A49E072AA85);
```

- This native has no known name, so the runtime exposes it only as `N_0x16b86a49e072aa85` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x172E9DD35858DCD7

- **Hash:** `0x172E9DD35858DCD7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x172e9dd35858dcd7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x172E9DD35858DCD7

## Signature

```c
void _0x172E9DD35858DCD7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x172e9dd35858dcd7(p0)

-- always available, by hash
Citizen.InvokeNative(0x172E9DD35858DCD7, p0)
```

### JavaScript

```js
N_0x172e9dd35858dcd7(p0);

// by hash
Citizen.invokeNative('0x172E9DD35858DCD7', p0);
```

### C#

```csharp
Function.Call((Hash)0x172E9DD35858DCD7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x172e9dd35858dcd7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x1A861F899EBBE17C

- **Hash:** `0x1A861F899EBBE17C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x1a861f899ebbe17c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x1A861F899EBBE17C

## Signature

```c
void _0x1A861F899EBBE17C(Vehicle train, BOOL p1);
```

## Parameters

- `train` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1a861f899ebbe17c(train, p1)

-- always available, by hash
Citizen.InvokeNative(0x1A861F899EBBE17C, train, p1)
```

### JavaScript

```js
N_0x1a861f899ebbe17c(train, p1);

// by hash
Citizen.invokeNative('0x1A861F899EBBE17C', train, p1);
```

### C#

```csharp
Function.Call((Hash)0x1A861F899EBBE17C, train, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x1a861f899ebbe17c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x2045429505158D1A

- **Hash:** `0x2045429505158D1A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x2045429505158d1a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x2045429505158D1A

## Signature

```c
Any _0x2045429505158D1A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2045429505158d1a(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2045429505158D1A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2045429505158d1a(p0);

// by hash
const retval = Citizen.invokeNative('0x2045429505158D1A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2045429505158D1A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x2045429505158d1a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x27E3F2B57209FA54

- **Hash:** `0x27E3F2B57209FA54`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x27e3f2b57209fa54`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x27E3F2B57209FA54

## Signature

```c
void _0x27E3F2B57209FA54(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x27e3f2b57209fa54(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x27E3F2B57209FA54, p0, p1)
```

### JavaScript

```js
N_0x27e3f2b57209fa54(p0, p1);

// by hash
Citizen.invokeNative('0x27E3F2B57209FA54', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x27E3F2B57209FA54, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x27e3f2b57209fa54` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x2A7413168F6CD5A8

- **Hash:** `0x2A7413168F6CD5A8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x2a7413168f6cd5a8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x2A7413168F6CD5A8

## Signature

```c
void _0x2A7413168F6CD5A8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x2a7413168f6cd5a8()

-- always available, by hash
Citizen.InvokeNative(0x2A7413168F6CD5A8)
```

### JavaScript

```js
N_0x2a7413168f6cd5a8();

// by hash
Citizen.invokeNative('0x2A7413168F6CD5A8');
```

### C#

```csharp
Function.Call((Hash)0x2A7413168F6CD5A8);
```

- This native has no known name, so the runtime exposes it only as `N_0x2a7413168f6cd5a8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x2BB2B5BCF0DF8008

- **Hash:** `0x2BB2B5BCF0DF8008`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x2bb2b5bcf0df8008`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x2BB2B5BCF0DF8008

## Signature

```c
void _0x2BB2B5BCF0DF8008(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x2bb2b5bcf0df8008(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x2BB2B5BCF0DF8008, p0, p1)
```

### JavaScript

```js
N_0x2bb2b5bcf0df8008(p0, p1);

// by hash
Citizen.invokeNative('0x2BB2B5BCF0DF8008', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x2BB2B5BCF0DF8008, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x2bb2b5bcf0df8008` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x2C46D2A591D8C322

- **Hash:** `0x2C46D2A591D8C322`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x2c46d2a591d8c322`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x2C46D2A591D8C322

## Signature

```c
Any _0x2C46D2A591D8C322(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x2c46d2a591d8c322(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C46D2A591D8C322, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x2c46d2a591d8c322(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x2C46D2A591D8C322', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2C46D2A591D8C322, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x2c46d2a591d8c322` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x3053064F909B5F42

- **Hash:** `0x3053064F909B5F42`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x3053064f909b5f42`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x3053064F909B5F42

## Signature

```c
void _0x3053064F909B5F42(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3053064f909b5f42(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3053064F909B5F42, p0, p1)
```

### JavaScript

```js
N_0x3053064f909b5f42(p0, p1);

// by hash
Citizen.invokeNative('0x3053064F909B5F42', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3053064F909B5F42, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3053064f909b5f42` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x3137EDC899E6DAE4

- **Hash:** `0x3137EDC899E6DAE4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x3137edc899e6dae4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x3137EDC899E6DAE4

## Signature

```c
void _0x3137EDC899E6DAE4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3137edc899e6dae4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3137EDC899E6DAE4, p0, p1)
```

### JavaScript

```js
N_0x3137edc899e6dae4(p0, p1);

// by hash
Citizen.invokeNative('0x3137EDC899E6DAE4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3137EDC899E6DAE4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3137edc899e6dae4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x331CBD247FC5DAA8

- **Hash:** `0x331CBD247FC5DAA8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x331cbd247fc5daa8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x331CBD247FC5DAA8

## Signature

```c
int _0x331CBD247FC5DAA8(Hash configHash, float x, float y, float z, BOOL direction, BOOL p5);
```

## Parameters

- `configHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `direction` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`int`

## Description

Returns trackIndex

## Usage

### Lua

```lua
local retval = N_0x331cbd247fc5daa8(configHash, x, y, z, direction, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x331CBD247FC5DAA8, configHash, x, y, z, direction, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x331cbd247fc5daa8(configHash, x, y, z, direction, p5);

// by hash
const retval = Citizen.invokeNative('0x331CBD247FC5DAA8', configHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, direction, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x331CBD247FC5DAA8, configHash, x, y, z, direction, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x331cbd247fc5daa8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x34BCF6209B9668A7

- **Hash:** `0x34BCF6209B9668A7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x34bcf6209b9668a7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x34BCF6209B9668A7

## Signature

```c
void _0x34BCF6209B9668A7(int trackIndex, Any p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x34bcf6209b9668a7(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x34BCF6209B9668A7, trackIndex, p1)
```

### JavaScript

```js
N_0x34bcf6209b9668a7(trackIndex, p1);

// by hash
Citizen.invokeNative('0x34BCF6209B9668A7', trackIndex, p1);
```

### C#

```csharp
Function.Call((Hash)0x34BCF6209B9668A7, trackIndex, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x34bcf6209b9668a7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x37D238BE69F7378A

- **Hash:** `0x37D238BE69F7378A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x37d238be69f7378a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x37D238BE69F7378A

## Signature

```c
BOOL _0x37D238BE69F7378A(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x37d238be69f7378a(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37D238BE69F7378A, trackIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x37d238be69f7378a(trackIndex);

// by hash
const retval = Citizen.invokeNative('0x37D238BE69F7378A', trackIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x37D238BE69F7378A, trackIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x37d238be69f7378a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x38E7DD70A242D5CB

- **Hash:** `0x38E7DD70A242D5CB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x38e7dd70a242d5cb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x38E7DD70A242D5CB

## Signature

```c
void _0x38E7DD70A242D5CB(int trackIndex, int p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x38e7dd70a242d5cb(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x38E7DD70A242D5CB, trackIndex, p1)
```

### JavaScript

```js
N_0x38e7dd70a242d5cb(trackIndex, p1);

// by hash
Citizen.invokeNative('0x38E7DD70A242D5CB', trackIndex, p1);
```

### C#

```csharp
Function.Call((Hash)0x38E7DD70A242D5CB, trackIndex, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x38e7dd70a242d5cb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x3ABFA128F5BF5A70

- **Hash:** `0x3ABFA128F5BF5A70`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x3abfa128f5bf5a70`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x3ABFA128F5BF5A70

## Signature

```c
void _0x3ABFA128F5BF5A70(Hash trainTrack, int junctionIndex, BOOL enabled);
```

## Parameters

- `trainTrack` (`Hash`)
- `junctionIndex` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Called together with 0xE6C5E2125EB210C1 in R* Script medium_update.
trainTrack: see 0x09034479E6E3E269.

## Usage

### Lua

```lua
N_0x3abfa128f5bf5a70(trainTrack, junctionIndex, enabled)

-- always available, by hash
Citizen.InvokeNative(0x3ABFA128F5BF5A70, trainTrack, junctionIndex, enabled)
```

### JavaScript

```js
N_0x3abfa128f5bf5a70(trainTrack, junctionIndex, enabled);

// by hash
Citizen.invokeNative('0x3ABFA128F5BF5A70', trainTrack, junctionIndex, enabled);
```

### C#

```csharp
Function.Call((Hash)0x3ABFA128F5BF5A70, trainTrack, junctionIndex, enabled);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3abfa128f5bf5a70` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x3D86997A86FEEF0D

- **Hash:** `0x3D86997A86FEEF0D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x3d86997a86feef0d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x3D86997A86FEEF0D

## Signature

```c
void _0x3D86997A86FEEF0D(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3d86997a86feef0d(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x3D86997A86FEEF0D, p0, p1)
```

### JavaScript

```js
N_0x3d86997a86feef0d(p0, p1);

// by hash
Citizen.invokeNative('0x3D86997A86FEEF0D', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x3D86997A86FEEF0D, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x3d86997a86feef0d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x41365DB586CD9E8E

- **Hash:** `0x41365DB586CD9E8E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x41365db586cd9e8e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x41365DB586CD9E8E

## Signature

```c
void _0x41365DB586CD9E8E(int trackIndex, float p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x41365db586cd9e8e(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x41365DB586CD9E8E, trackIndex, p1)
```

### JavaScript

```js
N_0x41365db586cd9e8e(trackIndex, p1);

// by hash
Citizen.invokeNative('0x41365DB586CD9E8E', trackIndex, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x41365DB586CD9E8E, trackIndex, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x41365db586cd9e8e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x41F0B254DDF71473

- **Hash:** `0x41F0B254DDF71473`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x41f0b254ddf71473`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x41F0B254DDF71473

## Signature

```c
void _0x41F0B254DDF71473(Vehicle wagon);
```

## Parameters

- `wagon` (`Vehicle`)

## Returns

`void`

## Description

_H*

## Usage

### Lua

```lua
N_0x41f0b254ddf71473(wagon)

-- always available, by hash
Citizen.InvokeNative(0x41F0B254DDF71473, wagon)
```

### JavaScript

```js
N_0x41f0b254ddf71473(wagon);

// by hash
Citizen.invokeNative('0x41F0B254DDF71473', wagon);
```

### C#

```csharp
Function.Call((Hash)0x41F0B254DDF71473, wagon);
```

- This native has no known name, so the runtime exposes it only as `N_0x41f0b254ddf71473` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x427C919E9809E370

- **Hash:** `0x427C919E9809E370`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x427c919e9809e370`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x427C919E9809E370

## Signature

```c
void _0x427C919E9809E370(int trackIndex, int p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x427c919e9809e370(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x427C919E9809E370, trackIndex, p1)
```

### JavaScript

```js
N_0x427c919e9809e370(trackIndex, p1);

// by hash
Citizen.invokeNative('0x427C919E9809E370', trackIndex, p1);
```

### C#

```csharp
Function.Call((Hash)0x427C919E9809E370, trackIndex, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x427c919e9809e370` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x485B05EF05B9AEE9

- **Hash:** `0x485B05EF05B9AEE9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x485b05ef05b9aee9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x485B05EF05B9AEE9

## Signature

```c
void _0x485B05EF05B9AEE9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x485b05ef05b9aee9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x485B05EF05B9AEE9, p0, p1)
```

### JavaScript

```js
N_0x485b05ef05b9aee9(p0, p1);

// by hash
Citizen.invokeNative('0x485B05EF05B9AEE9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x485B05EF05B9AEE9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x485b05ef05b9aee9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x4C05B42A8D937796

- **Hash:** `0x4C05B42A8D937796`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x4c05b42a8d937796`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x4C05B42A8D937796

## Signature

```c
void _0x4C05B42A8D937796();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4c05b42a8d937796()

-- always available, by hash
Citizen.InvokeNative(0x4C05B42A8D937796)
```

### JavaScript

```js
N_0x4c05b42a8d937796();

// by hash
Citizen.invokeNative('0x4C05B42A8D937796');
```

### C#

```csharp
Function.Call((Hash)0x4C05B42A8D937796);
```

- This native has no known name, so the runtime exposes it only as `N_0x4c05b42a8d937796` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x4C60C333F9CCA2B6

- **Hash:** `0x4C60C333F9CCA2B6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x4c60c333f9cca2b6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x4C60C333F9CCA2B6

## Signature

```c
void _0x4C60C333F9CCA2B6(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Params: p1 usually true in R* Scripts
_SET_DRAFT_VEHICLE_*

## Usage

### Lua

```lua
N_0x4c60c333f9cca2b6(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x4C60C333F9CCA2B6, vehicle, p1)
```

### JavaScript

```js
N_0x4c60c333f9cca2b6(vehicle, p1);

// by hash
Citizen.invokeNative('0x4C60C333F9CCA2B6', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x4C60C333F9CCA2B6, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x4c60c333f9cca2b6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x5AADC7BBBB1BCEEB

- **Hash:** `0x5AADC7BBBB1BCEEB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x5aadc7bbbb1bceeb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x5AADC7BBBB1BCEEB

## Signature

```c
void _0x5AADC7BBBB1BCEEB(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x5aadc7bbbb1bceeb(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x5AADC7BBBB1BCEEB, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x5aadc7bbbb1bceeb(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x5AADC7BBBB1BCEEB', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x5AADC7BBBB1BCEEB, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x5aadc7bbbb1bceeb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x615B3B8E73634509

- **Hash:** `0x615B3B8E73634509`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x615b3b8e73634509`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x615B3B8E73634509

## Signature

```c
void _0x615B3B8E73634509(int trackIndex, float p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x615b3b8e73634509(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x615B3B8E73634509, trackIndex, p1)
```

### JavaScript

```js
N_0x615b3b8e73634509(trackIndex, p1);

// by hash
Citizen.invokeNative('0x615B3B8E73634509', trackIndex, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x615B3B8E73634509, trackIndex, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x615b3b8e73634509` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x63509DDF102E08E8

- **Hash:** `0x63509DDF102E08E8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x63509ddf102e08e8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x63509DDF102E08E8

## Signature

```c
void _0x63509DDF102E08E8(int trackIndex, int p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x63509ddf102e08e8(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x63509DDF102E08E8, trackIndex, p1)
```

### JavaScript

```js
N_0x63509ddf102e08e8(trackIndex, p1);

// by hash
Citizen.invokeNative('0x63509DDF102E08E8', trackIndex, p1);
```

### C#

```csharp
Function.Call((Hash)0x63509DDF102E08E8, trackIndex, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x63509ddf102e08e8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6355602C02EDC6DF

- **Hash:** `0x6355602C02EDC6DF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6355602c02edc6df`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6355602C02EDC6DF

## Signature

```c
void _0x6355602C02EDC6DF(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Description

Only used in R* Script beat_train_holdup: p1 = 1

## Usage

### Lua

```lua
N_0x6355602c02edc6df(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x6355602C02EDC6DF, entity, p1)
```

### JavaScript

```js
N_0x6355602c02edc6df(entity, p1);

// by hash
Citizen.invokeNative('0x6355602C02EDC6DF', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x6355602C02EDC6DF, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6355602c02edc6df` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6703872EC09BC158

- **Hash:** `0x6703872EC09BC158`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6703872ec09bc158`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6703872EC09BC158

## Signature

```c
void _0x6703872EC09BC158(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6703872ec09bc158(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6703872EC09BC158, p0, p1)
```

### JavaScript

```js
N_0x6703872ec09bc158(p0, p1);

// by hash
Citizen.invokeNative('0x6703872EC09BC158', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6703872EC09BC158, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6703872ec09bc158` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x68830738A6BFB370

- **Hash:** `0x68830738A6BFB370`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x68830738a6bfb370`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x68830738A6BFB370

## Signature

```c
void _0x68830738A6BFB370(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x68830738a6bfb370(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x68830738A6BFB370, p0, p1)
```

### JavaScript

```js
N_0x68830738a6bfb370(p0, p1);

// by hash
Citizen.invokeNative('0x68830738A6BFB370', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x68830738A6BFB370, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x68830738a6bfb370` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6B34BE961F639E21

- **Hash:** `0x6B34BE961F639E21`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6b34be961f639e21`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6B34BE961F639E21

## Signature

```c
void _0x6B34BE961F639E21(int trackIndex, int p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6b34be961f639e21(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0x6B34BE961F639E21, trackIndex, p1)
```

### JavaScript

```js
N_0x6b34be961f639e21(trackIndex, p1);

// by hash
Citizen.invokeNative('0x6B34BE961F639E21', trackIndex, p1);
```

### C#

```csharp
Function.Call((Hash)0x6B34BE961F639E21, trackIndex, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6b34be961f639e21` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6B53F4B811E583D2

- **Hash:** `0x6B53F4B811E583D2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6b53f4b811e583d2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6B53F4B811E583D2

## Signature

```c
void _0x6B53F4B811E583D2(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6b53f4b811e583d2(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6B53F4B811E583D2, vehicle, toggle)
```

### JavaScript

```js
N_0x6b53f4b811e583d2(vehicle, toggle);

// by hash
Citizen.invokeNative('0x6B53F4B811E583D2', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6B53F4B811E583D2, vehicle, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x6b53f4b811e583d2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6C87F49BFA181DB5

- **Hash:** `0x6C87F49BFA181DB5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6c87f49bfa181db5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6C87F49BFA181DB5

## Signature

```c
int _0x6C87F49BFA181DB5(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`int`

## Description

Returns trackIndex

## Usage

### Lua

```lua
local retval = N_0x6c87f49bfa181db5(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6C87F49BFA181DB5, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x6c87f49bfa181db5(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x6C87F49BFA181DB5', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6C87F49BFA181DB5, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x6c87f49bfa181db5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6DE072AC8A95FFC1

- **Hash:** `0x6DE072AC8A95FFC1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6de072ac8a95ffc1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6DE072AC8A95FFC1

## Signature

```c
void _0x6DE072AC8A95FFC1(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_INSTANTLY_* - _SET_MISSION_TRAIN*

## Usage

### Lua

```lua
N_0x6de072ac8a95ffc1(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x6DE072AC8A95FFC1, vehicle, p1)
```

### JavaScript

```js
N_0x6de072ac8a95ffc1(vehicle, p1);

// by hash
Citizen.invokeNative('0x6DE072AC8A95FFC1', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x6DE072AC8A95FFC1, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6de072ac8a95ffc1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6EA1273D525427F4

- **Hash:** `0x6EA1273D525427F4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6ea1273d525427f4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6EA1273D525427F4

## Signature

```c
void _0x6EA1273D525427F4(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6ea1273d525427f4(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x6EA1273D525427F4, p0, p1, p2)
```

### JavaScript

```js
N_0x6ea1273d525427f4(p0, p1, p2);

// by hash
Citizen.invokeNative('0x6EA1273D525427F4', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x6EA1273D525427F4, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x6ea1273d525427f4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x6FD7BDF10304363A

- **Hash:** `0x6FD7BDF10304363A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x6fd7bdf10304363a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x6FD7BDF10304363A

## Signature

```c
void _0x6FD7BDF10304363A(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6fd7bdf10304363a(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x6FD7BDF10304363A, p0, p1)
```

### JavaScript

```js
N_0x6fd7bdf10304363a(p0, p1);

// by hash
Citizen.invokeNative('0x6FD7BDF10304363A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x6FD7BDF10304363A, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x6fd7bdf10304363a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x703D4FB366DA4452

- **Hash:** `0x703D4FB366DA4452`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x703d4fb366da4452`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x703D4FB366DA4452

## Signature

```c
void _0x703D4FB366DA4452(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x703d4fb366da4452(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x703D4FB366DA4452, p0, p1)
```

### JavaScript

```js
N_0x703d4fb366da4452(p0, p1);

// by hash
Citizen.invokeNative('0x703D4FB366DA4452', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x703D4FB366DA4452, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x703d4fb366da4452` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x718EB706B6E998A0

- **Hash:** `0x718EB706B6E998A0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x718eb706b6e998a0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x718EB706B6E998A0

## Signature

```c
void _0x718EB706B6E998A0(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x718eb706b6e998a0(trackIndex)

-- always available, by hash
Citizen.InvokeNative(0x718EB706B6E998A0, trackIndex)
```

### JavaScript

```js
N_0x718eb706b6e998a0(trackIndex);

// by hash
Citizen.invokeNative('0x718EB706B6E998A0', trackIndex);
```

### C#

```csharp
Function.Call((Hash)0x718EB706B6E998A0, trackIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x718eb706b6e998a0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x73118A3EE9C9B6DB

- **Hash:** `0x73118A3EE9C9B6DB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x73118a3ee9c9b6db`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x73118A3EE9C9B6DB

## Signature

```c
void _0x73118A3EE9C9B6DB(Vehicle wagon, int p1, BOOL p2);
```

## Parameters

- `wagon` (`Vehicle`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

_SET_VEHICLE_WHEELS_*

## Usage

### Lua

```lua
N_0x73118a3ee9c9b6db(wagon, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x73118A3EE9C9B6DB, wagon, p1, p2)
```

### JavaScript

```js
N_0x73118a3ee9c9b6db(wagon, p1, p2);

// by hash
Citizen.invokeNative('0x73118A3EE9C9B6DB', wagon, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x73118A3EE9C9B6DB, wagon, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x73118a3ee9c9b6db` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x7408B5C66BA31ADB

- **Hash:** `0x7408B5C66BA31ADB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x7408b5c66ba31adb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x7408B5C66BA31ADB

## Signature

```c
void _0x7408B5C66BA31ADB(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7408b5c66ba31adb(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x7408B5C66BA31ADB, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
N_0x7408b5c66ba31adb(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x7408B5C66BA31ADB', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x7408B5C66BA31ADB, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- This native has no known name, so the runtime exposes it only as `N_0x7408b5c66ba31adb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x750D42C013F64AE7

- **Hash:** `0x750D42C013F64AE7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x750d42c013f64ae7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x750D42C013F64AE7

## Signature

```c
void _0x750D42C013F64AE7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x750d42c013f64ae7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x750D42C013F64AE7, p0, p1)
```

### JavaScript

```js
N_0x750d42c013f64ae7(p0, p1);

// by hash
Citizen.invokeNative('0x750D42C013F64AE7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x750D42C013F64AE7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x750d42c013f64ae7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x762FDC4C19E5A981

- **Hash:** `0x762FDC4C19E5A981`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x762fdc4c19e5a981`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x762FDC4C19E5A981

## Signature

```c
void _0x762FDC4C19E5A981(Entity trainCarriage, BOOL p1);
```

## Parameters

- `trainCarriage` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Seems to be related while setting a (door) state of specific trains (midlandboxcar05x, privateboxcar01x, privateboxcar02x, midlandrefrigeratorCar, privateArmoured, armoredCar01x)

## Usage

### Lua

```lua
N_0x762fdc4c19e5a981(trainCarriage, p1)

-- always available, by hash
Citizen.InvokeNative(0x762FDC4C19E5A981, trainCarriage, p1)
```

### JavaScript

```js
N_0x762fdc4c19e5a981(trainCarriage, p1);

// by hash
Citizen.invokeNative('0x762FDC4C19E5A981', trainCarriage, p1);
```

### C#

```csharp
Function.Call((Hash)0x762FDC4C19E5A981, trainCarriage, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x762fdc4c19e5a981` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x7840576C50A13DBA

- **Hash:** `0x7840576C50A13DBA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x7840576c50a13dba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x7840576C50A13DBA

## Signature

```c
void _0x7840576C50A13DBA(Vehicle train, BOOL p1);
```

## Parameters

- `train` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x7840576c50a13dba(train, p1)

-- always available, by hash
Citizen.InvokeNative(0x7840576C50A13DBA, train, p1)
```

### JavaScript

```js
N_0x7840576c50a13dba(train, p1);

// by hash
Citizen.invokeNative('0x7840576C50A13DBA', train, p1);
```

### C#

```csharp
Function.Call((Hash)0x7840576C50A13DBA, train, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7840576c50a13dba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x7BE0746539DEF0C8

- **Hash:** `0x7BE0746539DEF0C8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x7be0746539def0c8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x7BE0746539DEF0C8

## Signature

```c
Any _0x7BE0746539DEF0C8(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7be0746539def0c8(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7BE0746539DEF0C8, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7be0746539def0c8(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x7BE0746539DEF0C8', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7BE0746539DEF0C8, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x7be0746539def0c8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x8379E05871AD24E0

- **Hash:** `0x8379E05871AD24E0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x8379e05871ad24e0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x8379E05871AD24E0

## Signature

```c
void _0x8379E05871AD24E0();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x8379e05871ad24e0()

-- always available, by hash
Citizen.InvokeNative(0x8379E05871AD24E0)
```

### JavaScript

```js
N_0x8379e05871ad24e0();

// by hash
Citizen.invokeNative('0x8379E05871AD24E0');
```

### C#

```csharp
Function.Call((Hash)0x8379E05871AD24E0);
```

- This native has no known name, so the runtime exposes it only as `N_0x8379e05871ad24e0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x850CE59DEC2028F3

- **Hash:** `0x850CE59DEC2028F3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x850ce59dec2028f3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x850CE59DEC2028F3

## Signature

```c
void _0x850CE59DEC2028F3(Vehicle vehicle, Any p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x850ce59dec2028f3(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x850CE59DEC2028F3, vehicle, p1)
```

### JavaScript

```js
N_0x850ce59dec2028f3(vehicle, p1);

// by hash
Citizen.invokeNative('0x850CE59DEC2028F3', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x850CE59DEC2028F3, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x850ce59dec2028f3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x873AAF600CC36DAC

- **Hash:** `0x873AAF600CC36DAC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x873aaf600cc36dac`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x873AAF600CC36DAC

## Signature

```c
void _0x873AAF600CC36DAC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x873aaf600cc36dac(p0)

-- always available, by hash
Citizen.InvokeNative(0x873AAF600CC36DAC, p0)
```

### JavaScript

```js
N_0x873aaf600cc36dac(p0);

// by hash
Citizen.invokeNative('0x873AAF600CC36DAC', p0);
```

### C#

```csharp
Function.Call((Hash)0x873AAF600CC36DAC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x873aaf600cc36dac` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x87B974E54C71BA7B

- **Hash:** `0x87B974E54C71BA7B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x87b974e54c71ba7b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x87B974E54C71BA7B

## Signature

```c
void _0x87B974E54C71BA7B(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x87b974e54c71ba7b(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x87B974E54C71BA7B, vehicle, p1)
```

### JavaScript

```js
N_0x87b974e54c71ba7b(vehicle, p1);

// by hash
Citizen.invokeNative('0x87B974E54C71BA7B', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x87B974E54C71BA7B, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x87b974e54c71ba7b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x8878FF3EEE2868A9

- **Hash:** `0x8878FF3EEE2868A9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x8878ff3eee2868a9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x8878FF3EEE2868A9

## Signature

```c
void _0x8878FF3EEE2868A9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8878ff3eee2868a9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8878FF3EEE2868A9, p0, p1)
```

### JavaScript

```js
N_0x8878ff3eee2868a9(p0, p1);

// by hash
Citizen.invokeNative('0x8878FF3EEE2868A9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8878FF3EEE2868A9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8878ff3eee2868a9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x8DECD262602548B9

- **Hash:** `0x8DECD262602548B9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x8decd262602548b9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x8DECD262602548B9

## Signature

```c
void _0x8DECD262602548B9(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8decd262602548b9(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x8DECD262602548B9, p0, p1)
```

### JavaScript

```js
N_0x8decd262602548b9(p0, p1);

// by hash
Citizen.invokeNative('0x8DECD262602548B9', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x8DECD262602548B9, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x8decd262602548b9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x9868C0D0134855F7

- **Hash:** `0x9868C0D0134855F7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x9868c0d0134855f7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x9868C0D0134855F7

## Signature

```c
void _0x9868C0D0134855F7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x9868c0d0134855f7(p0)

-- always available, by hash
Citizen.InvokeNative(0x9868C0D0134855F7, p0)
```

### JavaScript

```js
N_0x9868c0d0134855f7(p0);

// by hash
Citizen.invokeNative('0x9868C0D0134855F7', p0);
```

### C#

```csharp
Function.Call((Hash)0x9868C0D0134855F7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x9868c0d0134855f7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x98A7598C579EE871

- **Hash:** `0x98A7598C579EE871`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x98a7598c579ee871`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x98A7598C579EE871

## Signature

```c
void _0x98A7598C579EE871(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x98a7598c579ee871(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x98A7598C579EE871, p0, p1, p2)
```

### JavaScript

```js
N_0x98a7598c579ee871(p0, p1, p2);

// by hash
Citizen.invokeNative('0x98A7598C579EE871', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x98A7598C579EE871, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x98a7598c579ee871` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0x9E8711C81AA17876

- **Hash:** `0x9E8711C81AA17876`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0x9e8711c81aa17876`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0x9E8711C81AA17876

## Signature

```c
void _0x9E8711C81AA17876(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Forcing high LOD buoyancy for vehicle: p1 = false
_SET_A*

## Usage

### Lua

```lua
N_0x9e8711c81aa17876(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x9E8711C81AA17876, vehicle, p1)
```

### JavaScript

```js
N_0x9e8711c81aa17876(vehicle, p1);

// by hash
Citizen.invokeNative('0x9E8711C81AA17876', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x9E8711C81AA17876, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9e8711c81aa17876` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xA230A5DDE12ED374

- **Hash:** `0xA230A5DDE12ED374`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xa230a5dde12ed374`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xA230A5DDE12ED374

## Signature

```c
void _0xA230A5DDE12ED374(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa230a5dde12ed374(p0)

-- always available, by hash
Citizen.InvokeNative(0xA230A5DDE12ED374, p0)
```

### JavaScript

```js
N_0xa230a5dde12ed374(p0);

// by hash
Citizen.invokeNative('0xA230A5DDE12ED374', p0);
```

### C#

```csharp
Function.Call((Hash)0xA230A5DDE12ED374, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xa230a5dde12ed374` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xA72B1BF3857B94D7

- **Hash:** `0xA72B1BF3857B94D7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xa72b1bf3857b94d7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xA72B1BF3857B94D7

## Signature

```c
void _0xA72B1BF3857B94D7(Vehicle train, BOOL p1);
```

## Parameters

- `train` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa72b1bf3857b94d7(train, p1)

-- always available, by hash
Citizen.InvokeNative(0xA72B1BF3857B94D7, train, p1)
```

### JavaScript

```js
N_0xa72b1bf3857b94d7(train, p1);

// by hash
Citizen.invokeNative('0xA72B1BF3857B94D7', train, p1);
```

### C#

```csharp
Function.Call((Hash)0xA72B1BF3857B94D7, train, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa72b1bf3857b94d7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xA7966807953A18EE

- **Hash:** `0xA7966807953A18EE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xa7966807953a18ee`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xA7966807953A18EE

## Signature

```c
void _0xA7966807953A18EE(int trackIndex, float p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa7966807953a18ee(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0xA7966807953A18EE, trackIndex, p1)
```

### JavaScript

```js
N_0xa7966807953a18ee(trackIndex, p1);

// by hash
Citizen.invokeNative('0xA7966807953A18EE', trackIndex, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA7966807953A18EE, trackIndex, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xa7966807953a18ee` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xA9E185D498B9AC67

- **Hash:** `0xA9E185D498B9AC67`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xa9e185d498b9ac67`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xA9E185D498B9AC67

## Signature

```c
Any _0xA9E185D498B9AC67(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa9e185d498b9ac67(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA9E185D498B9AC67, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa9e185d498b9ac67(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA9E185D498B9AC67', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA9E185D498B9AC67, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa9e185d498b9ac67` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xAE7E66A61E7C17A5

- **Hash:** `0xAE7E66A61E7C17A5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xae7e66a61e7c17a5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xAE7E66A61E7C17A5

## Signature

```c
void _0xAE7E66A61E7C17A5(Vehicle train, BOOL p1);
```

## Parameters

- `train` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_TRAIN_*

## Usage

### Lua

```lua
N_0xae7e66a61e7c17a5(train, p1)

-- always available, by hash
Citizen.InvokeNative(0xAE7E66A61E7C17A5, train, p1)
```

### JavaScript

```js
N_0xae7e66a61e7c17a5(train, p1);

// by hash
Citizen.invokeNative('0xAE7E66A61E7C17A5', train, p1);
```

### C#

```csharp
Function.Call((Hash)0xAE7E66A61E7C17A5, train, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xae7e66a61e7c17a5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xB4241AD8F5AEE9ED

- **Hash:** `0xB4241AD8F5AEE9ED`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xb4241ad8f5aee9ed`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xB4241AD8F5AEE9ED

## Signature

```c
BOOL _0xB4241AD8F5AEE9ED(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xb4241ad8f5aee9ed(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4241AD8F5AEE9ED, trackIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xb4241ad8f5aee9ed(trackIndex);

// by hash
const retval = Citizen.invokeNative('0xB4241AD8F5AEE9ED', trackIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB4241AD8F5AEE9ED, trackIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0xb4241ad8f5aee9ed` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xB961DD799A837BD7

- **Hash:** `0xB961DD799A837BD7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xb961dd799a837bd7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xB961DD799A837BD7

## Signature

```c
void _0xB961DD799A837BD7();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xb961dd799a837bd7()

-- always available, by hash
Citizen.InvokeNative(0xB961DD799A837BD7)
```

### JavaScript

```js
N_0xb961dd799a837bd7();

// by hash
Citizen.invokeNative('0xB961DD799A837BD7');
```

### C#

```csharp
Function.Call((Hash)0xB961DD799A837BD7);
```

- This native has no known name, so the runtime exposes it only as `N_0xb961dd799a837bd7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xC325A6BAA62CF8A2

- **Hash:** `0xC325A6BAA62CF8A2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xc325a6baa62cf8a2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xC325A6BAA62CF8A2

## Signature

```c
void _0xC325A6BAA62CF8A2(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used in Script Function MC_LOCAL_SETUP_VEH - enabling transitions

## Usage

### Lua

```lua
N_0xc325a6baa62cf8a2(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xC325A6BAA62CF8A2, vehicle, p1)
```

### JavaScript

```js
N_0xc325a6baa62cf8a2(vehicle, p1);

// by hash
Citizen.invokeNative('0xC325A6BAA62CF8A2', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xC325A6BAA62CF8A2, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc325a6baa62cf8a2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xC351394B932A6A50

- **Hash:** `0xC351394B932A6A50`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xc351394b932a6a50`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xC351394B932A6A50

## Signature

```c
void _0xC351394B932A6A50(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc351394b932a6a50(p0)

-- always available, by hash
Citizen.InvokeNative(0xC351394B932A6A50, p0)
```

### JavaScript

```js
N_0xc351394b932a6a50(p0);

// by hash
Citizen.invokeNative('0xC351394B932A6A50', p0);
```

### C#

```csharp
Function.Call((Hash)0xC351394B932A6A50, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc351394b932a6a50` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xC399CC89FBA05DA0

- **Hash:** `0xC399CC89FBA05DA0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xc399cc89fba05da0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xC399CC89FBA05DA0

## Signature

```c
void _0xC399CC89FBA05DA0(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc399cc89fba05da0(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xC399CC89FBA05DA0, vehicle, p1)
```

### JavaScript

```js
N_0xc399cc89fba05da0(vehicle, p1);

// by hash
Citizen.invokeNative('0xC399CC89FBA05DA0', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xC399CC89FBA05DA0, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc399cc89fba05da0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xC4A2C11FC0D41916

- **Hash:** `0xC4A2C11FC0D41916`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xc4a2c11fc0d41916`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xC4A2C11FC0D41916

## Signature

```c
void _0xC4A2C11FC0D41916(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_DRAFT_VEHICLE_(STOP?)*

## Usage

### Lua

```lua
N_0xc4a2c11fc0d41916(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xC4A2C11FC0D41916, vehicle, p1)
```

### JavaScript

```js
N_0xc4a2c11fc0d41916(vehicle, p1);

// by hash
Citizen.invokeNative('0xC4A2C11FC0D41916', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xC4A2C11FC0D41916, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4a2c11fc0d41916` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xCACAB2B123BBDBD6

- **Hash:** `0xCACAB2B123BBDBD6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xcacab2b123bbdbd6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xCACAB2B123BBDBD6

## Signature

```c
Any _0xCACAB2B123BBDBD6(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xcacab2b123bbdbd6(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCACAB2B123BBDBD6, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xcacab2b123bbdbd6(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xCACAB2B123BBDBD6', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCACAB2B123BBDBD6, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcacab2b123bbdbd6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xCAFF2C9747103C02

- **Hash:** `0xCAFF2C9747103C02`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xcaff2c9747103c02`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xCAFF2C9747103C02

## Signature

```c
Any _0xCAFF2C9747103C02(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xcaff2c9747103c02(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCAFF2C9747103C02, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xcaff2c9747103c02(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xCAFF2C9747103C02', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCAFF2C9747103C02, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xcaff2c9747103c02` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xCBC7B6F9A56B79F6

- **Hash:** `0xCBC7B6F9A56B79F6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xcbc7b6f9a56b79f6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xCBC7B6F9A56B79F6

## Signature

```c
void _0xCBC7B6F9A56B79F6(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcbc7b6f9a56b79f6(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCBC7B6F9A56B79F6, p0, p1)
```

### JavaScript

```js
N_0xcbc7b6f9a56b79f6(p0, p1);

// by hash
Citizen.invokeNative('0xCBC7B6F9A56B79F6', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCBC7B6F9A56B79F6, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcbc7b6f9a56b79f6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xCBF88256E44D5D39

- **Hash:** `0xCBF88256E44D5D39`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xcbf88256e44d5d39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xCBF88256E44D5D39

## Signature

```c
void _0xCBF88256E44D5D39(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used in Script Function MC_LOCAL_SETUP_VEH - enabling transitions

## Usage

### Lua

```lua
N_0xcbf88256e44d5d39(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xCBF88256E44D5D39, vehicle, p1)
```

### JavaScript

```js
N_0xcbf88256e44d5d39(vehicle, p1);

// by hash
Citizen.invokeNative('0xCBF88256E44D5D39', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xCBF88256E44D5D39, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xcbf88256e44d5d39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xCEB1F1EED484A5B4

- **Hash:** `0xCEB1F1EED484A5B4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xceb1f1eed484a5b4`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xCEB1F1EED484A5B4

## Signature

```c
void _0xCEB1F1EED484A5B4(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xceb1f1eed484a5b4(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xCEB1F1EED484A5B4, p0, p1)
```

### JavaScript

```js
N_0xceb1f1eed484a5b4(p0, p1);

// by hash
Citizen.invokeNative('0xCEB1F1EED484A5B4', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xCEB1F1EED484A5B4, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xceb1f1eed484a5b4` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xCF342503CA4C8DF1

- **Hash:** `0xCF342503CA4C8DF1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xcf342503ca4c8df1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xCF342503CA4C8DF1

## Signature

```c
void _0xCF342503CA4C8DF1(Vehicle vehicle, float p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcf342503ca4c8df1(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xCF342503CA4C8DF1, vehicle, p1)
```

### JavaScript

```js
N_0xcf342503ca4c8df1(vehicle, p1);

// by hash
Citizen.invokeNative('0xCF342503CA4C8DF1', vehicle, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCF342503CA4C8DF1, vehicle, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xcf342503ca4c8df1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD0116DF21E6C7B36

- **Hash:** `0xD0116DF21E6C7B36`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd0116df21e6c7b36`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD0116DF21E6C7B36

## Signature

```c
Any _0xD0116DF21E6C7B36(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd0116df21e6c7b36(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0116DF21E6C7B36, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd0116df21e6c7b36(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xD0116DF21E6C7B36', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD0116DF21E6C7B36, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd0116df21e6c7b36` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD0AABE5B9F8FA589

- **Hash:** `0xD0AABE5B9F8FA589`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd0aabe5b9f8fa589`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD0AABE5B9F8FA589

## Signature

```c
void _0xD0AABE5B9F8FA589(int trackIndex, float p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd0aabe5b9f8fa589(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0xD0AABE5B9F8FA589, trackIndex, p1)
```

### JavaScript

```js
N_0xd0aabe5b9f8fa589(trackIndex, p1);

// by hash
Citizen.invokeNative('0xD0AABE5B9F8FA589', trackIndex, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD0AABE5B9F8FA589, trackIndex, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xd0aabe5b9f8fa589` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD0BA1853D76683C8

- **Hash:** `0xD0BA1853D76683C8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd0ba1853d76683c8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD0BA1853D76683C8

## Signature

```c
void _0xD0BA1853D76683C8(int trackIndex, float x, float y, float z, Any p4);
```

## Parameters

- `trackIndex` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd0ba1853d76683c8(trackIndex, x, y, z, p4)

-- always available, by hash
Citizen.InvokeNative(0xD0BA1853D76683C8, trackIndex, x, y, z, p4)
```

### JavaScript

```js
N_0xd0ba1853d76683c8(trackIndex, x, y, z, p4);

// by hash
Citizen.invokeNative('0xD0BA1853D76683C8', trackIndex, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0xD0BA1853D76683C8, trackIndex, x, y, z, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xd0ba1853d76683c8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD1DF5E54F4ACBE1A

- **Hash:** `0xD1DF5E54F4ACBE1A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd1df5e54f4acbe1a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD1DF5E54F4ACBE1A

## Signature

```c
Any _0xD1DF5E54F4ACBE1A(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd1df5e54f4acbe1a(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD1DF5E54F4ACBE1A, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd1df5e54f4acbe1a(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0xD1DF5E54F4ACBE1A', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD1DF5E54F4ACBE1A, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0xd1df5e54f4acbe1a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD21A3D421E7F09F7

- **Hash:** `0xD21A3D421E7F09F7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd21a3d421e7f09f7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD21A3D421E7F09F7

## Signature

```c
void _0xD21A3D421E7F09F7(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd21a3d421e7f09f7(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD21A3D421E7F09F7, p0, p1)
```

### JavaScript

```js
N_0xd21a3d421e7f09f7(p0, p1);

// by hash
Citizen.invokeNative('0xD21A3D421E7F09F7', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD21A3D421E7F09F7, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd21a3d421e7f09f7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD4907EF4334C7602

- **Hash:** `0xD4907EF4334C7602`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd4907ef4334c7602`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD4907EF4334C7602

## Signature

```c
void _0xD4907EF4334C7602(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd4907ef4334c7602(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD4907EF4334C7602, p0, p1)
```

### JavaScript

```js
N_0xd4907ef4334c7602(p0, p1);

// by hash
Citizen.invokeNative('0xD4907EF4334C7602', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD4907EF4334C7602, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd4907ef4334c7602` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD826690B5CF3BEFF

- **Hash:** `0xD826690B5CF3BEFF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd826690b5cf3beff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD826690B5CF3BEFF

## Signature

```c
void _0xD826690B5CF3BEFF(Vehicle vehicle, Any p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd826690b5cf3beff(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xD826690B5CF3BEFF, vehicle, p1)
```

### JavaScript

```js
N_0xd826690b5cf3beff(vehicle, p1);

// by hash
Citizen.invokeNative('0xD826690B5CF3BEFF', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xD826690B5CF3BEFF, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd826690b5cf3beff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xD9BF3ED8EFB67EA3

- **Hash:** `0xD9BF3ED8EFB67EA3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xd9bf3ed8efb67ea3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xD9BF3ED8EFB67EA3

## Signature

```c
Any _0xD9BF3ED8EFB67EA3(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xd9bf3ed8efb67ea3(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9BF3ED8EFB67EA3, p0, p1, p2, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xd9bf3ed8efb67ea3(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xD9BF3ED8EFB67EA3', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD9BF3ED8EFB67EA3, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xd9bf3ed8efb67ea3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xDC0556D0F484ECAA

- **Hash:** `0xDC0556D0F484ECAA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xdc0556d0f484ecaa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xDC0556D0F484ECAA

## Signature

```c
void _0xDC0556D0F484ECAA(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdc0556d0f484ecaa(p0)

-- always available, by hash
Citizen.InvokeNative(0xDC0556D0F484ECAA, p0)
```

### JavaScript

```js
N_0xdc0556d0f484ecaa(p0);

// by hash
Citizen.invokeNative('0xDC0556D0F484ECAA', p0);
```

### C#

```csharp
Function.Call((Hash)0xDC0556D0F484ECAA, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc0556d0f484ecaa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xDC69F6913CCA0B99

- **Hash:** `0xDC69F6913CCA0B99`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xdc69f6913cca0b99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xDC69F6913CCA0B99

## Signature

```c
void _0xDC69F6913CCA0B99(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdc69f6913cca0b99(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDC69F6913CCA0B99, p0, p1)
```

### JavaScript

```js
N_0xdc69f6913cca0b99(p0, p1);

// by hash
Citizen.invokeNative('0xDC69F6913CCA0B99', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDC69F6913CCA0B99, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc69f6913cca0b99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xDD100CE1EBBF37E3

- **Hash:** `0xDD100CE1EBBF37E3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xdd100ce1ebbf37e3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xDD100CE1EBBF37E3

## Signature

```c
void _0xDD100CE1EBBF37E3(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdd100ce1ebbf37e3(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xDD100CE1EBBF37E3, p0, p1)
```

### JavaScript

```js
N_0xdd100ce1ebbf37e3(p0, p1);

// by hash
Citizen.invokeNative('0xDD100CE1EBBF37E3', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xDD100CE1EBBF37E3, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdd100ce1ebbf37e3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xDE8C5B9F65017FA1

- **Hash:** `0xDE8C5B9F65017FA1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xde8c5b9f65017fa1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xDE8C5B9F65017FA1

## Signature

```c
Any _0xDE8C5B9F65017FA1(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xde8c5b9f65017fa1(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE8C5B9F65017FA1, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xde8c5b9f65017fa1(train);

// by hash
const retval = Citizen.invokeNative('0xDE8C5B9F65017FA1', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDE8C5B9F65017FA1, train);
```

- This native has no known name, so the runtime exposes it only as `N_0xde8c5b9f65017fa1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xE12F5ED49F44D40D

- **Hash:** `0xE12F5ED49F44D40D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xe12f5ed49f44d40d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xE12F5ED49F44D40D

## Signature

```c
void _0xE12F5ED49F44D40D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe12f5ed49f44d40d(p0)

-- always available, by hash
Citizen.InvokeNative(0xE12F5ED49F44D40D, p0)
```

### JavaScript

```js
N_0xe12f5ed49f44d40d(p0);

// by hash
Citizen.invokeNative('0xE12F5ED49F44D40D', p0);
```

### C#

```csharp
Function.Call((Hash)0xE12F5ED49F44D40D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe12f5ed49f44d40d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xE1C0F8781BF130C2

- **Hash:** `0xE1C0F8781BF130C2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xe1c0f8781bf130c2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xE1C0F8781BF130C2

## Signature

```c
BOOL _0xE1C0F8781BF130C2(Vehicle wagon, int p1);
```

## Parameters

- `wagon` (`Vehicle`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

Only used in R* SP Script rcm_abigail31: p1 = 5
_GET_VEHICLE_T* - _GET_VO*

## Usage

### Lua

```lua
local retval = N_0xe1c0f8781bf130c2(wagon, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1C0F8781BF130C2, wagon, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe1c0f8781bf130c2(wagon, p1);

// by hash
const retval = Citizen.invokeNative('0xE1C0F8781BF130C2', wagon, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE1C0F8781BF130C2, wagon, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe1c0f8781bf130c2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xE682002DB1F30669

- **Hash:** `0xE682002DB1F30669`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xe682002db1f30669`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xE682002DB1F30669

## Signature

```c
void _0xE682002DB1F30669(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe682002db1f30669(p0)

-- always available, by hash
Citizen.InvokeNative(0xE682002DB1F30669, p0)
```

### JavaScript

```js
N_0xe682002db1f30669(p0);

// by hash
Citizen.invokeNative('0xE682002DB1F30669', p0);
```

### C#

```csharp
Function.Call((Hash)0xE682002DB1F30669, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe682002db1f30669` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xE777DDF3E78397E8

- **Hash:** `0xE777DDF3E78397E8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xe777ddf3e78397e8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xE777DDF3E78397E8

## Signature

```c
Any _0xE777DDF3E78397E8(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe777ddf3e78397e8(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE777DDF3E78397E8, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe777ddf3e78397e8(p0);

// by hash
const retval = Citizen.invokeNative('0xE777DDF3E78397E8', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE777DDF3E78397E8, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe777ddf3e78397e8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xE78993FF9022C064

- **Hash:** `0xE78993FF9022C064`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xe78993ff9022c064`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xE78993FF9022C064

## Signature

```c
void _0xE78993FF9022C064(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe78993ff9022c064(p0)

-- always available, by hash
Citizen.InvokeNative(0xE78993FF9022C064, p0)
```

### JavaScript

```js
N_0xe78993ff9022c064(p0);

// by hash
Citizen.invokeNative('0xE78993FF9022C064', p0);
```

### C#

```csharp
Function.Call((Hash)0xE78993FF9022C064, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xe78993ff9022c064` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xEF28A614B4B264B8

- **Hash:** `0xEF28A614B4B264B8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xef28a614b4b264b8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xEF28A614B4B264B8

## Signature

```c
void _0xEF28A614B4B264B8(Vehicle train, BOOL p1);
```

## Parameters

- `train` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_TRAIN_*

## Usage

### Lua

```lua
N_0xef28a614b4b264b8(train, p1)

-- always available, by hash
Citizen.InvokeNative(0xEF28A614B4B264B8, train, p1)
```

### JavaScript

```js
N_0xef28a614b4b264b8(train, p1);

// by hash
Citizen.invokeNative('0xEF28A614B4B264B8', train, p1);
```

### C#

```csharp
Function.Call((Hash)0xEF28A614B4B264B8, train, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xef28a614b4b264b8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xF57DB8E83DCD8349

- **Hash:** `0xF57DB8E83DCD8349`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xf57db8e83dcd8349`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xF57DB8E83DCD8349

## Signature

```c
Any _0xF57DB8E83DCD8349(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf57db8e83dcd8349(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF57DB8E83DCD8349, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf57db8e83dcd8349(p0);

// by hash
const retval = Citizen.invokeNative('0xF57DB8E83DCD8349', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF57DB8E83DCD8349, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf57db8e83dcd8349` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xF5EA41C1408695FB

- **Hash:** `0xF5EA41C1408695FB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xf5ea41c1408695fb`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xF5EA41C1408695FB

## Signature

```c
Any _0xF5EA41C1408695FB(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf5ea41c1408695fb(p0, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF5EA41C1408695FB, p0, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf5ea41c1408695fb(p0, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xF5EA41C1408695FB', p0, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF5EA41C1408695FB, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xf5ea41c1408695fb` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xF8F7DA13CFBD4532

- **Hash:** `0xF8F7DA13CFBD4532`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xf8f7da13cfbd4532`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xF8F7DA13CFBD4532

## Signature

```c
void _0xF8F7DA13CFBD4532(int trackIndex, BOOL p1);
```

## Parameters

- `trackIndex` (`int`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf8f7da13cfbd4532(trackIndex, p1)

-- always available, by hash
Citizen.InvokeNative(0xF8F7DA13CFBD4532, trackIndex, p1)
```

### JavaScript

```js
N_0xf8f7da13cfbd4532(trackIndex, p1);

// by hash
Citizen.invokeNative('0xF8F7DA13CFBD4532', trackIndex, p1);
```

### C#

```csharp
Function.Call((Hash)0xF8F7DA13CFBD4532, trackIndex, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8f7da13cfbd4532` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xFC4F15A7DDDC47B1

- **Hash:** `0xFC4F15A7DDDC47B1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xfc4f15a7dddc47b1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xFC4F15A7DDDC47B1

## Signature

```c
void _0xFC4F15A7DDDC47B1(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_DRAFT_VEHICLE_*

## Usage

### Lua

```lua
N_0xfc4f15a7dddc47b1(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xFC4F15A7DDDC47B1, vehicle, p1)
```

### JavaScript

```js
N_0xfc4f15a7dddc47b1(vehicle, p1);

// by hash
Citizen.invokeNative('0xFC4F15A7DDDC47B1', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xFC4F15A7DDDC47B1, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfc4f15a7dddc47b1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xFF2B1F59FB892F14

- **Hash:** `0xFF2B1F59FB892F14`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xff2b1f59fb892f14`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xFF2B1F59FB892F14

## Signature

```c
void _0xFF2B1F59FB892F14(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xff2b1f59fb892f14(p0)

-- always available, by hash
Citizen.InvokeNative(0xFF2B1F59FB892F14, p0)
```

### JavaScript

```js
N_0xff2b1f59fb892f14(p0);

// by hash
Citizen.invokeNative('0xFF2B1F59FB892F14', p0);
```

### C#

```csharp
Function.Call((Hash)0xFF2B1F59FB892F14, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xff2b1f59fb892f14` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_0xFFFE15B433300B8C

- **Hash:** `0xFFFE15B433300B8C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `N_0xfffe15b433300b8c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/0xFFFE15B433300B8C

## Signature

```c
void _0xFFFE15B433300B8C(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfffe15b433300b8c(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xFFFE15B433300B8C, p0, p1, p2)
```

### JavaScript

```js
N_0xfffe15b433300b8c(p0, p1, p2);

// by hash
Citizen.invokeNative('0xFFFE15B433300B8C', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xFFFE15B433300B8C, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xfffe15b433300b8c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::ADD_ROAD_NODE_SPEED_ZONE

- **Hash:** `0x4C221BAC54D735C3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `AddRoadNodeSpeedZone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/ADD_ROAD_NODE_SPEED_ZONE

## Signature

```c
int ADD_ROAD_NODE_SPEED_ZONE(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = AddRoadNodeSpeedZone(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C221BAC54D735C3, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddRoadNodeSpeedZone(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
const retval = Citizen.invokeNative('0x4C221BAC54D735C3', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C221BAC54D735C3, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

## See also

- [VEHICLE::REMOVE_ROAD_NODE_SPEED_ZONE](https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_ROAD_NODE_SPEED_ZONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_ADD_TRAIN_TEMPORARY_STOP

- **Hash:** `0x41503629D1139ABC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `AddTrainTemporaryStop`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_ADD_TRAIN_TEMPORARY_STOP

## Signature

```c
void _ADD_TRAIN_TEMPORARY_STOP(Vehicle train, int trackIndex, float x, float y, float z);
```

## Parameters

- `train` (`Vehicle`)
- `trackIndex` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddTrainTemporaryStop(train, trackIndex, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x41503629D1139ABC, train, trackIndex, x, y, z)
```

### JavaScript

```js
AddTrainTemporaryStop(train, trackIndex, x, y, z);

// by hash
Citizen.invokeNative('0x41503629D1139ABC', train, trackIndex, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x41503629D1139ABC, train, trackIndex, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::ARE_ANY_VEHICLE_SEATS_FREE

- **Hash:** `0xA0A424505A1B6429`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `AreAnyVehicleSeatsFree`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/ARE_ANY_VEHICLE_SEATS_FREE

## Signature

```c
BOOL ARE_ANY_VEHICLE_SEATS_FREE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Returns false if every seat is occupied.

## Usage

### Lua

```lua
local retval = AreAnyVehicleSeatsFree(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0A424505A1B6429, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreAnyVehicleSeatsFree(vehicle);

// by hash
const retval = Citizen.invokeNative('0xA0A424505A1B6429', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA0A424505A1B6429, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_ARE_ANY_VEHICLE_WHEELS_DESTROYED

- **Hash:** `0x18714953CCED17D3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `AreAnyVehicleWheelsDestroyed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_ARE_ANY_VEHICLE_WHEELS_DESTROYED

## Signature

```c
BOOL _ARE_ANY_VEHICLE_WHEELS_DESTROYED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if any wheel is destroyed
IS_VEHICLE_DRIVEABLE will still return true even though a wheel is destroyed, like vehicles with 4 wheels.

*Source: VORPCORE RDR3natives*

returns true if any wheel is destroyed/detached

## Usage

### Lua

```lua
local retval = AreAnyVehicleWheelsDestroyed(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x18714953CCED17D3, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreAnyVehicleWheelsDestroyed(vehicle);

// by hash
const retval = Citizen.invokeNative('0x18714953CCED17D3', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x18714953CCED17D3, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_ATTACH_DRAFT_VEHICLE_HARNESS_PED

- **Hash:** `0x316CDB5B6E8F4110`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `AttachDraftVehicleHarnessPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_ATTACH_DRAFT_VEHICLE_HARNESS_PED

## Signature

```c
BOOL _ATTACH_DRAFT_VEHICLE_HARNESS_PED(Ped mount, Vehicle draft, int harnessId);
```

## Parameters

- `mount` (`Ped`)
- `draft` (`Vehicle`)
- `harnessId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = AttachDraftVehicleHarnessPed(mount, draft, harnessId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x316CDB5B6E8F4110, mount, draft, harnessId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AttachDraftVehicleHarnessPed(mount, draft, harnessId);

// by hash
const retval = Citizen.invokeNative('0x316CDB5B6E8F4110', mount, draft, harnessId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x316CDB5B6E8F4110, mount, draft, harnessId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_DETACH_DRAFT_VEHICLE_HARNESS_PED](https://natives.borderlinerp.com/natives/VEHICLE/_DETACH_DRAFT_VEHICLE_HARNESS_PED.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# VEHICLE::_BALLOON_ATTACH_CHAIN_TO_PILOT

- **Hash:** `0x23F66C36F8E5EAAB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BalloonAttachChainToPilot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_BALLOON_ATTACH_CHAIN_TO_PILOT

## Signature

```c
void _BALLOON_ATTACH_CHAIN_TO_PILOT(Vehicle balloon, BOOL attachToLeftHand);
```

## Parameters

- `balloon` (`Vehicle`)
- `attachToLeftHand` (`BOOL`)

## Returns

`void`

## Description

Attaches a chain from the balloon to the pilot hand bone.
Uses SKEL_R_Finger02 by default, or SKEL_L_Finger43 when attachToLeftHand is true.

## Usage

### Lua

```lua
BalloonAttachChainToPilot(balloon, attachToLeftHand)

-- always available, by hash
Citizen.InvokeNative(0x23F66C36F8E5EAAB, balloon, attachToLeftHand)
```

### JavaScript

```js
BalloonAttachChainToPilot(balloon, attachToLeftHand);

// by hash
Citizen.invokeNative('0x23F66C36F8E5EAAB', balloon, attachToLeftHand);
```

### C#

```csharp
Function.Call((Hash)0x23F66C36F8E5EAAB, balloon, attachToLeftHand);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_BALLOON_DETACH_CHAIN_FROM_PILOT

- **Hash:** `0x697DF68F3A761A50`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BalloonDetachChainFromPilot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_BALLOON_DETACH_CHAIN_FROM_PILOT

## Signature

```c
void _BALLOON_DETACH_CHAIN_FROM_PILOT(Vehicle balloon);
```

## Parameters

- `balloon` (`Vehicle`)

## Returns

`void`

## Description

Detaches the pilot hand chain from the balloon.

## Usage

### Lua

```lua
BalloonDetachChainFromPilot(balloon)

-- always available, by hash
Citizen.InvokeNative(0x697DF68F3A761A50, balloon)
```

### JavaScript

```js
BalloonDetachChainFromPilot(balloon);

// by hash
Citizen.invokeNative('0x697DF68F3A761A50', balloon);
```

### C#

```csharp
Function.Call((Hash)0x697DF68F3A761A50, balloon);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_BREAK_LOCKS_ON_VEHICLE

- **Hash:** `0x9D12796EF4BF9EA9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BreakLocksOnVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_BREAK_OFF_VEHICLE_PADLOCK`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_BREAK_LOCKS_ON_VEHICLE

## Signature

```c
void _BREAK_LOCKS_ON_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Instantly pops/destroys breakable lock objects attached to the vehicle and swings open the corresponding doors or compartments.

*Source: VORPCORE RDR3natives*

Breaks off the padlock of a vehicle if the vehicle contains the closed compartment to be looted

## Usage

### Lua

```lua
BreakLocksOnVehicle(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x9D12796EF4BF9EA9, vehicle)
```

### JavaScript

```js
BreakLocksOnVehicle(vehicle);

// by hash
Citizen.invokeNative('0x9D12796EF4BF9EA9', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x9D12796EF4BF9EA9, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_BREAK_OFF_DRAFT_WHEEL

- **Hash:** `0xC372B6A88F6E4AD8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BreakOffDraftWheel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_BREAK_OFF_DRAFT_WHEEL

## Signature

```c
void _BREAK_OFF_DRAFT_WHEEL(Vehicle vehicle, int wheelIndex, float destroyingForce);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wheelIndex` (`int`)
- `destroyingForce` (`float`)

## Returns

`void`

## Description

Params: destroyingForce is usually 100f in R* Scripts
Similar to 0xD4F5EFB55769D272, _A*

## Usage

### Lua

```lua
BreakOffDraftWheel(vehicle, wheelIndex, destroyingForce)

-- always available, by hash
Citizen.InvokeNative(0xC372B6A88F6E4AD8, vehicle, wheelIndex, destroyingForce)
```

### JavaScript

```js
BreakOffDraftWheel(vehicle, wheelIndex, destroyingForce);

// by hash
Citizen.invokeNative('0xC372B6A88F6E4AD8', vehicle, wheelIndex, destroyingForce + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC372B6A88F6E4AD8, vehicle, wheelIndex, destroyingForce);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_BREAK_OFF_VEHICLE_WHEEL

- **Hash:** `0xD4F5EFB55769D272`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BreakOffVehicleWheel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_BREAK_OFF_VEHICLE_WHEEL

## Signature

```c
Entity _BREAK_OFF_VEHICLE_WHEEL(Vehicle vehicle, int wheelIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wheelIndex` (`int`)

## Returns

`Entity`

## Description

wheelIndex 0: left, wheelIndex 1: right, 4 & 5: unknown

## Usage

### Lua

```lua
local retval = BreakOffVehicleWheel(vehicle, wheelIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4F5EFB55769D272, vehicle, wheelIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BreakOffVehicleWheel(vehicle, wheelIndex);

// by hash
const retval = Citizen.invokeNative('0xD4F5EFB55769D272', vehicle, wheelIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD4F5EFB55769D272, vehicle, wheelIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# VEHICLE::_BREAK_VEHICLE_STRAPS

- **Hash:** `0xD1EFA8D68BF5D63D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BreakVehicleStraps`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_BREAK_VEHICLE_STRAPS

## Signature

```c
void _BREAK_VEHICLE_STRAPS(Vehicle vehicle, float x, float y, float z);
```

## Parameters

- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

Only used to break draft vehicle log straps. Coords is always equal to the vehicle coords.

## Usage

### Lua

```lua
BreakVehicleStraps(vehicle, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xD1EFA8D68BF5D63D, vehicle, x, y, z)
```

### JavaScript

```js
BreakVehicleStraps(vehicle, x, y, z);

// by hash
Citizen.invokeNative('0xD1EFA8D68BF5D63D', vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD1EFA8D68BF5D63D, vehicle, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::BRING_VEHICLE_TO_HALT

- **Hash:** `0x260BE8F09E326A20`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `BringVehicleToHalt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/BRING_VEHICLE_TO_HALT

## Signature

```c
void BRING_VEHICLE_TO_HALT(Vehicle vehicle, float distance, int duration, BOOL unknown);
```

## Parameters

- `vehicle` (`Vehicle`)
- `distance` (`float`)
- `duration` (`int`)
- `unknown` (`BOOL`)

## Returns

`void`

## Description

This native makes the vehicle stop immediately

distance defines how far it will travel until stopping.

## Usage

### Lua

```lua
BringVehicleToHalt(vehicle, distance, duration, unknown)

-- always available, by hash
Citizen.InvokeNative(0x260BE8F09E326A20, vehicle, distance, duration, unknown)
```

### JavaScript

```js
BringVehicleToHalt(vehicle, distance, duration, unknown);

// by hash
Citizen.invokeNative('0x260BE8F09E326A20', vehicle, distance + 0.0000001, duration, unknown);
```

### C#

```csharp
Function.Call((Hash)0x260BE8F09E326A20, vehicle, distance, duration, unknown);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::CAN_ANCHOR_BOAT_HERE

- **Hash:** `0xC075176CFB8B4128`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `CanAnchorBoatHere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/CAN_ANCHOR_BOAT_HERE

## Signature

```c
BOOL CAN_ANCHOR_BOAT_HERE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CanAnchorBoatHere(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC075176CFB8B4128, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanAnchorBoatHere(vehicle);

// by hash
const retval = Citizen.invokeNative('0xC075176CFB8B4128', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC075176CFB8B4128, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::CAN_SHUFFLE_SEAT

- **Hash:** `0xF8B2D32A2231FD24`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `CanShuffleSeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/CAN_SHUFFLE_SEAT

## Signature

```c
BOOL CAN_SHUFFLE_SEAT(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)

## Returns

`BOOL`

## Description

seatIndex: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
local retval = CanShuffleSeat(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8B2D32A2231FD24, vehicle, seatIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CanShuffleSeat(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0xF8B2D32A2231FD24', vehicle, seatIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF8B2D32A2231FD24, vehicle, seatIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::CLEAR_LAST_DRIVEN_VEHICLE

- **Hash:** `0x0EFC5DC62E67609B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ClearLastDrivenVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/CLEAR_LAST_DRIVEN_VEHICLE

## Signature

```c
void CLEAR_LAST_DRIVEN_VEHICLE();
```

## Returns

`void`

## Usage

### Lua

```lua
ClearLastDrivenVehicle()

-- always available, by hash
Citizen.InvokeNative(0x0EFC5DC62E67609B)
```

### JavaScript

```js
ClearLastDrivenVehicle();

// by hash
Citizen.invokeNative('0x0EFC5DC62E67609B');
```

### C#

```csharp
Function.Call((Hash)0x0EFC5DC62E67609B);
```

## See also

- [VEHICLE::GET_LAST_DRIVEN_VEHICLE](https://natives.borderlinerp.com/natives/VEHICLE/GET_LAST_DRIVEN_VEHICLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::COPY_VEHICLE_DAMAGES

- **Hash:** `0xDBC28A8C683CD80B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `CopyVehicleDamages`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/COPY_VEHICLE_DAMAGES

## Signature

```c
void COPY_VEHICLE_DAMAGES(Vehicle sourceVehicle, Vehicle targetVehicle);
```

## Parameters

- `sourceVehicle` (`Vehicle`)
- `targetVehicle` (`Vehicle`)

## Returns

`void`

## Description

Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle.

## Usage

### Lua

```lua
CopyVehicleDamages(sourceVehicle, targetVehicle)

-- always available, by hash
Citizen.InvokeNative(0xDBC28A8C683CD80B, sourceVehicle, targetVehicle)
```

### JavaScript

```js
CopyVehicleDamages(sourceVehicle, targetVehicle);

// by hash
Citizen.invokeNative('0xDBC28A8C683CD80B', sourceVehicle, targetVehicle);
```

### C#

```csharp
Function.Call((Hash)0xDBC28A8C683CD80B, sourceVehicle, targetVehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_CREATE_DRAFT_VEHICLE

- **Hash:** `0x214651FB1DFEBA89`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `CreateDraftVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_CREATE_DRAFT_VEHICLE

## Signature

```c
Vehicle _CREATE_DRAFT_VEHICLE(Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostVeh, BOOL bDontAutoCreateDraftAnimals, Hash draftAnimalPopGroup, BOOL p9);
```

## Parameters

- `modelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `isNetwork` (`BOOL`)
- `bScriptHostVeh` (`BOOL`)
- `bDontAutoCreateDraftAnimals` (`BOOL`)
- `draftAnimalPopGroup` (`Hash`)
- `p9` (`BOOL`)

## Returns

`Vehicle`

## Description

Identical to CREATE_VEHICLE but allows to set draftAnimalPopGroup (see popgroups.#mt for DRAFT_HORSES_*)

## Usage

### Lua

```lua
local retval = CreateDraftVehicle(modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, draftAnimalPopGroup, p9)

-- always available, by hash
local retval = Citizen.InvokeNative(0x214651FB1DFEBA89, modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, draftAnimalPopGroup, p9, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateDraftVehicle(modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, draftAnimalPopGroup, p9);

// by hash
const retval = Citizen.invokeNative('0x214651FB1DFEBA89', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, draftAnimalPopGroup, p9, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x214651FB1DFEBA89, modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, draftAnimalPopGroup, p9);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::IS_DRAFT_VEHICLE](https://natives.borderlinerp.com/natives/VEHICLE/IS_DRAFT_VEHICLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_CREATE_MISSION_TRAIN

- **Hash:** `0xC239DBD9A57D2A71`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `CreateMissionTrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_CREATE_MISSION_TRAIN

## Signature

```c
Vehicle _CREATE_MISSION_TRAIN(Hash configHash, float x, float y, float z, BOOL direction, BOOL passengers, BOOL p6, BOOL conductor);
```

## Parameters

- `configHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `direction` (`BOOL`)
- `passengers` (`BOOL`)
- `p6` (`BOOL`)
- `conductor` (`BOOL`)

## Returns

`Vehicle`

## Description

configHash: https://alloc8or.re/rdr3/doc/enums/eTrainConfig.txt
For more information, see trainconfigs.ymt
To make the train AI controlled, set conductor to true and set the speed once.

## Usage

### Lua

```lua
local retval = CreateMissionTrain(configHash, x, y, z, direction, passengers, p6, conductor)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC239DBD9A57D2A71, configHash, x, y, z, direction, passengers, p6, conductor, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMissionTrain(configHash, x, y, z, direction, passengers, p6, conductor);

// by hash
const retval = Citizen.invokeNative('0xC239DBD9A57D2A71', configHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, direction, passengers, p6, conductor, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC239DBD9A57D2A71, configHash, x, y, z, direction, passengers, p6, conductor);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::DELETE_MISSION_TRAIN](https://natives.borderlinerp.com/natives/VEHICLE/DELETE_MISSION_TRAIN.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# VEHICLE::CREATE_VEHICLE

- **Hash:** `0xAF35D0D2583051B0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `CreateVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/CREATE_VEHICLE

## Signature

```c
Vehicle CREATE_VEHICLE(Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostVeh, BOOL bDontAutoCreateDraftAnimals, BOOL p8);
```

## Parameters

- `modelHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `isNetwork` (`BOOL`)
- `bScriptHostVeh` (`BOOL`)
- `bDontAutoCreateDraftAnimals` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = CreateVehicle(modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF35D0D2583051B0, modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVehicle(modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, p8);

// by hash
const retval = Citizen.invokeNative('0xAF35D0D2583051B0', modelHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAF35D0D2583051B0, modelHash, x, y, z, heading, isNetwork, bScriptHostVeh, bDontAutoCreateDraftAnimals, p8);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::DELETE_ALL_TRAINS

- **Hash:** `0xA3120A1385F17FF7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DeleteAllTrains`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/DELETE_ALL_TRAINS

## Signature

```c
void DELETE_ALL_TRAINS();
```

## Returns

`void`

## Usage

### Lua

```lua
DeleteAllTrains()

-- always available, by hash
Citizen.InvokeNative(0xA3120A1385F17FF7)
```

### JavaScript

```js
DeleteAllTrains();

// by hash
Citizen.invokeNative('0xA3120A1385F17FF7');
```

### C#

```csharp
Function.Call((Hash)0xA3120A1385F17FF7);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::DELETE_MISSION_TRAIN

- **Hash:** `0x0D3630FB07E8B570`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DeleteMissionTrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/DELETE_MISSION_TRAIN

## Signature

```c
void DELETE_MISSION_TRAIN(Vehicle* train);
```

## Parameters

- `train` (`Vehicle*`)

## Returns

`void`

## Usage

### Lua

```lua
local train = DeleteMissionTrain(train)

-- always available, by hash
local train = Citizen.InvokeNative(0x0D3630FB07E8B570, Citizen.PointerValueIntInitialized(train))
```

### JavaScript

```js
const train = DeleteMissionTrain(train);

// by hash
const train = Citizen.invokeNative('0x0D3630FB07E8B570', Citizen.pointerValueIntInitialized(train));
```

### C#

```csharp
var train = new OutputArgument();
Function.Call((Hash)0x0D3630FB07E8B570, train);
// train.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [VEHICLE::_CREATE_MISSION_TRAIN](https://natives.borderlinerp.com/natives/VEHICLE/_CREATE_MISSION_TRAIN.md) — For more information, see trainconfigs.ymt To make the train AI controlled, set conductor to true and set the speed once.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::DELETE_VEHICLE

- **Hash:** `0xE20A909D8C4A70F8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DeleteVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/DELETE_VEHICLE

## Signature

```c
void DELETE_VEHICLE(Vehicle* vehicle);
```

## Parameters

- `vehicle` (`Vehicle*`)

## Returns

`void`

## Description

Deletes a vehicle.
The vehicle must be a mission entity to delete, so call this before deleting: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true);

eg how to use:
SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true);
DELETE_VEHICLE(&vehicle);

Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL.

## Usage

### Lua

```lua
local vehicle = DeleteVehicle(vehicle)

-- always available, by hash
local vehicle = Citizen.InvokeNative(0xE20A909D8C4A70F8, Citizen.PointerValueIntInitialized(vehicle))
```

### JavaScript

```js
const vehicle = DeleteVehicle(vehicle);

// by hash
const vehicle = Citizen.invokeNative('0xE20A909D8C4A70F8', Citizen.pointerValueIntInitialized(vehicle));
```

### C#

```csharp
var vehicle = new OutputArgument();
Function.Call((Hash)0xE20A909D8C4A70F8, vehicle);
// vehicle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_DELETE_VEHICLE_LANTERNS

- **Hash:** `0xE1A83D4A3B5D7938`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DeleteVehicleLanterns`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_DELETE_VEHICLE_LANTERNS

## Signature

```c
BOOL _DELETE_VEHICLE_LANTERNS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Spawn without lanterns set

## Usage

### Lua

```lua
local retval = DeleteVehicleLanterns(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1A83D4A3B5D7938, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DeleteVehicleLanterns(vehicle);

// by hash
const retval = Citizen.invokeNative('0xE1A83D4A3B5D7938', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE1A83D4A3B5D7938, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_DETACH_DRAFT_VEHICLE_HARNESS_FROM_INDEX

- **Hash:** `0x4402960666000E62`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DetachDraftVehicleHarnessFromIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_DETACH_DRAFT_VEHICLE_HARNESS_FROM_INDEX

## Signature

```c
BOOL _DETACH_DRAFT_VEHICLE_HARNESS_FROM_INDEX(Vehicle draft, int harnessId);
```

## Parameters

- `draft` (`Vehicle`)
- `harnessId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DetachDraftVehicleHarnessFromIndex(draft, harnessId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4402960666000E62, draft, harnessId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DetachDraftVehicleHarnessFromIndex(draft, harnessId);

// by hash
const retval = Citizen.invokeNative('0x4402960666000E62', draft, harnessId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4402960666000E62, draft, harnessId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_DETACH_DRAFT_VEHICLE_HARNESS_PED

- **Hash:** `0xB36D3EC70963BE60`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DetachDraftVehicleHarnessPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_DETACH_DRAFT_VEHICLE_HARNESS_PED

## Signature

```c
BOOL _DETACH_DRAFT_VEHICLE_HARNESS_PED(Vehicle draft, Ped ped);
```

## Parameters

- `draft` (`Vehicle`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DetachDraftVehicleHarnessPed(draft, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB36D3EC70963BE60, draft, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DetachDraftVehicleHarnessPed(draft, ped);

// by hash
const retval = Citizen.invokeNative('0xB36D3EC70963BE60', draft, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB36D3EC70963BE60, draft, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_ATTACH_DRAFT_VEHICLE_HARNESS_PED](https://natives.borderlinerp.com/natives/VEHICLE/_ATTACH_DRAFT_VEHICLE_HARNESS_PED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_DETACH_WAGON_ENTITY_FROM_TRAIN

- **Hash:** `0x54CBDD6E1B4CB4DF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DetachWagonEntityFromTrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_DETACH_WAGON_ENTITY_FROM_TRAIN

## Signature

```c
void _DETACH_WAGON_ENTITY_FROM_TRAIN(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

Only used in train_robbery4 R* Script
_C* - _DEL*

## Usage

### Lua

```lua
DetachWagonEntityFromTrain(entity)

-- always available, by hash
Citizen.InvokeNative(0x54CBDD6E1B4CB4DF, entity)
```

### JavaScript

```js
DetachWagonEntityFromTrain(entity);

// by hash
Citizen.invokeNative('0x54CBDD6E1B4CB4DF', entity);
```

### C#

```csharp
Function.Call((Hash)0x54CBDD6E1B4CB4DF, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_DETERMINE_VEHICLE_COMPARTMENT_STATE

- **Hash:** `0x877EA24EB1614495`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DetermineVehicleCompartmentState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_DETERMINE_VEHICLE_COMPARTMENT_STATE

## Signature

```c
BOOL _DETERMINE_VEHICLE_COMPARTMENT_STATE(Any* outState, Vehicle vehicle, Ped ped);
```

## Parameters

- `outState` (`Any*`)
- `vehicle` (`Vehicle`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Determines the interaction/storage state of a vehicle rear compartment or storage area.
Returns whether the query succeeded and writes a state value to outState.

Observed states:
- 1 = compartment available / unopened
- 57 = vehicle has no valid compartment/storage
- 72 = compartment opened, resolved or depleted

Used by wagons with rear storage and prison wagons with breakable locks.

*Source: VORPCORE RDR3natives*

Determines the interaction/storage state of a vehicle rear compartment or storage area.
Returns whether the query was successful and writes a state value to outState
Observed states:
* 1  = Compartment available / unopened
* 57 = Vehicle has no valid compartment/storage
* 72 = Compartment opened, resolved or depleted

## Usage

### Lua

```lua
local retval, outState = DetermineVehicleCompartmentState(vehicle, ped)

-- always available, by hash
local retval, outState = Citizen.InvokeNative(0x877EA24EB1614495, Citizen.PointerValueInt(), vehicle, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outState] = DetermineVehicleCompartmentState(vehicle, ped);

// by hash
const [retval, outState] = Citizen.invokeNative('0x877EA24EB1614495', Citizen.pointerValueInt(), vehicle, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
var outState = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x877EA24EB1614495, outState, vehicle, ped);
// outState.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::DISABLE_VEHICLE_WEAPON

- **Hash:** `0x94B1E71B144356A5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DisableVehicleWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/DISABLE_VEHICLE_WEAPON

## Signature

```c
void DISABLE_VEHICLE_WEAPON(BOOL disabled, Hash weaponHash, Vehicle vehicle, Ped owner);
```

## Parameters

- `disabled` (`BOOL`)
- `weaponHash` (`Hash`)
- `vehicle` (`Vehicle`)
- `owner` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
DisableVehicleWeapon(disabled, weaponHash, vehicle, owner)

-- always available, by hash
Citizen.InvokeNative(0x94B1E71B144356A5, disabled, weaponHash, vehicle, owner)
```

### JavaScript

```js
DisableVehicleWeapon(disabled, weaponHash, vehicle, owner);

// by hash
Citizen.invokeNative('0x94B1E71B144356A5', disabled, weaponHash, vehicle, owner);
```

### C#

```csharp
Function.Call((Hash)0x94B1E71B144356A5, disabled, weaponHash, vehicle, owner);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::DOES_EXTRA_EXIST

- **Hash:** `0xAF5E7E9A7620FFB5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DoesExtraExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/DOES_EXTRA_EXIST

## Signature

```c
BOOL DOES_EXTRA_EXIST(Vehicle vehicle, int extraId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `extraId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesExtraExist(vehicle, extraId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF5E7E9A7620FFB5, vehicle, extraId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesExtraExist(vehicle, extraId);

// by hash
const retval = Citizen.invokeNative('0xAF5E7E9A7620FFB5', vehicle, extraId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAF5E7E9A7620FFB5, vehicle, extraId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_DOES_TRAIN_EXIST_ON_TRACK

- **Hash:** `0xC29996A337BDD099`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `DoesTrainExistOnTrack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_DOES_TRAIN_EXIST_ON_TRACK

## Signature

```c
BOOL _DOES_TRAIN_EXIST_ON_TRACK(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesTrainExistOnTrack(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC29996A337BDD099, trackIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesTrainExistOnTrack(trackIndex);

// by hash
const retval = Citizen.invokeNative('0xC29996A337BDD099', trackIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC29996A337BDD099, trackIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::EXPLODE_VEHICLE

- **Hash:** `0x75DCED9EEC5769D7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ExplodeVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/EXPLODE_VEHICLE

## Signature

```c
void EXPLODE_VEHICLE(Vehicle vehicle, BOOL isAudible, BOOL isInvisible, Any p3, Any p4);
```

## Parameters

- `vehicle` (`Vehicle`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Description

Explodes a selected vehicle.

Vehicle vehicle = Vehicle you want to explode.
BOOL isAudible = If explosion makes a sound.
BOOL isInvisible = If the explosion is invisible or not.

First BOOL does not give any visual explosion, the vehicle just falls apart completely but slowly and starts to burn.

## Usage

### Lua

```lua
ExplodeVehicle(vehicle, isAudible, isInvisible, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x75DCED9EEC5769D7, vehicle, isAudible, isInvisible, p3, p4)
```

### JavaScript

```js
ExplodeVehicle(vehicle, isAudible, isInvisible, p3, p4);

// by hash
Citizen.invokeNative('0x75DCED9EEC5769D7', vehicle, isAudible, isInvisible, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x75DCED9EEC5769D7, vehicle, isAudible, isInvisible, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_FADE_AND_DESTROY_VEHICLE

- **Hash:** `0x35DC1877312FBA0F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `FadeAndDestroyVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_FADE_AND_DESTROY_VEHICLE

## Signature

```c
void _FADE_AND_DESTROY_VEHICLE(Vehicle* vehicle);
```

## Parameters

- `vehicle` (`Vehicle*`)

## Returns

`void`

## Usage

### Lua

```lua
local vehicle = FadeAndDestroyVehicle(vehicle)

-- always available, by hash
local vehicle = Citizen.InvokeNative(0x35DC1877312FBA0F, Citizen.PointerValueIntInitialized(vehicle))
```

### JavaScript

```js
const vehicle = FadeAndDestroyVehicle(vehicle);

// by hash
const vehicle = Citizen.invokeNative('0x35DC1877312FBA0F', Citizen.pointerValueIntInitialized(vehicle));
```

### C#

```csharp
var vehicle = new OutputArgument();
Function.Call((Hash)0x35DC1877312FBA0F, vehicle);
// vehicle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE

- **Hash:** `0x59ECA796021B0539`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ForcePlaybackRecordedVehicleUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE

## Signature

```c
void FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.

## Usage

### Lua

```lua
ForcePlaybackRecordedVehicleUpdate(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x59ECA796021B0539, vehicle, p1)
```

### JavaScript

```js
ForcePlaybackRecordedVehicleUpdate(vehicle, p1);

// by hash
Citizen.invokeNative('0x59ECA796021B0539', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x59ECA796021B0539, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_ALL_WAGON_PASSENGERS

- **Hash:** `0x0E558D3A49D759D6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetAllWagonPassengers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_ALL_TRAIN_WAGON_PASSENGERS`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_ALL_WAGON_PASSENGERS

## Signature

```c
int _GET_ALL_WAGON_PASSENGERS(Vehicle wagon, ItemSet itemSet);
```

## Parameters

- `wagon` (`Vehicle`)
- `itemSet` (`ItemSet`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Collects all passenger peds (excluding the driver) from the specified wagon-type vehicle (train wagon) and appends them to itemSet as indexed items. Returns the number of passengers added (0 if none / invalid / non-wagon).

Notes:
	- Only works on wagon entities (train wagons). Regular vehicles/coaches typically return 0.
	- Clear the itemset before calling.
	- If you also need the driver, query GET_DRIVER_OF_VEHICLE(wagon) and handle/add it separately (see scripts).
	- Resolve returned entries via indexed item helpers:
		Ped p = MISC::_GET_PED_FROM_INDEXED_ITEM(ITEMSET::GET_INDEXED_ITEM_IN_ITEMSET(i, itemSet));
		(or: Entity e = MISC::_GET_ENTITY_FROM_ITEM(...); then ENTITY::GET_PED_INDEX_FROM_ENTITY_INDEX(e)).
	- Wagon auto-population can be toggled via ENTITY::_0x119A5714578F4E05(wagon, bool); scripts disable it in some flows.

Example image: https://imgur.com/a/2V8Uk2K

Example (C++):
	ItemSet set = ITEMSET::CREATE_ITEMSET(true);
	ITEMSET::_CLEAR_ITEMSET(set);
	int count = VEHICLE::_GET_ALL_WAGON_PASSENGERS(wagon, set);
	for (int i = 0; i < count; ++i) {
		Ped p = MISC::_GET_PED_FROM_INDEXED_ITEM(ITEMSET::GET_INDEXED_ITEM_IN_ITEMSET(i, set));
		if (ENTITY::DOES_ENTITY_EXIST(p) && !ENTITY::IS_ENTITY_DEAD(p)) {
			// ...
		}
	}
	ITEMSET::DESTROY_ITEMSET(set);

*Source: VORPCORE RDR3natives*

Collects all passenger peds (excluding the driver) from the specified wagon-type vehicle and adds them as indexed items to the provided itemset.
Notes:
- Always clear the itemset before calling.
- Returns 0 if the wagon is empty or auto-population is disabled
  (ENTITY::_0x119A5714578F4E05(wagon, false)).
- Itemset may contain dead peds; filter with IS_ENTITY_DEAD if needed.
- Often used alongside wagon auto-population management.

## Usage

### Lua

```lua
local retval = GetAllWagonPassengers(wagon, itemSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E558D3A49D759D6, wagon, itemSet, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAllWagonPassengers(wagon, itemSet);

// by hash
const retval = Citizen.invokeNative('0x0E558D3A49D759D6', wagon, itemSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0E558D3A49D759D6, wagon, itemSet);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_GET_BALLOON_OBJECT_FROM_VEHICLE

- **Hash:** `0x0BA4250D20007C2E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetBalloonObjectFromVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_BALLOON_OBJECT_FROM_VEHICLE

## Signature

```c
Entity _GET_BALLOON_OBJECT_FROM_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Entity`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the balloon OBJECT entity attached to a hot air balloon vehicle.

Returns 0 if:
	- vehicle is not a hot air balloon type, or
	- the balloon object is not present.

Notes:
	- Returned handle is typically an OBJECT (not a ped/vehicle).
	- Always validate with ENTITY::DOES_ENTITY_EXIST before use.
	- Example image: https://imgur.com/a/YWDUJ56

*Source: VORPCORE RDR3natives*

Returns the balloon object attached to a hot air balloon vehicle. 

If the input vehicle is a hot air balloon, the native returns the object entity
that represents the balloon itself (the inflated top part). 
If the vehicle is not balloon-type or the balloon object does not exist,the function returns 0. 
Always validate the returned handle with ENTITY::DOES_ENTITY_EXIST.
Notes:
- Only useful for hot air balloon vehicles.
- The returned handle is typically an OBJECT, not a PED or VEHICLE.

## Usage

### Lua

```lua
local retval = GetBalloonObjectFromVehicle(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0BA4250D20007C2E, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBalloonObjectFromVehicle(vehicle);

// by hash
const retval = Citizen.invokeNative('0x0BA4250D20007C2E', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0BA4250D20007C2E, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_GET_BREAKABLE_VEHICLE_LOCK_OBJECT

- **Hash:** `0x58F2244C1286D09A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetBreakableVehicleLockObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_BREAKABLE_VEHICLE_LOCK_OBJECT

## Signature

```c
Object _GET_BREAKABLE_VEHICLE_LOCK_OBJECT(Vehicle vehicle, int index);
```

## Parameters

- `vehicle` (`Vehicle`)
- `index` (`int`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = GetBreakableVehicleLockObject(vehicle, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58F2244C1286D09A, vehicle, index, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBreakableVehicleLockObject(vehicle, index);

// by hash
const retval = Citizen.invokeNative('0x58F2244C1286D09A', vehicle, index, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58F2244C1286D09A, vehicle, index);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_BREAKABLE_VEHICLE_LOCKS_STATE

- **Hash:** `0xE015CF1F2C0959D8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetBreakableVehicleLocksState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_BREAKABLE_VEHICLE_LOCKS_STATE

## Signature

```c
int _GET_BREAKABLE_VEHICLE_LOCKS_STATE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetBreakableVehicleLocksState(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE015CF1F2C0959D8, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBreakableVehicleLocksState(vehicle);

// by hash
const retval = Citizen.invokeNative('0xE015CF1F2C0959D8', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE015CF1F2C0959D8, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_CHECKPOINT_TRAIN_SPAWN_LOCATION

- **Hash:** `0x35D302397E524939`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetCheckpointTrainSpawnLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_CHECKPOINT_TRAIN_SPAWN_LOCATION

## Signature

```c
Vector3 _GET_CHECKPOINT_TRAIN_SPAWN_LOCATION(int trackIndex, float x, float y, float z, float distance, BOOL direction);
```

## Parameters

- `trackIndex` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `direction` (`BOOL`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetCheckpointTrainSpawnLocation(trackIndex, x, y, z, distance, direction)

-- always available, by hash
local retval = Citizen.InvokeNative(0x35D302397E524939, trackIndex, x, y, z, distance, direction, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetCheckpointTrainSpawnLocation(trackIndex, x, y, z, distance, direction);

// by hash
const retval = Citizen.invokeNative('0x35D302397E524939', trackIndex, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, direction, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x35D302397E524939, trackIndex, x, y, z, distance, direction);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_CLOSEST_VEHICLE

- **Hash:** `0x52F45D033645181B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetClosestVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_CLOSEST_VEHICLE

## Signature

```c
Vehicle GET_CLOSEST_VEHICLE(float x, float y, float z, float radius, Hash modelHash, int flags);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `modelHash` (`Hash`)
- `flags` (`int`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetClosestVehicle(x, y, z, radius, modelHash, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x52F45D033645181B, x, y, z, radius, modelHash, flags, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetClosestVehicle(x, y, z, radius, modelHash, flags);

// by hash
const retval = Citizen.invokeNative('0x52F45D033645181B', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, modelHash, flags, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x52F45D033645181B, x, y, z, radius, modelHash, flags);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_CURRENT_STATION_FOR_TRAIN

- **Hash:** `0x86FA6D8B48667D75`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetCurrentStationForTrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_CURRENT_STATION_FOR_TRAIN

## Signature

```c
int GET_CURRENT_STATION_FOR_TRAIN(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`int`

## Description

Returns p1 for 0xBA958F68031DDBFC (stationIndex)

## Usage

### Lua

```lua
local retval = GetCurrentStationForTrain(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x86FA6D8B48667D75, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentStationForTrain(train);

// by hash
const retval = Citizen.invokeNative('0x86FA6D8B48667D75', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x86FA6D8B48667D75, train);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_CURRENT_TRACK_FOR_TRAIN

- **Hash:** `0xAF787E081AC4A8EE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetCurrentTrackForTrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_CURRENT_TRACK_FOR_TRAIN

## Signature

```c
int _GET_CURRENT_TRACK_FOR_TRAIN(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`int`

## Description

Returns p0 for 0xBA958F68031DDBFC (trackIndex)

## Usage

### Lua

```lua
local retval = GetCurrentTrackForTrain(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAF787E081AC4A8EE, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentTrackForTrain(train);

// by hash
const retval = Citizen.invokeNative('0xAF787E081AC4A8EE', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAF787E081AC4A8EE, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_DRAFT_ANIMAL_COUNT

- **Hash:** `0xA19447D83294E29F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetDraftAnimalCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_DRAFT_ANIMAL_COUNT

## Signature

```c
BOOL GET_DRAFT_ANIMAL_COUNT(Vehicle vehicle, int* expected, int* actual);
```

## Parameters

- `vehicle` (`Vehicle`)
- `expected` (`int*`)
- `actual` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, expected, actual = GetDraftAnimalCount(vehicle)

-- always available, by hash
local retval, expected, actual = Citizen.InvokeNative(0xA19447D83294E29F, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, expected, actual] = GetDraftAnimalCount(vehicle);

// by hash
const [retval, expected, actual] = Citizen.invokeNative('0xA19447D83294E29F', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var expected = new OutputArgument();
var actual = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA19447D83294E29F, vehicle, expected, actual);
// expected.GetResult<int>()
// actual.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_DRAFT_VEHICLE_DESIRED_SPEED

- **Hash:** `0xC6D7DDC843176701`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetDraftVehicleDesiredSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_DRAFT_VEHICLE_DESIRED_SPEED

## Signature

```c
float _GET_DRAFT_VEHICLE_DESIRED_SPEED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Description

Returns rage::NumericLimits<float>::kMax (3.402823466e+38) if vehicle is not a valid vehicle of type VEHICLE_TYPE_DRAFT.

## Usage

### Lua

```lua
local retval = GetDraftVehicleDesiredSpeed(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC6D7DDC843176701, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetDraftVehicleDesiredSpeed(vehicle);

// by hash
const retval = Citizen.invokeNative('0xC6D7DDC843176701', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xC6D7DDC843176701, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_SET_DRAFT_VEHICLE_DESIRED_SPEED](https://natives.borderlinerp.com/natives/VEHICLE/_SET_DRAFT_VEHICLE_DESIRED_SPEED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_DRIVER_OF_VEHICLE

- **Hash:** `0x2963B5C1637E8A27`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetDriverOfVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_DRIVER_OF_VEHICLE

## Signature

```c
Ped GET_DRIVER_OF_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetDriverOfVehicle(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2963B5C1637E8A27, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDriverOfVehicle(vehicle);

// by hash
const retval = Citizen.invokeNative('0x2963B5C1637E8A27', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2963B5C1637E8A27, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_JUNCTION_COORDS_FOR_TRAIN_TRACK

- **Hash:** `0x785639D89F8451AB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetJunctionCoordsForTrainTrack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_JUNCTION_COORDS_FOR_TRAIN_TRACK

## Signature

```c
Vector3 _GET_JUNCTION_COORDS_FOR_TRAIN_TRACK(Hash trainTrack, int junctionIndex);
```

## Parameters

- `trainTrack` (`Hash`)
- `junctionIndex` (`int`)

## Returns

`Vector3`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the world coordinates of a junction node for the given train track configuration.
trainTrack: see 0x09034479E6E3E269.

*Source: VORPCORE RDR3natives*

Returns the world coordinates of a junction node for the given train track configuration. trainTrack: see _RETURN_TRAIN_INFO_FROM_HANDLE.

## Usage

### Lua

```lua
local retval = GetJunctionCoordsForTrainTrack(trainTrack, junctionIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x785639D89F8451AB, trainTrack, junctionIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetJunctionCoordsForTrainTrack(trainTrack, junctionIndex);

// by hash
const retval = Citizen.invokeNative('0x785639D89F8451AB', trainTrack, junctionIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x785639D89F8451AB, trainTrack, junctionIndex);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::GET_LAST_DRIVEN_VEHICLE

- **Hash:** `0xA94F3E0AB9695E19`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetLastDrivenVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_LAST_DRIVEN_VEHICLE

## Signature

```c
Vehicle GET_LAST_DRIVEN_VEHICLE();
```

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetLastDrivenVehicle()

-- always available, by hash
local retval = Citizen.InvokeNative(0xA94F3E0AB9695E19, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLastDrivenVehicle();

// by hash
const retval = Citizen.invokeNative('0xA94F3E0AB9695E19', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA94F3E0AB9695E19);
```

## See also

- [VEHICLE::CLEAR_LAST_DRIVEN_VEHICLE](https://natives.borderlinerp.com/natives/VEHICLE/CLEAR_LAST_DRIVEN_VEHICLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_LAST_PED_IN_VEHICLE_SEAT

- **Hash:** `0x74583B19FEEAFDA7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetLastPedInVehicleSeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_LAST_PED_IN_VEHICLE_SEAT

## Signature

```c
Ped GET_LAST_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)

## Returns

`Ped`

## Description

seatIndex: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
local retval = GetLastPedInVehicleSeat(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x74583B19FEEAFDA7, vehicle, seatIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLastPedInVehicleSeat(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0x74583B19FEEAFDA7', vehicle, seatIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x74583B19FEEAFDA7, vehicle, seatIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_NEAREST_TRAIN_TRACK_POSITION

- **Hash:** `0x6DE03BCC15E81710`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetNearestTrainTrackPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_NEAREST_TRAIN_TRACK_POSITION

## Signature

```c
Vector3 _GET_NEAREST_TRAIN_TRACK_POSITION(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetNearestTrainTrackPosition(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6DE03BCC15E81710, x, y, z, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetNearestTrainTrackPosition(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x6DE03BCC15E81710', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x6DE03BCC15E81710, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_NUM_BREAKABLE_VEHICLE_LOCK_OBJECTS

- **Hash:** `0x2FA86833E3617E2D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetNumBreakableVehicleLockObjects`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_NUM_BREAKABLE_VEHICLE_LOCK_OBJECTS

## Signature

```c
int _GET_NUM_BREAKABLE_VEHICLE_LOCK_OBJECTS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumBreakableVehicleLockObjects(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FA86833E3617E2D, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumBreakableVehicleLockObjects(vehicle);

// by hash
const retval = Citizen.invokeNative('0x2FA86833E3617E2D', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2FA86833E3617E2D, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_NUM_CARS_FROM_TRAIN_CONFIG

- **Hash:** `0x635423D55CA84FC8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetNumCarsFromTrainConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_NUM_CARS_FROM_TRAIN_CONFIG

## Signature

```c
int _GET_NUM_CARS_FROM_TRAIN_CONFIG(Hash trainConfig);
```

## Parameters

- `trainConfig` (`Hash`)

## Returns

`int`

## Description

Returns amount for CAN_REGISTER_MISSION_VEHICLES

## Usage

### Lua

```lua
local retval = GetNumCarsFromTrainConfig(trainConfig)

-- always available, by hash
local retval = Citizen.InvokeNative(0x635423D55CA84FC8, trainConfig, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumCarsFromTrainConfig(trainConfig);

// by hash
const retval = Citizen.invokeNative('0x635423D55CA84FC8', trainConfig, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x635423D55CA84FC8, trainConfig);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_NUM_DRAFT_VEHICLE_HARNESS_PED

- **Hash:** `0x5B1A26BB18E7D451`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetNumDraftVehicleHarnessPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_NUM_DRAFT_VEHICLE_HARNESS_PED

## Signature

```c
int _GET_NUM_DRAFT_VEHICLE_HARNESS_PED(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`int`

## Description

Returns number of horses a wagon can have

## Usage

### Lua

```lua
local retval = GetNumDraftVehicleHarnessPed(modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B1A26BB18E7D451, modelHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumDraftVehicleHarnessPed(modelHash);

// by hash
const retval = Citizen.invokeNative('0x5B1A26BB18E7D451', modelHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5B1A26BB18E7D451, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# VEHICLE::_GET_NUM_DRAFT_VEHICLE_LOGS

- **Hash:** `0x288CBB414C3C2FBB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetNumDraftVehicleLogs`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_NUM_DRAFT_VEHICLE_LOGS

## Signature

```c
int _GET_NUM_DRAFT_VEHICLE_LOGS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Description

Return the number of logs on a draft vehicle.
Video demo: https://imgur.com/a/5JEeOij

## Usage

### Lua

```lua
local retval = GetNumDraftVehicleLogs(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x288CBB414C3C2FBB, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumDraftVehicleLogs(vehicle);

// by hash
const retval = Citizen.invokeNative('0x288CBB414C3C2FBB', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x288CBB414C3C2FBB, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_NUM_DRAFT_VEHICLE_STRAPS

- **Hash:** `0x1121B07088ED3013`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetNumDraftVehicleStraps`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_NUM_DRAFT_VEHICLE_STRAPS

## Signature

```c
int _GET_NUM_DRAFT_VEHICLE_STRAPS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Description

Return the number of straps that hold the logs of a draft vehicle.
Video demo: https://imgur.com/a/5JEeOij

## Usage

### Lua

```lua
local retval = GetNumDraftVehicleStraps(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1121B07088ED3013, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumDraftVehicleStraps(vehicle);

// by hash
const retval = Citizen.invokeNative('0x1121B07088ED3013', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1121B07088ED3013, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_PED_IN_DRAFT_HARNESS

- **Hash:** `0xA8BA0BAE0173457B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetPedInDraftHarness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_PED_IN_DRAFT_HARNESS

## Signature

```c
Ped _GET_PED_IN_DRAFT_HARNESS(Vehicle vehicle, int harnessId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `harnessId` (`int`)

## Returns

`Ped`

## Description

enum eDraftHarness
{
	DRAFT_HARNESS_LR,
	DRAFT_HARNESS_RR,
	DRAFT_HARNESS_LM,
	DRAFT_HARNESS_RM,
	DRAFT_HARNESS_LF,
	DRAFT_HARNESS_RF,
	DRAFT_HARNESS_COUNT
};

## Usage

### Lua

```lua
local retval = GetPedInDraftHarness(vehicle, harnessId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8BA0BAE0173457B, vehicle, harnessId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedInDraftHarness(vehicle, harnessId);

// by hash
const retval = Citizen.invokeNative('0xA8BA0BAE0173457B', vehicle, harnessId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA8BA0BAE0173457B, vehicle, harnessId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_PED_IN_VEHICLE_SEAT

- **Hash:** `0xBB40DD2270B65366`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetPedInVehicleSeat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_PED_IN_VEHICLE_SEAT

## Signature

```c
Ped GET_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)

## Returns

`Ped`

## Description

seatIndex: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
local retval = GetPedInVehicleSeat(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBB40DD2270B65366, vehicle, seatIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedInVehicleSeat(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0xBB40DD2270B65366', vehicle, seatIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBB40DD2270B65366, vehicle, seatIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME

- **Hash:** `0x1A00961A1BE94E5E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetPositionOfVehicleRecordingAtTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME

## Signature

```c
Vector3 GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME(int recording, float time, const char* script);
```

## Parameters

- `recording` (`int`)
- `time` (`float`)
- `script` (`const char*`)

## Returns

`Vector3`

## Description

This native does no interpolation between pathpoints. The same position will be returned for all times up to the next pathpoint in the recording.

See REQUEST_VEHICLE_RECORDING

## Usage

### Lua

```lua
local retval = GetPositionOfVehicleRecordingAtTime(recording, time, script)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1A00961A1BE94E5E, recording, time, script, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetPositionOfVehicleRecordingAtTime(recording, time, script);

// by hash
const retval = Citizen.invokeNative('0x1A00961A1BE94E5E', recording, time + 0.0000001, script, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1A00961A1BE94E5E, recording, time, script);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_ROTATION_OF_VEHICLE_RECORDING_AT_TIME

- **Hash:** `0x61787DD28B8CC0D5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetRotationOfVehicleRecordingAtTime`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_ROTATION_OF_VEHICLE_RECORDING_AT_TIME

## Signature

```c
Vector3 GET_ROTATION_OF_VEHICLE_RECORDING_AT_TIME(int recording, float time, const char* script);
```

## Parameters

- `recording` (`int`)
- `time` (`float`)
- `script` (`const char*`)

## Returns

`Vector3`

## Description

This native does no interpolation between pathpoints. The same rotation will be returned for all times up to the next pathpoint in the recording.

See REQUEST_VEHICLE_RECORDING

## Usage

### Lua

```lua
local retval = GetRotationOfVehicleRecordingAtTime(recording, time, script)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61787DD28B8CC0D5, recording, time, script, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetRotationOfVehicleRecordingAtTime(recording, time, script);

// by hash
const retval = Citizen.invokeNative('0x61787DD28B8CC0D5', recording, time + 0.0000001, script, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x61787DD28B8CC0D5, recording, time, script);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_ROWING_OARS

- **Hash:** `0xA6E210FB4283B767`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetRowingOars`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_ROWING_OARS

## Signature

```c
void _GET_ROWING_OARS(Vehicle vehicle, Entity* left, Entity* right);
```

## Parameters

- `vehicle` (`Vehicle`)
- `left` (`Entity*`)
- `right` (`Entity*`)

## Returns

`void`

## Description

Returns handles of boat paddles entities.

## Usage

### Lua

```lua
local left, right = GetRowingOars(vehicle)

-- always available, by hash
local left, right = Citizen.InvokeNative(0xA6E210FB4283B767, vehicle, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [left, right] = GetRowingOars(vehicle);

// by hash
const [left, right] = Citizen.invokeNative('0xA6E210FB4283B767', vehicle, Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var left = new OutputArgument();
var right = new OutputArgument();
Function.Call((Hash)0xA6E210FB4283B767, vehicle, left, right);
// left.GetResult<int>()
// right.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_STATION_AT_INDEX

- **Hash:** `0x9CC94A948EAF5372`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetStationAtIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_STATION_FROM_TRAIN_STATION_INDEX`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_STATION_AT_INDEX

## Signature

```c
Hash _GET_STATION_AT_INDEX(int trackIndex, int stationIndex);
```

## Parameters

- `trackIndex` (`int`)
- `stationIndex` (`int`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the station hash for a given train track and station index.
Notes:
- trackIndex is typically 0..24 and stationIndex 0..7.
- Returns 0 if the pair is invalid/out of range.

*Source: VORPCORE RDR3natives*

Returns the station hash for a track and station index.
- trackIndex: int — From 0 to 24
- stationIndex: int — From 0 to 7

## Usage

### Lua

```lua
local retval = GetStationAtIndex(trackIndex, stationIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9CC94A948EAF5372, trackIndex, stationIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetStationAtIndex(trackIndex, stationIndex);

// by hash
const retval = Citizen.invokeNative('0x9CC94A948EAF5372', trackIndex, stationIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9CC94A948EAF5372, trackIndex, stationIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_GET_STATION_COORDS_FROM_TRAIN_STATION_DATA

- **Hash:** `0xBA958F68031DDBFC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetStationCoordsFromTrainStationData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_STATION_COORDS_FROM_TRAIN_STATION_DATA

## Signature

```c
Vector3 _GET_STATION_COORDS_FROM_TRAIN_STATION_DATA(int trackIndex, int stationIndex);
```

## Parameters

- `trackIndex` (`int`)
- `stationIndex` (`int`)

## Returns

`Vector3`

## Description

Returns Coords of vStation
p0 - NET_TRAIN_MANAGER_GET_TRAIN_STATION_DATA
_GET_P* - _GET_T*

## Usage

### Lua

```lua
local retval = GetStationCoordsFromTrainStationData(trackIndex, stationIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA958F68031DDBFC, trackIndex, stationIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetStationCoordsFromTrainStationData(trackIndex, stationIndex);

// by hash
const retval = Citizen.invokeNative('0xBA958F68031DDBFC', trackIndex, stationIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xBA958F68031DDBFC, trackIndex, stationIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_TIME_POSITION_IN_RECORDING

- **Hash:** `0x233B51C7913FA031`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTimePositionInRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_TIME_POSITION_IN_RECORDING

## Signature

```c
float GET_TIME_POSITION_IN_RECORDING(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetTimePositionInRecording(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x233B51C7913FA031, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetTimePositionInRecording(vehicle);

// by hash
const retval = Citizen.invokeNative('0x233B51C7913FA031', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x233B51C7913FA031, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRACK_AMOUNT_OF_VISIBLE_PIXELS

- **Hash:** `0x13C190302369308B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrackAmountOfVisiblePixels`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRACK_AMOUNT_OF_VISIBLE_PIXELS

## Signature

```c
int _GET_TRACK_AMOUNT_OF_VISIBLE_PIXELS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Description

Requires a visibility tracker on the vehicle (TRACK_VEHICLE_VISIBILITY)

## Usage

### Lua

```lua
local retval = GetTrackAmountOfVisiblePixels(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x13C190302369308B, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrackAmountOfVisiblePixels(vehicle);

// by hash
const retval = Citizen.invokeNative('0x13C190302369308B', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x13C190302369308B, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRACK_INDEX_FROM_COORDS

- **Hash:** `0x85D39F5E3B6D7EB0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrackIndexFromCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRACK_INDEX_FROM_COORDS

## Signature

```c
int _GET_TRACK_INDEX_FROM_COORDS(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`int`

## Description

Returns trackIndex
_E* - _F*

## Usage

### Lua

```lua
local retval = GetTrackIndexFromCoords(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x85D39F5E3B6D7EB0, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrackIndexFromCoords(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x85D39F5E3B6D7EB0', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x85D39F5E3B6D7EB0, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_TRACK_INDEX_OF_TRAIN

- **Hash:** `0x865FEC2FA899F29C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrackIndexOfTrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_TRACK_INDEX_OF_TRAIN

## Signature

```c
int GET_TRACK_INDEX_OF_TRAIN(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetTrackIndexOfTrain(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x865FEC2FA899F29C, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrackIndexOfTrain(train);

// by hash
const retval = Citizen.invokeNative('0x865FEC2FA899F29C', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x865FEC2FA899F29C, train);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_CAR

- **Hash:** `0x671A07C9A1CD50A5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainCar`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_CAR

## Signature

```c
Entity _GET_TRAIN_CAR(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`Entity`

## Description

Returns train car, use GET_TRAIN_CARRIAGE when trailerNumber is bigger than 0

## Usage

### Lua

```lua
local retval = GetTrainCar(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x671A07C9A1CD50A5, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainCar(train);

// by hash
const retval = Citizen.invokeNative('0x671A07C9A1CD50A5', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x671A07C9A1CD50A5, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_TRAIN_CARRIAGE

- **Hash:** `0xD0FB093A4CDB932C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainCarriage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_TRAIN_CARRIAGE

## Signature

```c
Vehicle GET_TRAIN_CARRIAGE(Vehicle train, int trailerNumber);
```

## Parameters

- `train` (`Vehicle`)
- `trailerNumber` (`int`)

## Returns

`Vehicle`

## Usage

### Lua

```lua
local retval = GetTrainCarriage(train, trailerNumber)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0FB093A4CDB932C, train, trailerNumber, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainCarriage(train, trailerNumber);

// by hash
const retval = Citizen.invokeNative('0xD0FB093A4CDB932C', train, trailerNumber, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD0FB093A4CDB932C, train, trailerNumber);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_CARRIAGE_TRAILER_NUMBER

- **Hash:** `0x60B7D1DCC312697D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainCarriageTrailerNumber`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_CARRIAGE_TRAILER_NUMBER

## Signature

```c
int _GET_TRAIN_CARRIAGE_TRAILER_NUMBER(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`int`

## Description

Returns iNumCars - to be used with GET_TRAIN_CARRIAGE (trailerNumber)
_C* (O, P, Q, R)

## Usage

### Lua

```lua
local retval = GetTrainCarriageTrailerNumber(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x60B7D1DCC312697D, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainCarriageTrailerNumber(train);

// by hash
const retval = Citizen.invokeNative('0x60B7D1DCC312697D', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x60B7D1DCC312697D, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_DIRECTION

- **Hash:** `0x3C9628A811CBD724`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainDirection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_DIRECTION

## Signature

```c
BOOL _GET_TRAIN_DIRECTION(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetTrainDirection(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3C9628A811CBD724, train, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetTrainDirection(train);

// by hash
const retval = Citizen.invokeNative('0x3C9628A811CBD724', train, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3C9628A811CBD724, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_DIRECTION_FROM_INDEX

- **Hash:** `0x67995318F5FAA496`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainDirectionFromIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_DIRECTION_FROM_INDEX

## Signature

```c
BOOL _GET_TRAIN_DIRECTION_FROM_INDEX(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`BOOL`

## Description

https://i.imgur.com/1rHibjW.jpg

## Usage

### Lua

```lua
local retval = GetTrainDirectionFromIndex(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x67995318F5FAA496, trackIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetTrainDirectionFromIndex(trackIndex);

// by hash
const retval = Citizen.invokeNative('0x67995318F5FAA496', trackIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x67995318F5FAA496, trackIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_MODEL_FROM_TRAIN_CONFIG_BY_CAR_INDEX

- **Hash:** `0x8DF5F6A19F99F0D5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainModelFromTrainConfigByCarIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_MODEL_FROM_TRAIN_CONFIG_BY_CAR_INDEX

## Signature

```c
Hash _GET_TRAIN_MODEL_FROM_TRAIN_CONFIG_BY_CAR_INDEX(Hash trainConfig, int trainCarIndex);
```

## Parameters

- `trainConfig` (`Hash`)
- `trainCarIndex` (`int`)

## Returns

`Hash`

## Description

Returns modelHash

## Usage

### Lua

```lua
local retval = GetTrainModelFromTrainConfigByCarIndex(trainConfig, trainCarIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DF5F6A19F99F0D5, trainConfig, trainCarIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainModelFromTrainConfigByCarIndex(trainConfig, trainCarIndex);

// by hash
const retval = Citizen.invokeNative('0x8DF5F6A19F99F0D5', trainConfig, trainCarIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8DF5F6A19F99F0D5, trainConfig, trainCarIndex);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_POSITION_ON_TRACK

- **Hash:** `0x1E8A921112891651`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainPositionOnTrack`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_POSITION_ON_TRACK

## Signature

```c
Vector3 _GET_TRAIN_POSITION_ON_TRACK(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetTrainPositionOnTrack(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E8A921112891651, trackIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetTrainPositionOnTrack(trackIndex);

// by hash
const retval = Citizen.invokeNative('0x1E8A921112891651', trackIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1E8A921112891651, trackIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_TRACK_FROM_TRAIN_VEHICLE

- **Hash:** `0x45853F4E17D847D5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainTrackFromTrainVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_TRACK_FROM_TRAIN_VEHICLE

## Signature

```c
int _GET_TRAIN_TRACK_FROM_TRAIN_VEHICLE(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`int`

## Description

Returns trackIndex

## Usage

### Lua

```lua
local retval = GetTrainTrackFromTrainVehicle(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0x45853F4E17D847D5, train, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainTrackFromTrainVehicle(train);

// by hash
const retval = Citizen.invokeNative('0x45853F4E17D847D5', train, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x45853F4E17D847D5, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_TRACK_JUNCTION_AT_COORDS

- **Hash:** `0x86AFC343CF7F0B34`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainTrackJunctionAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_TRACK_JUNCTION_AT_COORDS

## Signature

```c
BOOL _GET_TRAIN_TRACK_JUNCTION_AT_COORDS(Hash trainTrack, float x, float y, float z, int* junctionIndex);
```

## Parameters

- `trainTrack` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `junctionIndex` (`int*`)

## Returns

`BOOL`

## Description

Outputs junctionIndex, to be used with 0xE6C5E2125EB210C1.
trainTrack: see 0x09034479E6E3E269.

## Usage

### Lua

```lua
local retval, junctionIndex = GetTrainTrackJunctionAtCoords(trainTrack, x, y, z, junctionIndex)

-- always available, by hash
local retval, junctionIndex = Citizen.InvokeNative(0x86AFC343CF7F0B34, trainTrack, x, y, z, Citizen.PointerValueIntInitialized(junctionIndex), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, junctionIndex] = GetTrainTrackJunctionAtCoords(trainTrack, x, y, z, junctionIndex);

// by hash
const [retval, junctionIndex] = Citizen.invokeNative('0x86AFC343CF7F0B34', trainTrack, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueIntInitialized(junctionIndex), Citizen.returnResultAnyway());
```

### C#

```csharp
var junctionIndex = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x86AFC343CF7F0B34, trainTrack, x, y, z, junctionIndex);
// junctionIndex.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_TRAIN_VEHICLE_FROM_TRACK_INDEX

- **Hash:** `0x6E585A616ABB8401`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetTrainVehicleFromTrackIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_TRAIN_VEHICLE_FROM_TRACK_INDEX

## Signature

```c
Vehicle _GET_TRAIN_VEHICLE_FROM_TRACK_INDEX(int trackIndex);
```

## Parameters

- `trackIndex` (`int`)

## Returns

`Vehicle`

## Description

Returns train

## Usage

### Lua

```lua
local retval = GetTrainVehicleFromTrackIndex(trackIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E585A616ABB8401, trackIndex, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetTrainVehicleFromTrackIndex(trackIndex);

// by hash
const retval = Citizen.invokeNative('0x6E585A616ABB8401', trackIndex, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6E585A616ABB8401, trackIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_BODY_HEALTH

- **Hash:** `0x42113B857E33C16E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleBodyHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_BODY_HEALTH

## Signature

```c
float GET_VEHICLE_BODY_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Description

Seems related to vehicle health, like the one in IV.
Max 1000, min 0.
Vehicle does not necessarily explode or become undrivable at 0.

## Usage

### Lua

```lua
local retval = GetVehicleBodyHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42113B857E33C16E, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleBodyHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0x42113B857E33C16E', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x42113B857E33C16E, vehicle);
```

## See also

- [VEHICLE::SET_VEHICLE_BODY_HEALTH](https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_BODY_HEALTH.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_DOOR_LOCK_STATUS

- **Hash:** `0xC867FD144F2469D3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleDoorLockStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_DOOR_LOCK_STATUS

## Signature

```c
int GET_VEHICLE_DOOR_LOCK_STATUS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleDoorLockStatus(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC867FD144F2469D3, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleDoorLockStatus(vehicle);

// by hash
const retval = Citizen.invokeNative('0xC867FD144F2469D3', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC867FD144F2469D3, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER

- **Hash:** `0xFA2CDDFEB8BC898B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleDoorsLockedForPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER

## Signature

```c
BOOL GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(Vehicle vehicle, Player player);
```

## Parameters

- `vehicle` (`Vehicle`)
- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetVehicleDoorsLockedForPlayer(vehicle, player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA2CDDFEB8BC898B, vehicle, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetVehicleDoorsLockedForPlayer(vehicle, player);

// by hash
const retval = Citizen.invokeNative('0xFA2CDDFEB8BC898B', vehicle, player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFA2CDDFEB8BC898B, vehicle, player);
```

## See also

- [VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER](https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_VEHICLE_DOORS_LOCKED_FOR_TEAM

- **Hash:** `0xDD1E1393D966D39A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleDoorsLockedForTeam`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_DOORS_LOCKED_FOR_TEAM

## Signature

```c
BOOL _GET_VEHICLE_DOORS_LOCKED_FOR_TEAM(Vehicle vehicle, int team);
```

## Parameters

- `vehicle` (`Vehicle`)
- `team` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetVehicleDoorsLockedForTeam(vehicle, team)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDD1E1393D966D39A, vehicle, team, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetVehicleDoorsLockedForTeam(vehicle, team);

// by hash
const retval = Citizen.invokeNative('0xDD1E1393D966D39A', vehicle, team, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDD1E1393D966D39A, vehicle, team);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_TEAM](https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_LOCKED_FOR_TEAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_ENGINE_HEALTH

- **Hash:** `0x90DBFFAC43B22081`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleEngineHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_ENGINE_HEALTH

## Signature

```c
float GET_VEHICLE_ENGINE_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Description

Returns 1000.0 if the function is unable to get the address of the specified vehicle or if it's not a vehicle.

Minimum: -4000
Maximum: 1000

-4000: Engine is destroyed
0 and below: Engine catches fire and health rapidly declines
300: Engine is smoking and losing functionality
1000: Engine is perfect

## Usage

### Lua

```lua
local retval = GetVehicleEngineHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x90DBFFAC43B22081, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleEngineHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0x90DBFFAC43B22081', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x90DBFFAC43B22081, vehicle);
```

## See also

- [VEHICLE::SET_VEHICLE_ENGINE_HEALTH](https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ENGINE_HEALTH.md) — 1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs <- false statement -4000: Engine is destroyed 0 and below: Engine catches fire and health rapidly d…

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_ESTIMATED_MAX_SPEED

- **Hash:** `0xFE52F34491529F0B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleEstimatedMaxSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_ESTIMATED_MAX_SPEED

## Signature

```c
float GET_VEHICLE_ESTIMATED_MAX_SPEED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetVehicleEstimatedMaxSpeed(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE52F34491529F0B, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehicleEstimatedMaxSpeed(vehicle);

// by hash
const retval = Citizen.invokeNative('0xFE52F34491529F0B', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFE52F34491529F0B, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_VEHICLE_IS_PROP_SET_APPLIED

- **Hash:** `0xD798DF5DB67B1659`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleIsPropSetApplied`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_IS_PROP_SET_APPLIED

## Signature

```c
BOOL _GET_VEHICLE_IS_PROP_SET_APPLIED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetVehicleIsPropSetApplied(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD798DF5DB67B1659, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetVehicleIsPropSetApplied(vehicle);

// by hash
const retval = Citizen.invokeNative('0xD798DF5DB67B1659', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD798DF5DB67B1659, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_VEHICLE_LIVERY

- **Hash:** `0xBB765B8FD49A796C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleLivery`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_LIVERY

## Signature

```c
int _GET_VEHICLE_LIVERY(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleLivery(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBB765B8FD49A796C, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleLivery(vehicle);

// by hash
const retval = Citizen.invokeNative('0xBB765B8FD49A796C', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBB765B8FD49A796C, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_SET_VEHICLE_LIVERY](https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_LIVERY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS

- **Hash:** `0xA9C55F1C15E62E06`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleMaxNumberOfPassengers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS

## Signature

```c
int GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleMaxNumberOfPassengers(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA9C55F1C15E62E06, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleMaxNumberOfPassengers(vehicle);

// by hash
const retval = Citizen.invokeNative('0xA9C55F1C15E62E06', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA9C55F1C15E62E06, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_MODEL_NUMBER_OF_SEATS

- **Hash:** `0x9A578736FF3A17C3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleModelNumberOfSeats`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_MODEL_NUMBER_OF_SEATS

## Signature

```c
int GET_VEHICLE_MODEL_NUMBER_OF_SEATS(Hash modelHash);
```

## Parameters

- `modelHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleModelNumberOfSeats(modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9A578736FF3A17C3, modelHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleModelNumberOfSeats(modelHash);

// by hash
const retval = Citizen.invokeNative('0x9A578736FF3A17C3', modelHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9A578736FF3A17C3, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_NUMBER_OF_PASSENGERS

- **Hash:** `0x59F3F16577CD79B2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleNumberOfPassengers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_NUMBER_OF_PASSENGERS

## Signature

```c
int GET_VEHICLE_NUMBER_OF_PASSENGERS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Description

Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver

## Usage

### Lua

```lua
local retval = GetVehicleNumberOfPassengers(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59F3F16577CD79B2, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleNumberOfPassengers(vehicle);

// by hash
const retval = Citizen.invokeNative('0x59F3F16577CD79B2', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59F3F16577CD79B2, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_VEHICLE_OWNER

- **Hash:** `0xB729679356A889AE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_OWNER

## Signature

```c
Entity _GET_VEHICLE_OWNER(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetVehicleOwner(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB729679356A889AE, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleOwner(vehicle);

// by hash
const retval = Citizen.invokeNative('0xB729679356A889AE', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB729679356A889AE, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_PETROL_TANK_HEALTH

- **Hash:** `0x1E5A9B356D5098BE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehiclePetrolTankHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_PETROL_TANK_HEALTH

## Signature

```c
float GET_VEHICLE_PETROL_TANK_HEALTH(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`float`

## Description

1000 is max health

## Usage

### Lua

```lua
local retval = GetVehiclePetrolTankHealth(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E5A9B356D5098BE, vehicle, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetVehiclePetrolTankHealth(vehicle);

// by hash
const retval = Citizen.invokeNative('0x1E5A9B356D5098BE', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x1E5A9B356D5098BE, vehicle);
```

## See also

- [VEHICLE::SET_VEHICLE_PETROL_TANK_HEALTH](https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_PETROL_TANK_HEALTH.md) — 1000 is max health

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_VEHICLE_TINT

- **Hash:** `0xA44D65E6C624526F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleTint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_TINT

## Signature

```c
int _GET_VEHICLE_TINT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetVehicleTint(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA44D65E6C624526F, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVehicleTint(vehicle);

// by hash
const retval = Citizen.invokeNative('0xA44D65E6C624526F', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA44D65E6C624526F, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_SET_VEHICLE_TINT](https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_TINT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::GET_VEHICLE_TRAILER_VEHICLE

- **Hash:** `0xCF867A239EC30741`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleTrailerVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_TRAILER_VEHICLE

## Signature

```c
BOOL GET_VEHICLE_TRAILER_VEHICLE(Vehicle vehicle, Vehicle* trailer);
```

## Parameters

- `vehicle` (`Vehicle`)
- `trailer` (`Vehicle*`)

## Returns

`BOOL`

## Description

Gets the trailer of a vehicle and puts it into the trailer parameter.

## Usage

### Lua

```lua
local retval, trailer = GetVehicleTrailerVehicle(vehicle, trailer)

-- always available, by hash
local retval, trailer = Citizen.InvokeNative(0xCF867A239EC30741, vehicle, Citizen.PointerValueIntInitialized(trailer), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, trailer] = GetVehicleTrailerVehicle(vehicle, trailer);

// by hash
const [retval, trailer] = Citizen.invokeNative('0xCF867A239EC30741', vehicle, Citizen.pointerValueIntInitialized(trailer), Citizen.returnResultAnyway());
```

### C#

```csharp
var trailer = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCF867A239EC30741, vehicle, trailer);
// trailer.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_GET_VEHICLE_TURRET_SEAT

- **Hash:** `0xFF5791B7639C2A46`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetVehicleTurretSeat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_TURRET_SEAT

## Signature

```c
BOOL _GET_VEHICLE_TURRET_SEAT(Vehicle vehicle, int* seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, seatIndex = GetVehicleTurretSeat(vehicle, seatIndex)

-- always available, by hash
local retval, seatIndex = Citizen.InvokeNative(0xFF5791B7639C2A46, vehicle, Citizen.PointerValueIntInitialized(seatIndex), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, seatIndex] = GetVehicleTurretSeat(vehicle, seatIndex);

// by hash
const [retval, seatIndex] = Citizen.invokeNative('0xFF5791B7639C2A46', vehicle, Citizen.pointerValueIntInitialized(seatIndex), Citizen.returnResultAnyway());
```

### C#

```csharp
var seatIndex = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFF5791B7639C2A46, vehicle, seatIndex);
// seatIndex.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::HAS_INSTANT_FILL_VEHICLE_POPULATION_FINISHED

- **Hash:** `0x2701D01D5E18FC31`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `HasInstantFillVehiclePopulationFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/HAS_INSTANT_FILL_VEHICLE_POPULATION_FINISHED

## Signature

```c
BOOL HAS_INSTANT_FILL_VEHICLE_POPULATION_FINISHED();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasInstantFillVehiclePopulationFinished()

-- always available, by hash
local retval = Citizen.InvokeNative(0x2701D01D5E18FC31, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasInstantFillVehiclePopulationFinished();

// by hash
const retval = Citizen.invokeNative('0x2701D01D5E18FC31', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2701D01D5E18FC31);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_HAS_TRAIN_LOADED

- **Hash:** `0xBD3C4A2ED509205E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `HasTrainLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_HAS_TRAIN_LOADED

## Signature

```c
BOOL _HAS_TRAIN_LOADED(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasTrainLoaded(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD3C4A2ED509205E, train, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasTrainLoaded(train);

// by hash
const retval = Citizen.invokeNative('0xBD3C4A2ED509205E', train, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBD3C4A2ED509205E, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::HAS_VEHICLE_ASSET_LOADED

- **Hash:** `0xB935F3154BC913C8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `HasVehicleAssetLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/HAS_VEHICLE_ASSET_LOADED

## Signature

```c
BOOL HAS_VEHICLE_ASSET_LOADED(Hash vehicleAsset);
```

## Parameters

- `vehicleAsset` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasVehicleAssetLoaded(vehicleAsset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB935F3154BC913C8, vehicleAsset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasVehicleAssetLoaded(vehicleAsset);

// by hash
const retval = Citizen.invokeNative('0xB935F3154BC913C8', vehicleAsset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB935F3154BC913C8, vehicleAsset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::HAS_VEHICLE_RECORDING_BEEN_LOADED

- **Hash:** `0xBA9325BE372AB6EA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `HasVehicleRecordingBeenLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/HAS_VEHICLE_RECORDING_BEEN_LOADED

## Signature

```c
BOOL HAS_VEHICLE_RECORDING_BEEN_LOADED(int recording, const char* script);
```

## Parameters

- `recording` (`int`)
- `script` (`const char*`)

## Returns

`BOOL`

## Description

See REQUEST_VEHICLE_RECORDING

## Usage

### Lua

```lua
local retval = HasVehicleRecordingBeenLoaded(recording, script)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBA9325BE372AB6EA, recording, script, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasVehicleRecordingBeenLoaded(recording, script);

// by hash
const retval = Citizen.invokeNative('0xBA9325BE372AB6EA', recording, script, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBA9325BE372AB6EA, recording, script);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_HIDE_HORSE_REINS

- **Hash:** `0x201B8ED4FF7FE9F5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `HideHorseReins`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_HIDE_HORSE_REINS

## Signature

```c
void _HIDE_HORSE_REINS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
HideHorseReins(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x201B8ED4FF7FE9F5, vehicle)
```

### JavaScript

```js
HideHorseReins(vehicle);

// by hash
Citizen.invokeNative('0x201B8ED4FF7FE9F5', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x201B8ED4FF7FE9F5, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_SHOW_HORSE_REINS](https://natives.borderlinerp.com/natives/VEHICLE/_SHOW_HORSE_REINS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::INSTANTLY_FILL_VEHICLE_POPULATION

- **Hash:** `0x1FF00DB43026B12F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `InstantlyFillVehiclePopulation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/INSTANTLY_FILL_VEHICLE_POPULATION

## Signature

```c
void INSTANTLY_FILL_VEHICLE_POPULATION();
```

## Returns

`void`

## Usage

### Lua

```lua
InstantlyFillVehiclePopulation()

-- always available, by hash
Citizen.InvokeNative(0x1FF00DB43026B12F)
```

### JavaScript

```js
InstantlyFillVehiclePopulation();

// by hash
Citizen.invokeNative('0x1FF00DB43026B12F');
```

### C#

```csharp
Function.Call((Hash)0x1FF00DB43026B12F);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_ANY_VEHICLE_NEAR_POINT

- **Hash:** `0x5698BA4FD04D39C4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsAnyVehicleNearPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_ANY_VEHICLE_NEAR_POINT

## Signature

```c
BOOL IS_ANY_VEHICLE_NEAR_POINT(float x, float y, float z, float radius);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnyVehicleNearPoint(x, y, z, radius)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5698BA4FD04D39C4, x, y, z, radius, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnyVehicleNearPoint(x, y, z, radius);

// by hash
const retval = Citizen.invokeNative('0x5698BA4FD04D39C4', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5698BA4FD04D39C4, x, y, z, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_BOAT_GROUNDED

- **Hash:** `0x30D86B2B7622D0EB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsBoatGrounded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_BOAT_GROUNDED

## Signature

```c
BOOL _IS_BOAT_GROUNDED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsBoatGrounded(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30D86B2B7622D0EB, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsBoatGrounded(vehicle);

// by hash
const retval = Citizen.invokeNative('0x30D86B2B7622D0EB', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x30D86B2B7622D0EB, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_DRAFT_VEHICLE

- **Hash:** `0xEA44E97849E9F3DD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsDraftVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_DRAFT_VEHICLE

## Signature

```c
BOOL IS_DRAFT_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsDraftVehicle(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA44E97849E9F3DD, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDraftVehicle(vehicle);

// by hash
const retval = Citizen.invokeNative('0xEA44E97849E9F3DD', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEA44E97849E9F3DD, vehicle);
```

## See also

- [VEHICLE::_CREATE_DRAFT_VEHICLE](https://natives.borderlinerp.com/natives/VEHICLE/_CREATE_DRAFT_VEHICLE.md) — Identical to CREATE_VEHICLE but allows to set draftAnimalPopGroup (see popgroups.#mt for DRAFT_HORSES_*)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_ENTRY_POINT_FOR_SEAT_CLEAR

- **Hash:** `0x80DDCCB2F4A3EB57`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsEntryPointForSeatClear`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_ENTRY_POINT_FOR_SEAT_CLEAR

## Signature

```c
BOOL IS_ENTRY_POINT_FOR_SEAT_CLEAR(Ped ped, Vehicle vehicle, int seatIndex, BOOL side, BOOL onEnter);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)
- `side` (`BOOL`)
- `onEnter` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntryPointForSeatClear(ped, vehicle, seatIndex, side, onEnter)

-- always available, by hash
local retval = Citizen.InvokeNative(0x80DDCCB2F4A3EB57, ped, vehicle, seatIndex, side, onEnter, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntryPointForSeatClear(ped, vehicle, seatIndex, side, onEnter);

// by hash
const retval = Citizen.invokeNative('0x80DDCCB2F4A3EB57', ped, vehicle, seatIndex, side, onEnter, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x80DDCCB2F4A3EB57, ped, vehicle, seatIndex, side, onEnter);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_PED_EXCLUSIVE_DRIVER_OF_VEHICLE

- **Hash:** `0xB213D2A560B2E48B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsPedExclusiveDriverOfVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_PED_EXCLUSIVE_DRIVER_OF_VEHICLE

## Signature

```c
BOOL _IS_PED_EXCLUSIVE_DRIVER_OF_VEHICLE(Ped ped, Vehicle vehicle, int* outIndex);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)
- `outIndex` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outIndex = IsPedExclusiveDriverOfVehicle(ped, vehicle, outIndex)

-- always available, by hash
local retval, outIndex = Citizen.InvokeNative(0xB213D2A560B2E48B, ped, vehicle, Citizen.PointerValueIntInitialized(outIndex), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outIndex] = IsPedExclusiveDriverOfVehicle(ped, vehicle, outIndex);

// by hash
const [retval, outIndex] = Citizen.invokeNative('0xB213D2A560B2E48B', ped, vehicle, Citizen.pointerValueIntInitialized(outIndex), Citizen.returnResultAnyway());
```

### C#

```csharp
var outIndex = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB213D2A560B2E48B, ped, vehicle, outIndex);
// outIndex.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_PLAYBACK_GOING_ON_FOR_VEHICLE

- **Hash:** `0x02774B3A9034278F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsPlaybackGoingOnForVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_PLAYBACK_GOING_ON_FOR_VEHICLE

## Signature

```c
BOOL IS_PLAYBACK_GOING_ON_FOR_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlaybackGoingOnForVehicle(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x02774B3A9034278F, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlaybackGoingOnForVehicle(vehicle);

// by hash
const retval = Citizen.invokeNative('0x02774B3A9034278F', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x02774B3A9034278F, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_PLAYBACK_USING_AI_GOING_ON_FOR_VEHICLE

- **Hash:** `0x5A7472606EC5B7C1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsPlaybackUsingAiGoingOnForVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_PLAYBACK_USING_AI_GOING_ON_FOR_VEHICLE

## Signature

```c
BOOL IS_PLAYBACK_USING_AI_GOING_ON_FOR_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPlaybackUsingAiGoingOnForVehicle(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A7472606EC5B7C1, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlaybackUsingAiGoingOnForVehicle(vehicle);

// by hash
const retval = Citizen.invokeNative('0x5A7472606EC5B7C1', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A7472606EC5B7C1, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_POSITION_VALID_FOR_TRAIN

- **Hash:** `0xF05DFAF1ADFEF2CD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsPositionValidForTrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_SPAWN_POSITION_VALID_FOR_TRAIN`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_POSITION_VALID_FOR_TRAIN

## Signature

```c
BOOL _IS_POSITION_VALID_FOR_TRAIN(Hash trainConfig, float x, float y, float z, BOOL direction, BOOL p5);
```

## Parameters

- `trainConfig` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `direction` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the specified train config can be spawned at the given coordinates.
The engine snaps the coordinates to the nearest track and checks the requested direction, matching the direction parameter used by CREATE_MISSION_TRAIN.

*Source: VORPCORE RDR3natives*

Return true if the specified train can be spawned at the location (automatically snap to the nearest track from coords) with the direction.

## Usage

### Lua

```lua
local retval = IsPositionValidForTrain(trainConfig, x, y, z, direction, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF05DFAF1ADFEF2CD, trainConfig, x, y, z, direction, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPositionValidForTrain(trainConfig, x, y, z, direction, p5);

// by hash
const retval = Citizen.invokeNative('0xF05DFAF1ADFEF2CD', trainConfig, x + 0.0000001, y + 0.0000001, z + 0.0000001, direction, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF05DFAF1ADFEF2CD, trainConfig, x, y, z, direction, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::IS_SEAT_WARP_ONLY

- **Hash:** `0x7892685BF6D9775E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsSeatWarpOnly`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_SEAT_WARP_ONLY

## Signature

```c
BOOL IS_SEAT_WARP_ONLY(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)

## Returns

`BOOL`

## Description

seatIndex: see CREATE_PED_INSIDE_VEHICLE

## Usage

### Lua

```lua
local retval = IsSeatWarpOnly(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7892685BF6D9775E, vehicle, seatIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsSeatWarpOnly(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0x7892685BF6D9775E', vehicle, seatIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7892685BF6D9775E, vehicle, seatIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_THIS_MODEL_A_BOAT

- **Hash:** `0x799CFC7C5B743B15`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsThisModelABoat`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_THIS_MODEL_A_BOAT

## Signature

```c
BOOL IS_THIS_MODEL_A_BOAT(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThisModelABoat(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x799CFC7C5B743B15, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsThisModelABoat(model);

// by hash
const retval = Citizen.invokeNative('0x799CFC7C5B743B15', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x799CFC7C5B743B15, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_THIS_MODEL_A_DRAFT_VEHICLE

- **Hash:** `0xB9D5BDDA88E1BB66`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsThisModelADraftVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_THIS_MODEL_A_DRAFT_VEHICLE

## Signature

```c
BOOL _IS_THIS_MODEL_A_DRAFT_VEHICLE(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThisModelADraftVehicle(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB9D5BDDA88E1BB66, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsThisModelADraftVehicle(model);

// by hash
const retval = Citizen.invokeNative('0xB9D5BDDA88E1BB66', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB9D5BDDA88E1BB66, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_THIS_MODEL_A_TRAIN

- **Hash:** `0xFC08C8F8C1EDF174`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsThisModelATrain`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_THIS_MODEL_A_TRAIN

## Signature

```c
BOOL IS_THIS_MODEL_A_TRAIN(Hash model);
```

## Parameters

- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsThisModelATrain(model)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFC08C8F8C1EDF174, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsThisModelATrain(model);

// by hash
const retval = Citizen.invokeNative('0xFC08C8F8C1EDF174', model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFC08C8F8C1EDF174, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_TRAIN_WAITING_AT_STATION

- **Hash:** `0xE887BD31D97793F6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsTrainWaitingAtStation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_TRAIN_WAITING_AT_STATION

## Signature

```c
BOOL IS_TRAIN_WAITING_AT_STATION(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTrainWaitingAtStation(train)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE887BD31D97793F6, train, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTrainWaitingAtStation(train);

// by hash
const retval = Citizen.invokeNative('0xE887BD31D97793F6', train, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE887BD31D97793F6, train);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_VEHICLE_BROUGHT_TO_HALT

- **Hash:** `0x404527BC03DA0E6C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleBroughtToHalt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_BROUGHT_TO_HALT

## Signature

```c
BOOL _IS_VEHICLE_BROUGHT_TO_HALT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Only returns true if BRING_VEHICLE_TO_HALT is called on vehicle beforehand

## Usage

### Lua

```lua
local retval = IsVehicleBroughtToHalt(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x404527BC03DA0E6C, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleBroughtToHalt(vehicle);

// by hash
const retval = Citizen.invokeNative('0x404527BC03DA0E6C', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x404527BC03DA0E6C, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_VEHICLE_DOOR_BROKEN

- **Hash:** `0xE979BB5602AD3402`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleDoorBroken`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_DOOR_BROKEN

## Signature

```c
BOOL _IS_VEHICLE_DOOR_BROKEN(Vehicle vehicle, int doorId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)

## Returns

`BOOL`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

## Usage

### Lua

```lua
local retval = IsVehicleDoorBroken(vehicle, doorId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE979BB5602AD3402, vehicle, doorId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleDoorBroken(vehicle, doorId);

// by hash
const retval = Citizen.invokeNative('0xE979BB5602AD3402', vehicle, doorId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE979BB5602AD3402, vehicle, doorId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::SET_VEHICLE_DOOR_BROKEN](https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOOR_BROKEN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_DOOR_FULLY_OPEN

- **Hash:** `0x7AE191143C7A9107`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleDoorFullyOpen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_DOOR_FULLY_OPEN

## Signature

```c
BOOL IS_VEHICLE_DOOR_FULLY_OPEN(Vehicle vehicle, int doorId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)

## Returns

`BOOL`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

## Usage

### Lua

```lua
local retval = IsVehicleDoorFullyOpen(vehicle, doorId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7AE191143C7A9107, vehicle, doorId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleDoorFullyOpen(vehicle, doorId);

// by hash
const retval = Citizen.invokeNative('0x7AE191143C7A9107', vehicle, doorId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7AE191143C7A9107, vehicle, doorId);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_DRIVEABLE

- **Hash:** `0xB86D29B10F627379`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleDriveable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_DRIVEABLE

## Signature

```c
BOOL IS_VEHICLE_DRIVEABLE(Vehicle vehicle, BOOL p1, BOOL p2);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleDriveable(vehicle, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB86D29B10F627379, vehicle, p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleDriveable(vehicle, p1, p2);

// by hash
const retval = Citizen.invokeNative('0xB86D29B10F627379', vehicle, p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB86D29B10F627379, vehicle, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_EXTRA_TURNED_ON

- **Hash:** `0xFA9A55D9C4351625`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleExtraTurnedOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_EXTRA_TURNED_ON

## Signature

```c
BOOL IS_VEHICLE_EXTRA_TURNED_ON(Vehicle vehicle, int extraId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `extraId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleExtraTurnedOn(vehicle, extraId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA9A55D9C4351625, vehicle, extraId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleExtraTurnedOn(vehicle, extraId);

// by hash
const retval = Citizen.invokeNative('0xFA9A55D9C4351625', vehicle, extraId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFA9A55D9C4351625, vehicle, extraId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_VEHICLE_FADING_OUT

- **Hash:** `0x5136B284B67B35C7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleFadingOut`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_FADING_OUT

## Signature

```c
BOOL _IS_VEHICLE_FADING_OUT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleFadingOut(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5136B284B67B35C7, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleFadingOut(vehicle);

// by hash
const retval = Citizen.invokeNative('0x5136B284B67B35C7', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5136B284B67B35C7, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_IN_BURNOUT

- **Hash:** `0x3F5029A8FC060C48`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleInBurnout`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_IN_BURNOUT

## Signature

```c
BOOL IS_VEHICLE_IN_BURNOUT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleInBurnout(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3F5029A8FC060C48, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleInBurnout(vehicle);

// by hash
const retval = Citizen.invokeNative('0x3F5029A8FC060C48', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3F5029A8FC060C48, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_MODEL

- **Hash:** `0x0045A54EC7A22455`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_MODEL

## Signature

```c
BOOL IS_VEHICLE_MODEL(Vehicle vehicle, Hash model);
```

## Parameters

- `vehicle` (`Vehicle`)
- `model` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleModel(vehicle, model)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0045A54EC7A22455, vehicle, model, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleModel(vehicle, model);

// by hash
const retval = Citizen.invokeNative('0x0045A54EC7A22455', vehicle, model, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0045A54EC7A22455, vehicle, model);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_ON_ALL_WHEELS

- **Hash:** `0x0D5D119529654EE0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleOnAllWheels`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_ON_ALL_WHEELS

## Signature

```c
BOOL IS_VEHICLE_ON_ALL_WHEELS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleOnAllWheels(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D5D119529654EE0, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleOnAllWheels(vehicle);

// by hash
const retval = Citizen.invokeNative('0x0D5D119529654EE0', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0D5D119529654EE0, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_VEHICLE_ON_FIRE

- **Hash:** `0x0E3BF7ED4169EC43`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleOnFire`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_ON_FIRE

## Signature

```c
BOOL _IS_VEHICLE_ON_FIRE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleOnFire(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E3BF7ED4169EC43, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleOnFire(vehicle);

// by hash
const retval = Citizen.invokeNative('0x0E3BF7ED4169EC43', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E3BF7ED4169EC43, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_SEAT_FREE

- **Hash:** `0xE052C1B1CAA4ECE4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleSeatFree`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_SEAT_FREE

## Signature

```c
BOOL IS_VEHICLE_SEAT_FREE(Vehicle vehicle, int seatIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)

## Returns

`BOOL`

## Description

seatIndex: see CREATE_PED_INSIDE_VEHICLE
Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index.

## Usage

### Lua

```lua
local retval = IsVehicleSeatFree(vehicle, seatIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE052C1B1CAA4ECE4, vehicle, seatIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleSeatFree(vehicle, seatIndex);

// by hash
const retval = Citizen.invokeNative('0xE052C1B1CAA4ECE4', vehicle, seatIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE052C1B1CAA4ECE4, vehicle, seatIndex);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_STOPPED

- **Hash:** `0x78C3311A73135241`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleStopped`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_STOPPED

## Signature

```c
BOOL IS_VEHICLE_STOPPED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Returns true if the vehicle's current speed is less than, or equal to 0.0025f.

For some vehicles it returns true if the current speed is <= 0.00039999999.

## Usage

### Lua

```lua
local retval = IsVehicleStopped(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x78C3311A73135241, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleStopped(vehicle);

// by hash
const retval = Citizen.invokeNative('0x78C3311A73135241', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x78C3311A73135241, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_STUCK_TIMER_UP

- **Hash:** `0x1ABA9753939503C5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleStuckTimerUp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_STUCK_TIMER_UP

## Signature

```c
BOOL IS_VEHICLE_STUCK_TIMER_UP(Vehicle vehicle, int stuckType, int ms);
```

## Parameters

- `vehicle` (`Vehicle`)
- `stuckType` (`int`)
- `ms` (`int`)

## Returns

`BOOL`

## Description

VEH_STUCK_ON_ROOF = 0,
VEH_STUCK_ON_SIDE,
VEH_STUCK_HUNG_UP,
VEH_STUCK_JAMMED

## Usage

### Lua

```lua
local retval = IsVehicleStuckTimerUp(vehicle, stuckType, ms)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1ABA9753939503C5, vehicle, stuckType, ms, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleStuckTimerUp(vehicle, stuckType, ms);

// by hash
const retval = Citizen.invokeNative('0x1ABA9753939503C5', vehicle, stuckType, ms, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1ABA9753939503C5, vehicle, stuckType, ms);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_VEHICLE_TOUCHING_VEGETATION

- **Hash:** `0x51C7694E140FAE43`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleTouchingVegetation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_VEHICLE_COLLIDING_WITH_VEGETATION`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_TOUCHING_VEGETATION

## Signature

```c
BOOL _IS_VEHICLE_TOUCHING_VEGETATION(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the vehicle is currently touching dense vegetation/foliage collision or physics materials such as bushes, reeds, or thick shrubs.
Observed behavior suggests this is driven by the vehicle's collision bounds or wheels interacting with vegetation.

*Source: VORPCORE RDR3natives*

true if the vehicle is colliding with vegetation/bushes, false if it is in the clear.

## Usage

### Lua

```lua
local retval = IsVehicleTouchingVegetation(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51C7694E140FAE43, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleTouchingVegetation(vehicle);

// by hash
const retval = Citizen.invokeNative('0x51C7694E140FAE43', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x51C7694E140FAE43, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::IS_VEHICLE_VISIBLE

- **Hash:** `0x424910CD5DE8C246`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_VISIBLE

## Signature

```c
BOOL IS_VEHICLE_VISIBLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Description

Requires a visibility tracker on the vehicle (TRACK_VEHICLE_VISIBILITY)

## Usage

### Lua

```lua
local retval = IsVehicleVisible(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x424910CD5DE8C246, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleVisible(vehicle);

// by hash
const retval = Citizen.invokeNative('0x424910CD5DE8C246', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x424910CD5DE8C246, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_IS_VEHICLE_WHEEL_DESTROYED

- **Hash:** `0xCB2CA620C48BC875`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleWheelDestroyed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_WHEEL_DESTROYED

## Signature

```c
BOOL _IS_VEHICLE_WHEEL_DESTROYED(Vehicle vehicle, int wheel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wheel` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleWheelDestroyed(vehicle, wheel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB2CA620C48BC875, vehicle, wheel, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleWheelDestroyed(vehicle, wheel);

// by hash
const retval = Citizen.invokeNative('0xCB2CA620C48BC875', vehicle, wheel, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCB2CA620C48BC875, vehicle, wheel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_WINDOW_INTACT

- **Hash:** `0x0E7910A63E05B12C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleWindowIntact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_WINDOW_INTACT

## Signature

```c
BOOL IS_VEHICLE_WINDOW_INTACT(Vehicle vehicle, int windowIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `windowIndex` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleWindowIntact(vehicle, windowIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E7910A63E05B12C, vehicle, windowIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleWindowIntact(vehicle, windowIndex);

// by hash
const retval = Citizen.invokeNative('0x0E7910A63E05B12C', vehicle, windowIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E7910A63E05B12C, vehicle, windowIndex);
```

## Related enums

- [eWindowId](https://natives.borderlinerp.com/enums/eWindowId.md) — 9 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::IS_VEHICLE_WRECKED

- **Hash:** `0xDDBEA5506C848227`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `IsVehicleWrecked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/IS_VEHICLE_WRECKED

## Signature

```c
BOOL IS_VEHICLE_WRECKED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVehicleWrecked(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDBEA5506C848227, vehicle, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVehicleWrecked(vehicle);

// by hash
const retval = Citizen.invokeNative('0xDDBEA5506C848227', vehicle, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDDBEA5506C848227, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::LOCK_DOORS_WHEN_NO_LONGER_NEEDED

- **Hash:** `0x1EF36558FBDE2DAA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `LockDoorsWhenNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/LOCK_DOORS_WHEN_NO_LONGER_NEEDED

## Signature

```c
void LOCK_DOORS_WHEN_NO_LONGER_NEEDED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
LockDoorsWhenNoLongerNeeded(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x1EF36558FBDE2DAA, vehicle)
```

### JavaScript

```js
LockDoorsWhenNoLongerNeeded(vehicle);

// by hash
Citizen.invokeNative('0x1EF36558FBDE2DAA', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x1EF36558FBDE2DAA, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::MODIFY_VEHICLE_TOP_SPEED

- **Hash:** `0x35AD938C74CACD6A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ModifyVehicleTopSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/MODIFY_VEHICLE_TOP_SPEED

## Signature

```c
void MODIFY_VEHICLE_TOP_SPEED(Vehicle vehicle, float value);
```

## Parameters

- `vehicle` (`Vehicle`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ModifyVehicleTopSpeed(vehicle, value)

-- always available, by hash
Citizen.InvokeNative(0x35AD938C74CACD6A, vehicle, value)
```

### JavaScript

```js
ModifyVehicleTopSpeed(vehicle, value);

// by hash
Citizen.invokeNative('0x35AD938C74CACD6A', vehicle, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x35AD938C74CACD6A, vehicle, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_RECOVER_DRAFT_VEHICLE_FALLING_LOG

- **Hash:** `0x42404D57D621601A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RecoverDraftVehicleFallingLog`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_RECOVER_DRAFT_VEHICLE_FALLING_LOG

## Signature

```c
Entity _RECOVER_DRAFT_VEHICLE_FALLING_LOG(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Entity`

## Description

Returns the log prop entity that is currently detaching/falling from a draft (log) wagon. Returns 0 if no log is in the falling phase.
R* scripts call this repeatedly to fetch each fallen piece, then apply forces to it.
Video demo: https://imgur.com/a/5JEeOij

## Usage

### Lua

```lua
local retval = RecoverDraftVehicleFallingLog(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42404D57D621601A, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RecoverDraftVehicleFallingLog(vehicle);

// by hash
const retval = Citizen.invokeNative('0x42404D57D621601A', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x42404D57D621601A, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REMOVE_ROAD_NODE_SPEED_ZONE

- **Hash:** `0xFE9AB3354ACE6C9C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RemoveRoadNodeSpeedZone`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_ROAD_NODE_SPEED_ZONE

## Signature

```c
BOOL REMOVE_ROAD_NODE_SPEED_ZONE(int speedzone);
```

## Parameters

- `speedzone` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RemoveRoadNodeSpeedZone(speedzone)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFE9AB3354ACE6C9C, speedzone, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RemoveRoadNodeSpeedZone(speedzone);

// by hash
const retval = Citizen.invokeNative('0xFE9AB3354ACE6C9C', speedzone, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFE9AB3354ACE6C9C, speedzone);
```

## See also

- [VEHICLE::ADD_ROAD_NODE_SPEED_ZONE](https://natives.borderlinerp.com/natives/VEHICLE/ADD_ROAD_NODE_SPEED_ZONE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REMOVE_VEHICLE_ASSET

- **Hash:** `0x888A4E675B38F5AD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RemoveVehicleAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_VEHICLE_ASSET

## Signature

```c
void REMOVE_VEHICLE_ASSET(Hash vehicleAsset);
```

## Parameters

- `vehicleAsset` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveVehicleAsset(vehicleAsset)

-- always available, by hash
Citizen.InvokeNative(0x888A4E675B38F5AD, vehicleAsset)
```

### JavaScript

```js
RemoveVehicleAsset(vehicleAsset);

// by hash
Citizen.invokeNative('0x888A4E675B38F5AD', vehicleAsset);
```

### C#

```csharp
Function.Call((Hash)0x888A4E675B38F5AD, vehicleAsset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [VEHICLE::REQUEST_VEHICLE_ASSET](https://natives.borderlinerp.com/natives/VEHICLE/REQUEST_VEHICLE_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REMOVE_VEHICLE_RECORDING

- **Hash:** `0x139E35755418F6AA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RemoveVehicleRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_VEHICLE_RECORDING

## Signature

```c
void REMOVE_VEHICLE_RECORDING(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`void`

## Description

See REQUEST_VEHICLE_RECORDING

## Usage

### Lua

```lua
local p1 = RemoveVehicleRecording(p0, p1)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x139E35755418F6AA, p0, Citizen.PointerValueIntInitialized(p1))
```

### JavaScript

```js
const p1 = RemoveVehicleRecording(p0, p1);

// by hash
const p1 = Citizen.invokeNative('0x139E35755418F6AA', p0, Citizen.pointerValueIntInitialized(p1));
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x139E35755418F6AA, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [VEHICLE::REQUEST_VEHICLE_RECORDING](https://natives.borderlinerp.com/natives/VEHICLE/REQUEST_VEHICLE_RECORDING.md) — Request the vehicle recording defined by the lowercase format string "%s%03d.yvr".

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REMOVE_VEHICLE_WINDOW

- **Hash:** `0x745F15A215F2DDF1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RemoveVehicleWindow`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_VEHICLE_WINDOW

## Signature

```c
void REMOVE_VEHICLE_WINDOW(Vehicle vehicle, int windowIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `windowIndex` (`int`)

## Returns

`void`

## Description

windowIndex:
0 = Front Right Window
1 = Front Left Window
2 = Back Right Window
3 = Back Left Window

## Usage

### Lua

```lua
RemoveVehicleWindow(vehicle, windowIndex)

-- always available, by hash
Citizen.InvokeNative(0x745F15A215F2DDF1, vehicle, windowIndex)
```

### JavaScript

```js
RemoveVehicleWindow(vehicle, windowIndex);

// by hash
Citizen.invokeNative('0x745F15A215F2DDF1', vehicle, windowIndex);
```

### C#

```csharp
Function.Call((Hash)0x745F15A215F2DDF1, vehicle, windowIndex);
```

## Related enums

- [eWindowId](https://natives.borderlinerp.com/enums/eWindowId.md) — 9 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA

- **Hash:** `0xC619A44639BC0CB4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RemoveVehiclesFromGeneratorsInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA

## Signature

```c
void REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveVehiclesFromGeneratorsInArea(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xC619A44639BC0CB4, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
RemoveVehiclesFromGeneratorsInArea(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xC619A44639BC0CB4', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xC619A44639BC0CB4, p0, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REQUEST_VEHICLE_ASSET

- **Hash:** `0x81A15811460FAB3A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RequestVehicleAsset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REQUEST_VEHICLE_ASSET

## Signature

```c
void REQUEST_VEHICLE_ASSET(Hash vehicleHash, int vehicleAsset);
```

## Parameters

- `vehicleHash` (`Hash`)
- `vehicleAsset` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RequestVehicleAsset(vehicleHash, vehicleAsset)

-- always available, by hash
Citizen.InvokeNative(0x81A15811460FAB3A, vehicleHash, vehicleAsset)
```

### JavaScript

```js
RequestVehicleAsset(vehicleHash, vehicleAsset);

// by hash
Citizen.invokeNative('0x81A15811460FAB3A', vehicleHash, vehicleAsset);
```

### C#

```csharp
Function.Call((Hash)0x81A15811460FAB3A, vehicleHash, vehicleAsset);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [VEHICLE::REMOVE_VEHICLE_ASSET](https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_VEHICLE_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_REQUEST_VEHICLE_ASSET_ANIMS

- **Hash:** `0xCF9DA72002FC16BF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RequestVehicleAssetAnims`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_REQUEST_VEHICLE_ASSET_ANIMS

## Signature

```c
void _REQUEST_VEHICLE_ASSET_ANIMS(Ped ped, Entity entity, int vehicleAsset);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `vehicleAsset` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RequestVehicleAssetAnims(ped, entity, vehicleAsset)

-- always available, by hash
Citizen.InvokeNative(0xCF9DA72002FC16BF, ped, entity, vehicleAsset)
```

### JavaScript

```js
RequestVehicleAssetAnims(ped, entity, vehicleAsset);

// by hash
Citizen.invokeNative('0xCF9DA72002FC16BF', ped, entity, vehicleAsset);
```

### C#

```csharp
Function.Call((Hash)0xCF9DA72002FC16BF, ped, entity, vehicleAsset);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REQUEST_VEHICLE_HIGH_DETAIL_MODEL

- **Hash:** `0x84B81EF78BD22357`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RequestVehicleHighDetailModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REQUEST_VEHICLE_HIGH_DETAIL_MODEL

## Signature

```c
void REQUEST_VEHICLE_HIGH_DETAIL_MODEL(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
RequestVehicleHighDetailModel(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x84B81EF78BD22357, vehicle)
```

### JavaScript

```js
RequestVehicleHighDetailModel(vehicle);

// by hash
Citizen.invokeNative('0x84B81EF78BD22357', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x84B81EF78BD22357, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::REQUEST_VEHICLE_RECORDING

- **Hash:** `0xC474CF16EDA45DC9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RequestVehicleRecording`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/REQUEST_VEHICLE_RECORDING

## Signature

```c
void REQUEST_VEHICLE_RECORDING(int recording, const char* script);
```

## Parameters

- `recording` (`int`)
- `script` (`const char*`)

## Returns

`void`

## Description

Request the vehicle recording defined by the lowercase format string "%s%03d.yvr". For example, REQUEST_VEHICLE_RECORDING(1, "FBIs1UBER") corresponds to fbis1uber001.yvr.
For all vehicle recording/playback natives, "script" is a common prefix that usually corresponds to the script/mission the recording is used in, "recording" is its int suffix, and "id" corresponds to a unique identifier within the recording streaming module.
(GTA) Note that only 24 recordings (hardcoded in multiple places) can ever active at a given time before clobbering begins.

## Usage

### Lua

```lua
RequestVehicleRecording(recording, script)

-- always available, by hash
Citizen.InvokeNative(0xC474CF16EDA45DC9, recording, script)
```

### JavaScript

```js
RequestVehicleRecording(recording, script);

// by hash
Citizen.invokeNative('0xC474CF16EDA45DC9', recording, script);
```

### C#

```csharp
Function.Call((Hash)0xC474CF16EDA45DC9, recording, script);
```

## See also

- [VEHICLE::REMOVE_VEHICLE_RECORDING](https://natives.borderlinerp.com/natives/VEHICLE/REMOVE_VEHICLE_RECORDING.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::RESET_VEHICLE_STUCK_TIMER

- **Hash:** `0x23298B468F7D88B6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ResetVehicleStuckTimer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/RESET_VEHICLE_STUCK_TIMER

## Signature

```c
void RESET_VEHICLE_STUCK_TIMER(Vehicle vehicle, int nullAttributes);
```

## Parameters

- `vehicle` (`Vehicle`)
- `nullAttributes` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ResetVehicleStuckTimer(vehicle, nullAttributes)

-- always available, by hash
Citizen.InvokeNative(0x23298B468F7D88B6, vehicle, nullAttributes)
```

### JavaScript

```js
ResetVehicleStuckTimer(vehicle, nullAttributes);

// by hash
Citizen.invokeNative('0x23298B468F7D88B6', vehicle, nullAttributes);
```

### C#

```csharp
Function.Call((Hash)0x23298B468F7D88B6, vehicle, nullAttributes);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_RETURN_TRAIN_INFO_FROM_HANDLE

- **Hash:** `0x09034479E6E3E269`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ReturnTrainInfoFromHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_RETURN_TRAIN_INFO_FROM_HANDLE

## Signature

```c
BOOL _RETURN_TRAIN_INFO_FROM_HANDLE(Vehicle train, Hash* trainTrack, int* junctionIndex);
```

## Parameters

- `train` (`Vehicle`)
- `trainTrack` (`Hash*`)
- `junctionIndex` (`int*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Outputs track hash and junction index on given train vehicle handle.
trainTrack: https://pastebin.com/mhy0dTXs

*Source: VORPCORE RDR3natives*

Outputs track hash and junction index on given train vehicle handle.
_RESET_VEHICLE_* (?)

## Usage

### Lua

```lua
local retval, trainTrack, junctionIndex = ReturnTrainInfoFromHandle(train)

-- always available, by hash
local retval, trainTrack, junctionIndex = Citizen.InvokeNative(0x09034479E6E3E269, train, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, trainTrack, junctionIndex] = ReturnTrainInfoFromHandle(train);

// by hash
const [retval, trainTrack, junctionIndex] = Citizen.invokeNative('0x09034479E6E3E269', train, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var trainTrack = new OutputArgument();
var junctionIndex = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x09034479E6E3E269, train, trainTrack, junctionIndex);
// trainTrack.GetResult<int>()
// junctionIndex.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local trainTrack, junctionIndex = Citizen.InvokeNative(0x09034479E6E3E269, train, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_SET_ALL_JUNCTIONS_CLEARED

- **Hash:** `0x138398153824E332`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetAllJunctionsCleared`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_ALL_JUNCTIONS_CLEARED

## Signature

```c
void _SET_ALL_JUNCTIONS_CLEARED();
```

## Returns

`void`

## Usage

### Lua

```lua
SetAllJunctionsCleared()

-- always available, by hash
Citizen.InvokeNative(0x138398153824E332)
```

### JavaScript

```js
SetAllJunctionsCleared();

// by hash
Citizen.invokeNative('0x138398153824E332');
```

### C#

```csharp
Function.Call((Hash)0x138398153824E332);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_ALL_VEHICLE_GENERATORS_ACTIVE

- **Hash:** `0x3D596E6E88A02C24`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetAllVehicleGeneratorsActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_ALL_VEHICLE_GENERATORS_ACTIVE

## Signature

```c
void SET_ALL_VEHICLE_GENERATORS_ACTIVE();
```

## Returns

`void`

## Usage

### Lua

```lua
SetAllVehicleGeneratorsActive()

-- always available, by hash
Citizen.InvokeNative(0x3D596E6E88A02C24)
```

### JavaScript

```js
SetAllVehicleGeneratorsActive();

// by hash
Citizen.invokeNative('0x3D596E6E88A02C24');
```

### C#

```csharp
Function.Call((Hash)0x3D596E6E88A02C24);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA

- **Hash:** `0xBBB134FB9D50C0CC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetAllVehicleGeneratorsActiveInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA

## Signature

```c
void SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllVehicleGeneratorsActiveInArea(x1, y1, z1, x2, y2, z2, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xBBB134FB9D50C0CC, x1, y1, z1, x2, y2, z2, p6, p7)
```

### JavaScript

```js
SetAllVehicleGeneratorsActiveInArea(x1, y1, z1, x2, y2, z2, p6, p7);

// by hash
Citizen.invokeNative('0xBBB134FB9D50C0CC', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0xBBB134FB9D50C0CC, x1, y1, z1, x2, y2, z2, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_ALL_VEHICLE_GENERATORS_DISABLED_FOR_VOLUME

- **Hash:** `0x424FFCB9F0D2D4B5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetAllVehicleGeneratorsDisabledForVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_ALL_VEHICLE_GENERATORS_DISABLED_FOR_VOLUME

## Signature

```c
void _SET_ALL_VEHICLE_GENERATORS_DISABLED_FOR_VOLUME(Volume volume, BOOL toggle);
```

## Parameters

- `volume` (`Volume`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllVehicleGeneratorsDisabledForVolume(volume, toggle)

-- always available, by hash
Citizen.InvokeNative(0x424FFCB9F0D2D4B5, volume, toggle)
```

### JavaScript

```js
SetAllVehicleGeneratorsDisabledForVolume(volume, toggle);

// by hash
Citizen.invokeNative('0x424FFCB9F0D2D4B5', volume, toggle);
```

### C#

```csharp
Function.Call((Hash)0x424FFCB9F0D2D4B5, volume, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_ALLOW_VEHICLE_EXPLODES_ON_CONTACT

- **Hash:** `0x8D3230A0ED7DE39F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetAllowVehicleExplodesOnContact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_ALLOW_VEHICLE_EXPLODES_ON_CONTACT

## Signature

```c
void SET_ALLOW_VEHICLE_EXPLODES_ON_CONTACT(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllowVehicleExplodesOnContact(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x8D3230A0ED7DE39F, vehicle, p1)
```

### JavaScript

```js
SetAllowVehicleExplodesOnContact(vehicle, p1);

// by hash
Citizen.invokeNative('0x8D3230A0ED7DE39F', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x8D3230A0ED7DE39F, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_BALLOON_FACE_COORD

- **Hash:** `0xB42C87521D1BDD2F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBalloonFaceCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_BALLOON_FACE_DIRECTION_THIS_FRAME`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_BALLOON_FACE_COORD

## Signature

```c
void _SET_BALLOON_FACE_COORD(Vehicle balloon, float x, float y, float z);
```

## Parameters

- `balloon` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Forces a hot air balloon to rotate/yaw toward a world coordinate.

Notes:
- Balloon-only: gated to VEHICLE_TYPE_BALLOON.
- Used in update loops during balloon navigation so the basket keeps facing its destination instead of flying sideways or backwards.
- Must be called every frame while the heading should be maintained.
- Fits the dump order with _SET_BALLOON_GO_TO_COORD followed by _SET_BALLOON_HOVER_STATE.

*Source: VORPCORE RDR3natives*

Makes the balloon face the specified direction to fly towards it must be called every frame until it reaches destination

## Usage

### Lua

```lua
SetBalloonFaceCoord(balloon, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xB42C87521D1BDD2F, balloon, x, y, z)
```

### JavaScript

```js
SetBalloonFaceCoord(balloon, x, y, z);

// by hash
Citizen.invokeNative('0xB42C87521D1BDD2F', balloon, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB42C87521D1BDD2F, balloon, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_SET_BALLOON_GO_TO_COORD

- **Hash:** `0x2200AB13CBD10F4E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBalloonGoToCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_BALLOON_ROUTE`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_BALLOON_GO_TO_COORD

## Signature

```c
void _SET_BALLOON_GO_TO_COORD(Vehicle balloon, float x, float y, float z, BOOL autoPower, float speed);
```

## Parameters

- `balloon` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `autoPower` (`BOOL`)
- `speed` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Commands a hot air balloon to navigate toward a target world coordinate.

Notes:
- Balloon-only: gated to VEHICLE_TYPE_BALLOON.
- Must be called every frame while travelling; if called only once, the physics/momentum can stop on the next frame.
- autoPower controls whether the balloon applies its own movement toward the target.
- speed acts as a speed/throttle multiplier; community testing suggests 1.0 as a safe baseline.
- The balloon does not perform obstacle avoidance and may collide with terrain/objects on a straight route.
- Usually paired with _SET_BALLOON_FACE_COORD so the basket faces the destination, and with _SET_BALLOON_HOVER_STATE for arrival/holding behavior.

Lua example: https://pastebin.com/6Ev872RE
Video demo: https://imgur.com/a/rMKmRfC

*Source: VORPCORE RDR3natives*

Makes the balloon go to the specified coordinates must be called every frame until it reaches destination if autoDrive is false,other wise player must drive it manually

## Usage

### Lua

```lua
SetBalloonGoToCoord(balloon, x, y, z, autoPower, speed)

-- always available, by hash
Citizen.InvokeNative(0x2200AB13CBD10F4E, balloon, x, y, z, autoPower, speed)
```

### JavaScript

```js
SetBalloonGoToCoord(balloon, x, y, z, autoPower, speed);

// by hash
Citizen.invokeNative('0x2200AB13CBD10F4E', balloon, x + 0.0000001, y + 0.0000001, z + 0.0000001, autoPower, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2200AB13CBD10F4E, balloon, x, y, z, autoPower, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_SET_BALLOON_HOVER_STATE

- **Hash:** `0x7C9E45A4CED2E8DA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBalloonHoverState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_BALLOON_HOVER_STATE

## Signature

```c
void _SET_BALLOON_HOVER_STATE(Vehicle balloon, float p1);
```

## Parameters

- `balloon` (`Vehicle`)
- `p1` (`float`)

## Returns

`void`

## Description

Params: 1.0f will make balloon hover

## Usage

### Lua

```lua
SetBalloonHoverState(balloon, p1)

-- always available, by hash
Citizen.InvokeNative(0x7C9E45A4CED2E8DA, balloon, p1)
```

### JavaScript

```js
SetBalloonHoverState(balloon, p1);

// by hash
Citizen.invokeNative('0x7C9E45A4CED2E8DA', balloon, p1 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7C9E45A4CED2E8DA, balloon, p1);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_BATCH_TARP_HEIGHT

- **Hash:** `0x31F343383F19C987`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBatchTarpHeight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_BATCH_TARP_HEIGHT

## Signature

```c
void _SET_BATCH_TARP_HEIGHT(Vehicle vehicle, float height, BOOL immediately);
```

## Parameters

- `vehicle` (`Vehicle`)
- `height` (`float`)
- `immediately` (`BOOL`)

## Returns

`void`

## Description

Total height is calculated using: cargo ratio + pelt ratio (by pelt count)
Screenshot: https://imgur.com/a/nsomtiv

## Usage

### Lua

```lua
SetBatchTarpHeight(vehicle, height, immediately)

-- always available, by hash
Citizen.InvokeNative(0x31F343383F19C987, vehicle, height, immediately)
```

### JavaScript

```js
SetBatchTarpHeight(vehicle, height, immediately);

// by hash
Citizen.invokeNative('0x31F343383F19C987', vehicle, height + 0.0000001, immediately);
```

### C#

```csharp
Function.Call((Hash)0x31F343383F19C987, vehicle, height, immediately);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_BOAT_ANCHOR

- **Hash:** `0xAEAB044F05B92659`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBoatAnchor`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_BOAT_ANCHOR

## Signature

```c
void SET_BOAT_ANCHOR(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBoatAnchor(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xAEAB044F05B92659, vehicle, toggle)
```

### JavaScript

```js
SetBoatAnchor(vehicle, toggle);

// by hash
Citizen.invokeNative('0xAEAB044F05B92659', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xAEAB044F05B92659, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_BOAT_LOW_LOD_ANCHOR_DISTANCE

- **Hash:** `0xE3261532550D6A9F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBoatLowLodAnchorDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_BOAT_LOW_LOD_ANCHOR_DISTANCE

## Signature

```c
void SET_BOAT_LOW_LOD_ANCHOR_DISTANCE(Vehicle vehicle, float value);
```

## Parameters

- `vehicle` (`Vehicle`)
- `value` (`float`)

## Returns

`void`

## Description

Value: mostly 99999.9f

Old name: _SET_BOAT_MOVEMENT_RESISTANCE

## Usage

### Lua

```lua
SetBoatLowLodAnchorDistance(vehicle, value)

-- always available, by hash
Citizen.InvokeNative(0xE3261532550D6A9F, vehicle, value)
```

### JavaScript

```js
SetBoatLowLodAnchorDistance(vehicle, value);

// by hash
Citizen.invokeNative('0xE3261532550D6A9F', vehicle, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xE3261532550D6A9F, vehicle, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_BOAT_REMAINS_ANCHORED_WHILE_PLAYER_IS_DRIVER

- **Hash:** `0x286771F3059A37A7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBoatRemainsAnchoredWhilePlayerIsDriver`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_BOAT_REMAINS_ANCHORED_WHILE_PLAYER_IS_DRIVER

## Signature

```c
void SET_BOAT_REMAINS_ANCHORED_WHILE_PLAYER_IS_DRIVER(Vehicle vehicle, BOOL p1, BOOL p2);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Old name: _SET_BOAT_FROZEN_WHEN_ANCHORED

## Usage

### Lua

```lua
SetBoatRemainsAnchoredWhilePlayerIsDriver(vehicle, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x286771F3059A37A7, vehicle, p1, p2)
```

### JavaScript

```js
SetBoatRemainsAnchoredWhilePlayerIsDriver(vehicle, p1, p2);

// by hash
Citizen.invokeNative('0x286771F3059A37A7', vehicle, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x286771F3059A37A7, vehicle, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_BOAT_SINKS_WHEN_WRECKED

- **Hash:** `0x62A6D317A011EA1D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBoatSinksWhenWrecked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_BOAT_SINKS_WHEN_WRECKED

## Signature

```c
void SET_BOAT_SINKS_WHEN_WRECKED(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBoatSinksWhenWrecked(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x62A6D317A011EA1D, vehicle, toggle)
```

### JavaScript

```js
SetBoatSinksWhenWrecked(vehicle, toggle);

// by hash
Citizen.invokeNative('0x62A6D317A011EA1D', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x62A6D317A011EA1D, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_BREAKABLE_VEHICLE_LOCKS_UNBREAKABLE

- **Hash:** `0xBC4735F48CD983EF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetBreakableVehicleLocksUnbreakable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_BREAKABLE_VEHICLE_LOCKS_UNBREAKABLE

## Signature

```c
void SET_BREAKABLE_VEHICLE_LOCKS_UNBREAKABLE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBreakableVehicleLocksUnbreakable(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBC4735F48CD983EF, vehicle, toggle)
```

### JavaScript

```js
SetBreakableVehicleLocksUnbreakable(vehicle, toggle);

// by hash
Citizen.invokeNative('0xBC4735F48CD983EF', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBC4735F48CD983EF, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_CARGO_COMPARTMENT_OPEN

- **Hash:** `0xF6E3D38869D0F7AD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetCargoCompartmentOpen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_VEHICLE_COMPARTMENT_DOOR_OPEN`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_CARGO_COMPARTMENT_OPEN

## Signature

```c
void _SET_CARGO_COMPARTMENT_OPEN(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Forces open a vehicle's primary cargo access point, such as dropping a wagon tailgate, opening a built-in lockbox, or revealing a hidden compartment.
One-way trigger: calling this again does not close the compartment.

*Source: VORPCORE RDR3natives*

Opens the compartment door of a vehicle if it has one, dropping the tailgate, opening a built-in lockbox, or revealing a hidden smuggler compartment

## Usage

### Lua

```lua
SetCargoCompartmentOpen(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xF6E3D38869D0F7AD, vehicle)
```

### JavaScript

```js
SetCargoCompartmentOpen(vehicle);

// by hash
Citizen.invokeNative('0xF6E3D38869D0F7AD', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xF6E3D38869D0F7AD, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::SET_DISABLE_RANDOM_TRAINS_THIS_FRAME

- **Hash:** `0xD4288603E8766FF7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDisableRandomTrainsThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DISABLE_RANDOM_TRAINS_THIS_FRAME

## Signature

```c
void SET_DISABLE_RANDOM_TRAINS_THIS_FRAME(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
SetDisableRandomTrainsThisFrame(toggle)

-- always available, by hash
Citizen.InvokeNative(0xD4288603E8766FF7, toggle)
```

### JavaScript

```js
SetDisableRandomTrainsThisFrame(toggle);

// by hash
Citizen.invokeNative('0xD4288603E8766FF7', toggle);
```

### C#

```csharp
Function.Call((Hash)0xD4288603E8766FF7, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_DISABLE_SUPERDUMMY

- **Hash:** `0x1716D787D9B94202`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDisableSuperdummy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DISABLE_SUPERDUMMY

## Signature

```c
void SET_DISABLE_SUPERDUMMY(Vehicle vehicle, BOOL disable);
```

## Parameters

- `vehicle` (`Vehicle`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

Old name: _SET_DISABLE_SUPERDUMMY_MODE

## Usage

### Lua

```lua
SetDisableSuperdummy(vehicle, disable)

-- always available, by hash
Citizen.InvokeNative(0x1716D787D9B94202, vehicle, disable)
```

### JavaScript

```js
SetDisableSuperdummy(vehicle, disable);

// by hash
Citizen.invokeNative('0x1716D787D9B94202', vehicle, disable);
```

### C#

```csharp
Function.Call((Hash)0x1716D787D9B94202, vehicle, disable);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_DISABLE_VEHICLE_ENGINE_FIRES

- **Hash:** `0xD146EE5F2B06B95E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDisableVehicleEngineFires`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DISABLE_VEHICLE_ENGINE_FIRES

## Signature

```c
void SET_DISABLE_VEHICLE_ENGINE_FIRES(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDisableVehicleEngineFires(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xD146EE5F2B06B95E, vehicle, p1)
```

### JavaScript

```js
SetDisableVehicleEngineFires(vehicle, p1);

// by hash
Citizen.invokeNative('0xD146EE5F2B06B95E', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xD146EE5F2B06B95E, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_DISABLE_VEHICLE_PETROL_TANK_DAMAGE

- **Hash:** `0x5795FBE7A2001C14`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDisableVehiclePetrolTankDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DISABLE_VEHICLE_PETROL_TANK_DAMAGE

## Signature

```c
void SET_DISABLE_VEHICLE_PETROL_TANK_DAMAGE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDisableVehiclePetrolTankDamage(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x5795FBE7A2001C14, vehicle, toggle)
```

### JavaScript

```js
SetDisableVehiclePetrolTankDamage(vehicle, toggle);

// by hash
Citizen.invokeNative('0x5795FBE7A2001C14', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x5795FBE7A2001C14, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_DISABLE_VEHICLE_PETROL_TANK_FIRES

- **Hash:** `0xB70986AB19B04AFF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDisableVehiclePetrolTankFires`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DISABLE_VEHICLE_PETROL_TANK_FIRES

## Signature

```c
void SET_DISABLE_VEHICLE_PETROL_TANK_FIRES(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDisableVehiclePetrolTankFires(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xB70986AB19B04AFF, vehicle, toggle)
```

### JavaScript

```js
SetDisableVehiclePetrolTankFires(vehicle, toggle);

// by hash
Citizen.invokeNative('0xB70986AB19B04AFF', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xB70986AB19B04AFF, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_DONT_ALLOW_PLAYER_TO_ENTER_VEHICLE_IF_LOCKED_FOR_PLAYER

- **Hash:** `0x63DC1F22C903B709`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDontAllowPlayerToEnterVehicleIfLockedForPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DONT_ALLOW_PLAYER_TO_ENTER_VEHICLE_IF_LOCKED_FOR_PLAYER

## Signature

```c
void SET_DONT_ALLOW_PLAYER_TO_ENTER_VEHICLE_IF_LOCKED_FOR_PLAYER(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDontAllowPlayerToEnterVehicleIfLockedForPlayer(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x63DC1F22C903B709, vehicle, p1)
```

### JavaScript

```js
SetDontAllowPlayerToEnterVehicleIfLockedForPlayer(vehicle, p1);

// by hash
Citizen.invokeNative('0x63DC1F22C903B709', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x63DC1F22C903B709, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_DOOR_ALLOWED_TO_BE_BROKEN_OFF

- **Hash:** `0x081FB9D6422F804C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDoorAllowedToBeBrokenOff`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_DOOR_ALLOWED_TO_BE_BROKEN_OFF

## Signature

```c
void SET_DOOR_ALLOWED_TO_BE_BROKEN_OFF(Vehicle vehicle, int doorId, BOOL isBreakable);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `isBreakable` (`BOOL`)

## Returns

`void`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

Old name: _SET_VEHICLE_DOOR_CAN_BREAK

## Usage

### Lua

```lua
SetDoorAllowedToBeBrokenOff(vehicle, doorId, isBreakable)

-- always available, by hash
Citizen.InvokeNative(0x081FB9D6422F804C, vehicle, doorId, isBreakable)
```

### JavaScript

```js
SetDoorAllowedToBeBrokenOff(vehicle, doorId, isBreakable);

// by hash
Citizen.invokeNative('0x081FB9D6422F804C', vehicle, doorId, isBreakable);
```

### C#

```csharp
Function.Call((Hash)0x081FB9D6422F804C, vehicle, doorId, isBreakable);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_DRAFT_ANIMAL_RANDOM_SEED

- **Hash:** `0x8C6D9A399126C194`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDraftAnimalRandomSeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_DRAFT_ANIMAL_RANDOM_SEED

## Signature

```c
void _SET_DRAFT_ANIMAL_RANDOM_SEED(Vehicle vehicle, int seed);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seed` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetDraftAnimalRandomSeed(vehicle, seed)

-- always available, by hash
Citizen.InvokeNative(0x8C6D9A399126C194, vehicle, seed)
```

### JavaScript

```js
SetDraftAnimalRandomSeed(vehicle, seed);

// by hash
Citizen.invokeNative('0x8C6D9A399126C194', vehicle, seed);
```

### C#

```csharp
Function.Call((Hash)0x8C6D9A399126C194, vehicle, seed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_DRAFT_VEHICLE_ALLOW_DRAFT_ANIMAL_AUTO_CREATION

- **Hash:** `0x87344305778E5415`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDraftVehicleAllowDraftAnimalAutoCreation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_DRAFT_VEHICLE_ALLOW_DRAFT_ANIMAL_AUTO_CREATION

## Signature

```c
void _SET_DRAFT_VEHICLE_ALLOW_DRAFT_ANIMAL_AUTO_CREATION(Vehicle vehicle, BOOL allow);
```

## Parameters

- `vehicle` (`Vehicle`)
- `allow` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDraftVehicleAllowDraftAnimalAutoCreation(vehicle, allow)

-- always available, by hash
Citizen.InvokeNative(0x87344305778E5415, vehicle, allow)
```

### JavaScript

```js
SetDraftVehicleAllowDraftAnimalAutoCreation(vehicle, allow);

// by hash
Citizen.invokeNative('0x87344305778E5415', vehicle, allow);
```

### C#

```csharp
Function.Call((Hash)0x87344305778E5415, vehicle, allow);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_DRAFT_VEHICLE_ANIMALS_CAN_DETACH

- **Hash:** `0x6090A031C69F384E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDraftVehicleAnimalsCanDetach`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_DRAFT_VEHICLE_ANIMALS_CAN_DETACH

## Signature

```c
void _SET_DRAFT_VEHICLE_ANIMALS_CAN_DETACH(Vehicle draft, BOOL canDetach);
```

## Parameters

- `draft` (`Vehicle`)
- `canDetach` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDraftVehicleAnimalsCanDetach(draft, canDetach)

-- always available, by hash
Citizen.InvokeNative(0x6090A031C69F384E, draft, canDetach)
```

### JavaScript

```js
SetDraftVehicleAnimalsCanDetach(draft, canDetach);

// by hash
Citizen.invokeNative('0x6090A031C69F384E', draft, canDetach);
```

### C#

```csharp
Function.Call((Hash)0x6090A031C69F384E, draft, canDetach);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_DRAFT_VEHICLE_DESIRED_SPEED

- **Hash:** `0x0C3F0F7F92CA847C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDraftVehicleDesiredSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_DRAFT_VEHICLE_DESIRED_SPEED

## Signature

```c
void _SET_DRAFT_VEHICLE_DESIRED_SPEED(Vehicle vehicle, float speed);
```

## Parameters

- `vehicle` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDraftVehicleDesiredSpeed(vehicle, speed)

-- always available, by hash
Citizen.InvokeNative(0x0C3F0F7F92CA847C, vehicle, speed)
```

### JavaScript

```js
SetDraftVehicleDesiredSpeed(vehicle, speed);

// by hash
Citizen.invokeNative('0x0C3F0F7F92CA847C', vehicle, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x0C3F0F7F92CA847C, vehicle, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_GET_DRAFT_VEHICLE_DESIRED_SPEED](https://natives.borderlinerp.com/natives/VEHICLE/_GET_DRAFT_VEHICLE_DESIRED_SPEED.md) — Returns rage::NumericLimits<float>::kMax (3.402823466e+38) if vehicle is not a valid vehicle of type VEHICLE_TYPE_DRAFT.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_DRAFT_VEHICLE_YOKE_CAN_BREAK

- **Hash:** `0x226C6A4E3346D288`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetDraftVehicleYokeCanBreak`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_DRAFT_VEHICLE_YOKE_CAN_BREAK

## Signature

```c
void _SET_DRAFT_VEHICLE_YOKE_CAN_BREAK(Vehicle draft, BOOL canBreak);
```

## Parameters

- `draft` (`Vehicle`)
- `canBreak` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDraftVehicleYokeCanBreak(draft, canBreak)

-- always available, by hash
Citizen.InvokeNative(0x226C6A4E3346D288, draft, canBreak)
```

### JavaScript

```js
SetDraftVehicleYokeCanBreak(draft, canBreak);

// by hash
Citizen.invokeNative('0x226C6A4E3346D288', draft, canBreak);
```

### C#

```csharp
Function.Call((Hash)0x226C6A4E3346D288, draft, canBreak);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_ENABLE_VEHICLE_SLIPSTREAMING

- **Hash:** `0x73F1E4F6DF26FE30`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetEnableVehicleSlipstreaming`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_ENABLE_VEHICLE_SLIPSTREAMING

## Signature

```c
void SET_ENABLE_VEHICLE_SLIPSTREAMING(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEnableVehicleSlipstreaming(p0)

-- always available, by hash
Citizen.InvokeNative(0x73F1E4F6DF26FE30, p0)
```

### JavaScript

```js
SetEnableVehicleSlipstreaming(p0);

// by hash
Citizen.invokeNative('0x73F1E4F6DF26FE30', p0);
```

### C#

```csharp
Function.Call((Hash)0x73F1E4F6DF26FE30, p0);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_FORCE_COACH_ROBBERY_LOOT

- **Hash:** `0xF489F94BFEE12BB0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetForceCoachRobberyLoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_FORCE_COACH_ROBBERY_LOOT

## Signature

```c
void _SET_FORCE_COACH_ROBBERY_LOOT(Vehicle vehicle, Hash coachrobberyLoot);
```

## Parameters

- `vehicle` (`Vehicle`)
- `coachrobberyLoot` (`Hash`)

## Returns

`void`

## Description

Hashes: COACH2_BOOT_LOOT_ITEMS_COACHROB_RSC, COACH2_BOOT_LOOT_ITEMS_COACHROB, COACH2_MARY3

## Usage

### Lua

```lua
SetForceCoachRobberyLoot(vehicle, coachrobberyLoot)

-- always available, by hash
Citizen.InvokeNative(0xF489F94BFEE12BB0, vehicle, coachrobberyLoot)
```

### JavaScript

```js
SetForceCoachRobberyLoot(vehicle, coachrobberyLoot);

// by hash
Citizen.invokeNative('0xF489F94BFEE12BB0', vehicle, coachrobberyLoot);
```

### C#

```csharp
Function.Call((Hash)0xF489F94BFEE12BB0, vehicle, coachrobberyLoot);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_FORCE_HD_VEHICLE

- **Hash:** `0x373CB1283308BD7B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetForceHdVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_FORCE_HD_VEHICLE

## Signature

```c
void SET_FORCE_HD_VEHICLE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceHdVehicle(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x373CB1283308BD7B, vehicle, toggle)
```

### JavaScript

```js
SetForceHdVehicle(vehicle, toggle);

// by hash
Citizen.invokeNative('0x373CB1283308BD7B', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x373CB1283308BD7B, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_FORCE_HIGH_LOD_VEHICLE

- **Hash:** `0x1098CDA477890165`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetForceHighLodVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_FORCE_HIGH_LOD_VEHICLE

## Signature

```c
void _SET_FORCE_HIGH_LOD_VEHICLE(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceHighLodVehicle(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x1098CDA477890165, vehicle, p1)
```

### JavaScript

```js
SetForceHighLodVehicle(vehicle, p1);

// by hash
Citizen.invokeNative('0x1098CDA477890165', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x1098CDA477890165, vehicle, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_FORCE_LOW_LOD_ANCHOR_MODE

- **Hash:** `0x75B49ACD73617437`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetForceLowLodAnchorMode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_FORCE_LOW_LOD_ANCHOR_MODE

## Signature

```c
void SET_FORCE_LOW_LOD_ANCHOR_MODE(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Sets boat to be anchored on spawn, called together with SET_BOAT_ANCHOR and _SET_BOAT_ANCHOR_BUOYANCY_COEFFICIENT

## Usage

### Lua

```lua
SetForceLowLodAnchorMode(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x75B49ACD73617437, vehicle, p1)
```

### JavaScript

```js
SetForceLowLodAnchorMode(vehicle, p1);

// by hash
Citizen.invokeNative('0x75B49ACD73617437', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x75B49ACD73617437, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_FORCE_VEHICLE_ENGINE_DAMAGE_BY_BULLET

- **Hash:** `0x7F8E2B131E1DCA6C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetForceVehicleEngineDamageByBullet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_FORCE_VEHICLE_ENGINE_DAMAGE_BY_BULLET

## Signature

```c
void SET_FORCE_VEHICLE_ENGINE_DAMAGE_BY_BULLET(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceVehicleEngineDamageByBullet(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7F8E2B131E1DCA6C, vehicle, toggle)
```

### JavaScript

```js
SetForceVehicleEngineDamageByBullet(vehicle, toggle);

// by hash
Citizen.invokeNative('0x7F8E2B131E1DCA6C', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7F8E2B131E1DCA6C, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_HORSE_TRAFFIC_GROUPING_DISTRIBUTION

- **Hash:** `0xF5FFB08976911B50`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetHorseTrafficGroupingDistribution`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_HORSE_TRAFFIC_GROUPING_DISTRIBUTION

## Signature

```c
void _SET_HORSE_TRAFFIC_GROUPING_DISTRIBUTION(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetHorseTrafficGroupingDistribution(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xF5FFB08976911B50, p0, p1, p2, p3)
```

### JavaScript

```js
SetHorseTrafficGroupingDistribution(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xF5FFB08976911B50', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xF5FFB08976911B50, p0, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED

- **Hash:** `0xBBE7648349B49BE8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetMissionTrainAsNoLongerNeeded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED

## Signature

```c
void SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED(Vehicle* train, int flags);
```

## Parameters

- `train` (`Vehicle*`)
- `flags` (`int`)

## Returns

`void`

## Description

flags = 0: DEFAULT; 1: KEEP_OLD_SPEED

## Usage

### Lua

```lua
local train = SetMissionTrainAsNoLongerNeeded(flags)

-- always available, by hash
local train = Citizen.InvokeNative(0xBBE7648349B49BE8, Citizen.PointerValueInt(), flags)
```

### JavaScript

```js
const train = SetMissionTrainAsNoLongerNeeded(flags);

// by hash
const train = Citizen.invokeNative('0xBBE7648349B49BE8', Citizen.pointerValueInt(), flags);
```

### C#

```csharp
var train = new OutputArgument();
Function.Call((Hash)0xBBE7648349B49BE8, train, flags);
// train.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_MISSION_TRAIN_COORDS

- **Hash:** `0x7632755962AB9922`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetMissionTrainCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_MISSION_TRAIN_COORDS

## Signature

```c
void SET_MISSION_TRAIN_COORDS(Vehicle train, float x, float y, float z);
```

## Parameters

- `train` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetMissionTrainCoords(train, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x7632755962AB9922, train, x, y, z)
```

### JavaScript

```js
SetMissionTrainCoords(train, x, y, z);

// by hash
Citizen.invokeNative('0x7632755962AB9922', train, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x7632755962AB9922, train, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_MISSION_TRAIN_WARP_TO_COORDS

- **Hash:** `0xC9EA26893C9E4024`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetMissionTrainWarpToCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_MISSION_TRAIN_WARP_TO_COORDS

## Signature

```c
void _SET_MISSION_TRAIN_WARP_TO_COORDS(Vehicle train, float x, float y, float z, BOOL direction);
```

## Parameters

- `train` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `direction` (`BOOL`)

## Returns

`void`

## Description

Notice: BOOL p4 was wrongly named takePassengers (?)
Can be used to rotate the train by setting the BOOL direction

## Usage

### Lua

```lua
SetMissionTrainWarpToCoords(train, x, y, z, direction)

-- always available, by hash
Citizen.InvokeNative(0xC9EA26893C9E4024, train, x, y, z, direction)
```

### JavaScript

```js
SetMissionTrainWarpToCoords(train, x, y, z, direction);

// by hash
Citizen.invokeNative('0xC9EA26893C9E4024', train, x + 0.0000001, y + 0.0000001, z + 0.0000001, direction);
```

### C#

```csharp
Function.Call((Hash)0xC9EA26893C9E4024, train, x, y, z, direction);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_OARS_ROWING_SPEED

- **Hash:** `0x6835AFEA10E186F4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetOarsRowingSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_OARS_ROWING_SPEED

## Signature

```c
void _SET_OARS_ROWING_SPEED(Vehicle boat, int speed);
```

## Parameters

- `boat` (`Vehicle`)
- `speed` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets rowing speed for boats with oars, such as rowboats or paddle boats.
speed is an enum-like value in the observed range 1..3, where higher values row faster.

*Source: VORPCORE RDR3natives*

3 speeds (1-3), higher it is faster it will be

## Usage

### Lua

```lua
SetOarsRowingSpeed(boat, speed)

-- always available, by hash
Citizen.InvokeNative(0x6835AFEA10E186F4, boat, speed)
```

### JavaScript

```js
SetOarsRowingSpeed(boat, speed);

// by hash
Citizen.invokeNative('0x6835AFEA10E186F4', boat, speed);
```

### C#

```csharp
Function.Call((Hash)0x6835AFEA10E186F4, boat, speed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0xFEDFA97638D61D4A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetParkedVehicleDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetParkedVehicleDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0xFEDFA97638D61D4A, multiplier)
```

### JavaScript

```js
SetParkedVehicleDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0xFEDFA97638D61D4A', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xFEDFA97638D61D4A, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_PED_OWNS_VEHICLE

- **Hash:** `0x838C216C2B05A009`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetPedOwnsVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_PED_OWNS_VEHICLE

## Signature

```c
void SET_PED_OWNS_VEHICLE(Ped ped, Vehicle vehicle);
```

## Parameters

- `ped` (`Ped`)
- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedOwnsVehicle(ped, vehicle)

-- always available, by hash
Citizen.InvokeNative(0x838C216C2B05A009, ped, vehicle)
```

### JavaScript

```js
SetPedOwnsVehicle(ped, vehicle);

// by hash
Citizen.invokeNative('0x838C216C2B05A009', ped, vehicle);
```

### C#

```csharp
Function.Call((Hash)0x838C216C2B05A009, ped, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_PLAYBACK_SPEED

- **Hash:** `0xD78084EED4CD94C6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetPlaybackSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_PLAYBACK_SPEED

## Signature

```c
void SET_PLAYBACK_SPEED(Vehicle vehicle, float speed);
```

## Parameters

- `vehicle` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlaybackSpeed(vehicle, speed)

-- always available, by hash
Citizen.InvokeNative(0xD78084EED4CD94C6, vehicle, speed)
```

### JavaScript

```js
SetPlaybackSpeed(vehicle, speed);

// by hash
Citizen.invokeNative('0xD78084EED4CD94C6', vehicle, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD78084EED4CD94C6, vehicle, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_RANDOM_BOATS

- **Hash:** `0xF44D446D4E36DB87`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetRandomBoats`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_RANDOM_BOATS

## Signature

```c
void SET_RANDOM_BOATS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetRandomBoats(toggle)

-- always available, by hash
Citizen.InvokeNative(0xF44D446D4E36DB87, toggle)
```

### JavaScript

```js
SetRandomBoats(toggle);

// by hash
Citizen.invokeNative('0xF44D446D4E36DB87', toggle);
```

### C#

```csharp
Function.Call((Hash)0xF44D446D4E36DB87, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_RANDOM_TRAINS

- **Hash:** `0x1156C6EE7E82A98A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetRandomTrains`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_RANDOM_TRAINS

## Signature

```c
void SET_RANDOM_TRAINS(BOOL toggle);
```

## Parameters

- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetRandomTrains(toggle)

-- always available, by hash
Citizen.InvokeNative(0x1156C6EE7E82A98A, toggle)
```

### JavaScript

```js
SetRandomTrains(toggle);

// by hash
Citizen.invokeNative('0x1156C6EE7E82A98A', toggle);
```

### C#

```csharp
Function.Call((Hash)0x1156C6EE7E82A98A, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_RANDOM_TRAINS_WHISTLE_ENABLED

- **Hash:** `0x1BFBAFCC6760FF02`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetRandomTrainsWhistleEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_RANDOM_TRAINS_WHISTLE_ENABLED

## Signature

```c
void _SET_RANDOM_TRAINS_WHISTLE_ENABLED(Vehicle train, BOOL enabled);
```

## Parameters

- `train` (`Vehicle`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Enables/disables the whistle on a specific train entity.

## Usage

### Lua

```lua
SetRandomTrainsWhistleEnabled(train, enabled)

-- always available, by hash
Citizen.InvokeNative(0x1BFBAFCC6760FF02, train, enabled)
```

### JavaScript

```js
SetRandomTrainsWhistleEnabled(train, enabled);

// by hash
Citizen.invokeNative('0x1BFBAFCC6760FF02', train, enabled);
```

### C#

```csharp
Function.Call((Hash)0x1BFBAFCC6760FF02, train, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0x1F91D44490E1EA0C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetRandomVehicleDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetRandomVehicleDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x1F91D44490E1EA0C, multiplier)
```

### JavaScript

```js
SetRandomVehicleDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0x1F91D44490E1EA0C', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1F91D44490E1EA0C, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_COLLISION_AVOIDANCE_ENABLED

- **Hash:** `0xE6BD7DD3FD474415`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainCollisionAvoidanceEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_COLLISION_AVOIDANCE_ENABLED

## Signature

```c
void _SET_TRAIN_COLLISION_AVOIDANCE_ENABLED(Vehicle train, BOOL toggle);
```

## Parameters

- `train` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables collision-avoidance behavior for AI-controlled trains.
When enabled, the train can automatically stop if an obstacle or possible collision is detected ahead on the track. When disabled, it continues moving without reacting to those obstacles.

*Source: VORPCORE RDR3natives*

Enables or disables collision avoidance behavior for AI-controlled trains.

When enabled, the train will automatically stop if an obstacle or possible
collision is detected ahead on the track. When disabled, the train will
continue moving without reacting to obstacles

## Usage

### Lua

```lua
SetTrainCollisionAvoidanceEnabled(train, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE6BD7DD3FD474415, train, toggle)
```

### JavaScript

```js
SetTrainCollisionAvoidanceEnabled(train, toggle);

// by hash
Citizen.invokeNative('0xE6BD7DD3FD474415', train, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE6BD7DD3FD474415, train, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::SET_TRAIN_CRUISE_SPEED

- **Hash:** `0x01021EB2E96B793C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainCruiseSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_TRAIN_CRUISE_SPEED

## Signature

```c
void SET_TRAIN_CRUISE_SPEED(Vehicle train, float speed);
```

## Parameters

- `train` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTrainCruiseSpeed(train, speed)

-- always available, by hash
Citizen.InvokeNative(0x01021EB2E96B793C, train, speed)
```

### JavaScript

```js
SetTrainCruiseSpeed(train, speed);

// by hash
Citizen.invokeNative('0x01021EB2E96B793C', train, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x01021EB2E96B793C, train, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_DESTRUCTION_ENABLED

- **Hash:** `0x07E2E21E799080A0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainDestructionEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_DESTRUCTION_ENABLED

## Signature

```c
void _SET_TRAIN_DESTRUCTION_ENABLED(Vehicle train, BOOL enabled);
```

## Parameters

- `train` (`Vehicle`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

Trains only. Enables/disables damage/explosion flags on the engine and all attached cars; typically set true before EXPLODE_VEHICLE.

## Usage

### Lua

```lua
SetTrainDestructionEnabled(train, enabled)

-- always available, by hash
Citizen.InvokeNative(0x07E2E21E799080A0, train, enabled)
```

### JavaScript

```js
SetTrainDestructionEnabled(train, enabled);

// by hash
Citizen.invokeNative('0x07E2E21E799080A0', train, enabled);
```

### C#

```csharp
Function.Call((Hash)0x07E2E21E799080A0, train, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_HALT

- **Hash:** `0x3660BCAB3A6BB734`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainHalt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_HALT

## Signature

```c
void _SET_TRAIN_HALT(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
SetTrainHalt(train)

-- always available, by hash
Citizen.InvokeNative(0x3660BCAB3A6BB734, train)
```

### JavaScript

```js
SetTrainHalt(train);

// by hash
Citizen.invokeNative('0x3660BCAB3A6BB734', train);
```

### C#

```csharp
Function.Call((Hash)0x3660BCAB3A6BB734, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_LEAVE_STATION

- **Hash:** `0x787E43477746876F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainLeaveStation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_LEAVE_STATION

## Signature

```c
void _SET_TRAIN_LEAVE_STATION(Vehicle train);
```

## Parameters

- `train` (`Vehicle`)

## Returns

`void`

## Description

Restarts the train

## Usage

### Lua

```lua
SetTrainLeaveStation(train)

-- always available, by hash
Citizen.InvokeNative(0x787E43477746876F, train)
```

### JavaScript

```js
SetTrainLeaveStation(train);

// by hash
Citizen.invokeNative('0x787E43477746876F', train);
```

### C#

```csharp
Function.Call((Hash)0x787E43477746876F, train);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_MAX_SPEED

- **Hash:** `0x9F29999DFDF2AEB8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainMaxSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_MAX_SPEED

## Signature

```c
void _SET_TRAIN_MAX_SPEED(Vehicle train, float speed);
```

## Parameters

- `train` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Description

Maximum possible speed is 30.0 (108 km/h)

## Usage

### Lua

```lua
SetTrainMaxSpeed(train, speed)

-- always available, by hash
Citizen.InvokeNative(0x9F29999DFDF2AEB8, train, speed)
```

### JavaScript

```js
SetTrainMaxSpeed(train, speed);

// by hash
Citizen.invokeNative('0x9F29999DFDF2AEB8', train, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x9F29999DFDF2AEB8, train, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_TRAIN_OFFSET_FROM_STATION

- **Hash:** `0x8EC47DD4300BF063`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainOffsetFromStation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_TRAIN_OFFSET_FROM_STATION

## Signature

```c
void SET_TRAIN_OFFSET_FROM_STATION(Vehicle train, float offset);
```

## Parameters

- `train` (`Vehicle`)
- `offset` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTrainOffsetFromStation(train, offset)

-- always available, by hash
Citizen.InvokeNative(0x8EC47DD4300BF063, train, offset)
```

### JavaScript

```js
SetTrainOffsetFromStation(train, offset);

// by hash
Citizen.invokeNative('0x8EC47DD4300BF063', train, offset + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8EC47DD4300BF063, train, offset);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_REVERSE_ENABLED

- **Hash:** `0x06A09A6E0C6D2A84`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainReverseEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_TRAIN_ENABLE_REVERSING`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_REVERSE_ENABLED

## Signature

```c
void _SET_TRAIN_REVERSE_ENABLED(Vehicle train, BOOL enable);
```

## Parameters

- `train` (`Vehicle`)
- `enable` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables reverse movement for a train.

*Source: VORPCORE RDR3natives*

true to enable train reversing moving backwards, false to not allow reversing

## Usage

### Lua

```lua
SetTrainReverseEnabled(train, enable)

-- always available, by hash
Citizen.InvokeNative(0x06A09A6E0C6D2A84, train, enable)
```

### JavaScript

```js
SetTrainReverseEnabled(train, enable);

// by hash
Citizen.invokeNative('0x06A09A6E0C6D2A84', train, enable);
```

### C#

```csharp
Function.Call((Hash)0x06A09A6E0C6D2A84, train, enable);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::SET_TRAIN_SPEED

- **Hash:** `0xDFBA6BBFF7CCAFBB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_TRAIN_SPEED

## Signature

```c
void SET_TRAIN_SPEED(Vehicle train, float speed);
```

## Parameters

- `train` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTrainSpeed(train, speed)

-- always available, by hash
Citizen.InvokeNative(0xDFBA6BBFF7CCAFBB, train, speed)
```

### JavaScript

```js
SetTrainSpeed(train, speed);

// by hash
Citizen.invokeNative('0xDFBA6BBFF7CCAFBB', train, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xDFBA6BBFF7CCAFBB, train, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_STOPS_FOR_STATIONS

- **Hash:** `0x4182C037AA1F0091`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainStopsForStations`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_STOPS_FOR_STATIONS

## Signature

```c
void _SET_TRAIN_STOPS_FOR_STATIONS(Vehicle train, BOOL toggle);
```

## Parameters

- `train` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetTrainStopsForStations(train, toggle)

-- always available, by hash
Citizen.InvokeNative(0x4182C037AA1F0091, train, toggle)
```

### JavaScript

```js
SetTrainStopsForStations(train, toggle);

// by hash
Citizen.invokeNative('0x4182C037AA1F0091', train, toggle);
```

### C#

```csharp
Function.Call((Hash)0x4182C037AA1F0091, train, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_TRAIN_TRACK_JUNCTION_SWITCH

- **Hash:** `0xE6C5E2125EB210C1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetTrainTrackJunctionSwitch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_TRAIN_TRACK_JUNCTION_SWITCH

## Signature

```c
void _SET_TRAIN_TRACK_JUNCTION_SWITCH(Hash trainTrack, int junctionIndex, BOOL enabled);
```

## Parameters

- `trainTrack` (`Hash`)
- `junctionIndex` (`int`)
- `enabled` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

trainTrack: see 0x09034479E6E3E269.

*Source: VORPCORE RDR3natives*

trainTrack: FREIGHT_GROUP, TRAINS3, BRAITHWAITES2_TRACK_CONFIG, TRAINS_OLD_WEST01, TRAINS_OLD_WEST03, TRAINS_NB1, TRAINS_INTERSECTION1_ANN

## Usage

### Lua

```lua
SetTrainTrackJunctionSwitch(trainTrack, junctionIndex, enabled)

-- always available, by hash
Citizen.InvokeNative(0xE6C5E2125EB210C1, trainTrack, junctionIndex, enabled)
```

### JavaScript

```js
SetTrainTrackJunctionSwitch(trainTrack, junctionIndex, enabled);

// by hash
Citizen.invokeNative('0xE6C5E2125EB210C1', trainTrack, junctionIndex, enabled);
```

### C#

```csharp
Function.Call((Hash)0xE6C5E2125EB210C1, trainTrack, junctionIndex, enabled);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::SET_VEHICLE_AI_CAN_USE_EXCLUSIVE_SEATS

- **Hash:** `0x0893DAFBFA67110E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleAiCanUseExclusiveSeats`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_AI_CAN_USE_EXCLUSIVE_SEATS

## Signature

```c
void SET_VEHICLE_AI_CAN_USE_EXCLUSIVE_SEATS(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Used to be incorrectly named SET_VEHICLE_EXCLUSIVE_DRIVER

## Usage

### Lua

```lua
SetVehicleAiCanUseExclusiveSeats(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x0893DAFBFA67110E, vehicle, toggle)
```

### JavaScript

```js
SetVehicleAiCanUseExclusiveSeats(vehicle, toggle);

// by hash
Citizen.invokeNative('0x0893DAFBFA67110E', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x0893DAFBFA67110E, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_ALLOW_HOMING_MISSLE_LOCKON

- **Hash:** `0x1240E8596A8308B9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleAllowHomingMissleLockon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ALLOW_HOMING_MISSLE_LOCKON

## Signature

```c
void SET_VEHICLE_ALLOW_HOMING_MISSLE_LOCKON(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleAllowHomingMissleLockon(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x1240E8596A8308B9, vehicle, toggle)
```

### JavaScript

```js
SetVehicleAllowHomingMissleLockon(vehicle, toggle);

// by hash
Citizen.invokeNative('0x1240E8596A8308B9', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x1240E8596A8308B9, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON

- **Hash:** `0xECB9E9BC887E8060`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleAllowNoPassengersLockon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON

## Signature

```c
void SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Makes the vehicle accept no passengers.

## Usage

### Lua

```lua
SetVehicleAllowNoPassengersLockon(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xECB9E9BC887E8060, vehicle, toggle)
```

### JavaScript

```js
SetVehicleAllowNoPassengersLockon(vehicle, toggle);

// by hash
Citizen.invokeNative('0xECB9E9BC887E8060', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xECB9E9BC887E8060, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_AUTOMATICALLY_ATTACHES

- **Hash:** `0x501354951CD942DE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleAutomaticallyAttaches`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_AUTOMATICALLY_ATTACHES

## Signature

```c
Any SET_VEHICLE_AUTOMATICALLY_ATTACHES(Vehicle vehicle, BOOL p1, Any p2);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SetVehicleAutomaticallyAttaches(vehicle, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x501354951CD942DE, vehicle, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetVehicleAutomaticallyAttaches(vehicle, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x501354951CD942DE', vehicle, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x501354951CD942DE, vehicle, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_BODY_HEALTH

- **Hash:** `0x55CCAAE4F28C67A0`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleBodyHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_BODY_HEALTH

## Signature

```c
void SET_VEHICLE_BODY_HEALTH(Vehicle vehicle, float value);
```

## Parameters

- `vehicle` (`Vehicle`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleBodyHealth(vehicle, value)

-- always available, by hash
Citizen.InvokeNative(0x55CCAAE4F28C67A0, vehicle, value)
```

### JavaScript

```js
SetVehicleBodyHealth(vehicle, value);

// by hash
Citizen.invokeNative('0x55CCAAE4F28C67A0', vehicle, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x55CCAAE4F28C67A0, vehicle, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VEHICLE::GET_VEHICLE_BODY_HEALTH](https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_BODY_HEALTH.md) — Max 1000, min 0. Vehicle does not necessarily explode or become undrivable at 0.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_BROKEN_PARTS_DONT_AFFECT_AI_HANDLING

- **Hash:** `0xCEC4CA2CAB8FA98C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleBrokenPartsDontAffectAiHandling`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_BROKEN_PARTS_DONT_AFFECT_AI_HANDLING

## Signature

```c
void SET_VEHICLE_BROKEN_PARTS_DONT_AFFECT_AI_HANDLING(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleBrokenPartsDontAffectAiHandling(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xCEC4CA2CAB8FA98C, vehicle, p1)
```

### JavaScript

```js
SetVehicleBrokenPartsDontAffectAiHandling(vehicle, p1);

// by hash
Citizen.invokeNative('0xCEC4CA2CAB8FA98C', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xCEC4CA2CAB8FA98C, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_CAN_BE_TARGETTED

- **Hash:** `0x05254BA0B44ADC16`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleCanBeTargetted`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_CAN_BE_TARGETTED

## Signature

```c
void SET_VEHICLE_CAN_BE_TARGETTED(Vehicle vehicle, BOOL state);
```

## Parameters

- `vehicle` (`Vehicle`)
- `state` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleCanBeTargetted(vehicle, state)

-- always available, by hash
Citizen.InvokeNative(0x05254BA0B44ADC16, vehicle, state)
```

### JavaScript

```js
SetVehicleCanBeTargetted(vehicle, state);

// by hash
Citizen.invokeNative('0x05254BA0B44ADC16', vehicle, state);
```

### C#

```csharp
Function.Call((Hash)0x05254BA0B44ADC16, vehicle, state);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_CAN_BE_USED_BY_FLEEING_PEDS

- **Hash:** `0xE42952510F84AFDB`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleCanBeUsedByFleeingPeds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_CAN_BE_USED_BY_FLEEING_PEDS

## Signature

```c
void SET_VEHICLE_CAN_BE_USED_BY_FLEEING_PEDS(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleCanBeUsedByFleeingPeds(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE42952510F84AFDB, vehicle, toggle)
```

### JavaScript

```js
SetVehicleCanBeUsedByFleeingPeds(vehicle, toggle);

// by hash
Citizen.invokeNative('0xE42952510F84AFDB', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE42952510F84AFDB, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED

- **Hash:** `0x4BF8131AE811541C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleCanBeVisiblyDamaged`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED

## Signature

```c
void SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(Vehicle vehicle, BOOL state);
```

## Parameters

- `vehicle` (`Vehicle`)
- `state` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleCanBeVisiblyDamaged(vehicle, state)

-- always available, by hash
Citizen.InvokeNative(0x4BF8131AE811541C, vehicle, state)
```

### JavaScript

```js
SetVehicleCanBeVisiblyDamaged(vehicle, state);

// by hash
Citizen.invokeNative('0x4BF8131AE811541C', vehicle, state);
```

### C#

```csharp
Function.Call((Hash)0x4BF8131AE811541C, vehicle, state);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_CAN_BREAK

- **Hash:** `0xC5ED9D59B4646611`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleCanBreak`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_CAN_BREAK

## Signature

```c
void SET_VEHICLE_CAN_BREAK(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleCanBreak(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC5ED9D59B4646611, vehicle, toggle)
```

### JavaScript

```js
SetVehicleCanBreak(vehicle, toggle);

// by hash
Citizen.invokeNative('0xC5ED9D59B4646611', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC5ED9D59B4646611, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_CAN_EJECT_PASSENGERS_IF_LOCKED

- **Hash:** `0x065D03A9D6B2C6B5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleCanEjectPassengersIfLocked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_CAN_EJECT_PASSENGERS_IF_LOCKED

## Signature

```c
void SET_VEHICLE_CAN_EJECT_PASSENGERS_IF_LOCKED(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleCanEjectPassengersIfLocked(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x065D03A9D6B2C6B5, vehicle, p1)
```

### JavaScript

```js
SetVehicleCanEjectPassengersIfLocked(vehicle, p1);

// by hash
Citizen.invokeNative('0x065D03A9D6B2C6B5', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x065D03A9D6B2C6B5, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DAMAGE

- **Hash:** `0x1D7678F81452BB41`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DAMAGE

## Signature

```c
void SET_VEHICLE_DAMAGE(Vehicle vehicle, float xOffset, float yOffset, float zOffset, float damage, float radius, BOOL p6);
```

## Parameters

- `vehicle` (`Vehicle`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `damage` (`float`)
- `radius` (`float`)
- `p6` (`BOOL`)

## Returns

`void`

## Description

Apply damage to vehicle at a location. Location is relative to vehicle model (not world).

Radius of effect damage applied in a sphere at impact location

## Usage

### Lua

```lua
SetVehicleDamage(vehicle, xOffset, yOffset, zOffset, damage, radius, p6)

-- always available, by hash
Citizen.InvokeNative(0x1D7678F81452BB41, vehicle, xOffset, yOffset, zOffset, damage, radius, p6)
```

### JavaScript

```js
SetVehicleDamage(vehicle, xOffset, yOffset, zOffset, damage, radius, p6);

// by hash
Citizen.invokeNative('0x1D7678F81452BB41', vehicle, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, damage + 0.0000001, radius + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x1D7678F81452BB41, vehicle, xOffset, yOffset, zOffset, damage, radius, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME

- **Hash:** `0x606374EBFC27B133`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDensityMultiplierThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME

## Signature

```c
void SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier);
```

## Parameters

- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDensityMultiplierThisFrame(multiplier)

-- always available, by hash
Citizen.InvokeNative(0x606374EBFC27B133, multiplier)
```

### JavaScript

```js
SetVehicleDensityMultiplierThisFrame(multiplier);

// by hash
Citizen.invokeNative('0x606374EBFC27B133', multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x606374EBFC27B133, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_DETERIORATION

- **Hash:** `0x8E5DA070BAD3279E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDeterioration`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_DETERIORATION

## Signature

```c
void _SET_VEHICLE_DETERIORATION(Vehicle vehicle, float amount, int p2, BOOL p3);
```

## Parameters

- `vehicle` (`Vehicle`)
- `amount` (`float`)
- `p2` (`int`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDeterioration(vehicle, amount, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x8E5DA070BAD3279E, vehicle, amount, p2, p3)
```

### JavaScript

```js
SetVehicleDeterioration(vehicle, amount, p2, p3);

// by hash
Citizen.invokeNative('0x8E5DA070BAD3279E', vehicle, amount + 0.0000001, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x8E5DA070BAD3279E, vehicle, amount, p2, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DIRT_LEVEL

- **Hash:** `0x758C3460EE915D0A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDirtLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DIRT_LEVEL

## Signature

```c
void SET_VEHICLE_DIRT_LEVEL(Vehicle vehicle, float dirtLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `dirtLevel` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDirtLevel(vehicle, dirtLevel)

-- always available, by hash
Citizen.InvokeNative(0x758C3460EE915D0A, vehicle, dirtLevel)
```

### JavaScript

```js
SetVehicleDirtLevel(vehicle, dirtLevel);

// by hash
Citizen.invokeNative('0x758C3460EE915D0A', vehicle, dirtLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x758C3460EE915D0A, vehicle, dirtLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_DIRT_LEVEL_2

- **Hash:** `0xBAE0EEDF93F05EAA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDirtLevel_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_DIRT_LEVEL_2

## Signature

```c
void _SET_VEHICLE_DIRT_LEVEL_2(Vehicle vehicle, float dirtLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `dirtLevel` (`float`)

## Returns

`void`

## Description

dirtLevel: 0.0 - 1.0

## Usage

### Lua

```lua
SetVehicleDirtLevel_2(vehicle, dirtLevel)

-- always available, by hash
Citizen.InvokeNative(0xBAE0EEDF93F05EAA, vehicle, dirtLevel)
```

### JavaScript

```js
SetVehicleDirtLevel_2(vehicle, dirtLevel);

// by hash
Citizen.invokeNative('0xBAE0EEDF93F05EAA', vehicle, dirtLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBAE0EEDF93F05EAA, vehicle, dirtLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOOR_BROKEN

- **Hash:** `0x9666CF20A1C6D780`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorBroken`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOOR_BROKEN

## Signature

```c
void SET_VEHICLE_DOOR_BROKEN(Vehicle vehicle, int doorId, BOOL deleteDoor);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `deleteDoor` (`BOOL`)

## Returns

`void`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

## Usage

### Lua

```lua
SetVehicleDoorBroken(vehicle, doorId, deleteDoor)

-- always available, by hash
Citizen.InvokeNative(0x9666CF20A1C6D780, vehicle, doorId, deleteDoor)
```

### JavaScript

```js
SetVehicleDoorBroken(vehicle, doorId, deleteDoor);

// by hash
Citizen.invokeNative('0x9666CF20A1C6D780', vehicle, doorId, deleteDoor);
```

### C#

```csharp
Function.Call((Hash)0x9666CF20A1C6D780, vehicle, doorId, deleteDoor);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

## See also

- [VEHICLE::_IS_VEHICLE_DOOR_BROKEN](https://natives.borderlinerp.com/natives/VEHICLE/_IS_VEHICLE_DOOR_BROKEN.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOOR_CONTROL

- **Hash:** `0xD57F10EBBA814ECF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorControl`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOOR_CONTROL

## Signature

```c
void SET_VEHICLE_DOOR_CONTROL(Vehicle vehicle, int doorId, int speed, float angle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `speed` (`int`)
- `angle` (`float`)

## Returns

`void`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

## Usage

### Lua

```lua
SetVehicleDoorControl(vehicle, doorId, speed, angle)

-- always available, by hash
Citizen.InvokeNative(0xD57F10EBBA814ECF, vehicle, doorId, speed, angle)
```

### JavaScript

```js
SetVehicleDoorControl(vehicle, doorId, speed, angle);

// by hash
Citizen.invokeNative('0xD57F10EBBA814ECF', vehicle, doorId, speed, angle + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD57F10EBBA814ECF, vehicle, doorId, speed, angle);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOOR_LATCHED

- **Hash:** `0x06F8A202EB312A3C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorLatched`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOOR_LATCHED

## Signature

```c
void SET_VEHICLE_DOOR_LATCHED(Vehicle vehicle, int doorId, BOOL p2, BOOL p3, BOOL p4);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

## Usage

### Lua

```lua
SetVehicleDoorLatched(vehicle, doorId, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x06F8A202EB312A3C, vehicle, doorId, p2, p3, p4)
```

### JavaScript

```js
SetVehicleDoorLatched(vehicle, doorId, p2, p3, p4);

// by hash
Citizen.invokeNative('0x06F8A202EB312A3C', vehicle, doorId, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x06F8A202EB312A3C, vehicle, doorId, p2, p3, p4);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOOR_OPEN

- **Hash:** `0x550CE392A4672412`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorOpen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOOR_OPEN

## Signature

```c
void SET_VEHICLE_DOOR_OPEN(Vehicle vehicle, int doorId, BOOL loose, BOOL openInstantly);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `loose` (`BOOL`)
- `openInstantly` (`BOOL`)

## Returns

`void`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT
Can also be used on trains and its wagons

## Usage

### Lua

```lua
SetVehicleDoorOpen(vehicle, doorId, loose, openInstantly)

-- always available, by hash
Citizen.InvokeNative(0x550CE392A4672412, vehicle, doorId, loose, openInstantly)
```

### JavaScript

```js
SetVehicleDoorOpen(vehicle, doorId, loose, openInstantly);

// by hash
Citizen.invokeNative('0x550CE392A4672412', vehicle, doorId, loose, openInstantly);
```

### C#

```csharp
Function.Call((Hash)0x550CE392A4672412, vehicle, doorId, loose, openInstantly);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOOR_SHUT

- **Hash:** `0x6A3C24B91FD0EA09`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorShut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOOR_SHUT

## Signature

```c
void SET_VEHICLE_DOOR_SHUT(Vehicle vehicle, int doorId, BOOL closeInstantly);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `closeInstantly` (`BOOL`)

## Returns

`void`

## Description

doorId: enum eDoorId
{
	VEH_EXT_DOOR_INVALID_ID = -1,
	VEH_EXT_DOOR_DSIDE_F,
	VEH_EXT_DOOR_DSIDE_M,
	VEH_EXT_DOOR_DSIDE_M1,
	VEH_EXT_DOOR_DSIDE_M2,
	VEH_EXT_DOOR_DSIDE_R,
	VEH_EXT_DOOR_PSIDE_F,
	VEH_EXT_DOOR_PSIDE_M,
	VEH_EXT_DOOR_PSIDE_M1,
	VEH_EXT_DOOR_PSIDE_M2,
	VEH_EXT_DOOR_PSIDE_R,
	VEH_EXT_BONNET,
	VEH_EXT_BOOT
};

## Usage

### Lua

```lua
SetVehicleDoorShut(vehicle, doorId, closeInstantly)

-- always available, by hash
Citizen.InvokeNative(0x6A3C24B91FD0EA09, vehicle, doorId, closeInstantly)
```

### JavaScript

```js
SetVehicleDoorShut(vehicle, doorId, closeInstantly);

// by hash
Citizen.invokeNative('0x6A3C24B91FD0EA09', vehicle, doorId, closeInstantly);
```

### C#

```csharp
Function.Call((Hash)0x6A3C24B91FD0EA09, vehicle, doorId, closeInstantly);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOORS_LOCKED

- **Hash:** `0x96F78A6A075D55D9`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorsLocked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_LOCKED

## Signature

```c
void SET_VEHICLE_DOORS_LOCKED(Vehicle vehicle, int doorLockStatus);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorLockStatus` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDoorsLocked(vehicle, doorLockStatus)

-- always available, by hash
Citizen.InvokeNative(0x96F78A6A075D55D9, vehicle, doorLockStatus)
```

### JavaScript

```js
SetVehicleDoorsLocked(vehicle, doorLockStatus);

// by hash
Citizen.invokeNative('0x96F78A6A075D55D9', vehicle, doorLockStatus);
```

### C#

```csharp
Function.Call((Hash)0x96F78A6A075D55D9, vehicle, doorLockStatus);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS

- **Hash:** `0x2381977DA948F8DC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorsLockedForAllPlayers`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS

## Signature

```c
void SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDoorsLockedForAllPlayers(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2381977DA948F8DC, vehicle, toggle)
```

### JavaScript

```js
SetVehicleDoorsLockedForAllPlayers(vehicle, toggle);

// by hash
Citizen.invokeNative('0x2381977DA948F8DC', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2381977DA948F8DC, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER

- **Hash:** `0x359A8EA1FB8D6F0F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorsLockedForPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER

## Signature

```c
void SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(Vehicle vehicle, Player player, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDoorsLockedForPlayer(vehicle, player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x359A8EA1FB8D6F0F, vehicle, player, toggle)
```

### JavaScript

```js
SetVehicleDoorsLockedForPlayer(vehicle, player, toggle);

// by hash
Citizen.invokeNative('0x359A8EA1FB8D6F0F', vehicle, player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x359A8EA1FB8D6F0F, vehicle, player, toggle);
```

## See also

- [VEHICLE::GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER](https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_DOORS_LOCKED_FOR_PLAYER.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_TEAM

- **Hash:** `0xE712BC978770F105`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorsLockedForTeam`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_LOCKED_FOR_TEAM

## Signature

```c
void SET_VEHICLE_DOORS_LOCKED_FOR_TEAM(Vehicle vehicle, int team, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `team` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDoorsLockedForTeam(vehicle, team, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE712BC978770F105, vehicle, team, toggle)
```

### JavaScript

```js
SetVehicleDoorsLockedForTeam(vehicle, team, toggle);

// by hash
Citizen.invokeNative('0xE712BC978770F105', vehicle, team, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE712BC978770F105, vehicle, team, toggle);
```

## See also

- [VEHICLE::_GET_VEHICLE_DOORS_LOCKED_FOR_TEAM](https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_DOORS_LOCKED_FOR_TEAM.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOORS_SHUT

- **Hash:** `0xA4FFCD645B11F25A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorsShut`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_SHUT

## Signature

```c
void SET_VEHICLE_DOORS_SHUT(Vehicle vehicle, BOOL closeInstantly);
```

## Parameters

- `vehicle` (`Vehicle`)
- `closeInstantly` (`BOOL`)

## Returns

`void`

## Description

Closes all doors of a vehicle:

## Usage

### Lua

```lua
SetVehicleDoorsShut(vehicle, closeInstantly)

-- always available, by hash
Citizen.InvokeNative(0xA4FFCD645B11F25A, vehicle, closeInstantly)
```

### JavaScript

```js
SetVehicleDoorsShut(vehicle, closeInstantly);

// by hash
Citizen.invokeNative('0xA4FFCD645B11F25A', vehicle, closeInstantly);
```

### C#

```csharp
Function.Call((Hash)0xA4FFCD645B11F25A, vehicle, closeInstantly);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_DOORS_TO_OPEN_AT_ANY_DISTANCE

- **Hash:** `0x362CEDD2A41E0747`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDoorsToOpenAtAnyDistance`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DOORS_TO_OPEN_AT_ANY_DISTANCE

## Signature

```c
void SET_VEHICLE_DOORS_TO_OPEN_AT_ANY_DISTANCE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleDoorsToOpenAtAnyDistance(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x362CEDD2A41E0747, vehicle, toggle)
```

### JavaScript

```js
SetVehicleDoorsToOpenAtAnyDistance(vehicle, toggle);

// by hash
Citizen.invokeNative('0x362CEDD2A41E0747', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x362CEDD2A41E0747, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_ENGINE_CAN_DEGRADE

- **Hash:** `0x48E4C137A71C2688`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleEngineCanDegrade`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ENGINE_CAN_DEGRADE

## Signature

```c
void SET_VEHICLE_ENGINE_CAN_DEGRADE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleEngineCanDegrade(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x48E4C137A71C2688, vehicle, toggle)
```

### JavaScript

```js
SetVehicleEngineCanDegrade(vehicle, toggle);

// by hash
Citizen.invokeNative('0x48E4C137A71C2688', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x48E4C137A71C2688, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_ENGINE_HEALTH

- **Hash:** `0x8BDC5B998B4654EF`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleEngineHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ENGINE_HEALTH

## Signature

```c
void SET_VEHICLE_ENGINE_HEALTH(Vehicle vehicle, float health);
```

## Parameters

- `vehicle` (`Vehicle`)
- `health` (`float`)

## Returns

`void`

## Description

1000 is max health
Begins leaking gas at around 650 health
-999.90002441406 appears to be minimum health, although nothing special occurs <- false statement

-------------------------
Minimum: -4000
Maximum: 1000

-4000: Engine is destroyed
0 and below: Engine catches fire and health rapidly declines
300: Engine is smoking and losing functionality
1000: Engine is perfect

## Usage

### Lua

```lua
SetVehicleEngineHealth(vehicle, health)

-- always available, by hash
Citizen.InvokeNative(0x8BDC5B998B4654EF, vehicle, health)
```

### JavaScript

```js
SetVehicleEngineHealth(vehicle, health);

// by hash
Citizen.invokeNative('0x8BDC5B998B4654EF', vehicle, health + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x8BDC5B998B4654EF, vehicle, health);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VEHICLE::GET_VEHICLE_ENGINE_HEALTH](https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_ENGINE_HEALTH.md) — Returns 1000.0 if the function is unable to get the address of the specified vehicle or if it's not a vehicle.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_ENGINE_ON

- **Hash:** `0xB64CFA14CB9A2E78`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleEngineOn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ENGINE_ON

## Signature

```c
void SET_VEHICLE_ENGINE_ON(Vehicle vehicle, BOOL value, BOOL instantly);
```

## Parameters

- `vehicle` (`Vehicle`)
- `value` (`BOOL`)
- `instantly` (`BOOL`)

## Returns

`void`

## Description

Starts or stops the engine on the specified vehicle.

vehicle: The vehicle to start or stop the engine on.
value: true to turn the vehicle on; false to turn it off.
instantly: if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine.

## Usage

### Lua

```lua
SetVehicleEngineOn(vehicle, value, instantly)

-- always available, by hash
Citizen.InvokeNative(0xB64CFA14CB9A2E78, vehicle, value, instantly)
```

### JavaScript

```js
SetVehicleEngineOn(vehicle, value, instantly);

// by hash
Citizen.invokeNative('0xB64CFA14CB9A2E78', vehicle, value, instantly);
```

### C#

```csharp
Function.Call((Hash)0xB64CFA14CB9A2E78, vehicle, value, instantly);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_EXCLUSIVE_DRIVER

- **Hash:** `0xC6B9BF123B9463B6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleExclusiveDriver`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_EXCLUSIVE_DRIVER

## Signature

```c
void SET_VEHICLE_EXCLUSIVE_DRIVER(Vehicle vehicle, Ped ped, int index);
```

## Parameters

- `vehicle` (`Vehicle`)
- `ped` (`Ped`)
- `index` (`int`)

## Returns

`void`

## Description

index: 0 - 1

Used to be incorrectly named _SET_VEHICLE_EXCLUSIVE_DRIVER_2

## Usage

### Lua

```lua
SetVehicleExclusiveDriver(vehicle, ped, index)

-- always available, by hash
Citizen.InvokeNative(0xC6B9BF123B9463B6, vehicle, ped, index)
```

### JavaScript

```js
SetVehicleExclusiveDriver(vehicle, ped, index);

// by hash
Citizen.invokeNative('0xC6B9BF123B9463B6', vehicle, ped, index);
```

### C#

```csharp
Function.Call((Hash)0xC6B9BF123B9463B6, vehicle, ped, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE

- **Hash:** `0xA402939C6761E1A3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleExplodesOnHighExplosionDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE

## Signature

```c
void SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off.

## Usage

### Lua

```lua
SetVehicleExplodesOnHighExplosionDamage(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA402939C6761E1A3, vehicle, toggle)
```

### JavaScript

```js
SetVehicleExplodesOnHighExplosionDamage(vehicle, toggle);

// by hash
Citizen.invokeNative('0xA402939C6761E1A3', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA402939C6761E1A3, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_EXTRA

- **Hash:** `0xBB6F89150BC9D16B`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleExtra`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_EXTRA

## Signature

```c
void SET_VEHICLE_EXTRA(Vehicle vehicle, int extraId, BOOL disable);
```

## Parameters

- `vehicle` (`Vehicle`)
- `extraId` (`int`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

Note: only some vehicle have extras
https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_extras.lua

## Usage

### Lua

```lua
SetVehicleExtra(vehicle, extraId, disable)

-- always available, by hash
Citizen.InvokeNative(0xBB6F89150BC9D16B, vehicle, extraId, disable)
```

### JavaScript

```js
SetVehicleExtra(vehicle, extraId, disable);

// by hash
Citizen.invokeNative('0xBB6F89150BC9D16B', vehicle, extraId, disable);
```

### C#

```csharp
Function.Call((Hash)0xBB6F89150BC9D16B, vehicle, extraId, disable);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_FIXED

- **Hash:** `0x79811282A9D1AE56`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleFixed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_FIXED

## Signature

```c
void SET_VEHICLE_FIXED(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

This fixes a vehicle.
If the vehicle's engine's broken then you cannot fix it with this native.

## Usage

### Lua

```lua
SetVehicleFixed(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x79811282A9D1AE56, vehicle)
```

### JavaScript

```js
SetVehicleFixed(vehicle);

// by hash
Citizen.invokeNative('0x79811282A9D1AE56', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x79811282A9D1AE56, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_FORWARD_SPEED

- **Hash:** `0xF9F92AF49F12F6E7`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleForwardSpeed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_FORWARD_SPEED

## Signature

```c
void SET_VEHICLE_FORWARD_SPEED(Vehicle vehicle, float speed);
```

## Parameters

- `vehicle` (`Vehicle`)
- `speed` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleForwardSpeed(vehicle, speed)

-- always available, by hash
Citizen.InvokeNative(0xF9F92AF49F12F6E7, vehicle, speed)
```

### JavaScript

```js
SetVehicleForwardSpeed(vehicle, speed);

// by hash
Citizen.invokeNative('0xF9F92AF49F12F6E7', vehicle, speed + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF9F92AF49F12F6E7, vehicle, speed);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_HANDBRAKE

- **Hash:** `0x91BE51AEC4E99710`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleHandbrake`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_HANDBRAKE

## Signature

```c
void SET_VEHICLE_HANDBRAKE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleHandbrake(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x91BE51AEC4E99710, vehicle, toggle)
```

### JavaScript

```js
SetVehicleHandbrake(vehicle, toggle);

// by hash
Citizen.invokeNative('0x91BE51AEC4E99710', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x91BE51AEC4E99710, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER

- **Hash:** `0xBB5A3FA8ED3979C5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleHasBeenOwnedByPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER

## Signature

```c
void SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER(Vehicle vehicle, BOOL owned);
```

## Parameters

- `vehicle` (`Vehicle`)
- `owned` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleHasBeenOwnedByPlayer(vehicle, owned)

-- always available, by hash
Citizen.InvokeNative(0xBB5A3FA8ED3979C5, vehicle, owned)
```

### JavaScript

```js
SetVehicleHasBeenOwnedByPlayer(vehicle, owned);

// by hash
Citizen.invokeNative('0xBB5A3FA8ED3979C5', vehicle, owned);
```

### C#

```csharp
Function.Call((Hash)0xBB5A3FA8ED3979C5, vehicle, owned);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_HAS_STRONG_AXLES

- **Hash:** `0x252253C8A45AA1FC`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleHasStrongAxles`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_HAS_STRONG_AXLES

## Signature

```c
void SET_VEHICLE_HAS_STRONG_AXLES(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

if true, axles won't bend.

## Usage

### Lua

```lua
SetVehicleHasStrongAxles(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x252253C8A45AA1FC, vehicle, toggle)
```

### JavaScript

```js
SetVehicleHasStrongAxles(vehicle, toggle);

// by hash
Citizen.invokeNative('0x252253C8A45AA1FC', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x252253C8A45AA1FC, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS

- **Hash:** `0xC903855E028A05F2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleHasUnbreakableLights`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS

## Signature

```c
void SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleHasUnbreakableLights(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xC903855E028A05F2, vehicle, p1)
```

### JavaScript

```js
SetVehicleHasUnbreakableLights(vehicle, p1);

// by hash
Citizen.invokeNative('0xC903855E028A05F2', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xC903855E028A05F2, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_INACTIVE_DURING_PLAYBACK

- **Hash:** `0x4EA71B4C9DB3C3F1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleInactiveDuringPlayback`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_INACTIVE_DURING_PLAYBACK

## Signature

```c
void SET_VEHICLE_INACTIVE_DURING_PLAYBACK(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleInactiveDuringPlayback(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x4EA71B4C9DB3C3F1, vehicle, toggle)
```

### JavaScript

```js
SetVehicleInactiveDuringPlayback(vehicle, toggle);

// by hash
Citizen.invokeNative('0x4EA71B4C9DB3C3F1', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x4EA71B4C9DB3C3F1, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED

- **Hash:** `0xA9F1D75195CC40F6`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleIndividualDoorsLocked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED

## Signature

```c
void SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED(Vehicle vehicle, int doorId, int doorLockStatus);
```

## Parameters

- `vehicle` (`Vehicle`)
- `doorId` (`int`)
- `doorLockStatus` (`int`)

## Returns

`void`

## Description

doorId: see SET_VEHICLE_DOOR_SHUT

## Usage

### Lua

```lua
SetVehicleIndividualDoorsLocked(vehicle, doorId, doorLockStatus)

-- always available, by hash
Citizen.InvokeNative(0xA9F1D75195CC40F6, vehicle, doorId, doorLockStatus)
```

### JavaScript

```js
SetVehicleIndividualDoorsLocked(vehicle, doorId, doorLockStatus);

// by hash
Citizen.invokeNative('0xA9F1D75195CC40F6', vehicle, doorId, doorLockStatus);
```

### C#

```csharp
Function.Call((Hash)0xA9F1D75195CC40F6, vehicle, doorId, doorLockStatus);
```

## Related enums

- [eDoorId](https://natives.borderlinerp.com/enums/eDoorId.md) — 13 values

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_INFLUENCES_WANTED_LEVEL

- **Hash:** `0xC1842F40FD501DA2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleInfluencesWantedLevel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_INFLUENCES_WANTED_LEVEL

## Signature

```c
void SET_VEHICLE_INFLUENCES_WANTED_LEVEL(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleInfluencesWantedLevel(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC1842F40FD501DA2, vehicle, toggle)
```

### JavaScript

```js
SetVehicleInfluencesWantedLevel(vehicle, toggle);

// by hash
Citizen.invokeNative('0xC1842F40FD501DA2', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC1842F40FD501DA2, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_IS_CONSIDERED_BY_PLAYER

- **Hash:** `0x54800D386C5825E5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleIsConsideredByPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_IS_CONSIDERED_BY_PLAYER

## Signature

```c
void SET_VEHICLE_IS_CONSIDERED_BY_PLAYER(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Setting this to false, makes the specified vehicle to where if you press Y your character doesn't even attempt the animation to enter the vehicle. Hence it's not considered aka ignored.

## Usage

### Lua

```lua
SetVehicleIsConsideredByPlayer(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x54800D386C5825E5, vehicle, toggle)
```

### JavaScript

```js
SetVehicleIsConsideredByPlayer(vehicle, toggle);

// by hash
Citizen.invokeNative('0x54800D386C5825E5', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x54800D386C5825E5, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_IS_IN_HURRY

- **Hash:** `0xCE1531927AD6C9F8`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleIsInHurry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_IS_IN_HURRY

## Signature

```c
void _SET_VEHICLE_IS_IN_HURRY(Vehicle vehicle, BOOL enabled);
```

## Parameters

- `vehicle` (`Vehicle`)
- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleIsInHurry(vehicle, enabled)

-- always available, by hash
Citizen.InvokeNative(0xCE1531927AD6C9F8, vehicle, enabled)
```

### JavaScript

```js
SetVehicleIsInHurry(vehicle, enabled);

// by hash
Citizen.invokeNative('0xCE1531927AD6C9F8', vehicle, enabled);
```

### C#

```csharp
Function.Call((Hash)0xCE1531927AD6C9F8, vehicle, enabled);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_IS_STOLEN

- **Hash:** `0x6C32FC81DFF25C9A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleIsStolen`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_IS_STOLEN

## Signature

```c
void SET_VEHICLE_IS_STOLEN(Vehicle vehicle, BOOL isStolen);
```

## Parameters

- `vehicle` (`Vehicle`)
- `isStolen` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleIsStolen(vehicle, isStolen)

-- always available, by hash
Citizen.InvokeNative(0x6C32FC81DFF25C9A, vehicle, isStolen)
```

### JavaScript

```js
SetVehicleIsStolen(vehicle, isStolen);

// by hash
Citizen.invokeNative('0x6C32FC81DFF25C9A', vehicle, isStolen);
```

### C#

```csharp
Function.Call((Hash)0x6C32FC81DFF25C9A, vehicle, isStolen);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_KEEP_ENGINE_ON_WHEN_ABANDONED

- **Hash:** `0x1549BA7FE83A2383`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleKeepEngineOnWhenAbandoned`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_KEEP_ENGINE_ON_WHEN_ABANDONED

## Signature

```c
void SET_VEHICLE_KEEP_ENGINE_ON_WHEN_ABANDONED(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleKeepEngineOnWhenAbandoned(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x1549BA7FE83A2383, vehicle, toggle)
```

### JavaScript

```js
SetVehicleKeepEngineOnWhenAbandoned(vehicle, toggle);

// by hash
Citizen.invokeNative('0x1549BA7FE83A2383', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x1549BA7FE83A2383, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_LIGHTS

- **Hash:** `0x629F0A0E952CAE7D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleLights`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_LIGHTS

## Signature

```c
void SET_VEHICLE_LIGHTS(Vehicle vehicle, int state);
```

## Parameters

- `vehicle` (`Vehicle`)
- `state` (`int`)

## Returns

`void`

## Description

Sets the vehicle's lights state.

## Usage

### Lua

```lua
SetVehicleLights(vehicle, state)

-- always available, by hash
Citizen.InvokeNative(0x629F0A0E952CAE7D, vehicle, state)
```

### JavaScript

```js
SetVehicleLights(vehicle, state);

// by hash
Citizen.invokeNative('0x629F0A0E952CAE7D', vehicle, state);
```

### C#

```csharp
Function.Call((Hash)0x629F0A0E952CAE7D, vehicle, state);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_LIMIT_SPEED_WHEN_PLAYER_INACTIVE

- **Hash:** `0x8F75941C86EEBFCA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleLimitSpeedWhenPlayerInactive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_LIMIT_SPEED_WHEN_PLAYER_INACTIVE

## Signature

```c
void SET_VEHICLE_LIMIT_SPEED_WHEN_PLAYER_INACTIVE(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

_SET_VEHICLE_LI*

## Usage

### Lua

```lua
SetVehicleLimitSpeedWhenPlayerInactive(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x8F75941C86EEBFCA, vehicle, p1)
```

### JavaScript

```js
SetVehicleLimitSpeedWhenPlayerInactive(vehicle, p1);

// by hash
Citizen.invokeNative('0x8F75941C86EEBFCA', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x8F75941C86EEBFCA, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_LIVERY

- **Hash:** `0xF89D82A0582E46ED`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleLivery`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_LIVERY

## Signature

```c
void _SET_VEHICLE_LIVERY(Vehicle vehicle, int liveryIndex);
```

## Parameters

- `vehicle` (`Vehicle`)
- `liveryIndex` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_liveries.lua

## Usage

### Lua

```lua
SetVehicleLivery(vehicle, liveryIndex)

-- always available, by hash
Citizen.InvokeNative(0xF89D82A0582E46ED, vehicle, liveryIndex)
```

### JavaScript

```js
SetVehicleLivery(vehicle, liveryIndex);

// by hash
Citizen.invokeNative('0xF89D82A0582E46ED', vehicle, liveryIndex);
```

### C#

```csharp
Function.Call((Hash)0xF89D82A0582E46ED, vehicle, liveryIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_GET_VEHICLE_LIVERY](https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_LIVERY.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_LOD_LEVEL

- **Hash:** `0x3FA7D7D1E0EA809E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleLodLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_LOD_LEVEL

## Signature

```c
void _SET_VEHICLE_LOD_LEVEL(Vehicle vehicle, int lodLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `lodLevel` (`int`)

## Returns

`void`

## Description

Ranges from -1 to 2? (internal type is int8)
https://imgur.com/a/bPzHcft

## Usage

### Lua

```lua
SetVehicleLodLevel(vehicle, lodLevel)

-- always available, by hash
Citizen.InvokeNative(0x3FA7D7D1E0EA809E, vehicle, lodLevel)
```

### JavaScript

```js
SetVehicleLodLevel(vehicle, lodLevel);

// by hash
Citizen.invokeNative('0x3FA7D7D1E0EA809E', vehicle, lodLevel);
```

### C#

```csharp
Function.Call((Hash)0x3FA7D7D1E0EA809E, vehicle, lodLevel);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_LOD_MULTIPLIER

- **Hash:** `0x5F5E2B1B9EAECC0F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleLodMultiplier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_LOD_MULTIPLIER

## Signature

```c
void SET_VEHICLE_LOD_MULTIPLIER(Vehicle vehicle, float multiplier);
```

## Parameters

- `vehicle` (`Vehicle`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleLodMultiplier(vehicle, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x5F5E2B1B9EAECC0F, vehicle, multiplier)
```

### JavaScript

```js
SetVehicleLodMultiplier(vehicle, multiplier);

// by hash
Citizen.invokeNative('0x5F5E2B1B9EAECC0F', vehicle, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5F5E2B1B9EAECC0F, vehicle, multiplier);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_MAY_BE_USED_BY_GOTO_POINT_ANY_MEANS

- **Hash:** `0x7549B9E841940695`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleMayBeUsedByGotoPointAnyMeans`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_MAY_BE_USED_BY_GOTO_POINT_ANY_MEANS

## Signature

```c
void SET_VEHICLE_MAY_BE_USED_BY_GOTO_POINT_ANY_MEANS(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleMayBeUsedByGotoPointAnyMeans(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x7549B9E841940695, vehicle, p1)
```

### JavaScript

```js
SetVehicleMayBeUsedByGotoPointAnyMeans(vehicle, p1);

// by hash
Citizen.invokeNative('0x7549B9E841940695', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x7549B9E841940695, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_MUD_LEVEL

- **Hash:** `0x4D15E49764CB328A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleMudLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_MUD_LEVEL

## Signature

```c
void _SET_VEHICLE_MUD_LEVEL(Vehicle vehicle, float mudLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `mudLevel` (`float`)

## Returns

`void`

## Description

mudLevel: 0.0 - 1.0

## Usage

### Lua

```lua
SetVehicleMudLevel(vehicle, mudLevel)

-- always available, by hash
Citizen.InvokeNative(0x4D15E49764CB328A, vehicle, mudLevel)
```

### JavaScript

```js
SetVehicleMudLevel(vehicle, mudLevel);

// by hash
Citizen.invokeNative('0x4D15E49764CB328A', vehicle, mudLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4D15E49764CB328A, vehicle, mudLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_NOT_STEALABLE_AMBIENTLY

- **Hash:** `0x09C970AE59ABF6B2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleNotStealableAmbiently`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_NOT_STEALABLE_AMBIENTLY

## Signature

```c
void SET_VEHICLE_NOT_STEALABLE_AMBIENTLY(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleNotStealableAmbiently(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x09C970AE59ABF6B2, vehicle, p1)
```

### JavaScript

```js
SetVehicleNotStealableAmbiently(vehicle, p1);

// by hash
Citizen.invokeNative('0x09C970AE59ABF6B2', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x09C970AE59ABF6B2, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY

- **Hash:** `0x7263332501E07F52`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleOnGroundProperly`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_ON_GROUND_PROPERLY

## Signature

```c
BOOL SET_VEHICLE_ON_GROUND_PROPERLY(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetVehicleOnGroundProperly(vehicle, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7263332501E07F52, vehicle, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetVehicleOnGroundProperly(vehicle, p1);

// by hash
const retval = Citizen.invokeNative('0x7263332501E07F52', vehicle, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7263332501E07F52, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_PETROL_TANK_HEALTH

- **Hash:** `0x6AB2918EE3BEC94C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehiclePetrolTankHealth`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_PETROL_TANK_HEALTH

## Signature

```c
void SET_VEHICLE_PETROL_TANK_HEALTH(Vehicle vehicle, float health);
```

## Parameters

- `vehicle` (`Vehicle`)
- `health` (`float`)

## Returns

`void`

## Description

1000 is max health

## Usage

### Lua

```lua
SetVehiclePetrolTankHealth(vehicle, health)

-- always available, by hash
Citizen.InvokeNative(0x6AB2918EE3BEC94C, vehicle, health)
```

### JavaScript

```js
SetVehiclePetrolTankHealth(vehicle, health);

// by hash
Citizen.invokeNative('0x6AB2918EE3BEC94C', vehicle, health + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6AB2918EE3BEC94C, vehicle, health);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VEHICLE::GET_VEHICLE_PETROL_TANK_HEALTH](https://natives.borderlinerp.com/natives/VEHICLE/GET_VEHICLE_PETROL_TANK_HEALTH.md) — 1000 is max health

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_PROVIDES_COVER

- **Hash:** `0x652712478F1721F4`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleProvidesCover`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_PROVIDES_COVER

## Signature

```c
void SET_VEHICLE_PROVIDES_COVER(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleProvidesCover(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x652712478F1721F4, vehicle, toggle)
```

### JavaScript

```js
SetVehicleProvidesCover(vehicle, toggle);

// by hash
Citizen.invokeNative('0x652712478F1721F4', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x652712478F1721F4, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_RESPECTS_LOCKS_WHEN_HAS_DRIVER

- **Hash:** `0x33992A808DF1C1BA`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleRespectsLocksWhenHasDriver`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_RESPECTS_LOCKS_WHEN_HAS_DRIVER

## Signature

```c
void SET_VEHICLE_RESPECTS_LOCKS_WHEN_HAS_DRIVER(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleRespectsLocksWhenHasDriver(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x33992A808DF1C1BA, vehicle, p1)
```

### JavaScript

```js
SetVehicleRespectsLocksWhenHasDriver(vehicle, p1);

// by hash
Citizen.invokeNative('0x33992A808DF1C1BA', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x33992A808DF1C1BA, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_ROAD_LINK_FORCED

- **Hash:** `0xC2E62678D602853C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleRoadLinkForced`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_ROAD_LINK_FORCED

## Signature

```c
void _SET_VEHICLE_ROAD_LINK_FORCED(Vehicle vehicle, float startX, float startY, float startZ, float endX, float endY, float endZ);
```

## Parameters

- `vehicle` (`Vehicle`)
- `startX` (`float`)
- `startY` (`float`)
- `startZ` (`float`)
- `endX` (`float`)
- `endY` (`float`)
- `endZ` (`float`)

## Returns

`void`

## Description

Picks the road/path link nearest (start to end) and stores it on the vehicle's driving component (used by R* Scripts to choose an exit link).

## Usage

### Lua

```lua
SetVehicleRoadLinkForced(vehicle, startX, startY, startZ, endX, endY, endZ)

-- always available, by hash
Citizen.InvokeNative(0xC2E62678D602853C, vehicle, startX, startY, startZ, endX, endY, endZ)
```

### JavaScript

```js
SetVehicleRoadLinkForced(vehicle, startX, startY, startZ, endX, endY, endZ);

// by hash
Citizen.invokeNative('0xC2E62678D602853C', vehicle, startX + 0.0000001, startY + 0.0000001, startZ + 0.0000001, endX + 0.0000001, endY + 0.0000001, endZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC2E62678D602853C, vehicle, startX, startY, startZ, endX, endY, endZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_SHOOT_AT_TARGET

- **Hash:** `0xB79BE78C665B3E6D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleShootAtTarget`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_SHOOT_AT_TARGET

## Signature

```c
void SET_VEHICLE_SHOOT_AT_TARGET(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleShootAtTarget(p0, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xB79BE78C665B3E6D, p0, p1, p2, p3, p4, p5)
```

### JavaScript

```js
SetVehicleShootAtTarget(p0, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xB79BE78C665B3E6D', p0, p1, p2, p3, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xB79BE78C665B3E6D, p0, p1, p2, p3, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_SNOW_LEVEL

- **Hash:** `0x6F73EFAB11651D7F`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleSnowLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_SNOW_LEVEL

## Signature

```c
void _SET_VEHICLE_SNOW_LEVEL(Vehicle vehicle, float snowLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `snowLevel` (`float`)

## Returns

`void`

## Description

snowLevel: 0.0 - 1.0

## Usage

### Lua

```lua
SetVehicleSnowLevel(vehicle, snowLevel)

-- always available, by hash
Citizen.InvokeNative(0x6F73EFAB11651D7F, vehicle, snowLevel)
```

### JavaScript

```js
SetVehicleSnowLevel(vehicle, snowLevel);

// by hash
Citizen.invokeNative('0x6F73EFAB11651D7F', vehicle, snowLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6F73EFAB11651D7F, vehicle, snowLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_STAYS_FROZEN_WHEN_CLEANED_UP

- **Hash:** `0x23A3AB86E0807721`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleStaysFrozenWhenCleanedUp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_STAYS_FROZEN_WHEN_CLEANED_UP

## Signature

```c
void SET_VEHICLE_STAYS_FROZEN_WHEN_CLEANED_UP(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleStaysFrozenWhenCleanedUp(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x23A3AB86E0807721, vehicle, toggle)
```

### JavaScript

```js
SetVehicleStaysFrozenWhenCleanedUp(vehicle, toggle);

// by hash
Citizen.invokeNative('0x23A3AB86E0807721', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x23A3AB86E0807721, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_STEER_BIAS

- **Hash:** `0x84DAAE11E9EE4FC3`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleSteerBias`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_STEER_BIAS

## Signature

```c
void SET_VEHICLE_STEER_BIAS(Vehicle vehicle, float value);
```

## Parameters

- `vehicle` (`Vehicle`)
- `value` (`float`)

## Returns

`void`

## Description

Locks the vehicle's steering to the desired angle, explained below.

Requires to be called onTick. Steering is unlocked the moment the function stops being called on the vehicle.

Steer bias:
-1.0 = full right
0.0 = centered steering
1.0 = full left

## Usage

### Lua

```lua
SetVehicleSteerBias(vehicle, value)

-- always available, by hash
Citizen.InvokeNative(0x84DAAE11E9EE4FC3, vehicle, value)
```

### JavaScript

```js
SetVehicleSteerBias(vehicle, value);

// by hash
Citizen.invokeNative('0x84DAAE11E9EE4FC3', vehicle, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x84DAAE11E9EE4FC3, vehicle, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_STOP_DISTANCE_BUFFER

- **Hash:** `0xA13028E22564A1BD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleStopDistanceBuffer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_VEHICLE_STOP_DISTANCE`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_STOP_DISTANCE_BUFFER

## Signature

```c
void _SET_VEHICLE_STOP_DISTANCE_BUFFER(Vehicle vehicle, float bufferDistance);
```

## Parameters

- `vehicle` (`Vehicle`)
- `bufferDistance` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds a forward buffer to the AI stopping distance for a specific vehicle.
Important for long vehicles such as wagons with draft horses. The AI normally calculates stopping distance from the front bounds of the vehicle; this extends that forward collision/stopping sphere.

*Source: VORPCORE RDR3natives*

Sets the stop distance of a vehicle when there something in it's way that forces it to stop or sets the view distance of the vehicle making it stop at a distance

## Usage

### Lua

```lua
SetVehicleStopDistanceBuffer(vehicle, bufferDistance)

-- always available, by hash
Citizen.InvokeNative(0xA13028E22564A1BD, vehicle, bufferDistance)
```

### JavaScript

```js
SetVehicleStopDistanceBuffer(vehicle, bufferDistance);

// by hash
Citizen.invokeNative('0xA13028E22564A1BD', vehicle, bufferDistance + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA13028E22564A1BD, vehicle, bufferDistance);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::SET_VEHICLE_STOP_INSTANTLY_WHEN_PLAYER_INACTIVE

- **Hash:** `0xC84E138448507567`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleStopInstantlyWhenPlayerInactive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_STOP_INSTANTLY_WHEN_PLAYER_INACTIVE

## Signature

```c
void SET_VEHICLE_STOP_INSTANTLY_WHEN_PLAYER_INACTIVE(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleStopInstantlyWhenPlayerInactive(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0xC84E138448507567, vehicle, p1)
```

### JavaScript

```js
SetVehicleStopInstantlyWhenPlayerInactive(vehicle, p1);

// by hash
Citizen.invokeNative('0xC84E138448507567', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0xC84E138448507567, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_STRONG

- **Hash:** `0xAB315515C9F8803D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleStrong`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_STRONG

## Signature

```c
void SET_VEHICLE_STRONG(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives

## Usage

### Lua

```lua
SetVehicleStrong(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xAB315515C9F8803D, vehicle, toggle)
```

### JavaScript

```js
SetVehicleStrong(vehicle, toggle);

// by hash
Citizen.invokeNative('0xAB315515C9F8803D', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xAB315515C9F8803D, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_TINT

- **Hash:** `0x8268B098F6FCA4E2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleTint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_TINT

## Signature

```c
void _SET_VEHICLE_TINT(Vehicle vehicle, int tintId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `tintId` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_tints.lua

## Usage

### Lua

```lua
SetVehicleTint(vehicle, tintId)

-- always available, by hash
Citizen.InvokeNative(0x8268B098F6FCA4E2, vehicle, tintId)
```

### JavaScript

```js
SetVehicleTint(vehicle, tintId);

// by hash
Citizen.invokeNative('0x8268B098F6FCA4E2', vehicle, tintId);
```

### C#

```csharp
Function.Call((Hash)0x8268B098F6FCA4E2, vehicle, tintId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_GET_VEHICLE_TINT](https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_TINT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_TYRES_CAN_BURST

- **Hash:** `0xEBD0A4E935106FE5`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleTyresCanBurst`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_TYRES_CAN_BURST

## Signature

```c
void SET_VEHICLE_TYRES_CAN_BURST(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Allows you to toggle bulletproof tires.

## Usage

### Lua

```lua
SetVehicleTyresCanBurst(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEBD0A4E935106FE5, vehicle, toggle)
```

### JavaScript

```js
SetVehicleTyresCanBurst(vehicle, toggle);

// by hash
Citizen.invokeNative('0xEBD0A4E935106FE5', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEBD0A4E935106FE5, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_UNDRIVEABLE

- **Hash:** `0x6E884BAB713A2A94`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleUndriveable`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_UNDRIVEABLE

## Signature

```c
void SET_VEHICLE_UNDRIVEABLE(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleUndriveable(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6E884BAB713A2A94, vehicle, toggle)
```

### JavaScript

```js
SetVehicleUndriveable(vehicle, toggle);

// by hash
Citizen.invokeNative('0x6E884BAB713A2A94', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6E884BAB713A2A94, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VEHICLE_WET_LEVEL

- **Hash:** `0x5AABB09F6FBD1F87`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleWetLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_WET_LEVEL

## Signature

```c
void _SET_VEHICLE_WET_LEVEL(Vehicle vehicle, float wetLevel);
```

## Parameters

- `vehicle` (`Vehicle`)
- `wetLevel` (`float`)

## Returns

`void`

## Description

wetLevel: 0.0 - 1.0

## Usage

### Lua

```lua
SetVehicleWetLevel(vehicle, wetLevel)

-- always available, by hash
Citizen.InvokeNative(0x5AABB09F6FBD1F87, vehicle, wetLevel)
```

### JavaScript

```js
SetVehicleWetLevel(vehicle, wetLevel);

// by hash
Citizen.invokeNative('0x5AABB09F6FBD1F87', vehicle, wetLevel + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5AABB09F6FBD1F87, vehicle, wetLevel);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_WHEELS_CAN_BREAK

- **Hash:** `0x839137C40275FB77`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleWheelsCanBreak`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_WHEELS_CAN_BREAK

## Signature

```c
void SET_VEHICLE_WHEELS_CAN_BREAK(Vehicle vehicle, BOOL enabled);
```

## Parameters

- `vehicle` (`Vehicle`)
- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleWheelsCanBreak(vehicle, enabled)

-- always available, by hash
Citizen.InvokeNative(0x839137C40275FB77, vehicle, enabled)
```

### JavaScript

```js
SetVehicleWheelsCanBreak(vehicle, enabled);

// by hash
Citizen.invokeNative('0x839137C40275FB77', vehicle, enabled);
```

### C#

```csharp
Function.Call((Hash)0x839137C40275FB77, vehicle, enabled);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP

- **Hash:** `0xC462C79379ABBCB1`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleWheelsCanBreakOffWhenBlowUp`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP

## Signature

```c
void SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP(Vehicle vehicle, BOOL toggle);
```

## Parameters

- `vehicle` (`Vehicle`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleWheelsCanBreakOffWhenBlowUp(vehicle, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC462C79379ABBCB1, vehicle, toggle)
```

### JavaScript

```js
SetVehicleWheelsCanBreakOffWhenBlowUp(vehicle, toggle);

// by hash
Citizen.invokeNative('0xC462C79379ABBCB1', vehicle, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC462C79379ABBCB1, vehicle, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_SET_VELOCITY_FOR_BALLOON

- **Hash:** `0x12F6C6ED3EFF42DE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVelocityForBalloon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VELOCITY_FOR_BALLOON

## Signature

```c
void _SET_VELOCITY_FOR_BALLOON(Vehicle balloon, float x, float y, float z);
```

## Parameters

- `balloon` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets a hot air balloon velocity vector.

Notes:
- Balloon-only: gated to VEHICLE_TYPE_BALLOON.
- Scripts pass GET_ENTITY_VELOCITY(...) from another entity to copy/match its motion.
- Used together with _SET_BALLOON_ROUTE and _SET_BALLOON_SECONDARY_TARGET as part of scripted balloon movement/control.

*Source: VORPCORE RDR3natives*

Params: coords = GET_ENTITY_VELOCITY
_SET_VELOCITY*

## Usage

### Lua

```lua
SetVelocityForBalloon(balloon, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x12F6C6ED3EFF42DE, balloon, x, y, z)
```

### JavaScript

```js
SetVelocityForBalloon(balloon, x, y, z);

// by hash
Citizen.invokeNative('0x12F6C6ED3EFF42DE', balloon, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x12F6C6ED3EFF42DE, balloon, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VEHICLE::_SHOW_HORSE_REINS

- **Hash:** `0x41CDA90EE3450921`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ShowHorseReins`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SHOW_HORSE_REINS

## Signature

```c
void _SHOW_HORSE_REINS(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
ShowHorseReins(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x41CDA90EE3450921, vehicle)
```

### JavaScript

```js
ShowHorseReins(vehicle);

// by hash
Citizen.invokeNative('0x41CDA90EE3450921', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x41CDA90EE3450921, vehicle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VEHICLE::_HIDE_HORSE_REINS](https://natives.borderlinerp.com/natives/VEHICLE/_HIDE_HORSE_REINS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE

- **Hash:** `0x5F5E6379C59EFC56`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SkipTimeInPlaybackRecordedVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE

## Signature

```c
void SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE(Vehicle vehicle, float time);
```

## Parameters

- `vehicle` (`Vehicle`)
- `time` (`float`)

## Returns

`void`

## Description

SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle)

## Usage

### Lua

```lua
SkipTimeInPlaybackRecordedVehicle(vehicle, time)

-- always available, by hash
Citizen.InvokeNative(0x5F5E6379C59EFC56, vehicle, time)
```

### JavaScript

```js
SkipTimeInPlaybackRecordedVehicle(vehicle, time);

// by hash
Citizen.invokeNative('0x5F5E6379C59EFC56', vehicle, time + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5F5E6379C59EFC56, vehicle, time);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::START_PLAYBACK_RECORDED_VEHICLE

- **Hash:** `0x4932B84E3276508E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `StartPlaybackRecordedVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/START_PLAYBACK_RECORDED_VEHICLE

## Signature

```c
void START_PLAYBACK_RECORDED_VEHICLE(Vehicle vehicle, int recording, const char* script, BOOL p3);
```

## Parameters

- `vehicle` (`Vehicle`)
- `recording` (`int`)
- `script` (`const char*`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer).

See REQUEST_VEHICLE_RECORDING

## Usage

### Lua

```lua
StartPlaybackRecordedVehicle(vehicle, recording, script, p3)

-- always available, by hash
Citizen.InvokeNative(0x4932B84E3276508E, vehicle, recording, script, p3)
```

### JavaScript

```js
StartPlaybackRecordedVehicle(vehicle, recording, script, p3);

// by hash
Citizen.invokeNative('0x4932B84E3276508E', vehicle, recording, script, p3);
```

### C#

```csharp
Function.Call((Hash)0x4932B84E3276508E, vehicle, recording, script, p3);
```

## See also

- [VEHICLE::STOP_PLAYBACK_RECORDED_VEHICLE](https://natives.borderlinerp.com/natives/VEHICLE/STOP_PLAYBACK_RECORDED_VEHICLE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::START_VEHICLE_HORN

- **Hash:** `0xB4E3BFC39CA16057`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `StartVehicleHorn`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/START_VEHICLE_HORN

## Signature

```c
void START_VEHICLE_HORN(Vehicle vehicle, int duration, Hash mode, BOOL forever);
```

## Parameters

- `vehicle` (`Vehicle`)
- `duration` (`int`)
- `mode` (`Hash`)
- `forever` (`BOOL`)

## Returns

`void`

## Description

Sounds the horn for the specified vehicle.

vehicle: The vehicle to activate the horn for.
mode: The hash of "NORMAL" or "HELDDOWN". Can be 0.
duration: The duration to sound the horn, in milliseconds.

Note: If a player is in the vehicle, it will only sound briefly.

## Usage

### Lua

```lua
StartVehicleHorn(vehicle, duration, mode, forever)

-- always available, by hash
Citizen.InvokeNative(0xB4E3BFC39CA16057, vehicle, duration, mode, forever)
```

### JavaScript

```js
StartVehicleHorn(vehicle, duration, mode, forever);

// by hash
Citizen.invokeNative('0xB4E3BFC39CA16057', vehicle, duration, mode, forever);
```

### C#

```csharp
Function.Call((Hash)0xB4E3BFC39CA16057, vehicle, duration, mode, forever);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::STOP_BRINGING_VEHICLE_TO_HALT

- **Hash:** `0x7C06330BFDDA182E`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `StopBringingVehicleToHalt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/STOP_BRINGING_VEHICLE_TO_HALT

## Signature

```c
void STOP_BRINGING_VEHICLE_TO_HALT(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

Old name: _STOP_BRING_VEHICLE_TO_HALT

## Usage

### Lua

```lua
StopBringingVehicleToHalt(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x7C06330BFDDA182E, vehicle)
```

### JavaScript

```js
StopBringingVehicleToHalt(vehicle);

// by hash
Citizen.invokeNative('0x7C06330BFDDA182E', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x7C06330BFDDA182E, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::STOP_PLAYBACK_RECORDED_VEHICLE

- **Hash:** `0xBF9B4D6267E8C26D`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `StopPlaybackRecordedVehicle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/STOP_PLAYBACK_RECORDED_VEHICLE

## Signature

```c
void STOP_PLAYBACK_RECORDED_VEHICLE(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
StopPlaybackRecordedVehicle(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xBF9B4D6267E8C26D, vehicle)
```

### JavaScript

```js
StopPlaybackRecordedVehicle(vehicle);

// by hash
Citizen.invokeNative('0xBF9B4D6267E8C26D', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xBF9B4D6267E8C26D, vehicle);
```

## See also

- [VEHICLE::START_PLAYBACK_RECORDED_VEHICLE](https://natives.borderlinerp.com/natives/VEHICLE/START_PLAYBACK_RECORDED_VEHICLE.md) — p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer).

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::TRACK_VEHICLE_VISIBILITY

- **Hash:** `0x1F3969B140DEE157`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `TrackVehicleVisibility`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/TRACK_VEHICLE_VISIBILITY

## Signature

```c
void TRACK_VEHICLE_VISIBILITY(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
TrackVehicleVisibility(vehicle)

-- always available, by hash
Citizen.InvokeNative(0x1F3969B140DEE157, vehicle)
```

### JavaScript

```js
TrackVehicleVisibility(vehicle);

// by hash
Citizen.invokeNative('0x1F3969B140DEE157', vehicle);
```

### C#

```csharp
Function.Call((Hash)0x1F3969B140DEE157, vehicle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VEHICLE::_TRIGGER_TRAIN_WHISTLE

- **Hash:** `0xCFE122EC635CC2B2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `TriggerTrainWhistle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_TRIGGER_TRAIN_WHISTLE

## Signature

```c
void _TRIGGER_TRAIN_WHISTLE(Vehicle train, const char* whistleSequence, BOOL p2, BOOL p3);
```

## Parameters

- `train` (`Vehicle`)
- `whistleSequence` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

whistleSequence: ACKNOWLEDGE, BACKING_UP, CROSSING, DANGER, MOVING, NEXT_STATION, PASSING, STOPPED
p2 = true seems to mute the sound

## Usage

### Lua

```lua
TriggerTrainWhistle(train, whistleSequence, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCFE122EC635CC2B2, train, whistleSequence, p2, p3)
```

### JavaScript

```js
TriggerTrainWhistle(train, whistleSequence, p2, p3);

// by hash
Citizen.invokeNative('0xCFE122EC635CC2B2', train, whistleSequence, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCFE122EC635CC2B2, train, whistleSequence, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x08797A8C03868CB8

- **Hash:** `0x08797A8C03868CB8`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x08797a8c03868cb8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x08797A8C03868CB8

## Signature

```c
void _0x08797A8C03868CB8(float threshold);
```

## Parameters

- `threshold` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x08797a8c03868cb8(threshold)

-- always available, by hash
Citizen.InvokeNative(0x08797A8C03868CB8, threshold)
```

### JavaScript

```js
N_0x08797a8c03868cb8(threshold);

// by hash
Citizen.invokeNative('0x08797A8C03868CB8', threshold + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x08797A8C03868CB8, threshold);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x08797a8c03868cb8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x1C38C3577901AF1F

- **Hash:** `0x1C38C3577901AF1F`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x1c38c3577901af1f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x1C38C3577901AF1F

## Signature

```c
void _0x1C38C3577901AF1F();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x1c38c3577901af1f()

-- always available, by hash
Citizen.InvokeNative(0x1C38C3577901AF1F)
```

### JavaScript

```js
N_0x1c38c3577901af1f();

// by hash
Citizen.invokeNative('0x1C38C3577901AF1F');
```

### C#

```csharp
Function.Call((Hash)0x1C38C3577901AF1F);
```

- This native has no known name, so the runtime exposes it only as `N_0x1c38c3577901af1f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x1FBF7F5BA7E4BE3A

- **Hash:** `0x1FBF7F5BA7E4BE3A`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x1fbf7f5ba7e4be3a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x1FBF7F5BA7E4BE3A

## Signature

```c
void _0x1FBF7F5BA7E4BE3A(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1fbf7f5ba7e4be3a(p0)

-- always available, by hash
Citizen.InvokeNative(0x1FBF7F5BA7E4BE3A, p0)
```

### JavaScript

```js
N_0x1fbf7f5ba7e4be3a(p0);

// by hash
Citizen.invokeNative('0x1FBF7F5BA7E4BE3A', p0);
```

### C#

```csharp
Function.Call((Hash)0x1FBF7F5BA7E4BE3A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1fbf7f5ba7e4be3a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x2F82CAB262C8AE26

- **Hash:** `0x2F82CAB262C8AE26`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x2f82cab262c8ae26`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x2F82CAB262C8AE26

## Signature

```c
float _0x2F82CAB262C8AE26(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = N_0x2f82cab262c8ae26(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F82CAB262C8AE26, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x2f82cab262c8ae26(player);

// by hash
const retval = Citizen.invokeNative('0x2F82CAB262C8AE26', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2F82CAB262C8AE26, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x2f82cab262c8ae26` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x356135B9B10A2A82

- **Hash:** `0x356135B9B10A2A82`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x356135b9b10a2a82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x356135B9B10A2A82

## Signature

```c
BOOL _0x356135B9B10A2A82(Any* gamerHandle);
```

## Parameters

- `gamerHandle` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle = N_0x356135b9b10a2a82(gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0x356135B9B10A2A82, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle] = N_0x356135b9b10a2a82(gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0x356135B9B10A2A82', Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x356135B9B10A2A82, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x356135b9b10a2a82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x4791899615D70FA2

- **Hash:** `0x4791899615D70FA2`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x4791899615d70fa2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x4791899615D70FA2

## Signature

```c
void _0x4791899615D70FA2(Player player, int p1, int p2);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Description

Params: p1 = 2; p2 = 3 in R* Script net_main_offline

## Usage

### Lua

```lua
N_0x4791899615d70fa2(player, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x4791899615D70FA2, player, p1, p2)
```

### JavaScript

```js
N_0x4791899615d70fa2(player, p1, p2);

// by hash
Citizen.invokeNative('0x4791899615D70FA2', player, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x4791899615D70FA2, player, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x4791899615d70fa2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x49623BCFC3A3D829

- **Hash:** `0x49623BCFC3A3D829`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x49623bcfc3a3d829`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x49623BCFC3A3D829

## Signature

```c
BOOL _0x49623BCFC3A3D829(Player player, BOOL muted);
```

## Parameters

- `player` (`Player`)
- `muted` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x49623bcfc3a3d829(player, muted)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49623BCFC3A3D829, player, muted, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x49623bcfc3a3d829(player, muted);

// by hash
const retval = Citizen.invokeNative('0x49623BCFC3A3D829', player, muted, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x49623BCFC3A3D829, player, muted);
```

- This native has no known name, so the runtime exposes it only as `N_0x49623bcfc3a3d829` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x58125B691F6827D5

- **Hash:** `0x58125B691F6827D5`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x58125b691f6827d5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x58125B691F6827D5

## Signature

```c
void _0x58125B691F6827D5(float proximity);
```

## Parameters

- `proximity` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x58125b691f6827d5(proximity)

-- always available, by hash
Citizen.InvokeNative(0x58125B691F6827D5, proximity)
```

### JavaScript

```js
N_0x58125b691f6827d5(proximity);

// by hash
Citizen.invokeNative('0x58125B691F6827D5', proximity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x58125B691F6827D5, proximity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0x58125b691f6827d5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x5CA7FB7D6DE49DCC

- **Hash:** `0x5CA7FB7D6DE49DCC`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x5ca7fb7d6de49dcc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x5CA7FB7D6DE49DCC

## Signature

```c
float _0x5CA7FB7D6DE49DCC(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = N_0x5ca7fb7d6de49dcc(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5CA7FB7D6DE49DCC, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x5ca7fb7d6de49dcc(player);

// by hash
const retval = Citizen.invokeNative('0x5CA7FB7D6DE49DCC', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x5CA7FB7D6DE49DCC, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x5ca7fb7d6de49dcc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x767931C727DF2ED7

- **Hash:** `0x767931C727DF2ED7`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x767931c727df2ed7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x767931C727DF2ED7

## Signature

```c
int _0x767931C727DF2ED7(Player player, int p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)

## Returns

`int`

## Description

Returns p2 value of 0x4791899615D70FA2

## Usage

### Lua

```lua
local retval = N_0x767931c727df2ed7(player, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x767931C727DF2ED7, player, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x767931c727df2ed7(player, p1);

// by hash
const retval = Citizen.invokeNative('0x767931C727DF2ED7', player, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x767931C727DF2ED7, player, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x767931c727df2ed7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x79F478FF5F9F4F05

- **Hash:** `0x79F478FF5F9F4F05`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x79f478ff5f9f4f05`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x79F478FF5F9F4F05

## Signature

```c
void _0x79F478FF5F9F4F05(BOOL enabled);
```

## Parameters

- `enabled` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x79f478ff5f9f4f05(enabled)

-- always available, by hash
Citizen.InvokeNative(0x79F478FF5F9F4F05, enabled)
```

### JavaScript

```js
N_0x79f478ff5f9f4f05(enabled);

// by hash
Citizen.invokeNative('0x79F478FF5F9F4F05', enabled);
```

### C#

```csharp
Function.Call((Hash)0x79F478FF5F9F4F05, enabled);
```

- This native has no known name, so the runtime exposes it only as `N_0x79f478ff5f9f4f05` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x8E462DB1EAA9C47C

- **Hash:** `0x8E462DB1EAA9C47C`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x8e462db1eaa9c47c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x8E462DB1EAA9C47C

## Signature

```c
BOOL _0x8E462DB1EAA9C47C(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x8e462db1eaa9c47c(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8E462DB1EAA9C47C, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x8e462db1eaa9c47c(player);

// by hash
const retval = Citizen.invokeNative('0x8E462DB1EAA9C47C', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8E462DB1EAA9C47C, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x8e462db1eaa9c47c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0x919AF2D93E9AA89D

- **Hash:** `0x919AF2D93E9AA89D`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x919af2d93e9aa89d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x919AF2D93E9AA89D

## Signature

```c
BOOL _0x919AF2D93E9AA89D(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x919af2d93e9aa89d(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x919AF2D93E9AA89D, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x919af2d93e9aa89d(player);

// by hash
const retval = Citizen.invokeNative('0x919AF2D93E9AA89D', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x919AF2D93E9AA89D, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x919af2d93e9aa89d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xB3E8841F6BDAF83E

- **Hash:** `0xB3E8841F6BDAF83E`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xb3e8841f6bdaf83e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xB3E8841F6BDAF83E

## Signature

```c
void _0xB3E8841F6BDAF83E();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xb3e8841f6bdaf83e()

-- always available, by hash
Citizen.InvokeNative(0xB3E8841F6BDAF83E)
```

### JavaScript

```js
N_0xb3e8841f6bdaf83e();

// by hash
Citizen.invokeNative('0xB3E8841F6BDAF83E');
```

### C#

```csharp
Function.Call((Hash)0xB3E8841F6BDAF83E);
```

- This native has no known name, so the runtime exposes it only as `N_0xb3e8841f6bdaf83e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xB6E79850B759A30E

- **Hash:** `0xB6E79850B759A30E`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xb6e79850b759a30e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xB6E79850B759A30E

## Signature

```c
void _0xB6E79850B759A30E(int teamId, BOOL allow);
```

## Parameters

- `teamId` (`int`)
- `allow` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb6e79850b759a30e(teamId, allow)

-- always available, by hash
Citizen.InvokeNative(0xB6E79850B759A30E, teamId, allow)
```

### JavaScript

```js
N_0xb6e79850b759a30e(teamId, allow);

// by hash
Citizen.invokeNative('0xB6E79850B759A30E', teamId, allow);
```

### C#

```csharp
Function.Call((Hash)0xB6E79850B759A30E, teamId, allow);
```

- This native has no known name, so the runtime exposes it only as `N_0xb6e79850b759a30e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xB779F4FA19269AEC

- **Hash:** `0xB779F4FA19269AEC`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xb779f4fa19269aec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xB779F4FA19269AEC

## Signature

```c
void _0xB779F4FA19269AEC(BOOL flag);
```

## Parameters

- `flag` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb779f4fa19269aec(flag)

-- always available, by hash
Citizen.InvokeNative(0xB779F4FA19269AEC, flag)
```

### JavaScript

```js
N_0xb779f4fa19269aec(flag);

// by hash
Citizen.invokeNative('0xB779F4FA19269AEC', flag);
```

### C#

```csharp
Function.Call((Hash)0xB779F4FA19269AEC, flag);
```

- This native has no known name, so the runtime exposes it only as `N_0xb779f4fa19269aec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xCCF71FCFA0070B1A

- **Hash:** `0xCCF71FCFA0070B1A`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xccf71fcfa0070b1a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xCCF71FCFA0070B1A

## Signature

```c
BOOL _0xCCF71FCFA0070B1A();
```

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xccf71fcfa0070b1a()

-- always available, by hash
local retval = Citizen.InvokeNative(0xCCF71FCFA0070B1A, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xccf71fcfa0070b1a();

// by hash
const retval = Citizen.invokeNative('0xCCF71FCFA0070B1A', Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCCF71FCFA0070B1A);
```

- This native has no known name, so the runtime exposes it only as `N_0xccf71fcfa0070b1a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xDB622ECD3DCBE078

- **Hash:** `0xDB622ECD3DCBE078`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xdb622ecd3dcbe078`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xDB622ECD3DCBE078

## Signature

```c
BOOL _0xDB622ECD3DCBE078(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xdb622ecd3dcbe078(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB622ECD3DCBE078, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdb622ecd3dcbe078(player);

// by hash
const retval = Citizen.invokeNative('0xDB622ECD3DCBE078', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDB622ECD3DCBE078, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xdb622ecd3dcbe078` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xDC9B361CB7776673

- **Hash:** `0xDC9B361CB7776673`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xdc9b361cb7776673`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xDC9B361CB7776673

## Signature

```c
void _0xDC9B361CB7776673(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xdc9b361cb7776673(player)

-- always available, by hash
Citizen.InvokeNative(0xDC9B361CB7776673, player)
```

### JavaScript

```js
N_0xdc9b361cb7776673(player);

// by hash
Citizen.invokeNative('0xDC9B361CB7776673', player);
```

### C#

```csharp
Function.Call((Hash)0xDC9B361CB7776673, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xdc9b361cb7776673` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xEC8703E4536A9952

- **Hash:** `0xEC8703E4536A9952`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xec8703e4536a9952`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xEC8703E4536A9952

## Signature

```c
void _0xEC8703E4536A9952();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xec8703e4536a9952()

-- always available, by hash
Citizen.InvokeNative(0xEC8703E4536A9952)
```

### JavaScript

```js
N_0xec8703e4536a9952();

// by hash
Citizen.invokeNative('0xEC8703E4536A9952');
```

### C#

```csharp
Function.Call((Hash)0xEC8703E4536A9952);
```

- This native has no known name, so the runtime exposes it only as `N_0xec8703e4536a9952` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_0xF8938CF3984092A5

- **Hash:** `0xF8938CF3984092A5`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xf8938cf3984092a5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xF8938CF3984092A5

## Signature

```c
void _0xF8938CF3984092A5(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf8938cf3984092a5(player)

-- always available, by hash
Citizen.InvokeNative(0xF8938CF3984092A5, player)
```

### JavaScript

```js
N_0xf8938cf3984092a5(player);

// by hash
Citizen.invokeNative('0xF8938CF3984092A5', player);
```

### C#

```csharp
Function.Call((Hash)0xF8938CF3984092A5, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xf8938cf3984092a5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOICE::_NETWORK_AM_I_MUTED_BY_PLAYER

- **Hash:** `0x0DED260A1958A82E`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `NetworkAmIMutedByPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/_NETWORK_AM_I_MUTED_BY_PLAYER

## Signature

```c
BOOL _NETWORK_AM_I_MUTED_BY_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

Returns whether the local player is muted by the specified network player.

## Usage

### Lua

```lua
local retval = NetworkAmIMutedByPlayer(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0DED260A1958A82E, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkAmIMutedByPlayer(player);

// by hash
const retval = Citizen.invokeNative('0x0DED260A1958A82E', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0DED260A1958A82E, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VOICE::_NETWORK_IS_PLAYER_TALKING

- **Hash:** `0xEF6F2A35FAAF2ED7`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `NetworkIsPlayerTalking`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/_NETWORK_IS_PLAYER_TALKING

## Signature

```c
BOOL _NETWORK_IS_PLAYER_TALKING(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkIsPlayerTalking(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF6F2A35FAAF2ED7, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkIsPlayerTalking(player);

// by hash
const retval = Citizen.invokeNative('0xEF6F2A35FAAF2ED7', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEF6F2A35FAAF2ED7, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VOICE::_NETWORK_PLAYER_HAS_HEADSET

- **Hash:** `0xAA35FD9ABAB490A3`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `NetworkPlayerHasHeadset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/_NETWORK_PLAYER_HAS_HEADSET

## Signature

```c
BOOL _NETWORK_PLAYER_HAS_HEADSET(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkPlayerHasHeadset(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA35FD9ABAB490A3, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NetworkPlayerHasHeadset(player);

// by hash
const retval = Citizen.invokeNative('0xAA35FD9ABAB490A3', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA35FD9ABAB490A3, player);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# VOLUME::_0x128FC3A893BF853A

- **Hash:** `0x128FC3A893BF853A`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x128fc3a893bf853a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x128FC3A893BF853A

## Signature

```c
void _0x128FC3A893BF853A(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x128fc3a893bf853a(p0)

-- always available, by hash
Citizen.InvokeNative(0x128FC3A893BF853A, p0)
```

### JavaScript

```js
N_0x128fc3a893bf853a(p0);

// by hash
Citizen.invokeNative('0x128FC3A893BF853A', p0);
```

### C#

```csharp
Function.Call((Hash)0x128FC3A893BF853A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x128fc3a893bf853a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x351D71B8B72B858B

- **Hash:** `0x351D71B8B72B858B`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x351d71b8b72b858b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x351D71B8B72B858B

## Signature

```c
Any _0x351D71B8B72B858B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x351d71b8b72b858b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x351D71B8B72B858B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x351d71b8b72b858b(p0);

// by hash
const retval = Citizen.invokeNative('0x351D71B8B72B858B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x351D71B8B72B858B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x351d71b8b72b858b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x3EFABB21E14A6BD1

- **Hash:** `0x3EFABB21E14A6BD1`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x3efabb21e14a6bd1`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x3EFABB21E14A6BD1

## Signature

```c
void _0x3EFABB21E14A6BD1(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3efabb21e14a6bd1(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x3EFABB21E14A6BD1, p0, p1, p2)
```

### JavaScript

```js
N_0x3efabb21e14a6bd1(p0, p1, p2);

// by hash
Citizen.invokeNative('0x3EFABB21E14A6BD1', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x3EFABB21E14A6BD1, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x3efabb21e14a6bd1` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x40F769D31A00D5A0

- **Hash:** `0x40F769D31A00D5A0`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x40f769d31a00d5a0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x40F769D31A00D5A0

## Signature

```c
Any _0x40F769D31A00D5A0(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x40f769d31a00d5a0(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x40F769D31A00D5A0, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x40f769d31a00d5a0(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x40F769D31A00D5A0', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x40F769D31A00D5A0, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x40f769d31a00d5a0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x4A8FEFC43FD8AC9B

- **Hash:** `0x4A8FEFC43FD8AC9B`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x4a8fefc43fd8ac9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x4A8FEFC43FD8AC9B

## Signature

```c
void _0x4A8FEFC43FD8AC9B(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x4a8fefc43fd8ac9b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x4A8FEFC43FD8AC9B, p0, p1, p2)
```

### JavaScript

```js
N_0x4a8fefc43fd8ac9b(p0, p1, p2);

// by hash
Citizen.invokeNative('0x4A8FEFC43FD8AC9B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x4A8FEFC43FD8AC9B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x4a8fefc43fd8ac9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x51E52C9687FCDEEC

- **Hash:** `0x51E52C9687FCDEEC`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x51e52c9687fcdeec`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x51E52C9687FCDEEC

## Signature

```c
Any _0x51E52C9687FCDEEC(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x51e52c9687fcdeec(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x51E52C9687FCDEEC, p0, p1, p2, p3, p4, p5, p6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x51e52c9687fcdeec(p0, p1, p2, p3, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x51E52C9687FCDEEC', p0, p1, p2, p3, p4, p5, p6, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x51E52C9687FCDEEC, p0, p1, p2, p3, p4, p5, p6);
```

- This native has no known name, so the runtime exposes it only as `N_0x51e52c9687fcdeec` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x52572B331E693AED

- **Hash:** `0x52572B331E693AED`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x52572b331e693aed`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x52572B331E693AED

## Signature

```c
void _0x52572B331E693AED(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x52572b331e693aed(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x52572B331E693AED, p0, p1, p2)
```

### JavaScript

```js
N_0x52572b331e693aed(p0, p1, p2);

// by hash
Citizen.invokeNative('0x52572B331E693AED', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x52572B331E693AED, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x52572b331e693aed` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x53D05D60E5F5B40C

- **Hash:** `0x53D05D60E5F5B40C`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x53d05d60e5f5b40c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x53D05D60E5F5B40C

## Signature

```c
void _0x53D05D60E5F5B40C(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x53d05d60e5f5b40c(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x53D05D60E5F5B40C, p0, p1, p2, p3)
```

### JavaScript

```js
N_0x53d05d60e5f5b40c(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0x53D05D60E5F5B40C', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x53D05D60E5F5B40C, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x53d05d60e5f5b40c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x695DAC2DB928F308

- **Hash:** `0x695DAC2DB928F308`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x695dac2db928f308`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x695DAC2DB928F308

## Signature

```c
void _0x695DAC2DB928F308(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x695dac2db928f308(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x695DAC2DB928F308, p0, p1)
```

### JavaScript

```js
N_0x695dac2db928f308(p0, p1);

// by hash
Citizen.invokeNative('0x695DAC2DB928F308', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x695DAC2DB928F308, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x695dac2db928f308` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x6D5F9E69BA1BE783

- **Hash:** `0x6D5F9E69BA1BE783`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x6d5f9e69ba1be783`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x6D5F9E69BA1BE783

## Signature

```c
void _0x6D5F9E69BA1BE783(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x6d5f9e69ba1be783(p0)

-- always available, by hash
Citizen.InvokeNative(0x6D5F9E69BA1BE783, p0)
```

### JavaScript

```js
N_0x6d5f9e69ba1be783(p0);

// by hash
Citizen.invokeNative('0x6D5F9E69BA1BE783', p0);
```

### C#

```csharp
Function.Call((Hash)0x6D5F9E69BA1BE783, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x6d5f9e69ba1be783` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x748C5F51A18CB8F0

- **Hash:** `0x748C5F51A18CB8F0`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x748c5f51a18cb8f0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x748C5F51A18CB8F0

## Signature

```c
void _0x748C5F51A18CB8F0(BOOL p0);
```

## Parameters

- `p0` (`BOOL`)

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0x748c5f51a18cb8f0(p0)

-- always available, by hash
Citizen.InvokeNative(0x748C5F51A18CB8F0, p0)
```

### JavaScript

```js
N_0x748c5f51a18cb8f0(p0);

// by hash
Citizen.invokeNative('0x748C5F51A18CB8F0', p0);
```

### C#

```csharp
Function.Call((Hash)0x748C5F51A18CB8F0, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x748c5f51a18cb8f0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x7FD78DFD0C5D7B9B

- **Hash:** `0x7FD78DFD0C5D7B9B`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x7fd78dfd0c5d7b9b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x7FD78DFD0C5D7B9B

## Signature

```c
Any _0x7FD78DFD0C5D7B9B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x7fd78dfd0c5d7b9b(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7FD78DFD0C5D7B9B, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x7fd78dfd0c5d7b9b(p0);

// by hash
const retval = Citizen.invokeNative('0x7FD78DFD0C5D7B9B', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7FD78DFD0C5D7B9B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x7fd78dfd0c5d7b9b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x870E9981ED27C815

- **Hash:** `0x870E9981ED27C815`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x870e9981ed27c815`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x870E9981ED27C815

## Signature

```c
Any _0x870E9981ED27C815(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x870e9981ed27c815(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x870E9981ED27C815, p0, p1, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x870e9981ed27c815(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x870E9981ED27C815', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x870E9981ED27C815, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0x870e9981ed27c815` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0x998202B206872672

- **Hash:** `0x998202B206872672`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0x998202b206872672`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0x998202B206872672

## Signature

```c
void _0x998202B206872672(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x998202b206872672(p0)

-- always available, by hash
Citizen.InvokeNative(0x998202B206872672, p0)
```

### JavaScript

```js
N_0x998202b206872672(p0);

// by hash
Citizen.invokeNative('0x998202B206872672', p0);
```

### C#

```csharp
Function.Call((Hash)0x998202B206872672, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x998202b206872672` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xAA9EE2AAFC717623

- **Hash:** `0xAA9EE2AAFC717623`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xaa9ee2aafc717623`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xAA9EE2AAFC717623

## Signature

```c
Any _0xAA9EE2AAFC717623(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xaa9ee2aafc717623(p0, p1, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA9EE2AAFC717623, p0, p1, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xaa9ee2aafc717623(p0, p1, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xAA9EE2AAFC717623', p0, p1, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAA9EE2AAFC717623, p0, p1, p2, p3, p4, p5);
```

- This native has no known name, so the runtime exposes it only as `N_0xaa9ee2aafc717623` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xAC355980681A7F89

- **Hash:** `0xAC355980681A7F89`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xac355980681a7f89`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xAC355980681A7F89

## Signature

```c
void _0xAC355980681A7F89(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xac355980681a7f89(p0)

-- always available, by hash
Citizen.InvokeNative(0xAC355980681A7F89, p0)
```

### JavaScript

```js
N_0xac355980681a7f89(p0);

// by hash
Citizen.invokeNative('0xAC355980681A7F89', p0);
```

### C#

```csharp
Function.Call((Hash)0xAC355980681A7F89, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xac355980681a7f89` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xB440F4E35393FC39

- **Hash:** `0xB440F4E35393FC39`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xb440f4e35393fc39`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xB440F4E35393FC39

## Signature

```c
void _0xB440F4E35393FC39(Volume volume, Any p1);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb440f4e35393fc39(volume, p1)

-- always available, by hash
Citizen.InvokeNative(0xB440F4E35393FC39, volume, p1)
```

### JavaScript

```js
N_0xb440f4e35393fc39(volume, p1);

// by hash
Citizen.invokeNative('0xB440F4E35393FC39', volume, p1);
```

### C#

```csharp
Function.Call((Hash)0xB440F4E35393FC39, volume, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb440f4e35393fc39` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xB469CFD9E065EB99

- **Hash:** `0xB469CFD9E065EB99`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xb469cfd9e065eb99`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xB469CFD9E065EB99

## Signature

```c
void _0xB469CFD9E065EB99(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb469cfd9e065eb99(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xB469CFD9E065EB99, p0, p1)
```

### JavaScript

```js
N_0xb469cfd9e065eb99(p0, p1);

// by hash
Citizen.invokeNative('0xB469CFD9E065EB99', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xB469CFD9E065EB99, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xb469cfd9e065eb99` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xC4019CF9AE8E931A

- **Hash:** `0xC4019CF9AE8E931A`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xc4019cf9ae8e931a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xC4019CF9AE8E931A

## Signature

```c
Vector3 _0xC4019CF9AE8E931A(int volLockRequestId);
```

## Parameters

- `volLockRequestId` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0xc4019cf9ae8e931a(volLockRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC4019CF9AE8E931A, volLockRequestId, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0xc4019cf9ae8e931a(volLockRequestId);

// by hash
const retval = Citizen.invokeNative('0xC4019CF9AE8E931A', volLockRequestId, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xC4019CF9AE8E931A, volLockRequestId);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4019cf9ae8e931a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xC61E2FD926DBB406

- **Hash:** `0xC61E2FD926DBB406`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xc61e2fd926dbb406`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xC61E2FD926DBB406

## Signature

```c
void _0xC61E2FD926DBB406();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xc61e2fd926dbb406()

-- always available, by hash
Citizen.InvokeNative(0xC61E2FD926DBB406)
```

### JavaScript

```js
N_0xc61e2fd926dbb406();

// by hash
Citizen.invokeNative('0xC61E2FD926DBB406');
```

### C#

```csharp
Function.Call((Hash)0xC61E2FD926DBB406);
```

- This native has no known name, so the runtime exposes it only as `N_0xc61e2fd926dbb406` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xCA5C90D40665D5CE

- **Hash:** `0xCA5C90D40665D5CE`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xca5c90d40665d5ce`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xCA5C90D40665D5CE

## Signature

```c
Any _0xCA5C90D40665D5CE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xca5c90d40665d5ce(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCA5C90D40665D5CE, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xca5c90d40665d5ce(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xCA5C90D40665D5CE', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCA5C90D40665D5CE, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xca5c90d40665d5ce` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xD460135C98940274

- **Hash:** `0xD460135C98940274`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xd460135c98940274`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xD460135C98940274

## Signature

```c
void _0xD460135C98940274(Volume volume, Any p1);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd460135c98940274(volume, p1)

-- always available, by hash
Citizen.InvokeNative(0xD460135C98940274, volume, p1)
```

### JavaScript

```js
N_0xd460135c98940274(volume, p1);

// by hash
Citizen.invokeNative('0xD460135C98940274', volume, p1);
```

### C#

```csharp
Function.Call((Hash)0xD460135C98940274, volume, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd460135c98940274` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xD4FA73FE628FEC63

- **Hash:** `0xD4FA73FE628FEC63`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xd4fa73fe628fec63`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xD4FA73FE628FEC63

## Signature

```c
void _0xD4FA73FE628FEC63(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd4fa73fe628fec63(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xD4FA73FE628FEC63, p0, p1)
```

### JavaScript

```js
N_0xd4fa73fe628fec63(p0, p1);

// by hash
Citizen.invokeNative('0xD4FA73FE628FEC63', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xD4FA73FE628FEC63, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xd4fa73fe628fec63` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xD52DF30355EA7C8E

- **Hash:** `0xD52DF30355EA7C8E`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xd52df30355ea7c8e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xD52DF30355EA7C8E

## Signature

```c
void _0xD52DF30355EA7C8E(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd52df30355ea7c8e(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD52DF30355EA7C8E, p0, p1, p2)
```

### JavaScript

```js
N_0xd52df30355ea7c8e(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD52DF30355EA7C8E', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD52DF30355EA7C8E, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd52df30355ea7c8e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xD882C5B3991575B7

- **Hash:** `0xD882C5B3991575B7`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xd882c5b3991575b7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xD882C5B3991575B7

## Signature

```c
Vector3 _0xD882C5B3991575B7(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = N_0xd882c5b3991575b7(p0, p1, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD882C5B3991575B7, p0, p1, p2, p3, p4, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = N_0xd882c5b3991575b7(p0, p1, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xD882C5B3991575B7', p0, p1, p2, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xD882C5B3991575B7, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0xd882c5b3991575b7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xEBA87B9273835CF3

- **Hash:** `0xEBA87B9273835CF3`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xeba87b9273835cf3`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xEBA87B9273835CF3

## Signature

```c
void _0xEBA87B9273835CF3(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xeba87b9273835cf3(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xEBA87B9273835CF3, p0, p1)
```

### JavaScript

```js
N_0xeba87b9273835cf3(p0, p1);

// by hash
Citizen.invokeNative('0xEBA87B9273835CF3', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xEBA87B9273835CF3, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xeba87b9273835cf3` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xEE1D6FF54CAF7714

- **Hash:** `0xEE1D6FF54CAF7714`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xee1d6ff54caf7714`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xEE1D6FF54CAF7714

## Signature

```c
Any _0xEE1D6FF54CAF7714(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xee1d6ff54caf7714(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE1D6FF54CAF7714, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xee1d6ff54caf7714(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xEE1D6FF54CAF7714', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEE1D6FF54CAF7714, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xee1d6ff54caf7714` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xF3A2FBA5985C8CD5

- **Hash:** `0xF3A2FBA5985C8CD5`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xf3a2fba5985c8cd5`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xF3A2FBA5985C8CD5

## Signature

```c
void _0xF3A2FBA5985C8CD5(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf3a2fba5985c8cd5(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xF3A2FBA5985C8CD5, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xf3a2fba5985c8cd5(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xF3A2FBA5985C8CD5', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xF3A2FBA5985C8CD5, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xf3a2fba5985c8cd5` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xF6CE6F9C3897804E

- **Hash:** `0xF6CE6F9C3897804E`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xf6ce6f9c3897804e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xF6CE6F9C3897804E

## Signature

```c
Any _0xF6CE6F9C3897804E(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf6ce6f9c3897804e(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6CE6F9C3897804E, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf6ce6f9c3897804e(p0);

// by hash
const retval = Citizen.invokeNative('0xF6CE6F9C3897804E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF6CE6F9C3897804E, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf6ce6f9c3897804e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xF6F5447D418DAA82

- **Hash:** `0xF6F5447D418DAA82`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xf6f5447d418daa82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xF6F5447D418DAA82

## Signature

```c
Any _0xF6F5447D418DAA82(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf6f5447d418daa82(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6F5447D418DAA82, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf6f5447d418daa82(p0);

// by hash
const retval = Citizen.invokeNative('0xF6F5447D418DAA82', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF6F5447D418DAA82, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xf6f5447d418daa82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_0xFA15C9A320E707B0

- **Hash:** `0xFA15C9A320E707B0`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `N_0xfa15c9a320e707b0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/0xFA15C9A320E707B0

## Signature

```c
void _0xFA15C9A320E707B0();
```

## Returns

`void`

## Description

nullsub, doesn't do anything

## Usage

### Lua

```lua
N_0xfa15c9a320e707b0()

-- always available, by hash
Citizen.InvokeNative(0xFA15C9A320E707B0)
```

### JavaScript

```js
N_0xfa15c9a320e707b0();

// by hash
Citizen.invokeNative('0xFA15C9A320E707B0');
```

### C#

```csharp
Function.Call((Hash)0xFA15C9A320E707B0);
```

- This native has no known name, so the runtime exposes it only as `N_0xfa15c9a320e707b0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_ADD_BOUNDS_TO_AGGREGATE_VOLUME

- **Hash:** `0x6E0D3C3F828DA773`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `AddBoundsToAggregateVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_ADD_BOUNDS_TO_AGGREGATE_VOLUME

## Signature

```c
void _ADD_BOUNDS_TO_AGGREGATE_VOLUME(Volume volume, Volume aggregate);
```

## Parameters

- `volume` (`Volume`)
- `aggregate` (`Volume`)

## Returns

`void`

## Description

_ADD_R* - _ADD_V(OLUME?)*

## Usage

### Lua

```lua
AddBoundsToAggregateVolume(volume, aggregate)

-- always available, by hash
Citizen.InvokeNative(0x6E0D3C3F828DA773, volume, aggregate)
```

### JavaScript

```js
AddBoundsToAggregateVolume(volume, aggregate);

// by hash
Citizen.invokeNative('0x6E0D3C3F828DA773', volume, aggregate);
```

### C#

```csharp
Function.Call((Hash)0x6E0D3C3F828DA773, volume, aggregate);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_ADD_BOX_VOLUME_TO_VOLUME_AGGREGATE

- **Hash:** `0x39816F6F94F385AD`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `AddBoxVolumeToVolumeAggregate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_ADD_BOX_VOLUME_TO_VOLUME_AGGREGATE

## Signature

```c
void _ADD_BOX_VOLUME_TO_VOLUME_AGGREGATE(Volume aggregate, float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `aggregate` (`Volume`) — Handle from CREATE_VOLUME_AGGREGATE.
- `x` (`float`) — Box centre X.
- `y` (`float`) — Box centre Y.
- `z` (`float`) — Box centre Z.
- `rotX` (`float`) — Rotation X in degrees.
- `rotY` (`float`) — Rotation Y in degrees.
- `rotZ` (`float`) — Rotation Z (heading) in degrees.
- `scaleX` (`float`) — Size along X in metres.
- `scaleY` (`float`) — Size along Y in metres.
- `scaleZ` (`float`) — Height in metres.

## Returns

`void`

## Verified notes

Boxes beyond the 32nd are discarded without an error. All nine values are floats: pass `x + 0.0` when they come from integers (JSON, NUI, database).

Parameter order verified in game by drawing rotated boxes on the pause map with `_BLIP_ADD_FOR_VOLUME` (Borderline RP, September 2026).

## Usage

### Lua

```lua
AddBoxVolumeToVolumeAggregate(aggregate, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
Citizen.InvokeNative(0x39816F6F94F385AD, aggregate, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)
```

### JavaScript

```js
AddBoxVolumeToVolumeAggregate(aggregate, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
Citizen.invokeNative('0x39816F6F94F385AD', aggregate, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x39816F6F94F385AD, aggregate, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [MAP::_BLIP_ADD_FOR_VOLUME](https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_VOLUME.md) — Draws a blip shaped like a volume on the pause map — with a volume aggregate of boxes it draws arbitrary polygons.
- [VOLUME::CREATE_VOLUME_AGGREGATE](https://natives.borderlinerp.com/natives/VOLUME/CREATE_VOLUME_AGGREGATE.md)

*Sources: alloc8or RDR3 NativeDB, RedM Natives (verified notes).*

---

# VOLUME::_ADD_CYLINDER_VOLUME_TO_VOLUME_AGGREGATE

- **Hash:** `0xBCE668AAF83608BE`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `AddCylinderVolumeToVolumeAggregate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_ADD_CYLINDER_VOLUME_TO_VOLUME_AGGREGATE

## Signature

```c
void _ADD_CYLINDER_VOLUME_TO_VOLUME_AGGREGATE(Volume aggregate, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9);
```

## Parameters

- `aggregate` (`Volume`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddCylinderVolumeToVolumeAggregate(aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xBCE668AAF83608BE, aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
AddCylinderVolumeToVolumeAggregate(aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0xBCE668AAF83608BE', aggregate, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBCE668AAF83608BE, aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_ADD_ENTRY_VOLUME_LOCK

- **Hash:** `0x58D3803FA639A3BB`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `AddEntryVolumeLock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_ADD_ENTRY_VOLUME_LOCK

## Signature

```c
BOOL _ADD_ENTRY_VOLUME_LOCK(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, args = AddEntryVolumeLock(args)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0x58D3803FA639A3BB, Citizen.PointerValueIntInitialized(args), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, args] = AddEntryVolumeLock(args);

// by hash
const [retval, args] = Citizen.invokeNative('0x58D3803FA639A3BB', Citizen.pointerValueIntInitialized(args), Citizen.returnResultAnyway());
```

### C#

```csharp
var args = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x58D3803FA639A3BB, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_ADD_SPHERE_VOLUME_TO_VOLUME_AGGREGATE

- **Hash:** `0x5B7D7BF36D2DE18B`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `AddSphereVolumeToVolumeAggregate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_ADD_SPHERE_VOLUME_TO_VOLUME_AGGREGATE

## Signature

```c
void _ADD_SPHERE_VOLUME_TO_VOLUME_AGGREGATE(Volume aggregate, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9);
```

## Parameters

- `aggregate` (`Volume`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddSphereVolumeToVolumeAggregate(aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x5B7D7BF36D2DE18B, aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
AddSphereVolumeToVolumeAggregate(aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x5B7D7BF36D2DE18B', aggregate, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x5B7D7BF36D2DE18B, aggregate, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_ADD_VOLUME_TO_VOLUME_AGGREGATE

- **Hash:** `0x12FCAA23F2320422`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `AddVolumeToVolumeAggregate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_ADD_VOLUME_TO_VOLUME_AGGREGATE

## Signature

```c
void _ADD_VOLUME_TO_VOLUME_AGGREGATE(Volume aggregate, Hash typeHash, float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `aggregate` (`Volume`)
- `typeHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddVolumeToVolumeAggregate(aggregate, typeHash, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
Citizen.InvokeNative(0x12FCAA23F2320422, aggregate, typeHash, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)
```

### JavaScript

```js
AddVolumeToVolumeAggregate(aggregate, typeHash, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
Citizen.invokeNative('0x12FCAA23F2320422', aggregate, typeHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x12FCAA23F2320422, aggregate, typeHash, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_ANTI_GRIEF_VOLUME

- **Hash:** `0x0EB78C2B156635B1`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateAntiGriefVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_ANTI_GRIEF_VOLUME

## Signature

```c
Volume _CREATE_ANTI_GRIEF_VOLUME(Hash volumeType, float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `volumeType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateAntiGriefVolume(volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0EB78C2B156635B1, volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateAntiGriefVolume(volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
const retval = Citizen.invokeNative('0x0EB78C2B156635B1', volumeType, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0EB78C2B156635B1, volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_SPEED_VOLUME

- **Hash:** `0xBBE768E3AE76E07C`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateSpeedVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_SPEED_VOLUME

## Signature

```c
Volume _CREATE_SPEED_VOLUME(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateSpeedVolume(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBE768E3AE76E07C, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateSpeedVolume(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
const retval = Citizen.invokeNative('0xBBE768E3AE76E07C', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBBE768E3AE76E07C, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::CREATE_VOLUME_AGGREGATE

- **Hash:** `0x59F6F5C1D129F106`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeAggregate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/CREATE_VOLUME_AGGREGATE

## Signature

```c
Volume CREATE_VOLUME_AGGREGATE();
```

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeAggregate()

-- always available, by hash
local retval = Citizen.InvokeNative(0x59F6F5C1D129F106, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeAggregate();

// by hash
const retval = Citizen.invokeNative('0x59F6F5C1D129F106', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59F6F5C1D129F106);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_AGGREGATE_WITH_CUSTOM_NAME

- **Hash:** `0x5D580DE6398BB162`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeAggregateWithCustomName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_AGGREGATE_WITH_CUSTOM_NAME

## Signature

```c
Volume _CREATE_VOLUME_AGGREGATE_WITH_CUSTOM_NAME(const char* name);
```

## Parameters

- `name` (`const char*`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeAggregateWithCustomName(name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D580DE6398BB162, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeAggregateWithCustomName(name);

// by hash
const retval = Citizen.invokeNative('0x5D580DE6398BB162', name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5D580DE6398BB162, name);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::CREATE_VOLUME_BOX

- **Hash:** `0xDF85637F22706891`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeBox`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/CREATE_VOLUME_BOX

## Signature

```c
Volume CREATE_VOLUME_BOX(float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeBox(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF85637F22706891, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeBox(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
const retval = Citizen.invokeNative('0xDF85637F22706891', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF85637F22706891, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_BOX_WITH_CUSTOM_NAME

- **Hash:** `0xF68485C7495D848E`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeBoxWithCustomName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_BOX_WITH_CUSTOM_NAME

## Signature

```c
Volume _CREATE_VOLUME_BOX_WITH_CUSTOM_NAME(float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, const char* name);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `name` (`const char*`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeBoxWithCustomName(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF68485C7495D848E, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeBoxWithCustomName(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);

// by hash
const retval = Citizen.invokeNative('0xF68485C7495D848E', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF68485C7495D848E, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_BY_HASH

- **Hash:** `0x502022FA1AF9DC86`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeByHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_BY_HASH

## Signature

```c
Volume _CREATE_VOLUME_BY_HASH(Hash volumeType, float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `volumeType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeByHash(volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x502022FA1AF9DC86, volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeByHash(volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
const retval = Citizen.invokeNative('0x502022FA1AF9DC86', volumeType, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x502022FA1AF9DC86, volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_BY_HASH_WITH_CUSTOM_NAME

- **Hash:** `0x1F85E4AC774A201E`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeByHashWithCustomName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_BY_HASH_WITH_CUSTOM_NAME

## Signature

```c
Volume _CREATE_VOLUME_BY_HASH_WITH_CUSTOM_NAME(Hash volumeType, float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, const char* name);
```

## Parameters

- `volumeType` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `name` (`const char*`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeByHashWithCustomName(volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F85E4AC774A201E, volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeByHashWithCustomName(volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);

// by hash
const retval = Citizen.invokeNative('0x1F85E4AC774A201E', volumeType, x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1F85E4AC774A201E, volumeType, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::CREATE_VOLUME_CYLINDER

- **Hash:** `0x0522D4774B82E3E6`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeCylinder`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/CREATE_VOLUME_CYLINDER

## Signature

```c
Volume CREATE_VOLUME_CYLINDER(float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeCylinder(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0522D4774B82E3E6, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeCylinder(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
const retval = Citizen.invokeNative('0x0522D4774B82E3E6', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0522D4774B82E3E6, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_CYLINDER_WITH_CUSTOM_NAME

- **Hash:** `0xDF1E350EDDF06E59`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeCylinderWithCustomName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_CYLINDER_WITH_CUSTOM_NAME

## Signature

```c
Volume _CREATE_VOLUME_CYLINDER_WITH_CUSTOM_NAME(float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, const char* name);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `name` (`const char*`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeCylinderWithCustomName(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF1E350EDDF06E59, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeCylinderWithCustomName(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);

// by hash
const retval = Citizen.invokeNative('0xDF1E350EDDF06E59', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDF1E350EDDF06E59, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_LOCK

- **Hash:** `0x00BBF7CEAE8C666A`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeLock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_LOCK

## Signature

```c
Volume _CREATE_VOLUME_LOCK(float x, float y, float z, float radius, int flag, Any p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `flag` (`int`)
- `p5` (`Any`)

## Returns

`Volume`

## Description

Params: p5 is always 0

## Usage

### Lua

```lua
local retval = CreateVolumeLock(x, y, z, radius, flag, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x00BBF7CEAE8C666A, x, y, z, radius, flag, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeLock(x, y, z, radius, flag, p5);

// by hash
const retval = Citizen.invokeNative('0x00BBF7CEAE8C666A', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, flag, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x00BBF7CEAE8C666A, x, y, z, radius, flag, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VOLUME::REQUEST_VOLUME_LOCK](https://natives.borderlinerp.com/natives/VOLUME/REQUEST_VOLUME_LOCK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_LOCK_ATTACHED_TO_ENTITY

- **Hash:** `0xF383E96C4904DF0C`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeLockAttachedToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_LOCK_ATTACHED_TO_ENTITY

## Signature

```c
Volume _CREATE_VOLUME_LOCK_ATTACHED_TO_ENTITY(Entity entity, float radius, int flag, Any p3);
```

## Parameters

- `entity` (`Entity`)
- `radius` (`float`)
- `flag` (`int`)
- `p3` (`Any`)

## Returns

`Volume`

## Description

Params: p3 is always 0

## Usage

### Lua

```lua
local retval = CreateVolumeLockAttachedToEntity(entity, radius, flag, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF383E96C4904DF0C, entity, radius, flag, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeLockAttachedToEntity(entity, radius, flag, p3);

// by hash
const retval = Citizen.invokeNative('0xF383E96C4904DF0C', entity, radius + 0.0000001, flag, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF383E96C4904DF0C, entity, radius, flag, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::CREATE_VOLUME_SPHERE

- **Hash:** `0xB3FB80A32BAE3065`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeSphere`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/CREATE_VOLUME_SPHERE

## Signature

```c
Volume CREATE_VOLUME_SPHERE(float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeSphere(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB3FB80A32BAE3065, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeSphere(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);

// by hash
const retval = Citizen.invokeNative('0xB3FB80A32BAE3065', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB3FB80A32BAE3065, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_VOLUME_SPHERE_WITH_CUSTOM_NAME

- **Hash:** `0x10157BC3247FF3BA`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateVolumeSphereWithCustomName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_SPHERE_WITH_CUSTOM_NAME

## Signature

```c
Volume _CREATE_VOLUME_SPHERE_WITH_CUSTOM_NAME(float x, float y, float z, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, const char* name);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `name` (`const char*`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateVolumeSphereWithCustomName(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name)

-- always available, by hash
local retval = Citizen.InvokeNative(0x10157BC3247FF3BA, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateVolumeSphereWithCustomName(x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);

// by hash
const retval = Citizen.invokeNative('0x10157BC3247FF3BA', x + 0.0000001, y + 0.0000001, z + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, name, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x10157BC3247FF3BA, x, y, z, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, name);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_CREATE_WALK_AND_TALK_VOLUME

- **Hash:** `0xFD0E389CD44434B6`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateWalkAndTalkVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_WALK_AND_TALK_VOLUME

## Signature

```c
Volume _CREATE_WALK_AND_TALK_VOLUME(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateWalkAndTalkVolume(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFD0E389CD44434B6, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateWalkAndTalkVolume(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12);

// by hash
const retval = Citizen.invokeNative('0xFD0E389CD44434B6', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFD0E389CD44434B6, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::DELETE_VOLUME

- **Hash:** `0x43F867EF5C463A53`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `DeleteVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/DELETE_VOLUME

## Signature

```c
void DELETE_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`void`

## Usage

### Lua

```lua
DeleteVolume(volume)

-- always available, by hash
Citizen.InvokeNative(0x43F867EF5C463A53, volume)
```

### JavaScript

```js
DeleteVolume(volume);

// by hash
Citizen.invokeNative('0x43F867EF5C463A53', volume);
```

### C#

```csharp
Function.Call((Hash)0x43F867EF5C463A53, volume);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::DOES_VOLUME_COLLIDE_WITH_ANY_VOLUME_LOCK

- **Hash:** `0x397769175A7DBB30`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `DoesVolumeCollideWithAnyVolumeLock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/DOES_VOLUME_COLLIDE_WITH_ANY_VOLUME_LOCK

## Signature

```c
BOOL DOES_VOLUME_COLLIDE_WITH_ANY_VOLUME_LOCK(float x, float y, float z, float radius, BOOL p4, int p5, int p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`BOOL`)
- `p5` (`int`)
- `p6` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesVolumeCollideWithAnyVolumeLock(x, y, z, radius, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x397769175A7DBB30, x, y, z, radius, p4, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesVolumeCollideWithAnyVolumeLock(x, y, z, radius, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x397769175A7DBB30', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, p6, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x397769175A7DBB30, x, y, z, radius, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::DOES_VOLUME_EXIST

- **Hash:** `0x92A78D0BEDB332A3`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `DoesVolumeExist`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/DOES_VOLUME_EXIST

## Signature

```c
BOOL DOES_VOLUME_EXIST(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesVolumeExist(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x92A78D0BEDB332A3, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesVolumeExist(volume);

// by hash
const retval = Citizen.invokeNative('0x92A78D0BEDB332A3', volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x92A78D0BEDB332A3, volume);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_FIND_VOLUME_LOCK_REQUEST_ID_WITH_ARGS

- **Hash:** `0x77A6E4AD0C496F81`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `FindVolumeLockRequestIdWithArgs`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_FIND_VOLUME_LOCK_REQUEST_ID_WITH_ARGS

## Signature

```c
int _FIND_VOLUME_LOCK_REQUEST_ID_WITH_ARGS(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, args = FindVolumeLockRequestIdWithArgs(args)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0x77A6E4AD0C496F81, Citizen.PointerValueIntInitialized(args), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = FindVolumeLockRequestIdWithArgs(args);

// by hash
const [retval, args] = Citizen.invokeNative('0x77A6E4AD0C496F81', Citizen.pointerValueIntInitialized(args), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0x77A6E4AD0C496F81, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_GET_VOLUME_AMOUNT_OF_INDEXED_ITEMS

- **Hash:** `0x2B32B11520626229`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeAmountOfIndexedItems`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_GET_VOLUME_AMOUNT_OF_INDEXED_ITEMS

## Signature

```c
int _GET_VOLUME_AMOUNT_OF_INDEXED_ITEMS(float x, float y, float z, float radius, ItemSet itemSet);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `itemSet` (`ItemSet`)

## Returns

`int`

## Description

Indexes items (including entyties and peds) in a set volume
Counts up as its the return value of how many items it writes to given itemSet

## Usage

### Lua

```lua
local retval = GetVolumeAmountOfIndexedItems(x, y, z, radius, itemSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B32B11520626229, x, y, z, radius, itemSet, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVolumeAmountOfIndexedItems(x, y, z, radius, itemSet);

// by hash
const retval = Citizen.invokeNative('0x2B32B11520626229', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, itemSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2B32B11520626229, x, y, z, radius, itemSet);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_GET_VOLUME_BOUNDS

- **Hash:** `0x5737199AF2DC609F`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeBounds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_GET_VOLUME_BOUNDS

## Signature

```c
void _GET_VOLUME_BOUNDS(Volume volume, Vector3* min, Vector3* max);
```

## Parameters

- `volume` (`Volume`)
- `min` (`Vector3*`)
- `max` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local min, max = GetVolumeBounds(volume)

-- always available, by hash
local min, max = Citizen.InvokeNative(0x5737199AF2DC609F, volume, Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [min, max] = GetVolumeBounds(volume);

// by hash
const [min, max] = Citizen.invokeNative('0x5737199AF2DC609F', volume, Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var min = new OutputArgument();
var max = new OutputArgument();
Function.Call((Hash)0x5737199AF2DC609F, volume, min, max);
// min.GetResult<Vector3>()
// max.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::GET_VOLUME_COORDS

- **Hash:** `0xF70F00013A62F866`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_COORDS

## Signature

```c
Vector3 GET_VOLUME_COORDS(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetVolumeCoords(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF70F00013A62F866, volume, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetVolumeCoords(volume);

// by hash
const retval = Citizen.invokeNative('0xF70F00013A62F866', volume, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xF70F00013A62F866, volume);
```

## See also

- [VOLUME::SET_VOLUME_COORDS](https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::GET_VOLUME_LOCK_REQUEST_STATUS

- **Hash:** `0xB33A604345F58202`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeLockRequestStatus`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_LOCK_REQUEST_STATUS

## Signature

```c
int GET_VOLUME_LOCK_REQUEST_STATUS(int volLockRequestId);
```

## Parameters

- `volLockRequestId` (`int`)

## Returns

`int`

## Description

enum eVolumeLockRequestStatus
{
	VOLUME_LOCK_REQUEST_STATUS_INVALID,
	VOLUME_LOCK_REQUEST_STATUS_READY,
	VOLUME_LOCK_REQUEST_STATUS_IN_PROGRESS,
	VOLUME_LOCK_REQUEST_STATUS_SUCCEEDED,
	VOLUME_LOCK_REQUEST_STATUS_FAILED
};

## Usage

### Lua

```lua
local retval = GetVolumeLockRequestStatus(volLockRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB33A604345F58202, volLockRequestId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVolumeLockRequestStatus(volLockRequestId);

// by hash
const retval = Citizen.invokeNative('0xB33A604345F58202', volLockRequestId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB33A604345F58202, volLockRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_GET_VOLUME_RELATIONSHIP

- **Hash:** `0x666C2F53ABEFC952`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeRelationship`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_GET_VOLUME_RELATIONSHIP

## Signature

```c
Hash _GET_VOLUME_RELATIONSHIP(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`Hash`

## Description

Returns relationshipGroup Hash

## Usage

### Lua

```lua
local retval = GetVolumeRelationship(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x666C2F53ABEFC952, volume, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVolumeRelationship(volume);

// by hash
const retval = Citizen.invokeNative('0x666C2F53ABEFC952', volume, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x666C2F53ABEFC952, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VOLUME::_SET_VOLUME_RELATIONSHIP](https://natives.borderlinerp.com/natives/VOLUME/_SET_VOLUME_RELATIONSHIP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::GET_VOLUME_ROTATION

- **Hash:** `0x18675BC914891122`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeRotation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_ROTATION

## Signature

```c
Vector3 GET_VOLUME_ROTATION(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetVolumeRotation(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x18675BC914891122, volume, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetVolumeRotation(volume);

// by hash
const retval = Citizen.invokeNative('0x18675BC914891122', volume, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x18675BC914891122, volume);
```

## See also

- [VOLUME::SET_VOLUME_ROTATION](https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_ROTATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::GET_VOLUME_SCALE

- **Hash:** `0x3E2A25B2416DD67E`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_SCALE

## Signature

```c
Vector3 GET_VOLUME_SCALE(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetVolumeScale(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3E2A25B2416DD67E, volume, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetVolumeScale(volume);

// by hash
const retval = Citizen.invokeNative('0x3E2A25B2416DD67E', volume, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x3E2A25B2416DD67E, volume);
```

## See also

- [VOLUME::SET_VOLUME_SCALE](https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_SCALE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_IS_AGGREGATE_VOLUME

- **Hash:** `0xFEFF01B5725BCD22`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `IsAggregateVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_IS_AGGREGATE_VOLUME

## Signature

```c
BOOL _IS_AGGREGATE_VOLUME(Volume volume);
```

## Parameters

- `volume` (`Volume`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAggregateVolume(volume)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFEFF01B5725BCD22, volume, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAggregateVolume(volume);

// by hash
const retval = Citizen.invokeNative('0xFEFF01B5725BCD22', volume, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFEFF01B5725BCD22, volume);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::IS_POINT_IN_VOLUME

- **Hash:** `0xF256A75210C5C0EB`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `IsPointInVolume`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/IS_POINT_IN_VOLUME

## Signature

```c
BOOL IS_POINT_IN_VOLUME(Volume volume, float x, float y, float z);
```

## Parameters

- `volume` (`Volume`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`BOOL`

## Description

Old name: _IS_POSITION_INSIDE_VOLUME

## Usage

### Lua

```lua
local retval = IsPointInVolume(volume, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF256A75210C5C0EB, volume, x, y, z, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPointInVolume(volume, x, y, z);

// by hash
const retval = Citizen.invokeNative('0xF256A75210C5C0EB', volume, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF256A75210C5C0EB, volume, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_IS_POINT_NEAR_VOLUME_LOCK_CENTER

- **Hash:** `0x769BB7626B8CDB06`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `IsPointNearVolumeLockCenter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_IS_POINT_NEAR_VOLUME_LOCK_CENTER

## Signature

```c
BOOL _IS_POINT_NEAR_VOLUME_LOCK_CENTER(float x, float y, float z, float radius, int p4, int p5, int flags);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`int`)
- `p5` (`int`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPointNearVolumeLockCenter(x, y, z, radius, p4, p5, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x769BB7626B8CDB06, x, y, z, radius, p4, p5, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPointNearVolumeLockCenter(x, y, z, radius, p4, p5, flags);

// by hash
const retval = Citizen.invokeNative('0x769BB7626B8CDB06', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x769BB7626B8CDB06, x, y, z, radius, p4, p5, flags);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::IS_VOLUME_LOCK_REQUEST_VALID

- **Hash:** `0xA4A4359320345B34`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `IsVolumeLockRequestValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/IS_VOLUME_LOCK_REQUEST_VALID

## Signature

```c
BOOL IS_VOLUME_LOCK_REQUEST_VALID(int volLockRequestId);
```

## Parameters

- `volLockRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVolumeLockRequestValid(volLockRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4A4359320345B34, volLockRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVolumeLockRequestValid(volLockRequestId);

// by hash
const retval = Citizen.invokeNative('0xA4A4359320345B34', volLockRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA4A4359320345B34, volLockRequestId);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_IS_VOLUME_LOCK_REQUEST_VALID_2

- **Hash:** `0xF6A8A652A6B186CD`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `IsVolumeLockRequestValid_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_IS_VOLUME_LOCK_REQUEST_VALID_2

## Signature

```c
BOOL _IS_VOLUME_LOCK_REQUEST_VALID_2(int volLockRequestId);
```

## Parameters

- `volLockRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsVolumeLockRequestValid_2(volLockRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF6A8A652A6B186CD, volLockRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsVolumeLockRequestValid_2(volLockRequestId);

// by hash
const retval = Citizen.invokeNative('0xF6A8A652A6B186CD', volLockRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF6A8A652A6B186CD, volLockRequestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_MODIFY_VOLUME_LOCK_LOCATION

- **Hash:** `0xEC43C2FFB70E3F30`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `ModifyVolumeLockLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_MODIFY_VOLUME_LOCK_LOCATION

## Signature

```c
void _MODIFY_VOLUME_LOCK_LOCATION(int volLock, float x, float y, float z);
```

## Parameters

- `volLock` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
ModifyVolumeLockLocation(volLock, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0xEC43C2FFB70E3F30, volLock, x, y, z)
```

### JavaScript

```js
ModifyVolumeLockLocation(volLock, x, y, z);

// by hash
Citizen.invokeNative('0xEC43C2FFB70E3F30', volLock, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEC43C2FFB70E3F30, volLock, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_RELEASE_LOCK_VOLUME

- **Hash:** `0xFDFECC6EE4491E11`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `ReleaseLockVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_RELEASE_LOCK_VOLUME

## Signature

```c
void _RELEASE_LOCK_VOLUME(int volLockRequestId);
```

## Parameters

- `volLockRequestId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseLockVolume(volLockRequestId)

-- always available, by hash
Citizen.InvokeNative(0xFDFECC6EE4491E11, volLockRequestId)
```

### JavaScript

```js
ReleaseLockVolume(volLockRequestId);

// by hash
Citizen.invokeNative('0xFDFECC6EE4491E11', volLockRequestId);
```

### C#

```csharp
Function.Call((Hash)0xFDFECC6EE4491E11, volLockRequestId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_REMOVE_BOUNDS_FROM_AGGREGATE_VOLUME

- **Hash:** `0xF92FA8890DECECF6`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `RemoveBoundsFromAggregateVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_REMOVE_BOUNDS_FROM_AGGREGATE_VOLUME

## Signature

```c
void _REMOVE_BOUNDS_FROM_AGGREGATE_VOLUME(Volume volume, Volume aggregate);
```

## Parameters

- `volume` (`Volume`)
- `aggregate` (`Volume`)

## Returns

`void`

## Description

_REMOVE_E* - _REMOVE_R*

## Usage

### Lua

```lua
RemoveBoundsFromAggregateVolume(volume, aggregate)

-- always available, by hash
Citizen.InvokeNative(0xF92FA8890DECECF6, volume, aggregate)
```

### JavaScript

```js
RemoveBoundsFromAggregateVolume(volume, aggregate);

// by hash
Citizen.invokeNative('0xF92FA8890DECECF6', volume, aggregate);
```

### C#

```csharp
Function.Call((Hash)0xF92FA8890DECECF6, volume, aggregate);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::REQUEST_VOLUME_LOCK

- **Hash:** `0xF14BCEF290F869E1`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `RequestVolumeLock`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/REQUEST_VOLUME_LOCK

## Signature

```c
int REQUEST_VOLUME_LOCK(float x, float y, float z, float radius, int p4, int p5);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`int`)
- `p5` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = RequestVolumeLock(x, y, z, radius, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF14BCEF290F869E1, x, y, z, radius, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestVolumeLock(x, y, z, radius, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xF14BCEF290F869E1', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF14BCEF290F869E1, x, y, z, radius, p4, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VOLUME::_CREATE_VOLUME_LOCK](https://natives.borderlinerp.com/natives/VOLUME/_CREATE_VOLUME_LOCK.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::REQUEST_VOLUME_LOCK_WITH_ARGS

- **Hash:** `0x183C0B6CFEFFCAE4`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `RequestVolumeLockWithArgs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/REQUEST_VOLUME_LOCK_WITH_ARGS

## Signature

```c
int REQUEST_VOLUME_LOCK_WITH_ARGS(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, args = RequestVolumeLockWithArgs(args)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0x183C0B6CFEFFCAE4, Citizen.PointerValueIntInitialized(args), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = RequestVolumeLockWithArgs(args);

// by hash
const [retval, args] = Citizen.invokeNative('0x183C0B6CFEFFCAE4', Citizen.pointerValueIntInitialized(args), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0x183C0B6CFEFFCAE4, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_SET_ANTI_GRIEF_VOLUME_BLOCKS_HORSE

- **Hash:** `0xBE551C2CC421185D`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetAntiGriefVolumeBlocksHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_SET_ANTI_GRIEF_VOLUME_BLOCKS_HORSE

## Signature

```c
void _SET_ANTI_GRIEF_VOLUME_BLOCKS_HORSE(Volume volume, BOOL toggle);
```

## Parameters

- `volume` (`Volume`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAntiGriefVolumeBlocksHorse(volume, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBE551C2CC421185D, volume, toggle)
```

### JavaScript

```js
SetAntiGriefVolumeBlocksHorse(volume, toggle);

// by hash
Citizen.invokeNative('0xBE551C2CC421185D', volume, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBE551C2CC421185D, volume, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_SET_ANTI_GRIEF_VOLUME_BLOCKS_PLAYER

- **Hash:** `0x5B23DFF8E0948BB2`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetAntiGriefVolumeBlocksPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_SET_ANTI_GRIEF_VOLUME_BLOCKS_PLAYER

## Signature

```c
void _SET_ANTI_GRIEF_VOLUME_BLOCKS_PLAYER(Volume volume, BOOL toggle);
```

## Parameters

- `volume` (`Volume`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAntiGriefVolumeBlocksPlayer(volume, toggle)

-- always available, by hash
Citizen.InvokeNative(0x5B23DFF8E0948BB2, volume, toggle)
```

### JavaScript

```js
SetAntiGriefVolumeBlocksPlayer(volume, toggle);

// by hash
Citizen.invokeNative('0x5B23DFF8E0948BB2', volume, toggle);
```

### C#

```csharp
Function.Call((Hash)0x5B23DFF8E0948BB2, volume, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::SET_VOLUME_COORDS

- **Hash:** `0x541B8576615C33DE`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetVolumeCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_COORDS

## Signature

```c
BOOL SET_VOLUME_COORDS(Volume volume, float posX, float posY, float posZ);
```

## Parameters

- `volume` (`Volume`)
- `posX` (`float`)
- `posY` (`float`)
- `posZ` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetVolumeCoords(volume, posX, posY, posZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x541B8576615C33DE, volume, posX, posY, posZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetVolumeCoords(volume, posX, posY, posZ);

// by hash
const retval = Citizen.invokeNative('0x541B8576615C33DE', volume, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x541B8576615C33DE, volume, posX, posY, posZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VOLUME::GET_VOLUME_COORDS](https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_COORDS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::SET_VOLUME_OWNER_PERSISTENT_CHARACTER

- **Hash:** `0xE2BE6FFA4A13CBB0`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetVolumeOwnerPersistentCharacter`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_OWNER_PERSISTENT_CHARACTER

## Signature

```c
void SET_VOLUME_OWNER_PERSISTENT_CHARACTER(Volume volume, PersChar persChar, BOOL p2);
```

## Parameters

- `volume` (`Volume`)
- `persChar` (`PersChar`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVolumeOwnerPersistentCharacter(volume, persChar, p2)

-- always available, by hash
Citizen.InvokeNative(0xE2BE6FFA4A13CBB0, volume, persChar, p2)
```

### JavaScript

```js
SetVolumeOwnerPersistentCharacter(volume, persChar, p2);

// by hash
Citizen.invokeNative('0xE2BE6FFA4A13CBB0', volume, persChar, p2);
```

### C#

```csharp
Function.Call((Hash)0xE2BE6FFA4A13CBB0, volume, persChar, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::_SET_VOLUME_RELATIONSHIP

- **Hash:** `0xFD010A2154B40676`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetVolumeRelationship`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_SET_VOLUME_RELATIONSHIP

## Signature

```c
void _SET_VOLUME_RELATIONSHIP(Volume volume, Hash relationshipGroup);
```

## Parameters

- `volume` (`Volume`)
- `relationshipGroup` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetVolumeRelationship(volume, relationshipGroup)

-- always available, by hash
Citizen.InvokeNative(0xFD010A2154B40676, volume, relationshipGroup)
```

### JavaScript

```js
SetVolumeRelationship(volume, relationshipGroup);

// by hash
Citizen.invokeNative('0xFD010A2154B40676', volume, relationshipGroup);
```

### C#

```csharp
Function.Call((Hash)0xFD010A2154B40676, volume, relationshipGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [VOLUME::_GET_VOLUME_RELATIONSHIP](https://natives.borderlinerp.com/natives/VOLUME/_GET_VOLUME_RELATIONSHIP.md) — Returns relationshipGroup Hash

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::SET_VOLUME_ROTATION

- **Hash:** `0xA07CF1B21B56F041`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetVolumeRotation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_ROTATION

## Signature

```c
BOOL SET_VOLUME_ROTATION(Volume volume, float rotX, float rotY, float rotZ);
```

## Parameters

- `volume` (`Volume`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetVolumeRotation(volume, rotX, rotY, rotZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA07CF1B21B56F041, volume, rotX, rotY, rotZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetVolumeRotation(volume, rotX, rotY, rotZ);

// by hash
const retval = Citizen.invokeNative('0xA07CF1B21B56F041', volume, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA07CF1B21B56F041, volume, rotX, rotY, rotZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VOLUME::GET_VOLUME_ROTATION](https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_ROTATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# VOLUME::SET_VOLUME_SCALE

- **Hash:** `0xA46E98BDC407E23D`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `SetVolumeScale`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/SET_VOLUME_SCALE

## Signature

```c
BOOL SET_VOLUME_SCALE(Volume volume, float scaleX, float scaleY, float scaleZ);
```

## Parameters

- `volume` (`Volume`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetVolumeScale(volume, scaleX, scaleY, scaleZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA46E98BDC407E23D, volume, scaleX, scaleY, scaleZ, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetVolumeScale(volume, scaleX, scaleY, scaleZ);

// by hash
const retval = Citizen.invokeNative('0xA46E98BDC407E23D', volume, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA46E98BDC407E23D, volume, scaleX, scaleY, scaleZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [VOLUME::GET_VOLUME_SCALE](https://natives.borderlinerp.com/natives/VOLUME/GET_VOLUME_SCALE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_0x09A1C7DFDCE54FBC

- **Hash:** `0x09A1C7DFDCE54FBC`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0x09a1c7dfdce54fbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0x09A1C7DFDCE54FBC

## Signature

```c
void _0x09A1C7DFDCE54FBC(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Description

Called together with REMOVE_EXTRA_CALMING_QUAD in rcm_crackpot1 R* Script: p0 = 0
_REMOVE_*

## Usage

### Lua

```lua
N_0x09a1c7dfdce54fbc(p0)

-- always available, by hash
Citizen.InvokeNative(0x09A1C7DFDCE54FBC, p0)
```

### JavaScript

```js
N_0x09a1c7dfdce54fbc(p0);

// by hash
Citizen.invokeNative('0x09A1C7DFDCE54FBC', p0);
```

### C#

```csharp
Function.Call((Hash)0x09A1C7DFDCE54FBC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x09a1c7dfdce54fbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_0x0DCEC6A92E497E17

- **Hash:** `0x0DCEC6A92E497E17`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0x0dcec6a92e497e17`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0x0DCEC6A92E497E17

## Signature

```c
void _0x0DCEC6A92E497E17(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`void`

## Description

Only used in native_son1 R* Script: p1 = 1

## Usage

### Lua

```lua
N_0x0dcec6a92e497e17(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0x0DCEC6A92E497E17, entity, p1)
```

### JavaScript

```js
N_0x0dcec6a92e497e17(entity, p1);

// by hash
Citizen.invokeNative('0x0DCEC6A92E497E17', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0x0DCEC6A92E497E17, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x0dcec6a92e497e17` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_0xA33F5069B0CB89B8

- **Hash:** `0xA33F5069B0CB89B8`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0xa33f5069b0cb89b8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0xA33F5069B0CB89B8

## Signature

```c
void _0xA33F5069B0CB89B8();
```

## Returns

`void`

## Description

Only used in fishing_core R* Script

## Usage

### Lua

```lua
N_0xa33f5069b0cb89b8()

-- always available, by hash
Citizen.InvokeNative(0xA33F5069B0CB89B8)
```

### JavaScript

```js
N_0xa33f5069b0cb89b8();

// by hash
Citizen.invokeNative('0xA33F5069B0CB89B8');
```

### C#

```csharp
Function.Call((Hash)0xA33F5069B0CB89B8);
```

- This native has no known name, so the runtime exposes it only as `N_0xa33f5069b0cb89b8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_0xB34A6009A0DB80B8

- **Hash:** `0xB34A6009A0DB80B8`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0xb34a6009a0db80b8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0xB34A6009A0DB80B8

## Signature

```c
void _0xB34A6009A0DB80B8(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

Used in bounty1, fanale3, sean1 R* Scripts

## Usage

### Lua

```lua
N_0xb34a6009a0db80b8(entity)

-- always available, by hash
Citizen.InvokeNative(0xB34A6009A0DB80B8, entity)
```

### JavaScript

```js
N_0xb34a6009a0db80b8(entity);

// by hash
Citizen.invokeNative('0xB34A6009A0DB80B8', entity);
```

### C#

```csharp
Function.Call((Hash)0xB34A6009A0DB80B8, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xb34a6009a0db80b8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_0xE8126623008372AA

- **Hash:** `0xE8126623008372AA`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0xe8126623008372aa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0xE8126623008372AA

## Signature

```c
void _0xE8126623008372AA();
```

## Returns

`void`

## Description

Only used in fussar1 / train_robbery2 R* Script

## Usage

### Lua

```lua
N_0xe8126623008372aa()

-- always available, by hash
Citizen.InvokeNative(0xE8126623008372AA)
```

### JavaScript

```js
N_0xe8126623008372aa();

// by hash
Citizen.invokeNative('0xE8126623008372AA');
```

### C#

```csharp
Function.Call((Hash)0xE8126623008372AA);
```

- This native has no known name, so the runtime exposes it only as `N_0xe8126623008372aa` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_0xF0FBF193F1F5C0EA

- **Hash:** `0xF0FBF193F1F5C0EA`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `N_0xf0fbf193f1f5c0ea`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/0xF0FBF193F1F5C0EA

## Signature

```c
void _0xF0FBF193F1F5C0EA(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Only used in fishing_core R* Script

## Usage

### Lua

```lua
N_0xf0fbf193f1f5c0ea(ped)

-- always available, by hash
Citizen.InvokeNative(0xF0FBF193F1F5C0EA, ped)
```

### JavaScript

```js
N_0xf0fbf193f1f5c0ea(ped);

// by hash
Citizen.invokeNative('0xF0FBF193F1F5C0EA', ped);
```

### C#

```csharp
Function.Call((Hash)0xF0FBF193F1F5C0EA, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xf0fbf193f1f5c0ea` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::DISABLE_WATER_LOOKUP

- **Hash:** `0x754616EC6965D1FB`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `DisableWaterLookup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/DISABLE_WATER_LOOKUP

## Signature

```c
void DISABLE_WATER_LOOKUP();
```

## Returns

`void`

## Description

Must be called every frame to take full effect.

## Usage

### Lua

```lua
DisableWaterLookup()

-- always available, by hash
Citizen.InvokeNative(0x754616EC6965D1FB)
```

### JavaScript

```js
DisableWaterLookup();

// by hash
Citizen.invokeNative('0x754616EC6965D1FB');
```

### C#

```csharp
Function.Call((Hash)0x754616EC6965D1FB);
```

## See also

- [WATER::ENABLE_WATER_LOOKUP](https://natives.borderlinerp.com/natives/WATER/ENABLE_WATER_LOOKUP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::ENABLE_WATER_LOOKUP

- **Hash:** `0x754616EC6965D1BF`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `EnableWaterLookup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/ENABLE_WATER_LOOKUP

## Signature

```c
void ENABLE_WATER_LOOKUP();
```

## Returns

`void`

## Usage

### Lua

```lua
EnableWaterLookup()

-- always available, by hash
Citizen.InvokeNative(0x754616EC6965D1BF)
```

### JavaScript

```js
EnableWaterLookup();

// by hash
Citizen.invokeNative('0x754616EC6965D1BF');
```

### C#

```csharp
Function.Call((Hash)0x754616EC6965D1BF);
```

## See also

- [WATER::DISABLE_WATER_LOOKUP](https://natives.borderlinerp.com/natives/WATER/DISABLE_WATER_LOOKUP.md) — Must be called every frame to take full effect.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::GET_WATER_HEIGHT

- **Hash:** `0xFCA8B23F28813F69`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `GetWaterHeight`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/GET_WATER_HEIGHT

## Signature

```c
BOOL GET_WATER_HEIGHT(float x, float y, float z, float* height);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `height` (`float*`)

## Returns

`BOOL`

## Description

Checks against a global variable that is set by _SET_WORLD_WATER_TYPE. If that is set to one it will fail. Likely not the only issue but part of it.

## Usage

### Lua

```lua
local retval, height = GetWaterHeight(x, y, z, height)

-- always available, by hash
local retval, height = Citizen.InvokeNative(0xFCA8B23F28813F69, x, y, z, Citizen.PointerValueFloatInitialized(height), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, height] = GetWaterHeight(x, y, z, height);

// by hash
const [retval, height] = Citizen.invokeNative('0xFCA8B23F28813F69', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueFloatInitialized(height), Citizen.returnResultAnyway());
```

### C#

```csharp
var height = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xFCA8B23F28813F69, x, y, z, height);
// height.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::GET_WATER_HEIGHT_NO_WAVES

- **Hash:** `0xDCF3690AA262C03F`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `GetWaterHeightNoWaves`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/GET_WATER_HEIGHT_NO_WAVES

## Signature

```c
BOOL GET_WATER_HEIGHT_NO_WAVES(float x, float y, float z, float* height);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `height` (`float*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, height = GetWaterHeightNoWaves(x, y, z, height)

-- always available, by hash
local retval, height = Citizen.InvokeNative(0xDCF3690AA262C03F, x, y, z, Citizen.PointerValueFloatInitialized(height), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, height] = GetWaterHeightNoWaves(x, y, z, height);

// by hash
const [retval, height] = Citizen.invokeNative('0xDCF3690AA262C03F', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueFloatInitialized(height), Citizen.returnResultAnyway());
```

### C#

```csharp
var height = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xDCF3690AA262C03F, x, y, z, height);
// height.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_GET_WORLD_WATER_TYPE

- **Hash:** `0x189739A7631C1867`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `GetWorldWaterType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/_GET_WORLD_WATER_TYPE

## Signature

```c
int _GET_WORLD_WATER_TYPE();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetWorldWaterType()

-- always available, by hash
local retval = Citizen.InvokeNative(0x189739A7631C1867, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWorldWaterType();

// by hash
const retval = Citizen.invokeNative('0x189739A7631C1867', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x189739A7631C1867);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WATER::_SET_WORLD_WATER_TYPE](https://natives.borderlinerp.com/natives/WATER/_SET_WORLD_WATER_TYPE.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# WATER::REMOVE_EXTRA_CALMING_QUAD

- **Hash:** `0x4BEF8DD75AF6C71C`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `RemoveExtraCalmingQuad`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/REMOVE_EXTRA_CALMING_QUAD

## Signature

```c
void REMOVE_EXTRA_CALMING_QUAD(int index);
```

## Parameters

- `index` (`int`)

## Returns

`void`

## Description

Only used in rcm_crackpot1 R* Script: p0 = 0

## Usage

### Lua

```lua
RemoveExtraCalmingQuad(index)

-- always available, by hash
Citizen.InvokeNative(0x4BEF8DD75AF6C71C, index)
```

### JavaScript

```js
RemoveExtraCalmingQuad(index);

// by hash
Citizen.invokeNative('0x4BEF8DD75AF6C71C', index);
```

### C#

```csharp
Function.Call((Hash)0x4BEF8DD75AF6C71C, index);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_RESET_GUARMA_WATER_STATE

- **Hash:** `0xC63540AEF8384769`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `ResetGuarmaWaterState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/_RESET_GUARMA_WATER_STATE

## Signature

```c
void _RESET_GUARMA_WATER_STATE();
```

## Returns

`void`

## Description

Only used in guama1 / guama3 R* Script
_REQUEST_* or _RESET_*

## Usage

### Lua

```lua
ResetGuarmaWaterState()

-- always available, by hash
Citizen.InvokeNative(0xC63540AEF8384769)
```

### JavaScript

```js
ResetGuarmaWaterState();

// by hash
Citizen.invokeNative('0xC63540AEF8384769');
```

### C#

```csharp
Function.Call((Hash)0xC63540AEF8384769);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::_SET_OCEAN_GUARMA_WATER_QUADRANT

- **Hash:** `0xC63540AEF8384732`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `SetOceanGuarmaWaterQuadrant`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/_SET_OCEAN_GUARMA_WATER_QUADRANT

## Signature

```c
void _SET_OCEAN_GUARMA_WATER_QUADRANT(float wavesHeight, float p1, int wavesDirection, float p3, float wavesAmount, float p5, float wavesSpeed, float wavesStrength, BOOL ignoreHeight);
```

## Parameters

- `wavesHeight` (`float`)
- `p1` (`float`)
- `wavesDirection` (`int`)
- `p3` (`float`)
- `wavesAmount` (`float`)
- `p5` (`float`)
- `wavesSpeed` (`float`)
- `wavesStrength` (`float`)
- `ignoreHeight` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Only used in R* Script guama1

*Source: VORPCORE RDR3natives*

Only used in R* Script guama1 this native allows to modify the ocean water in the guarma island. wave direction accepts 0, 1 and 2 values.

## Usage

### Lua

```lua
SetOceanGuarmaWaterQuadrant(wavesHeight, p1, wavesDirection, p3, wavesAmount, p5, wavesSpeed, wavesStrength, ignoreHeight)

-- always available, by hash
Citizen.InvokeNative(0xC63540AEF8384732, wavesHeight, p1, wavesDirection, p3, wavesAmount, p5, wavesSpeed, wavesStrength, ignoreHeight)
```

### JavaScript

```js
SetOceanGuarmaWaterQuadrant(wavesHeight, p1, wavesDirection, p3, wavesAmount, p5, wavesSpeed, wavesStrength, ignoreHeight);

// by hash
Citizen.invokeNative('0xC63540AEF8384732', wavesHeight + 0.0000001, p1 + 0.0000001, wavesDirection, p3 + 0.0000001, wavesAmount + 0.0000001, p5 + 0.0000001, wavesSpeed + 0.0000001, wavesStrength + 0.0000001, ignoreHeight);
```

### C#

```csharp
Function.Call((Hash)0xC63540AEF8384732, wavesHeight, p1, wavesDirection, p3, wavesAmount, p5, wavesSpeed, wavesStrength, ignoreHeight);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WATER::_SET_WORLD_WATER_TYPE

- **Hash:** `0xE8770EE02AEE45C2`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `SetWorldWaterType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/_SET_WORLD_WATER_TYPE

## Signature

```c
void _SET_WORLD_WATER_TYPE(int waterType);
```

## Parameters

- `waterType` (`int`)

## Returns

`void`

## Description

0 = World
1 = Guarma

## Usage

### Lua

```lua
SetWorldWaterType(waterType)

-- always available, by hash
Citizen.InvokeNative(0xE8770EE02AEE45C2, waterType)
```

### JavaScript

```js
SetWorldWaterType(waterType);

// by hash
Citizen.invokeNative('0xE8770EE02AEE45C2', waterType);
```

### C#

```csharp
Function.Call((Hash)0xE8770EE02AEE45C2, waterType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WATER::_GET_WORLD_WATER_TYPE](https://natives.borderlinerp.com/natives/WATER/_GET_WORLD_WATER_TYPE.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*

---

# WATER::TEST_PROBE_AGAINST_ALL_WATER

- **Hash:** `0x8974647ED222EA5F`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `TestProbeAgainstAllWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/TEST_PROBE_AGAINST_ALL_WATER

## Signature

```c
int TEST_PROBE_AGAINST_ALL_WATER(float x1, float y1, float z1, float x2, float y2, float z2, int flags, Vector3* intersectionPos);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `flags` (`int`)
- `intersectionPos` (`Vector3*`)

## Returns

`int`

## Description

enum eScriptWaterTestResult
{
	SCRIPT_WATER_TEST_RESULT_NONE,
	SCRIPT_WATER_TEST_RESULT_WATER,
	SCRIPT_WATER_TEST_RESULT_BLOCKED,
};

## Usage

### Lua

```lua
local retval, intersectionPos = TestProbeAgainstAllWater(x1, y1, z1, x2, y2, z2, flags, intersectionPos)

-- always available, by hash
local retval, intersectionPos = Citizen.InvokeNative(0x8974647ED222EA5F, x1, y1, z1, x2, y2, z2, flags, Citizen.PointerValueVector(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, intersectionPos] = TestProbeAgainstAllWater(x1, y1, z1, x2, y2, z2, flags, intersectionPos);

// by hash
const [retval, intersectionPos] = Citizen.invokeNative('0x8974647ED222EA5F', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, flags, Citizen.pointerValueVector(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var intersectionPos = new OutputArgument();
int retval = Function.Call<int>((Hash)0x8974647ED222EA5F, x1, y1, z1, x2, y2, z2, flags, intersectionPos);
// intersectionPos.GetResult<Vector3>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# WATER::TEST_VERTICAL_PROBE_AGAINST_ALL_WATER

- **Hash:** `0x2B3451FA1E3142E2`
- **Namespace:** WATER
- **Runtime name (Lua/JS):** `TestVerticalProbeAgainstAllWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WATER/TEST_VERTICAL_PROBE_AGAINST_ALL_WATER

## Signature

```c
int TEST_VERTICAL_PROBE_AGAINST_ALL_WATER(float x, float y, float z, int flags, float* waterHeight);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)
- `waterHeight` (`float*`)

## Returns

`int`

## Description

Checks against a global variable that is set by _SET_WORLD_WATER_TYPE. If it's set to 1 (Guarma) it will fail.

See TEST_PROBE_AGAINST_ALL_WATER.

## Usage

### Lua

```lua
local retval, waterHeight = TestVerticalProbeAgainstAllWater(x, y, z, flags, waterHeight)

-- always available, by hash
local retval, waterHeight = Citizen.InvokeNative(0x2B3451FA1E3142E2, x, y, z, flags, Citizen.PointerValueFloatInitialized(waterHeight), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, waterHeight] = TestVerticalProbeAgainstAllWater(x, y, z, flags, waterHeight);

// by hash
const [retval, waterHeight] = Citizen.invokeNative('0x2B3451FA1E3142E2', x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, Citizen.pointerValueFloatInitialized(waterHeight), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var waterHeight = new OutputArgument();
int retval = Function.Call<int>((Hash)0x2B3451FA1E3142E2, x, y, z, flags, waterHeight);
// waterHeight.GetResult<float>()
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x000FA7A4A8443AF7

- **Hash:** `0x000FA7A4A8443AF7`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x000fa7a4a8443af7`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x000FA7A4A8443AF7

## Signature

```c
void _0x000FA7A4A8443AF7(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x000fa7a4a8443af7(p0)

-- always available, by hash
Citizen.InvokeNative(0x000FA7A4A8443AF7, p0)
```

### JavaScript

```js
N_0x000fa7a4a8443af7(p0);

// by hash
Citizen.invokeNative('0x000FA7A4A8443AF7', p0);
```

### C#

```csharp
Function.Call((Hash)0x000FA7A4A8443AF7, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x000fa7a4a8443af7` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x16D9841A85FA627E

- **Hash:** `0x16D9841A85FA627E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x16d9841a85fa627e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x16D9841A85FA627E

## Signature

```c
void _0x16D9841A85FA627E(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x16d9841a85fa627e(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x16D9841A85FA627E, ped, toggle)
```

### JavaScript

```js
N_0x16d9841a85fa627e(ped, toggle);

// by hash
Citizen.invokeNative('0x16D9841A85FA627E', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x16D9841A85FA627E, ped, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x16d9841a85fa627e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x183CE355115B6E75

- **Hash:** `0x183CE355115B6E75`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x183ce355115b6e75`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x183CE355115B6E75

## Signature

```c
void _0x183CE355115B6E75(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x183ce355115b6e75(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x183CE355115B6E75, p0, p1)
```

### JavaScript

```js
N_0x183ce355115b6e75(p0, p1);

// by hash
Citizen.invokeNative('0x183CE355115B6E75', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x183CE355115B6E75, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x183ce355115b6e75` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x431240A58484D5D0

- **Hash:** `0x431240A58484D5D0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x431240a58484d5d0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x431240A58484D5D0

## Signature

```c
void _0x431240A58484D5D0(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x431240a58484d5d0(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x431240A58484D5D0, ped, toggle)
```

### JavaScript

```js
N_0x431240a58484d5d0(ped, toggle);

// by hash
Citizen.invokeNative('0x431240A58484D5D0', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x431240A58484D5D0, ped, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x431240a58484d5d0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x457B16951AD77C1B

- **Hash:** `0x457B16951AD77C1B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x457b16951ad77c1b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x457B16951AD77C1B

## Signature

```c
void _0x457B16951AD77C1B(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x457b16951ad77c1b(p0)

-- always available, by hash
Citizen.InvokeNative(0x457B16951AD77C1B, p0)
```

### JavaScript

```js
N_0x457b16951ad77c1b(p0);

// by hash
Citizen.invokeNative('0x457B16951AD77C1B', p0);
```

### C#

```csharp
Function.Call((Hash)0x457B16951AD77C1B, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x457b16951ad77c1b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x45E57FDD531C9477

- **Hash:** `0x45E57FDD531C9477`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x45e57fdd531c9477`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x45E57FDD531C9477

## Signature

```c
void _0x45E57FDD531C9477(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x45e57fdd531c9477(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x45E57FDD531C9477, ped, toggle)
```

### JavaScript

```js
N_0x45e57fdd531c9477(ped, toggle);

// by hash
Citizen.invokeNative('0x45E57FDD531C9477', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x45E57FDD531C9477, ped, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0x45e57fdd531c9477` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x63B83A526329AFBC

- **Hash:** `0x63B83A526329AFBC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x63b83a526329afbc`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x63B83A526329AFBC

## Signature

```c
void _0x63B83A526329AFBC(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Description

Only used in R* Script fme_escaped_convicts, p0 = 0

## Usage

### Lua

```lua
N_0x63b83a526329afbc(p0)

-- always available, by hash
Citizen.InvokeNative(0x63B83A526329AFBC, p0)
```

### JavaScript

```js
N_0x63b83a526329afbc(p0);

// by hash
Citizen.invokeNative('0x63B83A526329AFBC', p0);
```

### C#

```csharp
Function.Call((Hash)0x63B83A526329AFBC, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x63b83a526329afbc` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x641351E9AD103890

- **Hash:** `0x641351E9AD103890`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x641351e9ad103890`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x641351E9AD103890

## Signature

```c
void _0x641351E9AD103890(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x641351e9ad103890(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x641351E9AD103890, p0, p1)
```

### JavaScript

```js
N_0x641351e9ad103890(p0, p1);

// by hash
Citizen.invokeNative('0x641351E9AD103890', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x641351E9AD103890, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x641351e9ad103890` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x74C2365FDD1BB48F

- **Hash:** `0x74C2365FDD1BB48F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x74c2365fdd1bb48f`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x74C2365FDD1BB48F

## Signature

```c
void _0x74C2365FDD1BB48F(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x74c2365fdd1bb48f(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x74C2365FDD1BB48F, p0, p1)
```

### JavaScript

```js
N_0x74c2365fdd1bb48f(p0, p1);

// by hash
Citizen.invokeNative('0x74C2365FDD1BB48F', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x74C2365FDD1BB48F, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x74c2365fdd1bb48f` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x9409C62504A8F9E9

- **Hash:** `0x9409C62504A8F9E9`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x9409c62504a8f9e9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x9409C62504A8F9E9

## Signature

```c
void _0x9409C62504A8F9E9(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Only used in R* SP Script guama3

## Usage

### Lua

```lua
N_0x9409c62504a8f9e9(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x9409C62504A8F9E9, vehicle, p1)
```

### JavaScript

```js
N_0x9409c62504a8f9e9(vehicle, p1);

// by hash
Citizen.invokeNative('0x9409C62504A8F9E9', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x9409C62504A8F9E9, vehicle, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0x9409c62504a8f9e9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0x9CCA3131E6B53C68

- **Hash:** `0x9CCA3131E6B53C68`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0x9cca3131e6b53c68`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0x9CCA3131E6B53C68

## Signature

```c
Any _0x9CCA3131E6B53C68(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0x9cca3131e6b53c68(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9CCA3131E6B53C68, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x9cca3131e6b53c68(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x9CCA3131E6B53C68', p0, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9CCA3131E6B53C68, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x9cca3131e6b53c68` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xA2091482ED42EF85

- **Hash:** `0xA2091482ED42EF85`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xa2091482ed42ef85`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xA2091482ED42EF85

## Signature

```c
Any _0xA2091482ED42EF85(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xa2091482ed42ef85(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA2091482ED42EF85, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xa2091482ed42ef85(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xA2091482ED42EF85', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA2091482ED42EF85, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xa2091482ed42ef85` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xA3716A77DCF17424

- **Hash:** `0xA3716A77DCF17424`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xa3716a77dcf17424`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xA3716A77DCF17424

## Signature

```c
void _0xA3716A77DCF17424(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa3716a77dcf17424(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xA3716A77DCF17424, p0, p1, p2)
```

### JavaScript

```js
N_0xa3716a77dcf17424(p0, p1, p2);

// by hash
Citizen.invokeNative('0xA3716A77DCF17424', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xA3716A77DCF17424, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xa3716a77dcf17424` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xA769D753922B031B

- **Hash:** `0xA769D753922B031B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xa769d753922b031b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xA769D753922B031B

## Signature

```c
void _0xA769D753922B031B(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xa769d753922b031b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xA769D753922B031B, p0, p1, p2)
```

### JavaScript

```js
N_0xa769d753922b031b(p0, p1, p2);

// by hash
Citizen.invokeNative('0xA769D753922B031B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xA769D753922B031B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xa769d753922b031b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xB0FB9B196A3D13F0

- **Hash:** `0xB0FB9B196A3D13F0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xb0fb9b196a3d13f0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xB0FB9B196A3D13F0

## Signature

```c
void _0xB0FB9B196A3D13F0(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb0fb9b196a3d13f0(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xB0FB9B196A3D13F0, p0, p1, p2)
```

### JavaScript

```js
N_0xb0fb9b196a3d13f0(p0, p1, p2);

// by hash
Citizen.invokeNative('0xB0FB9B196A3D13F0', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xB0FB9B196A3D13F0, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xb0fb9b196a3d13f0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xC5899C4CD2E2495D

- **Hash:** `0xC5899C4CD2E2495D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xc5899c4cd2e2495d`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xC5899C4CD2E2495D

## Signature

```c
void _0xC5899C4CD2E2495D(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc5899c4cd2e2495d(p0)

-- always available, by hash
Citizen.InvokeNative(0xC5899C4CD2E2495D, p0)
```

### JavaScript

```js
N_0xc5899c4cd2e2495d(p0);

// by hash
Citizen.invokeNative('0xC5899C4CD2E2495D', p0);
```

### C#

```csharp
Function.Call((Hash)0xC5899C4CD2E2495D, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc5899c4cd2e2495d` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xD53846B9C931C181

- **Hash:** `0xD53846B9C931C181`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xd53846b9c931c181`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xD53846B9C931C181

## Signature

```c
void _0xD53846B9C931C181(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xd53846b9c931c181(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xD53846B9C931C181, p0, p1, p2)
```

### JavaScript

```js
N_0xd53846b9c931c181(p0, p1, p2);

// by hash
Citizen.invokeNative('0xD53846B9C931C181', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xD53846B9C931C181, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xd53846b9c931c181` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xE9B3FEC825668291

- **Hash:** `0xE9B3FEC825668291`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xe9b3fec825668291`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xE9B3FEC825668291

## Signature

```c
void _0xE9B3FEC825668291(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xe9b3fec825668291(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xE9B3FEC825668291, p0, p1, p2)
```

### JavaScript

```js
N_0xe9b3fec825668291(p0, p1, p2);

// by hash
Citizen.invokeNative('0xE9B3FEC825668291', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xE9B3FEC825668291, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9b3fec825668291` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xECBB26529A737EF6

- **Hash:** `0xECBB26529A737EF6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xecbb26529a737ef6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xECBB26529A737EF6

## Signature

```c
void _0xECBB26529A737EF6(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xecbb26529a737ef6(p0)

-- always available, by hash
Citizen.InvokeNative(0xECBB26529A737EF6, p0)
```

### JavaScript

```js
N_0xecbb26529a737ef6(p0);

// by hash
Citizen.invokeNative('0xECBB26529A737EF6', p0);
```

### C#

```csharp
Function.Call((Hash)0xECBB26529A737EF6, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xecbb26529a737ef6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xF08D8FEB455F2C8C

- **Hash:** `0xF08D8FEB455F2C8C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xf08d8feb455f2c8c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xF08D8FEB455F2C8C

## Signature

```c
void _0xF08D8FEB455F2C8C(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xf08d8feb455f2c8c(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xF08D8FEB455F2C8C, ped, toggle)
```

### JavaScript

```js
N_0xf08d8feb455f2c8c(ped, toggle);

// by hash
Citizen.invokeNative('0xF08D8FEB455F2C8C', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xF08D8FEB455F2C8C, ped, toggle);
```

- This native has no known name, so the runtime exposes it only as `N_0xf08d8feb455f2c8c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xF252A85B8F3F8C58

- **Hash:** `0xF252A85B8F3F8C58`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xf252a85b8f3f8c58`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xF252A85B8F3F8C58

## Signature

```c
BOOL _0xF252A85B8F3F8C58(Hash weaponCollection, Hash dualwieldVariant);
```

## Parameters

- `weaponCollection` (`Hash`)
- `dualwieldVariant` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xf252a85b8f3f8c58(weaponCollection, dualwieldVariant)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF252A85B8F3F8C58, weaponCollection, dualwieldVariant, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xf252a85b8f3f8c58(weaponCollection, dualwieldVariant);

// by hash
const retval = Citizen.invokeNative('0xF252A85B8F3F8C58', weaponCollection, dualwieldVariant, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF252A85B8F3F8C58, weaponCollection, dualwieldVariant);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- This native has no known name, so the runtime exposes it only as `N_0xf252a85b8f3f8c58` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xF2F585411E748B9C

- **Hash:** `0xF2F585411E748B9C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xf2f585411e748b9c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xF2F585411E748B9C

## Signature

```c
Any _0xF2F585411E748B9C(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xf2f585411e748b9c(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF2F585411E748B9C, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf2f585411e748b9c(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xF2F585411E748B9C', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF2F585411E748B9C, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xf2f585411e748b9c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_0xF8204EF17410BF43

- **Hash:** `0xF8204EF17410BF43`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xf8204ef17410bf43`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xF8204EF17410BF43

## Signature

```c
Hash _0xF8204EF17410BF43(Hash weaponGroupHash, float p1, float p2, Any p3);
```

## Parameters

- `weaponGroupHash` (`Hash`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`Any`)

## Returns

`Hash`

## Description

Returns weaponHash

## Usage

### Lua

```lua
local retval = N_0xf8204ef17410bf43(weaponGroupHash, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8204EF17410BF43, weaponGroupHash, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf8204ef17410bf43(weaponGroupHash, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xF8204EF17410BF43', weaponGroupHash, p1 + 0.0000001, p2 + 0.0000001, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF8204EF17410BF43, weaponGroupHash, p1, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xf8204ef17410bf43` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_ADD_AMMO_TO_PED

- **Hash:** `0xB190BCA3F4042F95`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `AddAmmoToPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ADD_AMMO_TO_PED

## Signature

```c
void _ADD_AMMO_TO_PED(Ped ped, Hash weaponHash, int amount, Hash addReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `amount` (`int`)
- `addReason` (`Hash`)

## Returns

`void`

## Description

addReason:
enum eAddItemReason : Hash
{
	ADD_REASON_AWARDS = 0xB784AD1E,
	ADD_REASON_CREATE_CHARACTER = 0xE2C4FF71,
	ADD_REASON_DEBUG = 0x5C05C64D,
	ADD_REASON_DEFAULT = 0x2CD419DC,
	ADD_REASON_GET_INVENTORY = 0xD8188685,
	ADD_REASON_INCENTIVE = 0x8ADC2E95,
	ADD_REASON_LOADOUT = 0xCA3454E6,
	ADD_REASON_LOAD_SAVEGAME = 0x56212906,
	ADD_REASON_LOOTED = 0xCA806A55,
	ADD_REASON_MELEE = 0x7B9BDCE7,
	ADD_REASON_MP_MISSION = 0xEC0E0194,
	ADD_REASON_NOTIFICATION = 0xC56292D2,
	ADD_REASON_PICKUP = 0x1A770E22,
	ADD_REASON_PURCHASED = 0x4A6726C9,
	ADD_REASON_SET_AMOUNT = 0x4504731E,
	ADD_REASON_SYNCING = 0x8D4B4FF4,
	ADD_REASON_USE_FAILED = 0xD385B670
};

## Usage

### Lua

```lua
AddAmmoToPed(ped, weaponHash, amount, addReason)

-- always available, by hash
Citizen.InvokeNative(0xB190BCA3F4042F95, ped, weaponHash, amount, addReason)
```

### JavaScript

```js
AddAmmoToPed(ped, weaponHash, amount, addReason);

// by hash
Citizen.invokeNative('0xB190BCA3F4042F95', ped, weaponHash, amount, addReason);
```

### C#

```csharp
Function.Call((Hash)0xB190BCA3F4042F95, ped, weaponHash, amount, addReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_ADD_AMMO_TO_PED_BY_TYPE

- **Hash:** `0x106A811C6D3035F3`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `AddAmmoToPedByType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ADD_AMMO_TO_PED_BY_TYPE

## Signature

```c
void _ADD_AMMO_TO_PED_BY_TYPE(Ped ped, Hash ammoType, int amount, Hash addReason);
```

## Parameters

- `ped` (`Ped`)
- `ammoType` (`Hash`)
- `amount` (`int`)
- `addReason` (`Hash`)

## Returns

`void`

## Description

addReason: see _ADD_AMMO_TO_PED

## Usage

### Lua

```lua
AddAmmoToPedByType(ped, ammoType, amount, addReason)

-- always available, by hash
Citizen.InvokeNative(0x106A811C6D3035F3, ped, ammoType, amount, addReason)
```

### JavaScript

```js
AddAmmoToPedByType(ped, ammoType, amount, addReason);

// by hash
Citizen.invokeNative('0x106A811C6D3035F3', ped, ammoType, amount, addReason);
```

### C#

```csharp
Function.Call((Hash)0x106A811C6D3035F3, ped, ammoType, amount, addReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_ATTACH_WEAPON_TO_HORSE_HOLSTER

- **Hash:** `0x14FF0C2545527F9B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `AttachWeaponToHorseHolster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ATTACH_WEAPON_TO_HORSE_HOLSTER

## Signature

```c
void _ATTACH_WEAPON_TO_HORSE_HOLSTER(Ped horse, Hash weaponHash, Ped ownerPed);
```

## Parameters

- `horse` (`Ped`)
- `weaponHash` (`Hash`)
- `ownerPed` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Visually attaches the specified weapon to a horse holster/rack (shows the weapon model on the horse), even when the caller is not near the horse.

Typical flow:
	1) Move/assign the weapon into the horse inventory context first (commonly via 0xE9BD19F8121ADE3E).
	2) Call this native to force the visible attachment on the horse.

Notes:
- This is about the *visible* holster/rack state; it is often paired with 0xE9BD19F8121ADE3E because that makes the weapon available in inventory terms, while this makes it appear on the horse.
- Validate `horse` and `ownerPed` exist and are alive/valid before calling.

Related:
- 0xE9BD19F8121ADE3E (commonly used before this)
- 0xD4C6E24D955FF061 (_DELETE_WEAPON_OBJECTS_ON_HORSE)

*Source: VORPCORE RDR3natives*

Puts the gun visibly in your horse's holster without having to be close to the horse. Use 0xE9BD19F8121ADE3E before using this native
Notes:
- Must call _SEND_WEAPON_TO_INVENTORY (0xE9BD19F8121ADE3E) beforehand to move the weapon into the horse inventory. That native makes it accessible from the weapon wheel but not visible; this native makes it visible on the horse.
- Works at a distance; proximity to the horse is not required.

## Usage

### Lua

```lua
AttachWeaponToHorseHolster(horse, weaponHash, ownerPed)

-- always available, by hash
Citizen.InvokeNative(0x14FF0C2545527F9B, horse, weaponHash, ownerPed)
```

### JavaScript

```js
AttachWeaponToHorseHolster(horse, weaponHash, ownerPed);

// by hash
Citizen.invokeNative('0x14FF0C2545527F9B', horse, weaponHash, ownerPed);
```

### C#

```csharp
Function.Call((Hash)0x14FF0C2545527F9B, horse, weaponHash, ownerPed);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_CAN_PED_ACCESS_MOUNT_WEAPONS

- **Hash:** `0x23BF601A42F329A0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `CanPedAccessMountWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_CAN_PED_ACCESS_MOUNT_WEAPONS

## Signature

```c
BOOL _CAN_PED_ACCESS_MOUNT_WEAPONS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

True if the ped can access their *owned* mount/horse inventory for saddle weapon stow/retrieve (used to gate longarm-slot selection in the weapon wheel).
Notes: does not require holding a weapon; returns false if too far, wrong/non-owned mount, or the saddle interaction state is not allowed.

*Source: VORPCORE RDR3natives*

Returns true if the given ped is in a valid state to stow or retrieve weapons from their *owned* mount.
This typically means the ped is either on their horse or close enough to it for saddle weapon interactions.
Notes:
- The ped does **not** need to currently hold a weapon. This check simply determines if saddle stowing/retrieval actions are allowed.
- Commonly used to enable weapon wheel or stow prompts near the player’s own horse.
- Will return false if the ped is near a non-owned horse or too far from their own.

## Usage

### Lua

```lua
local retval = CanPedAccessMountWeapons(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x23BF601A42F329A0, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x23BF601A42F329A0', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x23BF601A42F329A0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_CLEAR_PED_LAST_WEAPON_DAMAGE

- **Hash:** `0x087D8F4BC65F68E4`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `ClearPedLastWeaponDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_CLEAR_PED_LAST_WEAPON_DAMAGE

## Signature

```c
void _CLEAR_PED_LAST_WEAPON_DAMAGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
ClearPedLastWeaponDamage(ped)

-- always available, by hash
Citizen.InvokeNative(0x087D8F4BC65F68E4, ped)
```

### JavaScript

```js
ClearPedLastWeaponDamage(ped);

// by hash
Citizen.invokeNative('0x087D8F4BC65F68E4', ped);
```

### C#

```csharp
Function.Call((Hash)0x087D8F4BC65F68E4, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_CREATE_WEAPON_OBJECT

- **Hash:** `0x9888652B8BA77F73`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `CreateWeaponObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_CREATE_WEAPON_OBJECT

## Signature

```c
Object _CREATE_WEAPON_OBJECT(Hash weaponHash, int ammoCount, float x, float y, float z, BOOL showWorldModel, float scale);
```

## Parameters

- `weaponHash` (`Hash`)
- `ammoCount` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `showWorldModel` (`BOOL`)
- `scale` (`float`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = CreateWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9888652B8BA77F73, weaponHash, ammoCount, x, y, z, showWorldModel, scale, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale);

// by hash
const retval = Citizen.invokeNative('0x9888652B8BA77F73', weaponHash, ammoCount, x + 0.0000001, y + 0.0000001, z + 0.0000001, showWorldModel, scale + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9888652B8BA77F73, weaponHash, ammoCount, x, y, z, showWorldModel, scale);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_DELETE_WEAPON_OBJECTS_ON_HORSE

- **Hash:** `0xD4C6E24D955FF061`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DeleteWeaponObjectsOnHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Other names:** `_DELETE_WEAPON_OBJECT_FROM_MOUNT`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DELETE_WEAPON_OBJECTS_ON_HORSE

## Signature

```c
void _DELETE_WEAPON_OBJECTS_ON_HORSE(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Deletes all visible weapon PROP objects attached to a horse's holsters/rack.
This removes only the *rendered/attached objects*; it does not remove the weapons from inventory and they remain usable.

Parameters:
- horse: Horse ped whose attached weapon objects should be removed.

Notes:
- Useful to clear the horse's visible long-gun/holster props after manually attaching via 0x14FF0C2545527F9B.
- Always validate the ped handle before calling.

Example video:
- https://imgur.com/a/BavwEfE

*Source: VORPCORE RDR3natives*

Deletes the weapon object on the specified mount where its holstered.
Deletes all visible weapon PROP objects attached to the mount's holsters.
This ONLY removes objects; the weapons remain in inventory and are still accessible.

## Usage

### Lua

```lua
DeleteWeaponObjectsOnHorse(horse)

-- always available, by hash
Citizen.InvokeNative(0xD4C6E24D955FF061, horse)
```

### JavaScript

```js
DeleteWeaponObjectsOnHorse(horse);

// by hash
Citizen.invokeNative('0xD4C6E24D955FF061', horse);
```

### C#

```csharp
Function.Call((Hash)0xD4C6E24D955FF061, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DISABLE_ALL_SPECIAL_AMMO_FOR_PED

- **Hash:** `0xD63B4BA3A02A99E0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DisableAllSpecialAmmoForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_ALL_SPECIAL_AMMO_FOR_PED

## Signature

```c
void _DISABLE_ALL_SPECIAL_AMMO_FOR_PED(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables all special ammo variants for the given weapon on the specified ped, forcing regular/basic ammo only.

Notes:
	- Higher-level override vs. per-ammo-type disables (targets all special variants at once).
	- Useful to enforce "no special ammo" rules for a specific ped/weapon.
	- Per-ped/per-weapon setting.

*Source: VORPCORE RDR3natives*

Disables all special ammo types for the specified weapon on the given ped, forcing the weapon to use only its basic/regular ammunition.
- After calling this native, the weapon on that ped becomes restricted to regular ammo only.
- Works as a higher-level override compared to _DISABLE_AMMO_TYPE_FOR_PED and _DISABLE_AMMO_TYPE_FOR_PED_WEAPON, which target individual ammo types.
- Useful when ensuring a weapon cannot use any special ammo variants such as high velocity, express, explosive, or split point.

## Usage

### Lua

```lua
DisableAllSpecialAmmoForPed(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0xD63B4BA3A02A99E0, ped, weaponHash)
```

### JavaScript

```js
DisableAllSpecialAmmoForPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0xD63B4BA3A02A99E0', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0xD63B4BA3A02A99E0, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_ENABLE_ALL_SPECIAL_AMMO_FOR_PED](https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_ALL_SPECIAL_AMMO_FOR_PED.md) — Re-enables all special ammo variants for the given weapon on the specified ped (inverse of _DISABLE_ALL_SPECIAL_AMMO_FOR_PED).

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DISABLE_AMMO_TYPE_FOR_PED

- **Hash:** `0xAA5A52204E077883`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DisableAmmoTypeForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_AMMO_TYPE_FOR_PED

## Signature

```c
void _DISABLE_AMMO_TYPE_FOR_PED(Ped ped, Hash ammoHash);
```

## Parameters

- `ped` (`Ped`)
- `ammoHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DisableAmmoTypeForPed(ped, ammoHash)

-- always available, by hash
Citizen.InvokeNative(0xAA5A52204E077883, ped, ammoHash)
```

### JavaScript

```js
DisableAmmoTypeForPed(ped, ammoHash);

// by hash
Citizen.invokeNative('0xAA5A52204E077883', ped, ammoHash);
```

### C#

```csharp
Function.Call((Hash)0xAA5A52204E077883, ped, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_ENABLE_AMMO_TYPE_FOR_PED](https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_AMMO_TYPE_FOR_PED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_DISABLE_AMMO_TYPE_FOR_PED_WEAPON

- **Hash:** `0xF0D728EEA3C99775`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DisableAmmoTypeForPedWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_AMMO_TYPE_FOR_PED_WEAPON

## Signature

```c
void _DISABLE_AMMO_TYPE_FOR_PED_WEAPON(Ped ped, Hash weaponHash, Hash ammoHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DisableAmmoTypeForPedWeapon(ped, weaponHash, ammoHash)

-- always available, by hash
Citizen.InvokeNative(0xF0D728EEA3C99775, ped, weaponHash, ammoHash)
```

### JavaScript

```js
DisableAmmoTypeForPedWeapon(ped, weaponHash, ammoHash);

// by hash
Citizen.invokeNative('0xF0D728EEA3C99775', ped, weaponHash, ammoHash);
```

### C#

```csharp
Function.Call((Hash)0xF0D728EEA3C99775, ped, weaponHash, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_SET_AMMO_TYPE_FOR_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/_SET_AMMO_TYPE_FOR_PED_WEAPON.md)
- [WEAPON::_ENABLE_AMMO_TYPE_FOR_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_AMMO_TYPE_FOR_PED_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_DOES_PED_HAVE_PISTOL

- **Hash:** `0xBFCA7AFABF9D7967`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHavePistol`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_PISTOL

## Signature

```c
BOOL _DOES_PED_HAVE_PISTOL(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns whether the ped has a pistol p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHavePistol(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBFCA7AFABF9D7967, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHavePistol(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xBFCA7AFABF9D7967', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBFCA7AFABF9D7967, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DOES_PED_HAVE_REPEATER

- **Hash:** `0x495A04CAEC263AF8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHaveRepeater`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_REPEATER

## Signature

```c
BOOL _DOES_PED_HAVE_REPEATER(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns whether the ped has a repeater p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHaveRepeater(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x495A04CAEC263AF8, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHaveRepeater(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x495A04CAEC263AF8', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x495A04CAEC263AF8, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DOES_PED_HAVE_REVOLVER

- **Hash:** `0x5B235F24472F2C3B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHaveRevolver`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_REVOLVER

## Signature

```c
BOOL _DOES_PED_HAVE_REVOLVER(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Preview: https://imgur.com/a/U8Q04Xu

*Source: VORPCORE RDR3natives*

Returns whether the ped has a revolver p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHaveRevolver(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5B235F24472F2C3B, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHaveRevolver(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x5B235F24472F2C3B', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5B235F24472F2C3B, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DOES_PED_HAVE_RIFLE

- **Hash:** `0x95CA12E2C68043E5`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHaveRifle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_RIFLE

## Signature

```c
BOOL _DOES_PED_HAVE_RIFLE(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns whether the ped has a rifle p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHaveRifle(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x95CA12E2C68043E5, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHaveRifle(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x95CA12E2C68043E5', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x95CA12E2C68043E5, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DOES_PED_HAVE_SHOTGUN

- **Hash:** `0xABC18A28BAD4B46F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHaveShotgun`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_SHOTGUN

## Signature

```c
BOOL _DOES_PED_HAVE_SHOTGUN(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns whether the ped has a shotgun p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHaveShotgun(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xABC18A28BAD4B46F, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHaveShotgun(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xABC18A28BAD4B46F', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xABC18A28BAD4B46F, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_DOES_PED_HAVE_SNIPER

- **Hash:** `0x80BB243789008A82`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHaveSniper`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_SNIPER

## Signature

```c
BOOL _DOES_PED_HAVE_SNIPER(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns whether the ped has a sniper p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHaveSniper(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x80BB243789008A82, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHaveSniper(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x80BB243789008A82', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x80BB243789008A82, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_ENABLE_ALL_SPECIAL_AMMO_FOR_PED

- **Hash:** `0x404514D231DB27A0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `EnableAllSpecialAmmoForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_ALL_SPECIAL_AMMO_FOR_PED

## Signature

```c
void _ENABLE_ALL_SPECIAL_AMMO_FOR_PED(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Re-enables all special ammo variants for the given weapon on the specified ped (inverse of _DISABLE_ALL_SPECIAL_AMMO_FOR_PED).

Notes:
	- Restores access to any supported special ammo types for that weapon (e.g. express, high velocity, split point, explosive, etc.).
	- Useful to toggle back from a "regular ammo only" restriction.
	- Per-ped/per-weapon setting.

*Source: VORPCORE RDR3natives*

Enables all special ammo types for the specified weapon on the given ped.
This is the inverse of _DISABLE_ALL_SPECIAL_AMMO_FOR_PED, restoring the ped’s ability to use any special ammo variants available for that weapon.
Restores full access to special ammo categories such as express, high velocity, split point, explosive, etc.

## Usage

### Lua

```lua
EnableAllSpecialAmmoForPed(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x404514D231DB27A0, ped, weaponHash)
```

### JavaScript

```js
EnableAllSpecialAmmoForPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0x404514D231DB27A0', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x404514D231DB27A0, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_DISABLE_ALL_SPECIAL_AMMO_FOR_PED](https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_ALL_SPECIAL_AMMO_FOR_PED.md) — Disables all special ammo variants for the given weapon on the specified ped, forcing regular/basic ammo only.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_ENABLE_AMMO_TYPE_FOR_PED

- **Hash:** `0x3B7B7908B7ADFB4B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `EnableAmmoTypeForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_AMMO_TYPE_FOR_PED

## Signature

```c
void _ENABLE_AMMO_TYPE_FOR_PED(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
EnableAmmoTypeForPed(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x3B7B7908B7ADFB4B, ped, weaponHash)
```

### JavaScript

```js
EnableAmmoTypeForPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0x3B7B7908B7ADFB4B', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x3B7B7908B7ADFB4B, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_DISABLE_AMMO_TYPE_FOR_PED](https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_AMMO_TYPE_FOR_PED.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_ENABLE_AMMO_TYPE_FOR_PED_WEAPON

- **Hash:** `0x23FB9FACA28779C1`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `EnableAmmoTypeForPedWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_AMMO_TYPE_FOR_PED_WEAPON

## Signature

```c
void _ENABLE_AMMO_TYPE_FOR_PED_WEAPON(Ped ped, Hash weaponHash, Hash ammoHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
EnableAmmoTypeForPedWeapon(ped, weaponHash, ammoHash)

-- always available, by hash
Citizen.InvokeNative(0x23FB9FACA28779C1, ped, weaponHash, ammoHash)
```

### JavaScript

```js
EnableAmmoTypeForPedWeapon(ped, weaponHash, ammoHash);

// by hash
Citizen.invokeNative('0x23FB9FACA28779C1', ped, weaponHash, ammoHash);
```

### C#

```csharp
Function.Call((Hash)0x23FB9FACA28779C1, ped, weaponHash, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_SET_AMMO_TYPE_FOR_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/_SET_AMMO_TYPE_FOR_PED_WEAPON.md)
- [WEAPON::_DISABLE_AMMO_TYPE_FOR_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_AMMO_TYPE_FOR_PED_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_ENABLE_WEAPON_RESTORE

- **Hash:** `0xC395355843BE134B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `EnableWeaponRestore`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_WEAPON_RESTORE

## Signature

```c
BOOL _ENABLE_WEAPON_RESTORE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = EnableWeaponRestore(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC395355843BE134B, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xC395355843BE134B', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC395355843BE134B, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_EXPLODE_PED_AMMO_TYPE

- **Hash:** `0x44C8F4908F1B2622`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `ExplodePedAmmoType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_EXPLODE_PED_AMMO_TYPE

## Signature

```c
BOOL _EXPLODE_PED_AMMO_TYPE(Ped ped, Hash ammoHash);
```

## Parameters

- `ped` (`Ped`)
- `ammoHash` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Triggers detonation/effect for a specific throwable ammo type associated with the given ped (commonly used to remotely detonate placed dynamite).
Known ammo hashes seen in scripts:
- AMMO_DYNAMITE
- AMMO_MOLOTOV
- AMMO_POISONBOTTLE
Notes:
- Only affects throwables of that ammo type that are attributable to the ped (i.e., their placed/owned instances).

*Source: VORPCORE RDR3natives*

Forces the detonation or effect of a throwable ammo type owned or placed by the specified ped.
Commonly used for remotely exploding dynamite that belong to the ped.
ammoHashes:
- joaat("AMMO_DYNAMITE")
- joaat("AMMO_MOLOTOV")
- joaat("AMMO_POISONBOTTLE")

## Usage

### Lua

```lua
local retval = ExplodePedAmmoType(ped, ammoHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x44C8F4908F1B2622, ped, ammoHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ExplodePedAmmoType(ped, ammoHash);

// by hash
const retval = Citizen.invokeNative('0x44C8F4908F1B2622', ped, ammoHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x44C8F4908F1B2622, ped, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::GET_ALLOW_DUAL_WIELD

- **Hash:** `0x918990BD9CE08582`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAllowDualWield`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_ALLOW_DUAL_WIELD

## Signature

```c
BOOL GET_ALLOW_DUAL_WIELD(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetAllowDualWield(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x918990BD9CE08582, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x918990BD9CE08582', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x918990BD9CE08582, ped);
```

## See also

- [WEAPON::_SET_ALLOW_DUAL_WIELD](https://natives.borderlinerp.com/natives/WEAPON/_SET_ALLOW_DUAL_WIELD.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_AMMO_IN_CLIP

- **Hash:** `0x2E1202248937775C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAmmoInClip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_AMMO_IN_CLIP

## Signature

```c
BOOL GET_AMMO_IN_CLIP(Ped ped, int* ammo, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `ammo` (`int*`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, ammo = GetAmmoInClip(ped, weaponHash)

-- always available, by hash
local retval, ammo = Citizen.InvokeNative(0x2E1202248937775C, ped, Citizen.PointerValueInt(), weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, ammo] = GetAmmoInClip(ped, weaponHash);

// by hash
const [retval, ammo] = Citizen.invokeNative('0x2E1202248937775C', ped, Citizen.pointerValueInt(), weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
var ammo = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2E1202248937775C, ped, ammo, weaponHash);
// ammo.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [WEAPON::SET_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/SET_AMMO_IN_CLIP.md)
- [WEAPON::_REFILL_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/_REFILL_AMMO_IN_CLIP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_AMMO_IN_CLIP_BY_INVENTORY_UID

- **Hash:** `0x678F00858980F516`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAmmoInClipByInventoryUid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_AMMO_IN_CLIP_BY_INVENTORY_UID

## Signature

```c
BOOL _GET_AMMO_IN_CLIP_BY_INVENTORY_UID(Ped ped, int* ammo, Any* inventoryUid);
```

## Parameters

- `ped` (`Ped`)
- `ammo` (`int*`)
- `inventoryUid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, ammo, inventoryUid = GetAmmoInClipByInventoryUid(ped)

-- always available, by hash
local retval, ammo, inventoryUid = Citizen.InvokeNative(0x678F00858980F516, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, ammo, inventoryUid] = GetAmmoInClipByInventoryUid(ped);

// by hash
const [retval, ammo, inventoryUid] = Citizen.invokeNative('0x678F00858980F516', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var ammo = new OutputArgument();
var inventoryUid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x678F00858980F516, ped, ammo, inventoryUid);
// ammo.GetResult<int>()
// inventoryUid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_AMMO_IN_PED_WEAPON

- **Hash:** `0x015A522136D7F951`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAmmoInPedWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_AMMO_IN_PED_WEAPON

## Signature

```c
int GET_AMMO_IN_PED_WEAPON(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetAmmoInPedWeapon(ped, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x015A522136D7F951, ped, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAmmoInPedWeapon(ped, weaponHash);

// by hash
const retval = Citizen.invokeNative('0x015A522136D7F951', ped, weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x015A522136D7F951, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_AMMO_IN_PED_WEAPON_FROM_GUID

- **Hash:** `0x4823F13A21F51964`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAmmoInPedWeaponFromGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **Other names:** `_GET_PED_WEAPON_AMMO_FROM_GUID`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_AMMO_IN_PED_WEAPON_FROM_GUID

## Signature

```c
int _GET_AMMO_IN_PED_WEAPON_FROM_GUID(Ped ped, Any* itemGuid);
```

## Parameters

- `ped` (`Ped`)
- `itemGuid` (`Any*`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the full amount of ammo the ped has for the weapon identified by itemGuid.
Use INVENTORY_GET_GUID_FROM_ITEMID to obtain the weapon GUID.
Example: https://pastebin.com/u2Hcah3C

*Source: VORPCORE RDR3natives*

returns the full amount of ammo that the ped has for the weapon by guid

## Usage

### Lua

```lua
local retval, itemGuid = GetAmmoInPedWeaponFromGuid(ped, itemGuid)

-- always available, by hash
local retval, itemGuid = Citizen.InvokeNative(0x4823F13A21F51964, ped, Citizen.PointerValueIntInitialized(itemGuid), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, itemGuid] = GetAmmoInPedWeaponFromGuid(ped, itemGuid);

// by hash
const [retval, itemGuid] = Citizen.invokeNative('0x4823F13A21F51964', ped, Citizen.pointerValueIntInitialized(itemGuid), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var itemGuid = new OutputArgument();
int retval = Function.Call<int>((Hash)0x4823F13A21F51964, ped, itemGuid);
// itemGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local function inventoryGetGuidFromItemid(item, pGuid, slotId)
    local outGuid = DataView.ArrayBuffer(8 * 13)
    local result = Citizen.InvokeNative(0x886DFD3E185C8A89, 1, pGuid, item, slotId, outGuid:Buffer(), Citizen.ResultAsInteger());
    if result ~= 1 then return nil end
    return outGuid:Buffer();
end

RegisterCommand("getammo", function()
    local characterGuid = inventoryGetGuidFromItemid(`CHARACTER`, 0, `SLOTID_NONE`)
    if not characterGuid then return end

    local weaponGuid = inventoryGetGuidFromItemid(`CARRIED_WEAPONS`, characterGuid, `SLOTID_CARRIED_WEAPONS`)
    if not weaponGuid then return end

    local itemGuid = inventoryGetGuidFromItemid(`WEAPON_SNIPERRIFLE_CARCANO`, weaponGuid, `SLOTID_WEAPON_0`)
    if not itemGuid then return end

    local ammo = Citizen.InvokeNative(0x4823F13A21F51964, PlayerPedId(), itemGuid)
    print("ammo: " .. ammo)
end, false)
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON

- **Hash:** `0xEC97101A8F311282`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAmmoRecommendedTypeForWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON

## Signature

```c
Hash _GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Description

Identical to _GET_AMMO_TYPE_FOR_WEAPON (0x5C2EA6C44F515F34) -> same native handler address
Technically returns the first type specified for a weapon
Example: local ammoType = _GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON(joaat('WEAPON_REVOLVER_CATTLEMAN')) -- AmmoType: AMMO_REVOLVER

## Usage

### Lua

```lua
local retval = GetAmmoRecommendedTypeForWeapon(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC97101A8F311282, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAmmoRecommendedTypeForWeapon(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xEC97101A8F311282', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC97101A8F311282, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_AMMO_TYPE_FOR_WEAPON

- **Hash:** `0x5C2EA6C44F515F34`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetAmmoTypeForWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_AMMO_TYPE_FOR_WEAPON

## Signature

```c
Hash _GET_AMMO_TYPE_FOR_WEAPON(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Description

Identical to _GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON (0xEC97101A8F311282) -> same native handler address

## Usage

### Lua

```lua
local retval = GetAmmoTypeForWeapon(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5C2EA6C44F515F34, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAmmoTypeForWeapon(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x5C2EA6C44F515F34', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5C2EA6C44F515F34, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_BEST_PED_SHORTARM_GUID

- **Hash:** `0xF52BD94B47CCF736`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetBestPedShortarmGuid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_BEST_PED_SHORTARM_GUID

## Signature

```c
void GET_BEST_PED_SHORTARM_GUID(Ped ped, Any* outGUID, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `outGUID` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local outGUID = GetBestPedShortarmGuid(ped, p2, p3)

-- always available, by hash
local outGUID = Citizen.InvokeNative(0xF52BD94B47CCF736, ped, Citizen.PointerValueInt(), p2, p3)
```

### JavaScript

```js
const outGUID = GetBestPedShortarmGuid(ped, p2, p3);

// by hash
const outGUID = Citizen.invokeNative('0xF52BD94B47CCF736', ped, Citizen.pointerValueInt(), p2, p3);
```

### C#

```csharp
var outGUID = new OutputArgument();
Function.Call((Hash)0xF52BD94B47CCF736, ped, outGUID, p2, p3);
// outGUID.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_BEST_PED_WEAPON

- **Hash:** `0x8483E98E8B888AE2`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetBestPedWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_BEST_PED_WEAPON

## Signature

```c
Hash GET_BEST_PED_WEAPON(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetBestPedWeapon(ped, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8483E98E8B888AE2, ped, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBestPedWeapon(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x8483E98E8B888AE2', ped, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8483E98E8B888AE2, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_BEST_PED_WEAPON_IN_GROUP

- **Hash:** `0x9F67929D98E7C6E8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetBestPedWeaponInGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_BEST_PED_WEAPON_IN_GROUP

## Signature

```c
Hash _GET_BEST_PED_WEAPON_IN_GROUP(Ped ped, Hash weaponGroup, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `weaponGroup` (`Hash`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`Hash`

## Description

If near your horse when called, weapons stored on your horse will be considered
Returns weaponHash

## Usage

### Lua

```lua
local retval = GetBestPedWeaponInGroup(ped, weaponGroup, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9F67929D98E7C6E8, ped, weaponGroup, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetBestPedWeaponInGroup(ped, weaponGroup, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9F67929D98E7C6E8', ped, weaponGroup, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9F67929D98E7C6E8, ped, weaponGroup, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_BEST_PED_WEAPON_IN_INVENTORY

- **Hash:** `0x7B98500614C8E8B8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetBestPedWeaponInInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_BEST_PED_WEAPON_IN_INVENTORY

## Signature

```c
Any _GET_BEST_PED_WEAPON_IN_INVENTORY(Ped ped, Any p1, Any* guidPrimary);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `guidPrimary` (`Any*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, guidPrimary = GetBestPedWeaponInInventory(ped, p1, guidPrimary)

-- always available, by hash
local retval, guidPrimary = Citizen.InvokeNative(0x7B98500614C8E8B8, ped, p1, Citizen.PointerValueIntInitialized(guidPrimary), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guidPrimary] = GetBestPedWeaponInInventory(ped, p1, guidPrimary);

// by hash
const [retval, guidPrimary] = Citizen.invokeNative('0x7B98500614C8E8B8', ped, p1, Citizen.pointerValueIntInitialized(guidPrimary), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guidPrimary = new OutputArgument();
int retval = Function.Call<int>((Hash)0x7B98500614C8E8B8, ped, p1, guidPrimary);
// guidPrimary.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_CAN_SWITCH_WEAPON

- **Hash:** `0xBC9444F2FF94A9C0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCanSwitchWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **Other names:** `_GET_PED_CAN_SWITCH_WEAPON`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CAN_SWITCH_WEAPON

## Signature

```c
BOOL _GET_CAN_SWITCH_WEAPON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the ped is currently allowed to switch weapons (weapon switching not locked by internal code/state).

Script evidence: used as an additional gate in NPLOI__CAN_GUN_SPIN_PREVIEW; when it returns false scripts log "Prevented by Code" even if twirl-capable weapons exist in hand/holsters.

Example video: https://imgur.com/a/hawFMhN

*Source: VORPCORE RDR3natives*

Returns true if the ped can switch of weapon.

## Usage

### Lua

```lua
local retval = GetCanSwitchWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC9444F2FF94A9C0, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xBC9444F2FF94A9C0', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBC9444F2FF94A9C0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_CAN_TWIRL_WEAPON

- **Hash:** `0x6554ECCE226F2A2A`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCanTwirlWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CAN_TWIRL_WEAPON

## Signature

```c
BOOL _GET_CAN_TWIRL_WEAPON(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = GetCanTwirlWeapon(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6554ECCE226F2A2A, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetCanTwirlWeapon(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x6554ECCE226F2A2A', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6554ECCE226F2A2A, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_CORRECT_KIT_EMOTE_TWIRL_GUN

- **Hash:** `0xCD356B42C57BFE01`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCorrectKitEmoteTwirlGun`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CORRECT_KIT_EMOTE_TWIRL_GUN

## Signature

```c
BOOL _GET_CORRECT_KIT_EMOTE_TWIRL_GUN(Ped ped, Any* weaponGuid);
```

## Parameters

- `ped` (`Ped`)
- `weaponGuid` (`Any*`)

## Returns

`BOOL`

## Description

_GET_BEST_* - _GET_CLOSEST_*

## Usage

### Lua

```lua
local retval, weaponGuid = GetCorrectKitEmoteTwirlGun(ped, weaponGuid)

-- always available, by hash
local retval, weaponGuid = Citizen.InvokeNative(0xCD356B42C57BFE01, ped, Citizen.PointerValueIntInitialized(weaponGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponGuid] = GetCorrectKitEmoteTwirlGun(ped, weaponGuid);

// by hash
const [retval, weaponGuid] = Citizen.invokeNative('0xCD356B42C57BFE01', ped, Citizen.pointerValueIntInitialized(weaponGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCD356B42C57BFE01, ped, weaponGuid);
// weaponGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_CURRENT_AMMO_TYPE_FROM_GUID

- **Hash:** `0xAF9D167A5656D6A6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCurrentAmmoTypeFromGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CURRENT_AMMO_TYPE_FROM_GUID

## Signature

```c
Hash _GET_CURRENT_AMMO_TYPE_FROM_GUID(Ped ped, Any* weaponGuid);
```

## Parameters

- `ped` (`Ped`)
- `weaponGuid` (`Any*`)

## Returns

`Hash`

## Description

Returns ammoHash

## Usage

### Lua

```lua
local retval, weaponGuid = GetCurrentAmmoTypeFromGuid(ped, weaponGuid)

-- always available, by hash
local retval, weaponGuid = Citizen.InvokeNative(0xAF9D167A5656D6A6, ped, Citizen.PointerValueIntInitialized(weaponGuid), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, weaponGuid] = GetCurrentAmmoTypeFromGuid(ped, weaponGuid);

// by hash
const [retval, weaponGuid] = Citizen.invokeNative('0xAF9D167A5656D6A6', ped, Citizen.pointerValueIntInitialized(weaponGuid), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var weaponGuid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xAF9D167A5656D6A6, ped, weaponGuid);
// weaponGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_CURRENT_PED_VEHICLE_WEAPON

- **Hash:** `0x1017582BCD3832DC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCurrentPedVehicleWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_CURRENT_PED_VEHICLE_WEAPON

## Signature

```c
BOOL GET_CURRENT_PED_VEHICLE_WEAPON(Ped ped, Hash* weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, weaponHash = GetCurrentPedVehicleWeapon(ped, weaponHash)

-- always available, by hash
local retval, weaponHash = Citizen.InvokeNative(0x1017582BCD3832DC, ped, Citizen.PointerValueIntInitialized(weaponHash), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponHash] = GetCurrentPedVehicleWeapon(ped, weaponHash);

// by hash
const [retval, weaponHash] = Citizen.invokeNative('0x1017582BCD3832DC', ped, Citizen.pointerValueIntInitialized(weaponHash), Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1017582BCD3832DC, ped, weaponHash);
// weaponHash.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [WEAPON::SET_CURRENT_PED_VEHICLE_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/SET_CURRENT_PED_VEHICLE_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_CURRENT_PED_WEAPON

- **Hash:** `0x3A87E44BB9A01D54`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCurrentPedWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_CURRENT_PED_WEAPON

## Signature

```c
BOOL GET_CURRENT_PED_WEAPON(Ped ped, Hash* weaponHash, BOOL p2, int attachPoint, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash*`)
- `p2` (`BOOL`)
- `attachPoint` (`int`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

attachPoint: see SET_CURRENT_PED_WEAPON

## Usage

### Lua

```lua
local retval, weaponHash = GetCurrentPedWeapon(ped, p2, attachPoint, p4)

-- always available, by hash
local retval, weaponHash = Citizen.InvokeNative(0x3A87E44BB9A01D54, ped, Citizen.PointerValueInt(), p2, attachPoint, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponHash] = GetCurrentPedWeapon(ped, p2, attachPoint, p4);

// by hash
const [retval, weaponHash] = Citizen.invokeNative('0x3A87E44BB9A01D54', ped, Citizen.pointerValueInt(), p2, attachPoint, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3A87E44BB9A01D54, ped, weaponHash, p2, attachPoint, p4);
// weaponHash.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

## See also

- [WEAPON::SET_CURRENT_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/SET_CURRENT_PED_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_CURRENT_PED_WEAPON_AMMO_TYPE

- **Hash:** `0x7E7B19A4355FEE13`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCurrentPedWeaponAmmoType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CURRENT_PED_WEAPON_AMMO_TYPE

## Signature

```c
Hash _GET_CURRENT_PED_WEAPON_AMMO_TYPE(Ped ped, Object weaponObject);
```

## Parameters

- `ped` (`Ped`)
- `weaponObject` (`Object`)

## Returns

`Hash`

## Description

Returns ammoHash from weaponObject (Returned by 0x6CA484C9A7377E4F)

## Usage

### Lua

```lua
local retval = GetCurrentPedWeaponAmmoType(ped, weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7E7B19A4355FEE13, ped, weaponObject, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentPedWeaponAmmoType(ped, weaponObject);

// by hash
const retval = Citizen.invokeNative('0x7E7B19A4355FEE13', ped, weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7E7B19A4355FEE13, ped, weaponObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_CURRENT_PED_WEAPON_ENTITY_INDEX

- **Hash:** `0x3B390A939AF0B5FC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCurrentPedWeaponEntityIndex`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_CURRENT_PED_WEAPON_ENTITY_INDEX

## Signature

```c
Entity GET_CURRENT_PED_WEAPON_ENTITY_INDEX(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`Entity`

## Description

Returns weaponObject, attachPoint: see SET_CURRENT_PED_WEAPON

## Usage

### Lua

```lua
local retval = GetCurrentPedWeaponEntityIndex(ped, attachPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3B390A939AF0B5FC, ped, attachPoint, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentPedWeaponEntityIndex(ped, attachPoint);

// by hash
const retval = Citizen.invokeNative('0x3B390A939AF0B5FC', ped, attachPoint, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3B390A939AF0B5FC, ped, attachPoint);
```

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_DEFAULT_PED_WEAPON_COLLECTION

- **Hash:** `0xD42514C182121C23`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetDefaultPedWeaponCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_DEFAULT_PED_WEAPON_COLLECTION

## Signature

```c
Hash _GET_DEFAULT_PED_WEAPON_COLLECTION(Hash pedModel);
```

## Parameters

- `pedModel` (`Hash`)

## Returns

`Hash`

## Description

Returns weaponCollection Hash
Example: RE_POLICECHASE_MALES_01: Carbine Repeater + Knife, LO_AGRO_PED

## Usage

### Lua

```lua
local retval = GetDefaultPedWeaponCollection(pedModel)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD42514C182121C23, pedModel, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultPedWeaponCollection(pedModel);

// by hash
const retval = Citizen.invokeNative('0xD42514C182121C23', pedModel, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD42514C182121C23, pedModel);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_DEFAULT_UNARMED_WEAPON_HASH

- **Hash:** `0x08FF1099ED2E6E21`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetDefaultUnarmedWeaponHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_DEFAULT_UNARMED_WEAPON_HASH

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns the ped's default unarmed weapon hash as defined in CPedModelInfo (DefaultUnarmedWeapon).
Falls back to WEAPON_UNARMED if the ped doesn't have a valid model info pointer, or 0 if the ped doesn't exist.

## Usage

### Lua

```lua
local retval = GetDefaultUnarmedWeaponHash(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x08FF1099ED2E6E21, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x08FF1099ED2E6E21', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x08FF1099ED2E6E21, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_DEFAULT_WEAPON_ATTACH_POINT

- **Hash:** `0x65DC4AC5B96614CB`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetDefaultWeaponAttachPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_DEFAULT_WEAPON_ATTACH_POINT

## Signature

```c
int _GET_DEFAULT_WEAPON_ATTACH_POINT(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns default attach point for given weapon hash. Returns -1 for melee as they can't be attached.
Example: https://imgur.com/a/mUE5fug

*Source: VORPCORE RDR3natives*

Returns the attachpoint for a weapon hash. (returns -1 for melee as they can't be attached)

## Usage

### Lua

```lua
local retval = GetDefaultWeaponAttachPoint(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x65DC4AC5B96614CB, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDefaultWeaponAttachPoint(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x65DC4AC5B96614CB', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x65DC4AC5B96614CB, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_IS_PED_TAKING_POISON_GAS_DAMAGE

- **Hash:** `0x0DE0944ECCB3DF5D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetIsPedTakingPoisonGasDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **Other names:** `_IS_PED_TAKING_POISON_GAS_DAMAGE`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_IS_PED_TAKING_POISON_GAS_DAMAGE

## Signature

```c
BOOL _GET_IS_PED_TAKING_POISON_GAS_DAMAGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

True if the ped is currently being damaged by poison gas/fog (used by scripts to block actions like crafting). May be false if damage is suppressed/immune even while inside the fog.

*Source: VORPCORE RDR3natives*

Checks whether the given ped is currently taking damage from poisonous gas/fog volumes (e.g., toxic moonshine cloud, scripted poison fog).

## Usage

### Lua

```lua
local retval = GetIsPedTakingPoisonGasDamage(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0DE0944ECCB3DF5D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0DE0944ECCB3DF5D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0DE0944ECCB3DF5D, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_LOCKON_RANGE_CURRENT_WEAPON

- **Hash:** `0x3799EFCC3C8CD5E1`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetLockonRangeCurrentWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_LOCKON_RANGE_CURRENT_WEAPON

## Signature

```c
float _GET_LOCKON_RANGE_CURRENT_WEAPON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the current weapon's lock-on/aim-assist range for this ped.
Internally selects a different range when the ped is mounted or in a vehicle vs on foot. Returns -1.0 if the ped/weapon data is unavailable.
Commonly used to derive a clamp for PLAYER::SET_PLAYER_LOCKON_RANGE_OVERRIDE (e.g., add a margin or cap to 18.0).

*Source: VORPCORE RDR3natives*

Returns the effective lock-on or targeting range for the ped’s current weapon.
This value reflects the weapon’s maximum aim assist or targeting distance, used for systems like auto-aim and lock-on overrides.

## Usage

### Lua

```lua
local retval = GetLockonRangeCurrentWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3799EFCC3C8CD5E1, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3799EFCC3C8CD5E1', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3799EFCC3C8CD5E1, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT

- **Hash:** `0x5A695BD328586B44`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetLongarmsInstantlyStoreOnDismount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_LONGARM_STORE_ON_DISMOUNT_STATE`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT

## Signature

```c
BOOL _GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Gets the ped setting that controls whether longarms are instantly stored on the mount when dismounting.

Notes:
- p1 selects one of two internal bits (WeaponComponent+0x1B5); scripts consistently pass 0.
- SP scripts typically toggle this based on context (e.g., player on/near their saddle horse or horse has a holstered longarm, and the player is in a "safe/town" state and not under threat).
- Reads the same setting toggled by WEAPON::_SET_INSTANTLY_STORE_LONGARMS_ON_DISMOUNT (0xB832F1A686B9B810).

*Source: VORPCORE RDR3natives*

Returns the current state of longarm storage on dismount for the specified ped.

## Usage

### Lua

```lua
local retval = GetLongarmsInstantlyStoreOnDismount(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A695BD328586B44, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetLongarmsInstantlyStoreOnDismount(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x5A695BD328586B44', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A695BD328586B44, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::GET_MAX_AMMO

- **Hash:** `0xDC16122C7A20C933`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetMaxAmmo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_MAX_AMMO

## Signature

```c
BOOL GET_MAX_AMMO(Ped ped, int* ammo, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `ammo` (`int*`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, ammo = GetMaxAmmo(ped, weaponHash)

-- always available, by hash
local retval, ammo = Citizen.InvokeNative(0xDC16122C7A20C933, ped, Citizen.PointerValueInt(), weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, ammo] = GetMaxAmmo(ped, weaponHash);

// by hash
const [retval, ammo] = Citizen.invokeNative('0xDC16122C7A20C933', ped, Citizen.pointerValueInt(), weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
var ammo = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xDC16122C7A20C933, ped, ammo, weaponHash);
// ammo.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_MAX_AMMO_IN_CLIP

- **Hash:** `0xA38DCFFCEA8962FA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetMaxAmmoInClip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_MAX_AMMO_IN_CLIP

## Signature

```c
int GET_MAX_AMMO_IN_CLIP(Ped ped, Hash weaponHash, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetMaxAmmoInClip(ped, weaponHash, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA38DCFFCEA8962FA, ped, weaponHash, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMaxAmmoInClip(ped, weaponHash, p2);

// by hash
const retval = Citizen.invokeNative('0xA38DCFFCEA8962FA', ped, weaponHash, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xA38DCFFCEA8962FA, ped, weaponHash, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_MAX_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON

- **Hash:** `0x79B1A6E780266DB0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetMaxLockonDistanceOfCurrentPedWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_MAX_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON

## Signature

```c
float _GET_MAX_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetMaxLockonDistanceOfCurrentPedWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79B1A6E780266DB0, ped, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x79B1A6E780266DB0', ped, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x79B1A6E780266DB0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_NUM_PEDS_RESTRAINED_FROM_BOLAS

- **Hash:** `0x46D42883E873C1D7`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetNumPedsRestrainedFromBolas`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **Other names:** `_GET_NUM_PEDS_RESTRAINED_FROM_WEAPON_BOLAS`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_NUM_PEDS_RESTRAINED_FROM_BOLAS

## Signature

```c
int _GET_NUM_PEDS_RESTRAINED_FROM_BOLAS(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

*Source: VORPCORE RDR3natives*

returns the amount of peds that were restrained with the weapon thrown bolas

## Usage

### Lua

```lua
local retval = GetNumPedsRestrainedFromBolas(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46D42883E873C1D7, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x46D42883E873C1D7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x46D42883E873C1D7, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::GET_PED_AMMO_BY_TYPE

- **Hash:** `0x39D22031557946C1`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedAmmoByType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_PED_AMMO_BY_TYPE

## Signature

```c
int GET_PED_AMMO_BY_TYPE(Ped ped, Hash ammoType);
```

## Parameters

- `ped` (`Ped`)
- `ammoType` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetPedAmmoByType(ped, ammoType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x39D22031557946C1, ped, ammoType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedAmmoByType(ped, ammoType);

// by hash
const retval = Citizen.invokeNative('0x39D22031557946C1', ped, ammoType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x39D22031557946C1, ped, ammoType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [WEAPON::SET_PED_AMMO_BY_TYPE](https://natives.borderlinerp.com/natives/WEAPON/SET_PED_AMMO_BY_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_PED_AMMO_TYPE_FROM_WEAPON

- **Hash:** `0x7FEAD38B326B9F74`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedAmmoTypeFromWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_PED_AMMO_TYPE_FROM_WEAPON

## Signature

```c
Hash GET_PED_AMMO_TYPE_FROM_WEAPON(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`Hash`

## Description

Returns the current ammo type of the specified ped's specified weapon.

## Usage

### Lua

```lua
local retval = GetPedAmmoTypeFromWeapon(ped, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7FEAD38B326B9F74, ped, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedAmmoTypeFromWeapon(ped, weaponHash);

// by hash
const retval = Citizen.invokeNative('0x7FEAD38B326B9F74', ped, weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7FEAD38B326B9F74, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_PED_BACKUP_WEAPON

- **Hash:** `0xC71FE230A513C30F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedBackupWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_PED_BACKUP_WEAPON

## Signature

```c
Hash GET_PED_BACKUP_WEAPON(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedBackupWeapon(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC71FE230A513C30F, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedBackupWeapon(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xC71FE230A513C30F', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC71FE230A513C30F, ped, p1);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_CURRENT_HELD_WEAPON

- **Hash:** `0x8425C5F057012DAB`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedCurrentHeldWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_CURRENT_HELD_WEAPON

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns eCurrentHeldWeapon
_GET_R* - _GET_T*

## Usage

### Lua

```lua
local retval = GetPedCurrentHeldWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8425C5F057012DAB, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8425C5F057012DAB', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8425C5F057012DAB, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_GUN_SPINNING_EQUIPPED_KIT_EMOTE_TWIRL

- **Hash:** `0x2C4FEC3D0EFA9FC0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedGunSpinningEquippedKitEmoteTwirl`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_GUN_SPINNING_EQUIPPED_KIT_EMOTE_TWIRL

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns emote Hash

## Usage

### Lua

```lua
local retval = GetPedGunSpinningEquippedKitEmoteTwirl(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C4FEC3D0EFA9FC0, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2C4FEC3D0EFA9FC0', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2C4FEC3D0EFA9FC0, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_GUN_SPINNING_HASH_FROM_WEAPON_EMOTE_VARIATION

- **Hash:** `0xF3B1620B920D1708`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedGunSpinningHashFromWeaponEmoteVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_GUN_SPINNING_HASH_FROM_WEAPON_EMOTE_VARIATION

## Signature

```c
Hash _GET_PED_GUN_SPINNING_HASH_FROM_WEAPON_EMOTE_VARIATION(Ped ped, int weaponEmoteVariation);
```

## Parameters

- `ped` (`Ped`)
- `weaponEmoteVariation` (`int`)

## Returns

`Hash`

## Description

Returns iSpinHash / iVariationSpin

## Usage

### Lua

```lua
local retval = GetPedGunSpinningHashFromWeaponEmoteVariation(ped, weaponEmoteVariation)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF3B1620B920D1708, ped, weaponEmoteVariation, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedGunSpinningHashFromWeaponEmoteVariation(ped, weaponEmoteVariation);

// by hash
const retval = Citizen.invokeNative('0xF3B1620B920D1708', ped, weaponEmoteVariation, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF3B1620B920D1708, ped, weaponEmoteVariation);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_HOGTIE_WEAPON

- **Hash:** `0x90EB1CB189923587`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedHogtieWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_HOGTIE_WEAPON

## Signature

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

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedHogtieWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x90EB1CB189923587, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x90EB1CB189923587', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x90EB1CB189923587, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD

- **Hash:** `0x6C4D0409BA1A2BC2`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedLastWeaponImpactCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_PED_LAST_WEAPON_IMPACT_COORD

## Signature

```c
BOOL GET_PED_LAST_WEAPON_IMPACT_COORD(Ped ped, Vector3* coords);
```

## Parameters

- `ped` (`Ped`)
- `coords` (`Vector3*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, coords = GetPedLastWeaponImpactCoord(ped, coords)

-- always available, by hash
local retval, coords = Citizen.InvokeNative(0x6C4D0409BA1A2BC2, ped, Citizen.PointerValueVector(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, coords] = GetPedLastWeaponImpactCoord(ped, coords);

// by hash
const [retval, coords] = Citizen.invokeNative('0x6C4D0409BA1A2BC2', ped, Citizen.pointerValueVector(), Citizen.returnResultAnyway());
```

### C#

```csharp
var coords = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x6C4D0409BA1A2BC2, ped, coords);
// coords.GetResult<Vector3>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_PED_WEAPON_GUID_AT_ATTACH_POINT

- **Hash:** `0x6929E22158E52265`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedWeaponGuidAtAttachPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_PED_WEAPON_GUID_AT_ATTACH_POINT

## Signature

```c
BOOL GET_PED_WEAPON_GUID_AT_ATTACH_POINT(Ped ped, int attachPoint, Any* weaponGuid);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)
- `weaponGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, weaponGuid = GetPedWeaponGuidAtAttachPoint(ped, attachPoint, weaponGuid)

-- always available, by hash
local retval, weaponGuid = Citizen.InvokeNative(0x6929E22158E52265, ped, attachPoint, Citizen.PointerValueIntInitialized(weaponGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponGuid] = GetPedWeaponGuidAtAttachPoint(ped, attachPoint, weaponGuid);

// by hash
const [retval, weaponGuid] = Citizen.invokeNative('0x6929E22158E52265', ped, attachPoint, Citizen.pointerValueIntInitialized(weaponGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x6929E22158E52265, ped, attachPoint, weaponGuid);
// weaponGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_WEAPON_IN_SLOT

- **Hash:** `0xDBC4B552B2AE9A83`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedWeaponInSlot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_WEAPON_IN_SLOT

## Signature

```c
Hash _GET_PED_WEAPON_IN_SLOT(Ped ped, Hash slotHash);
```

## Parameters

- `ped` (`Ped`)
- `slotHash` (`Hash`)

## Returns

`Hash`

## Description

slotHash is usually just the weaponHash name, but WEAPON_* is replaced with SLOT_*

## Usage

### Lua

```lua
local retval = GetPedWeaponInSlot(ped, slotHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDBC4B552B2AE9A83, ped, slotHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedWeaponInSlot(ped, slotHash);

// by hash
const retval = Citizen.invokeNative('0xDBC4B552B2AE9A83', ped, slotHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDBC4B552B2AE9A83, ped, slotHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_WEAPON_OBJECT

- **Hash:** `0x6CA484C9A7377E4F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedWeaponObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_WEAPON_OBJECT

## Signature

```c
Object _GET_PED_WEAPON_OBJECT(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Object`

## Description

_GET_M* - _GET_PED_A*

## Usage

### Lua

```lua
local retval = GetPedWeaponObject(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CA484C9A7377E4F, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedWeaponObject(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x6CA484C9A7377E4F', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6CA484C9A7377E4F, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PED_WORST_WEAPON

- **Hash:** `0xDA37A053C1522F5D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedWorstWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_WORST_WEAPON

## Signature

```c
Hash _GET_PED_WORST_WEAPON(Ped ped, BOOL p1, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetPedWorstWeapon(ped, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDA37A053C1522F5D, ped, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPedWorstWeapon(ped, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xDA37A053C1522F5D', ped, p1, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDA37A053C1522F5D, ped, p1, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

- **Hash:** `0xB7E52A058B07C7E2`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPlayerPedQuickSwapWeaponByGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

## Signature

```c
void _GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID(Ped ped, Any* guidPrimary, Any* guidSecondary);
```

## Parameters

- `ped` (`Ped`)
- `guidPrimary` (`Any*`)
- `guidSecondary` (`Any*`)

## Returns

`void`

## Description

Outputs cached guids

## Usage

### Lua

```lua
local guidPrimary, guidSecondary = GetPlayerPedQuickSwapWeaponByGuid(ped)

-- always available, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xB7E52A058B07C7E2, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [guidPrimary, guidSecondary] = GetPlayerPedQuickSwapWeaponByGuid(ped);

// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xB7E52A058B07C7E2', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var guidPrimary = new OutputArgument();
var guidSecondary = new OutputArgument();
Function.Call((Hash)0xB7E52A058B07C7E2, ped, guidPrimary, guidSecondary);
// guidPrimary.GetResult<int>()
// guidSecondary.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID](https://natives.borderlinerp.com/natives/WEAPON/SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_PROJECTILE_IGNITED_IN_VOLUME

- **Hash:** `0x74C8000FDD1BB111`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetProjectileIgnitedInVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_IGNITED_PROJECTILE_IN_VOLUME`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PROJECTILE_IGNITED_IN_VOLUME

## Signature

```c
BOOL _GET_PROJECTILE_IGNITED_IN_VOLUME(Volume volume, Entity* outEntity);
```

## Parameters

- `volume` (`Volume`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Finds an ignited (lit/fused) explosive projectile inside a Volume.

Parameters:
- volume: Search volume.
- outEntity: [out] Receives the projectile Entity handle.

Returns:
- BOOL: true if an ignited projectile was found (outEntity set), false otherwise.

Notes:
- Intended for explosives with a fuse/ignition state (e.g., lit dynamite).
- If multiple ignited projectiles are present, returns the first match.
- Requires a valid Volume; delete it when done.
- Lua example: https://pastebin.com/N9p4anLU 

_GET_PO*

*Source: VORPCORE RDR3natives*

Returns the first ignited (lit/fused) explosive projectile entity found within the specified Volume.
Similar to WEAPON::_GET_FIRST_PROJECTILE_IN_VOLUME (0x74C8000FDD1BB222), but only returns projectiles that are currently ignited (e.g., a lit dynamite about to explode).

## Usage

### Lua

```lua
local retval, outEntity = GetProjectileIgnitedInVolume(volume, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x74C8000FDD1BB111, volume, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = GetProjectileIgnitedInVolume(volume, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x74C8000FDD1BB111', volume, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x74C8000FDD1BB111, volume, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_PROJECTILE_IN_VOLUME

- **Hash:** `0x74C8000FDD1BB222`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetProjectileInVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PROJECTILE_IN_VOLUME

## Signature

```c
BOOL _GET_PROJECTILE_IN_VOLUME(Volume volume, Entity* outEntity);
```

## Parameters

- `volume` (`Volume`)
- `outEntity` (`Entity*`)

## Returns

`BOOL`

## Description

Finds a projectile entity inside the given Volume and writes its handle to the out pointer.

Parameters:
- volume: Volume to search in.
- outEntity: [out] Receives the found projectile entity handle.

Returns:
- BOOL: true if a projectile was found and written; false otherwise.

Notes:
- Returns the first matching projectile the engine reports for that volume (order is unspecified).
- Not limited to ignited projectiles (see 0x74C8000FDD1BB111 for the ignited-only variant).
- The returned entity is typically an OBJECT; validate with ENTITY::DOES_ENTITY_EXIST.
- Lua example: https://pastebin.com/ZgaUSEEP 

_GET_PO*

## Usage

### Lua

```lua
local retval, outEntity = GetProjectileInVolume(volume, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x74C8000FDD1BB222, volume, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = GetProjectileInVolume(volume, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x74C8000FDD1BB222', volume, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x74C8000FDD1BB222, volume, outEntity);
// outEntity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_ATTACH_POINT

- **Hash:** `0xCAD4FE9398820D24`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponAttachPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_ATTACH_POINT

## Signature

```c
int _GET_WEAPON_ATTACH_POINT(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`int`

## Description

Returns WeaponAttachPoint

## Usage

### Lua

```lua
local retval = GetWeaponAttachPoint(ped, attachPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCAD4FE9398820D24, ped, attachPoint, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponAttachPoint(ped, attachPoint);

// by hash
const retval = Citizen.invokeNative('0xCAD4FE9398820D24', ped, attachPoint, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCAD4FE9398820D24, ped, attachPoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_WEAPON_CLIP_SIZE

- **Hash:** `0xD3750CCC00635FC2`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponClipSize`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_WEAPON_CLIP_SIZE

## Signature

```c
int GET_WEAPON_CLIP_SIZE(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetWeaponClipSize(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD3750CCC00635FC2, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponClipSize(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xD3750CCC00635FC2', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD3750CCC00635FC2, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_COMPONENT_TYPE_MODEL

- **Hash:** `0x59DE03442B6C9598`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponComponentTypeModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_COMPONENT_TYPE_MODEL

## Signature

```c
Hash _GET_WEAPON_COMPONENT_TYPE_MODEL(Hash componentHash);
```

## Parameters

- `componentHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeaponComponentTypeModel(componentHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x59DE03442B6C9598, componentHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponComponentTypeModel(componentHash);

// by hash
const retval = Citizen.invokeNative('0x59DE03442B6C9598', componentHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x59DE03442B6C9598, componentHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_DAMAGE

- **Hash:** `0x904103D5D2333977`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_DAMAGE

## Signature

```c
float _GET_WEAPON_DAMAGE(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Description

Related to weapon visual damage, not actual damage.

## Usage

### Lua

```lua
local retval = GetWeaponDamage(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x904103D5D2333977, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponDamage(weaponObject);

// by hash
const retval = Citizen.invokeNative('0x904103D5D2333977', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x904103D5D2333977, weaponObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_SET_WEAPON_DAMAGE](https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DAMAGE.md) — Related to weapon visual damage, not actual damage.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_WEAPON_DEGRADATION

- **Hash:** `0x0D78E1097F89E637`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponDegradation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_WEAPON_DEGRADATION

## Signature

```c
float GET_WEAPON_DEGRADATION(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Description

0.0: good condition, 1.0: poor condition

## Usage

### Lua

```lua
local retval = GetWeaponDegradation(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0D78E1097F89E637, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponDegradation(weaponObject);

// by hash
const retval = Citizen.invokeNative('0x0D78E1097F89E637', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x0D78E1097F89E637, weaponObject);
```

## See also

- [WEAPON::_SET_WEAPON_DEGRADATION](https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DEGRADATION.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_DIRT

- **Hash:** `0x810E8AE9AFEA7E54`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponDirt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_DIRT

## Signature

```c
float _GET_WEAPON_DIRT(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetWeaponDirt(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x810E8AE9AFEA7E54, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponDirt(weaponObject);

// by hash
const retval = Citizen.invokeNative('0x810E8AE9AFEA7E54', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x810E8AE9AFEA7E54, weaponObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_SET_WEAPON_DIRT](https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DIRT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_EMOTE_VARIATION

- **Hash:** `0x86147D05FA831D3A`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponEmoteVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_EMOTE_VARIATION

## Signature

```c
int _GET_WEAPON_EMOTE_VARIATION(Ped ped, int variation);
```

## Parameters

- `ped` (`Ped`)
- `variation` (`int`)

## Returns

`int`

## Description

Returns weaponEmoteVariation

WEAPON_EMOTE_VARIATION_INVALID = -2,
WEAPON_EMOTE_VARIATION_BASE,
WEAPON_EMOTE_VARIATION_A,
WEAPON_EMOTE_VARIATION_B,
WEAPON_EMOTE_VARIATION_C,
WEAPON_EMOTE_VARIATION_D,
WEAPON_EMOTE_VARIATION_PREVIEW,
WEAPON_EMOTE_NUM_VARIATIONS

## Usage

### Lua

```lua
local retval = GetWeaponEmoteVariation(ped, variation)

-- always available, by hash
local retval = Citizen.InvokeNative(0x86147D05FA831D3A, ped, variation, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponEmoteVariation(ped, variation);

// by hash
const retval = Citizen.invokeNative('0x86147D05FA831D3A', ped, variation, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x86147D05FA831D3A, ped, variation);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_FROM_DEFAULT_PED_WEAPON_COLLECTION

- **Hash:** `0x9EEFD670F10656D7`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponFromDefaultPedWeaponCollection`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_FROM_DEFAULT_PED_WEAPON_COLLECTION

## Signature

```c
Hash _GET_WEAPON_FROM_DEFAULT_PED_WEAPON_COLLECTION(Hash weaponCollection, Hash weaponGroup);
```

## Parameters

- `weaponCollection` (`Hash`)
- `weaponGroup` (`Hash`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns a random weaponHash from default ped weapon collection (see _GET_DEFAULT_PED_WEAPON_COLLECTION).

*Source: VORPCORE RDR3natives*

this native gets the weapon hash from the default ped weapon collection (see GetDefaultPedWeaponCollection for more info) will randomly return one of it's weapons

## Usage

### Lua

```lua
local retval = GetWeaponFromDefaultPedWeaponCollection(weaponCollection, weaponGroup)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9EEFD670F10656D7, weaponCollection, weaponGroup, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponFromDefaultPedWeaponCollection(weaponCollection, weaponGroup);

// by hash
const retval = Citizen.invokeNative('0x9EEFD670F10656D7', weaponCollection, weaponGroup, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9EEFD670F10656D7, weaponCollection, weaponGroup);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local pedWeaponCollectionHash = GetDefaultPedWeaponCollection(joaat("mp_u_m_m_interrogator_01"))
local hash = Citizen.InvokeNative(0x9EEFD670F10656D7, pedWeaponCollectionHash, joaat("GROUP_REVOLVER"))
if hash and IsWeaponValid(hash) then
local name = GetWeaponName(hash)
local label = GetLabelText_2(name)
print(name, label)
end
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_WEAPON_FROM_HORSE_HOLSTER

- **Hash:** `0xAFFD0CCF31F469B8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponFromHorseHolster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_WEAPON_FROM_MOUNT`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_FROM_HORSE_HOLSTER

## Signature

```c
Hash _GET_WEAPON_FROM_HORSE_HOLSTER(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the weapon hash in the horse/mount's first holster slot, or 0 if empty/invalid.

*Source: VORPCORE RDR3natives*

Returns the weapon hash stored in the first holster slot of the specified mount.
returns 0 if no weapon or invalid

## Usage

### Lua

```lua
local retval = GetWeaponFromHorseHolster(horse)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAFFD0CCF31F469B8, horse, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponFromHorseHolster(horse);

// by hash
const retval = Citizen.invokeNative('0xAFFD0CCF31F469B8', horse, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAFFD0CCF31F469B8, horse);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_WEAPON_GUN_SPINNING_WEAPON_EMOTE_TRICK_TYPE_HASH

- **Hash:** `0xF4601C1203B1A78D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponGunSpinningWeaponEmoteTrickTypeHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_GUN_SPINNING_WEAPON_EMOTE_TRICK_TYPE_HASH

## Signature

```c
Hash _GET_WEAPON_GUN_SPINNING_WEAPON_EMOTE_TRICK_TYPE_HASH(Hash emote, int weaponEmoteTrickType);
```

## Parameters

- `emote` (`Hash`)
- `weaponEmoteTrickType` (`int`)

## Returns

`Hash`

## Description

Returns iSpinHash

## Usage

### Lua

```lua
local retval = GetWeaponGunSpinningWeaponEmoteTrickTypeHash(emote, weaponEmoteTrickType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF4601C1203B1A78D, emote, weaponEmoteTrickType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponGunSpinningWeaponEmoteTrickTypeHash(emote, weaponEmoteTrickType);

// by hash
const retval = Citizen.invokeNative('0xF4601C1203B1A78D', emote, weaponEmoteTrickType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF4601C1203B1A78D, emote, weaponEmoteTrickType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_HAS_MULTIPLE_AMMO_TYPES

- **Hash:** `0x58425FCA3D3A2D15`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponHasMultipleAmmoTypes`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_HAS_MULTIPLE_AMMO_TYPES

## Signature

```c
BOOL _GET_WEAPON_HAS_MULTIPLE_AMMO_TYPES(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Example: https://imgur.com/a/fCaPJ1x

*Source: VORPCORE RDR3natives*

Returns whether the weapon has multiple ammo types or not.

## Usage

### Lua

```lua
local retval = GetWeaponHasMultipleAmmoTypes(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58425FCA3D3A2D15, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetWeaponHasMultipleAmmoTypes(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x58425FCA3D3A2D15', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x58425FCA3D3A2D15, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_WEAPON_NAME

- **Hash:** `0x89CF5FF3D363311E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_NAME

## Signature

```c
const char* _GET_WEAPON_NAME(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`const char*`

## Description

Returns "WNS_INVALID" if the weapon is invalid/doesn't exist.

## Usage

### Lua

```lua
local retval = GetWeaponName(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89CF5FF3D363311E, weaponHash, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetWeaponName(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x89CF5FF3D363311E', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x89CF5FF3D363311E, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_NAME_2

- **Hash:** `0x6D3AC61694A791C5`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponName_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_NAME_2

## Signature

```c
const char* _GET_WEAPON_NAME_2(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetWeaponName_2(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6D3AC61694A791C5, weaponHash, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetWeaponName_2(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x6D3AC61694A791C5', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x6D3AC61694A791C5, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION

- **Hash:** `0x7A56D66C78D8EF8E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponNameWithPermanentDegradation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION

## Signature

```c
const char* _GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION(Hash weaponHash, float permanentDegradationLevel);
```

## Parameters

- `weaponHash` (`Hash`)
- `permanentDegradationLevel` (`float`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel);

// by hash
const retval = Citizen.invokeNative('0x7A56D66C78D8EF8E', weaponHash, permanentDegradationLevel + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_OBJECT_FROM_PED

- **Hash:** `0xC6A6789BB405D11C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponObjectFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_OBJECT_FROM_PED

## Signature

```c
Object _GET_WEAPON_OBJECT_FROM_PED(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Object`

## Description

Detaches the weapon from the ped and actually removes the ped's weapon

## Usage

### Lua

```lua
local retval = GetWeaponObjectFromPed(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC6A6789BB405D11C, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponObjectFromPed(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xC6A6789BB405D11C', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC6A6789BB405D11C, ped, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_WEAPON_PERMANENT_DEGRADATION

- **Hash:** `0xD56E5F336C675EFA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponPermanentDegradation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_WEAPON_PERMANENT_DEGRADATION

## Signature

```c
float GET_WEAPON_PERMANENT_DEGRADATION(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Description

Related to rust of weapons

## Usage

### Lua

```lua
local retval = GetWeaponPermanentDegradation(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD56E5F336C675EFA, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponPermanentDegradation(weaponObject);

// by hash
const retval = Citizen.invokeNative('0xD56E5F336C675EFA', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xD56E5F336C675EFA, weaponObject);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_REPLACED_HASH

- **Hash:** `0x9F0E1892C7F228A8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponReplacedHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_WEAPON_LAST_GIVEN`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_REPLACED_HASH

## Signature

```c
Hash _GET_WEAPON_REPLACED_HASH(BOOL clear);
```

## Parameters

- `clear` (`BOOL`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the last weapon hash that was replaced due to a slot/holster swap when giving/equipping a weapon (set internally during weapon give/equip when another weapon gets displaced).
If clear==true, the stored value is reset to 0 after reading (consume semantics); if clear==false, it is not cleared.
Returns 0 if no replacement is pending.

*Source: VORPCORE RDR3natives*

gets the last weapon given to ped , if you give a weapon_lasso to ped and then give another it returns the weapon_lasso other wise 0,p0 usually is 1 is unknown, it does not work for all weapons.

## Usage

### Lua

```lua
local retval = GetWeaponReplacedHash(clear)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9F0E1892C7F228A8, clear, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponReplacedHash(clear);

// by hash
const retval = Citizen.invokeNative('0x9F0E1892C7F228A8', clear, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9F0E1892C7F228A8, clear);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_GET_WEAPON_SCALE

- **Hash:** `0x22084CA699219624`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_SCALE

## Signature

```c
float _GET_WEAPON_SCALE(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetWeaponScale(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x22084CA699219624, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponScale(weaponObject);

// by hash
const retval = Citizen.invokeNative('0x22084CA699219624', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x22084CA699219624, weaponObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_SET_WEAPON_SCALE](https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_SCALE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_SOOT

- **Hash:** `0x4BF66F8878F67663`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponSoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_SOOT

## Signature

```c
float _GET_WEAPON_SOOT(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetWeaponSoot(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4BF66F8878F67663, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponSoot(weaponObject);

// by hash
const retval = Citizen.invokeNative('0x4BF66F8878F67663', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4BF66F8878F67663, weaponObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_SET_WEAPON_SOOT](https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_SOOT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_STAT_ID

- **Hash:** `0x8EC44AE8DECFF841`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponStatId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_STAT_ID

## Signature

```c
Hash _GET_WEAPON_STAT_ID(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeaponStatId(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8EC44AE8DECFF841, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponStatId(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x8EC44AE8DECFF841', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x8EC44AE8DECFF841, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_TYPE_FROM_AMMO_TYPE

- **Hash:** `0x7AA043F6C41D151E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponTypeFromAmmoType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_TYPE_FROM_AMMO_TYPE

## Signature

```c
Hash _GET_WEAPON_TYPE_FROM_AMMO_TYPE(Hash ammoType);
```

## Parameters

- `ammoType` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeaponTypeFromAmmoType(ammoType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7AA043F6C41D151E, ammoType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponTypeFromAmmoType(ammoType);

// by hash
const retval = Citizen.invokeNative('0x7AA043F6C41D151E', ammoType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7AA043F6C41D151E, ammoType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPON_UNLOCK

- **Hash:** `0x865F36299079FB75`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponUnlock`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_UNLOCK

## Signature

```c
Hash _GET_WEAPON_UNLOCK(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeaponUnlock(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x865F36299079FB75, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponUnlock(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x865F36299079FB75', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x865F36299079FB75, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GET_WEAPONTYPE_GROUP

- **Hash:** `0xEDCA14CA5199FF25`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeapontypeGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_WEAPONTYPE_GROUP

## Signature

```c
Hash GET_WEAPONTYPE_GROUP(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeapontypeGroup(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEDCA14CA5199FF25, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeapontypeGroup(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xEDCA14CA5199FF25', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEDCA14CA5199FF25, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPONTYPE_MODEL

- **Hash:** `0xF70825EB340E7D15`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeapontypeModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPONTYPE_MODEL

## Signature

```c
Hash _GET_WEAPONTYPE_MODEL(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Description

Gets the model hash from the weapon hash.

## Usage

### Lua

```lua
local retval = GetWeapontypeModel(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF70825EB340E7D15, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeapontypeModel(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xF70825EB340E7D15', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF70825EB340E7D15, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GET_WEAPONTYPE_SLOT

- **Hash:** `0x46F032B8DDF46CDE`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeapontypeSlot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPONTYPE_SLOT

## Signature

```c
Hash _GET_WEAPONTYPE_SLOT(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`Hash`

## Description

Returns hash where WEAPON_ is replaced with SLOT_

## Usage

### Lua

```lua
local retval = GetWeapontypeSlot(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x46F032B8DDF46CDE, weaponHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeapontypeSlot(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x46F032B8DDF46CDE', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x46F032B8DDF46CDE, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GIVE_DELAYED_WEAPON_TO_PED

- **Hash:** `0xB282DC6EBD803C75`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveDelayedWeaponToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GIVE_DELAYED_WEAPON_TO_PED

## Signature

```c
void GIVE_DELAYED_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL p3, Hash addReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoCount` (`int`)
- `p3` (`BOOL`)
- `addReason` (`Hash`)

## Returns

`void`

## Description

addReason: see _ADD_AMMO_TO_PED

## Usage

### Lua

```lua
GiveDelayedWeaponToPed(ped, weaponHash, ammoCount, p3, addReason)

-- always available, by hash
Citizen.InvokeNative(0xB282DC6EBD803C75, ped, weaponHash, ammoCount, p3, addReason)
```

### JavaScript

```js
GiveDelayedWeaponToPed(ped, weaponHash, ammoCount, p3, addReason);

// by hash
Citizen.invokeNative('0xB282DC6EBD803C75', ped, weaponHash, ammoCount, p3, addReason);
```

### C#

```csharp
Function.Call((Hash)0xB282DC6EBD803C75, ped, weaponHash, ammoCount, p3, addReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GIVE_WEAPON_COLLECTION_TO_PED

- **Hash:** `0x899A04AFCC725D04`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponCollectionToPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GIVE_WEAPON_COLLECTION_TO_PED

## Signature

```c
void _GIVE_WEAPON_COLLECTION_TO_PED(Ped ped, Hash weaponCollection);
```

## Parameters

- `ped` (`Ped`)
- `weaponCollection` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
GiveWeaponCollectionToPed(ped, weaponCollection)

-- always available, by hash
Citizen.InvokeNative(0x899A04AFCC725D04, ped, weaponCollection)
```

### JavaScript

```js
GiveWeaponCollectionToPed(ped, weaponCollection);

// by hash
Citizen.invokeNative('0x899A04AFCC725D04', ped, weaponCollection);
```

### C#

```csharp
Function.Call((Hash)0x899A04AFCC725D04, ped, weaponCollection);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GIVE_WEAPON_COMPONENT_TO_ENTITY

- **Hash:** `0x74C9090FDD1BB48E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponComponentToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GIVE_WEAPON_COMPONENT_TO_ENTITY

## Signature

```c
void _GIVE_WEAPON_COMPONENT_TO_ENTITY(Entity entity, Hash componentHash, Hash weaponHash, BOOL p3);
```

## Parameters

- `entity` (`Entity`)
- `componentHash` (`Hash`)
- `weaponHash` (`Hash`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

entity can be a ped or weapon object.

## Usage

### Lua

```lua
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3)

-- always available, by hash
Citizen.InvokeNative(0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3)
```

### JavaScript

```js
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3);

// by hash
Citizen.invokeNative('0x74C9090FDD1BB48E', entity, componentHash, weaponHash, p3);
```

### C#

```csharp
Function.Call((Hash)0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT

- **Hash:** `0x1A47699E8D533E8F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponComponentToWeaponObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT

## Signature

```c
void _GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT(Object* weaponObject, Ped ped, Hash componentHash, BOOL p3);
```

## Parameters

- `weaponObject` (`Object*`)
- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local weaponObject = GiveWeaponComponentToWeaponObject(ped, componentHash, p3)

-- always available, by hash
local weaponObject = Citizen.InvokeNative(0x1A47699E8D533E8F, Citizen.PointerValueInt(), ped, componentHash, p3)
```

### JavaScript

```js
const weaponObject = GiveWeaponComponentToWeaponObject(ped, componentHash, p3);

// by hash
const weaponObject = Citizen.invokeNative('0x1A47699E8D533E8F', Citizen.pointerValueInt(), ped, componentHash, p3);
```

### C#

```csharp
var weaponObject = new OutputArgument();
Function.Call((Hash)0x1A47699E8D533E8F, weaponObject, ped, componentHash, p3);
// weaponObject.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GIVE_WEAPON_TO_PED

- **Hash:** `0x5E3BDDBCB83F3D84`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GIVE_WEAPON_TO_PED

## Signature

```c
Hash GIVE_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL bForceInHand, BOOL bForceInHolster, int attachPoint, BOOL bAllowMultipleCopies, float p7, float p8, Hash addReason, BOOL bIgnoreUnlocks, float permanentDegradation, BOOL p12);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoCount` (`int`)
- `bForceInHand` (`BOOL`)
- `bForceInHolster` (`BOOL`)
- `attachPoint` (`int`)
- `bAllowMultipleCopies` (`BOOL`)
- `p7` (`float`)
- `p8` (`float`)
- `addReason` (`Hash`)
- `bIgnoreUnlocks` (`BOOL`)
- `permanentDegradation` (`float`)
- `p12` (`BOOL`)

## Returns

`Hash`

## Description

Gives the ped the weapon.
List: https://github.com/femga/rdr3_discoveries/blob/master/weapons/weapons.lua

Params: p7 is 0.5f, and p8 is 1.0f. p11 and p12 are both 0 in R* Scripts
attachPoint: see SET_CURRENT_PED_WEAPON
addReason: see _ADD_AMMO_TO_PED
permanentDegradation: default 0.5, any higher than 0 it will automatically make the weapon worn, you can also adjust the value to change the weapons maximum cleanliness

## Usage

### Lua

```lua
local retval = GiveWeaponToPed(ped, weaponHash, ammoCount, bForceInHand, bForceInHolster, attachPoint, bAllowMultipleCopies, p7, p8, addReason, bIgnoreUnlocks, permanentDegradation, p12)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E3BDDBCB83F3D84, ped, weaponHash, ammoCount, bForceInHand, bForceInHolster, attachPoint, bAllowMultipleCopies, p7, p8, addReason, bIgnoreUnlocks, permanentDegradation, p12, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GiveWeaponToPed(ped, weaponHash, ammoCount, bForceInHand, bForceInHolster, attachPoint, bAllowMultipleCopies, p7, p8, addReason, bIgnoreUnlocks, permanentDegradation, p12);

// by hash
const retval = Citizen.invokeNative('0x5E3BDDBCB83F3D84', ped, weaponHash, ammoCount, bForceInHand, bForceInHolster, attachPoint, bAllowMultipleCopies, p7 + 0.0000001, p8 + 0.0000001, addReason, bIgnoreUnlocks, permanentDegradation + 0.0000001, p12, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5E3BDDBCB83F3D84, ped, weaponHash, ammoCount, bForceInHand, bForceInHolster, attachPoint, bAllowMultipleCopies, p7, p8, addReason, bIgnoreUnlocks, permanentDegradation, p12);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::GIVE_WEAPON_TO_PED_WITH_OPTIONS

- **Hash:** `0xBE7E42B07FD317AC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponToPedWithOptions`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GIVE_WEAPON_TO_PED_WITH_OPTIONS

## Signature

```c
BOOL GIVE_WEAPON_TO_PED_WITH_OPTIONS(Ped ped, Any* inData, Any* outData);
```

## Parameters

- `ped` (`Ped`)
- `inData` (`Any*`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, inData, outData = GiveWeaponToPedWithOptions(ped)

-- always available, by hash
local retval, inData, outData = Citizen.InvokeNative(0xBE7E42B07FD317AC, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, inData, outData] = GiveWeaponToPedWithOptions(ped);

// by hash
const [retval, inData, outData] = Citizen.invokeNative('0xBE7E42B07FD317AC', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var inData = new OutputArgument();
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBE7E42B07FD317AC, ped, inData, outData);
// inData.GetResult<int>()
// outData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON

- **Hash:** `0xDCF06D0CDFF68424`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON

## Signature

```c
BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON(Entity entity, Hash weaponName, int weaponType);
```

## Parameters

- `entity` (`Entity`)
- `weaponName` (`Hash`)
- `weaponType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCF06D0CDFF68424, entity, weaponName, weaponType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType);

// by hash
const retval = Citizen.invokeNative('0xDCF06D0CDFF68424', entity, weaponName, weaponType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCF06D0CDFF68424, entity, weaponName, weaponType);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY

- **Hash:** `0x9E2D5D6BC97A5F1E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByWeaponRecently`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY

## Signature

```c
BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY(Entity entity, Hash weaponHash, int ms);
```

## Parameters

- `entity` (`Entity`)
- `weaponHash` (`Hash`)
- `ms` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByWeaponRecently(entity, weaponHash, ms)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E2D5D6BC97A5F1E, entity, weaponHash, ms, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByWeaponRecently(entity, weaponHash, ms);

// by hash
const retval = Citizen.invokeNative('0x9E2D5D6BC97A5F1E', entity, weaponHash, ms, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9E2D5D6BC97A5F1E, entity, weaponHash, ms);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::HAS_PED_GOT_WEAPON

- **Hash:** `0x8DECB02F88F428BC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasPedGotWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/HAS_PED_GOT_WEAPON

## Signature

```c
BOOL HAS_PED_GOT_WEAPON(Ped ped, Hash weaponHash, int p2, BOOL onlyCheckPlayerInventory);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `p2` (`int`)
- `onlyCheckPlayerInventory` (`BOOL`)

## Returns

`BOOL`

## Description

onlyCheckPlayerInventory: If true, it will only check the players current inventory. If false, it also checks your horse inventory

## Usage

### Lua

```lua
local retval = HasPedGotWeapon(ped, weaponHash, p2, onlyCheckPlayerInventory)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DECB02F88F428BC, ped, weaponHash, p2, onlyCheckPlayerInventory, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedGotWeapon(ped, weaponHash, p2, onlyCheckPlayerInventory);

// by hash
const retval = Citizen.invokeNative('0x8DECB02F88F428BC', ped, weaponHash, p2, onlyCheckPlayerInventory, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8DECB02F88F428BC, ped, weaponHash, p2, onlyCheckPlayerInventory);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_HAS_PED_GOT_WEAPON_COMPONENT

- **Hash:** `0xBBC67A6F965C688A`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasPedGotWeaponComponent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HAS_PED_GOT_WEAPON_COMPONENT

## Signature

```c
BOOL _HAS_PED_GOT_WEAPON_COMPONENT(Ped ped, Hash componentHash, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasPedGotWeaponComponent(ped, componentHash, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBC67A6F965C688A, ped, componentHash, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedGotWeaponComponent(ped, componentHash, weaponHash);

// by hash
const retval = Citizen.invokeNative('0xBBC67A6F965C688A', ped, componentHash, weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBBC67A6F965C688A, ped, componentHash, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_HAS_WEAPON_ASSET_LOADED

- **Hash:** `0xFF07CF465F48B830`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasWeaponAssetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HAS_WEAPON_ASSET_LOADED

## Signature

```c
BOOL _HAS_WEAPON_ASSET_LOADED(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasWeaponAssetLoaded(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF07CF465F48B830, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasWeaponAssetLoaded(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xFF07CF465F48B830', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF07CF465F48B830, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::HAS_WEAPON_GOT_WEAPON_COMPONENT

- **Hash:** `0x76A18844E743BF91`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasWeaponGotWeaponComponent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/HAS_WEAPON_GOT_WEAPON_COMPONENT

## Signature

```c
BOOL HAS_WEAPON_GOT_WEAPON_COMPONENT(Object weapon, Hash addonHash);
```

## Parameters

- `weapon` (`Object`)
- `addonHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasWeaponGotWeaponComponent(weapon, addonHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76A18844E743BF91, weapon, addonHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasWeaponGotWeaponComponent(weapon, addonHash);

// by hash
const retval = Citizen.invokeNative('0x76A18844E743BF91', weapon, addonHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x76A18844E743BF91, weapon, addonHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE

- **Hash:** `0x6F6981D2253C208F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HidePedWeaponForScriptedCutscene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE

## Signature

```c
void HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Hides the ped's weapon during a cutscene.

## Usage

### Lua

```lua
HidePedWeaponForScriptedCutscene(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x6F6981D2253C208F, ped, toggle)
```

### JavaScript

```js
HidePedWeaponForScriptedCutscene(ped, toggle);

// by hash
Citizen.invokeNative('0x6F6981D2253C208F', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x6F6981D2253C208F, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_HIDE_PED_WEAPONS

- **Hash:** `0xFCCC886EDE3C63EC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HidePedWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HIDE_PED_WEAPONS

## Signature

```c
void _HIDE_PED_WEAPONS(Ped ped, int p0, BOOL immediately);
```

## Parameters

- `ped` (`Ped`)
- `p0` (`int`)
- `immediately` (`BOOL`)

## Returns

`void`

## Description

Unequip current weapon and set current weapon to WEAPON_UNARMED.
p0 usually 2 in R* scripts. Doesn't seem to have any effect if changed....
immediately: if true it will instantly switch to unarmed

## Usage

### Lua

```lua
HidePedWeapons(ped, p0, immediately)

-- always available, by hash
Citizen.InvokeNative(0xFCCC886EDE3C63EC, ped, p0, immediately)
```

### JavaScript

```js
HidePedWeapons(ped, p0, immediately);

// by hash
Citizen.invokeNative('0xFCCC886EDE3C63EC', ped, p0, immediately);
```

### C#

```csharp
Function.Call((Hash)0xFCCC886EDE3C63EC, ped, p0, immediately);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_HOLSTER_PED_WEAPONS](https://natives.borderlinerp.com/natives/WEAPON/_HOLSTER_PED_WEAPONS.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_HOLSTER_PED_WEAPONS

- **Hash:** `0x94A3C1B804D291EC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HolsterPedWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HOLSTER_PED_WEAPONS

## Signature

```c
void _HOLSTER_PED_WEAPONS(Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL immediately);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `immediately` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
HolsterPedWeapons(ped, p1, p2, p3, immediately)

-- always available, by hash
Citizen.InvokeNative(0x94A3C1B804D291EC, ped, p1, p2, p3, immediately)
```

### JavaScript

```js
HolsterPedWeapons(ped, p1, p2, p3, immediately);

// by hash
Citizen.invokeNative('0x94A3C1B804D291EC', ped, p1, p2, p3, immediately);
```

### C#

```csharp
Function.Call((Hash)0x94A3C1B804D291EC, ped, p1, p2, p3, immediately);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_HIDE_PED_WEAPONS](https://natives.borderlinerp.com/natives/WEAPON/_HIDE_PED_WEAPONS.md) — Unequip current weapon and set current weapon to WEAPON_UNARMED.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_AMMO_SILENT

- **Hash:** `0xD2866CBA797E872E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsAmmoSilent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_AMMO_SILENT

## Signature

```c
BOOL _IS_AMMO_SILENT(Hash ammoHash);
```

## Parameters

- `ammoHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAmmoSilent(ammoHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2866CBA797E872E, ammoHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAmmoSilent(ammoHash);

// by hash
const retval = Citizen.invokeNative('0xD2866CBA797E872E', ammoHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD2866CBA797E872E, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_AMMO_SILENT_2

- **Hash:** `0x7EFACC589B98C488`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsAmmoSilent_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_AMMO_SILENT_2

## Signature

```c
BOOL _IS_AMMO_SILENT_2(Hash ammoHash);
```

## Parameters

- `ammoHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAmmoSilent_2(ammoHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7EFACC589B98C488, ammoHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAmmoSilent_2(ammoHash);

// by hash
const retval = Citizen.invokeNative('0x7EFACC589B98C488', ammoHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x7EFACC589B98C488, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_AMMO_TYPE_VALID_FOR_WEAPON

- **Hash:** `0xC570B881754DF609`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsAmmoTypeValidForWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_AMMO_TYPE_VALID_FOR_WEAPON

## Signature

```c
BOOL _IS_AMMO_TYPE_VALID_FOR_WEAPON(Hash weaponHash, Hash ammoHash);
```

## Parameters

- `weaponHash` (`Hash`)
- `ammoHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAmmoTypeValidForWeapon(weaponHash, ammoHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC570B881754DF609, weaponHash, ammoHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAmmoTypeValidForWeapon(weaponHash, ammoHash);

// by hash
const retval = Citizen.invokeNative('0xC570B881754DF609', weaponHash, ammoHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC570B881754DF609, weaponHash, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_AMMO_VALID

- **Hash:** `0x1F7977C9101F807F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsAmmoValid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_AMMO_VALID

## Signature

```c
BOOL _IS_AMMO_VALID(Hash ammoHash);
```

## Parameters

- `ammoHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAmmoValid(ammoHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F7977C9101F807F, ammoHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAmmoValid(ammoHash);

// by hash
const retval = Citizen.invokeNative('0x1F7977C9101F807F', ammoHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F7977C9101F807F, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_PED_ARMED

- **Hash:** `0xCB690F680A3EA971`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedArmed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_PED_ARMED

## Signature

```c
BOOL IS_PED_ARMED(Ped ped, int flags);
```

## Parameters

- `ped` (`Ped`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedArmed(ped, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB690F680A3EA971, ped, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedArmed(ped, flags);

// by hash
const retval = Citizen.invokeNative('0xCB690F680A3EA971', ped, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCB690F680A3EA971, ped, flags);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_PED_CARRYING_BACKUP_WEAPON

- **Hash:** `0x486C96A0DCD2BC92`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedCarryingBackupWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_PED_CARRYING_BACKUP_WEAPON

## Signature

```c
BOOL _IS_PED_CARRYING_BACKUP_WEAPON(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the ped is carrying a backup weapon at the specified attach point. Use GET_PED_BACKUP_WEAPON to get the weapon hash.

*Source: VORPCORE RDR3natives*

true if there is a back up ped weapon get it using GET_PED_BACKUP_WEAPON

## Usage

### Lua

```lua
local retval = IsPedCarryingBackupWeapon(ped, attachPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0x486C96A0DCD2BC92, ped, attachPoint, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedCarryingBackupWeapon(ped, attachPoint);

// by hash
const retval = Citizen.invokeNative('0x486C96A0DCD2BC92', ped, attachPoint, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x486C96A0DCD2BC92, ped, attachPoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::IS_PED_CARRYING_WEAPON

- **Hash:** `0xF29A186ED428B552`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedCarryingWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_PED_CARRYING_WEAPON

## Signature

```c
BOOL IS_PED_CARRYING_WEAPON(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedCarryingWeapon(ped, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF29A186ED428B552, ped, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedCarryingWeapon(ped, weaponHash);

// by hash
const retval = Citizen.invokeNative('0xF29A186ED428B552', ped, weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF29A186ED428B552, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT

- **Hash:** `0xD2209866B0CB72EA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedCarryingWeaponSniperAtAttachPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT

## Signature

```c
BOOL _IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks whether the weapon stored/equipped at the specified ped attach point is classified as a sniper weapon.

Params:
- ped: Target ped.
- attachPoint: Attach point / weapon slot to check.

Returns:
- BOOL: True if that slot contains a sniper-class weapon.

Video:
- https://imgur.com/a/sRwan6L

*Source: VORPCORE RDR3natives*

Returns true if the ped has a sniper-type weapon equipped or stored in the specified attach point (slot).

## Usage

### Lua

```lua
local retval = IsPedCarryingWeaponSniperAtAttachPoint(ped, attachPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2209866B0CB72EA, ped, attachPoint, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedCarryingWeaponSniperAtAttachPoint(ped, attachPoint);

// by hash
const retval = Citizen.invokeNative('0xD2209866B0CB72EA', ped, attachPoint, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD2209866B0CB72EA, ped, attachPoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_IS_PED_CURRENT_WEAPON_HOLSTERED

- **Hash:** `0xBDD9C235D8D1052E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedCurrentWeaponHolstered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_PED_CURRENT_WEAPON_HOLSTERED

## Signature

```c
BOOL _IS_PED_CURRENT_WEAPON_HOLSTERED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedCurrentWeaponHolstered(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBDD9C235D8D1052E, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xBDD9C235D8D1052E', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBDD9C235D8D1052E, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_PED_HOLDING_WEAPON

- **Hash:** `0x07E1C35F0078C3F9`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedHoldingWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_PED_HOLDING_WEAPON

## Signature

```c
BOOL _IS_PED_HOLDING_WEAPON(Ped ped, Hash weapon);
```

## Parameters

- `ped` (`Ped`)
- `weapon` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Seems to return true if the passed weapon is some sort of non-lethal melee weapon.
Weapon must currently be held/equipped by the ped.

*Source: VORPCORE RDR3natives*

Returns whether the specified ped is holding a weapon with the given hash.
only these weapons below return true
 WEAPON_BOW, WEAPON_KIT_METAL_DETECTOR, WEAPON_MELEE_CLEAVER, WEAPON_MELEE_DAVY_LANTERN, WEAPON_MELEE_HATCHET, WEAPON_MELEE_HATCHET_HUNTER, WEAPON_MELEE_KNIFE_JAWBONE, WEAPON_MELEE_LANTERN WEAPON_MELEE_TORCH, WEAPON_MOONSHINEJUG_MP, WEAPON_RIFLE_BOLTACTION, WEAPON_SHOTGUN_PUMP, WEAPON_THROWN_BOLAS, WEAPON_THROWN_MOLOTOV

## Usage

### Lua

```lua
local retval = IsPedHoldingWeapon(ped, weapon)

-- always available, by hash
local retval = Citizen.InvokeNative(0x07E1C35F0078C3F9, ped, weapon, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedHoldingWeapon(ped, weapon);

// by hash
const retval = Citizen.invokeNative('0x07E1C35F0078C3F9', ped, weapon, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x07E1C35F0078C3F9, ped, weapon);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::IS_PED_WEAPON_READY_TO_SHOOT

- **Hash:** `0xB80CA294F2F26749`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedWeaponReadyToShoot`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_PED_WEAPON_READY_TO_SHOOT

## Signature

```c
BOOL IS_PED_WEAPON_READY_TO_SHOOT(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPedWeaponReadyToShoot(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB80CA294F2F26749, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xB80CA294F2F26749', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB80CA294F2F26749, ped);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_TARGET_PED_CONSTRAINED_BY_PED_USING_BOLAS

- **Hash:** `0x8D50F43298AB9545`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsTargetPedConstrainedByPedUsingBolas`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_TARGET_PED_CONSTRAINED_BY_PED_USING_BOLAS

## Signature

```c
BOOL _IS_TARGET_PED_CONSTRAINED_BY_PED_USING_BOLAS(Ped ped, Ped targetPed);
```

## Parameters

- `ped` (`Ped`)
- `targetPed` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsTargetPedConstrainedByPedUsingBolas(ped, targetPed)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8D50F43298AB9545, ped, targetPed, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsTargetPedConstrainedByPedUsingBolas(ped, targetPed);

// by hash
const retval = Citizen.invokeNative('0x8D50F43298AB9545', ped, targetPed, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8D50F43298AB9545, ped, targetPed);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_A_GUN

- **Hash:** `0x705BE297EEBDB95D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponAGun`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_A_GUN

## Signature

```c
BOOL IS_WEAPON_A_GUN(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

Returns true if CWeaponInfoFlags::Flags::Gun is set.

## Usage

### Lua

```lua
local retval = IsWeaponAGun(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x705BE297EEBDB95D, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponAGun(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x705BE297EEBDB95D', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x705BE297EEBDB95D, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_BINOCULARS

- **Hash:** `0xC853230E76A152DF`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponBinoculars`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_BINOCULARS

## Signature

```c
BOOL _IS_WEAPON_BINOCULARS(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponBinoculars(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC853230E76A152DF, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponBinoculars(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xC853230E76A152DF', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC853230E76A152DF, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_BOW

- **Hash:** `0xC4DEC3CA8C365A5D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponBow`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_BOW

## Signature

```c
BOOL IS_WEAPON_BOW(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponBow(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC4DEC3CA8C365A5D, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponBow(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xC4DEC3CA8C365A5D', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC4DEC3CA8C365A5D, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_CLOSE_RANGE

- **Hash:** `0xEA522F991E120D45`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponCloseRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_CLOSE_RANGE

## Signature

```c
BOOL _IS_WEAPON_CLOSE_RANGE(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true for lassos, melee, thrown weapons (machetes and unarmed return false)
Returns false for all guns, bows and animal weapons
_IS_WEAPON_S* - _IS_WEAPON_V*

*Source: VORPCORE RDR3natives*

_IS_WEAPON_CLOSE_RANGE?
returns true when it's lassos , melee, thrown weapons (matchetes and unarmed return false)
all guns ,bows and animal weapons return false

## Usage

### Lua

```lua
local retval = IsWeaponCloseRange(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEA522F991E120D45, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponCloseRange(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xEA522F991E120D45', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEA522F991E120D45, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_IS_WEAPON_HOLSTER_STATE_CHANGING

- **Hash:** `0x2387D6E9C6B478AA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponHolsterStateChanging`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_HOLSTER_STATE_CHANGING

## Signature

```c
BOOL _IS_WEAPON_HOLSTER_STATE_CHANGING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if the ped is currently holstering or unholstering a weapon

## Usage

### Lua

```lua
local retval = IsWeaponHolsterStateChanging(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2387D6E9C6B478AA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x2387D6E9C6B478AA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2387D6E9C6B478AA, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_KIT

- **Hash:** `0x6ABAD7B0A854F8FB`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponKit`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_KIT

## Signature

```c
BOOL _IS_WEAPON_KIT(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

Returns true when the weapon passed is either a lasso, the camera or the binoculars
_IS_WEAPON_M* - _IS_WEAPON_P*

## Usage

### Lua

```lua
local retval = IsWeaponKit(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6ABAD7B0A854F8FB, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponKit(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x6ABAD7B0A854F8FB', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6ABAD7B0A854F8FB, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_KIT_2

- **Hash:** `0x49E40483948AF062`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponKit_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_KIT_2

## Signature

```c
BOOL _IS_WEAPON_KIT_2(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

Returns true when the weapon passed is either the fishingrod, a lasso, the camera or the binoculars
_IS_WEAPON_M* - _IS_WEAPON_P*

## Usage

### Lua

```lua
local retval = IsWeaponKit_2(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49E40483948AF062, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponKit_2(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x49E40483948AF062', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x49E40483948AF062, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_KNIFE

- **Hash:** `0x792E3EF76C911959`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponKnife`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_KNIFE

## Signature

```c
BOOL _IS_WEAPON_KNIFE(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponKnife(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x792E3EF76C911959, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponKnife(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x792E3EF76C911959', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x792E3EF76C911959, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_LANTERN

- **Hash:** `0x79407D33328286C6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponLantern`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_LANTERN

## Signature

```c
BOOL _IS_WEAPON_LANTERN(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponLantern(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79407D33328286C6, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponLantern(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x79407D33328286C6', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x79407D33328286C6, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_LASSO

- **Hash:** `0x6E4E1A82081EABED`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponLasso`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_LASSO

## Signature

```c
BOOL _IS_WEAPON_LASSO(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponLasso(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6E4E1A82081EABED, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponLasso(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x6E4E1A82081EABED', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6E4E1A82081EABED, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_MELEE_WEAPON

- **Hash:** `0x959383DCD42040DA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponMeleeWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_MELEE_WEAPON

## Signature

```c
BOOL IS_WEAPON_MELEE_WEAPON(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponMeleeWeapon(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x959383DCD42040DA, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponMeleeWeapon(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x959383DCD42040DA', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x959383DCD42040DA, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_ONE_HANDED

- **Hash:** `0xD955FEE4B87AFA07`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponOneHanded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_ONE_HANDED

## Signature

```c
BOOL _IS_WEAPON_ONE_HANDED(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponOneHanded(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD955FEE4B87AFA07, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponOneHanded(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xD955FEE4B87AFA07', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD955FEE4B87AFA07, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_PISTOL

- **Hash:** `0xDDC64F5E31EEDAB6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponPistol`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_PISTOL

## Signature

```c
BOOL IS_WEAPON_PISTOL(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponPistol(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDC64F5E31EEDAB6, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponPistol(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xDDC64F5E31EEDAB6', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDDC64F5E31EEDAB6, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_REPEATER

- **Hash:** `0xDDB2578E95EF7138`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponRepeater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_REPEATER

## Signature

```c
BOOL IS_WEAPON_REPEATER(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponRepeater(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDB2578E95EF7138, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponRepeater(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xDDB2578E95EF7138', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDDB2578E95EF7138, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_REVOLVER

- **Hash:** `0xC212F1D05A8232BB`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponRevolver`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_REVOLVER

## Signature

```c
BOOL IS_WEAPON_REVOLVER(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponRevolver(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC212F1D05A8232BB, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponRevolver(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xC212F1D05A8232BB', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC212F1D05A8232BB, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_RIFLE

- **Hash:** `0x0A82317B7EBFC420`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponRifle`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_RIFLE

## Signature

```c
BOOL IS_WEAPON_RIFLE(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponRifle(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0A82317B7EBFC420, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponRifle(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x0A82317B7EBFC420', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0A82317B7EBFC420, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_SHOTGUN

- **Hash:** `0xC75386174ECE95D5`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponShotgun`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_SHOTGUN

## Signature

```c
BOOL IS_WEAPON_SHOTGUN(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponShotgun(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC75386174ECE95D5, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponShotgun(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xC75386174ECE95D5', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC75386174ECE95D5, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_SILENT

- **Hash:** `0x5809DBCA0A37C82B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponSilent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_SILENT

## Signature

```c
BOOL _IS_WEAPON_SILENT(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponSilent(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5809DBCA0A37C82B, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponSilent(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x5809DBCA0A37C82B', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5809DBCA0A37C82B, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_SNIPER

- **Hash:** `0x6AD66548840472E5`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponSniper`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_SNIPER

## Signature

```c
BOOL _IS_WEAPON_SNIPER(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponSniper(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6AD66548840472E5, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponSniper(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x6AD66548840472E5', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6AD66548840472E5, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_THROWABLE

- **Hash:** `0x30E7C16B12DA8211`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponThrowable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_THROWABLE

## Signature

```c
BOOL _IS_WEAPON_THROWABLE(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponThrowable(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30E7C16B12DA8211, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponThrowable(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x30E7C16B12DA8211', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x30E7C16B12DA8211, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_TORCH

- **Hash:** `0x506F1DE1BFC75304`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponTorch`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_TORCH

## Signature

```c
BOOL _IS_WEAPON_TORCH(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponTorch(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x506F1DE1BFC75304, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponTorch(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x506F1DE1BFC75304', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x506F1DE1BFC75304, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_IS_WEAPON_TWO_HANDED

- **Hash:** `0x0556E9D2ECF39D01`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponTwoHanded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_TWO_HANDED

## Signature

```c
BOOL _IS_WEAPON_TWO_HANDED(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponTwoHanded(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0556E9D2ECF39D01, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponTwoHanded(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x0556E9D2ECF39D01', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0556E9D2ECF39D01, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::IS_WEAPON_VALID

- **Hash:** `0x937C71165CF334B3`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponValid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/IS_WEAPON_VALID

## Signature

```c
BOOL IS_WEAPON_VALID(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsWeaponValid(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x937C71165CF334B3, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponValid(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x937C71165CF334B3', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x937C71165CF334B3, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_LISTEN_PROJECTILE_HIT_EVENTS

- **Hash:** `0xDA5D3F2C6DD5B5D4`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `ListenProjectileHitEvents`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_LISTEN_PROJECTILE_HIT_EVENTS

## Signature

```c
void _LISTEN_PROJECTILE_HIT_EVENTS(BOOL listen);
```

## Parameters

- `listen` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
ListenProjectileHitEvents(listen)

-- always available, by hash
Citizen.InvokeNative(0xDA5D3F2C6DD5B5D4, listen)
```

### JavaScript

```js
ListenProjectileHitEvents(listen);

// by hash
Citizen.invokeNative('0xDA5D3F2C6DD5B5D4', listen);
```

### C#

```csharp
Function.Call((Hash)0xDA5D3F2C6DD5B5D4, listen);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::MAKE_PED_DROP_WEAPON

- **Hash:** `0xCEF4C65DE502D367`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `MakePedDropWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/MAKE_PED_DROP_WEAPON

## Signature

```c
Entity MAKE_PED_DROP_WEAPON(Ped ped, BOOL p1, int attachPoint, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `attachPoint` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`Entity`

## Description

Old name: _DROP_CURRENT_PED_WEAPON

## Usage

### Lua

```lua
local retval = MakePedDropWeapon(ped, p1, attachPoint, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCEF4C65DE502D367, ped, p1, attachPoint, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = MakePedDropWeapon(ped, p1, attachPoint, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xCEF4C65DE502D367', ped, p1, attachPoint, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCEF4C65DE502D367, ped, p1, attachPoint, p3, p4);
```

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_MAKE_PED_RELOAD

- **Hash:** `0x79E1E511FF7EFB13`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `MakePedReload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_MAKE_PED_RELOAD

## Signature

```c
Any _MAKE_PED_RELOAD(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

only works if there is ammo in the reserve, can reload while sprinting/walking/running

## Usage

### Lua

```lua
local retval = MakePedReload(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79E1E511FF7EFB13, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x79E1E511FF7EFB13', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x79E1E511FF7EFB13, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_REFILL_AMMO_IN_CLIP

- **Hash:** `0xDF4A3404D022ADDE`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RefillAmmoInClip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REFILL_AMMO_IN_CLIP

## Signature

```c
Any _REFILL_AMMO_IN_CLIP(Ped ped, Any* clipInventoryUid, int p2);
```

## Parameters

- `ped` (`Ped`)
- `clipInventoryUid` (`Any*`)
- `p2` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, clipInventoryUid = RefillAmmoInClip(ped, p2)

-- always available, by hash
local retval, clipInventoryUid = Citizen.InvokeNative(0xDF4A3404D022ADDE, ped, Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, clipInventoryUid] = RefillAmmoInClip(ped, p2);

// by hash
const [retval, clipInventoryUid] = Citizen.invokeNative('0xDF4A3404D022ADDE', ped, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var clipInventoryUid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xDF4A3404D022ADDE, ped, clipInventoryUid, p2);
// clipInventoryUid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::GET_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/GET_AMMO_IN_CLIP.md)
- [WEAPON::SET_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/SET_AMMO_IN_CLIP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REFILL_AMMO_IN_CURRENT_PED_WEAPON

- **Hash:** `0x0A2AB7B7ABC055F4`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RefillAmmoInCurrentPedWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REFILL_AMMO_IN_CURRENT_PED_WEAPON

## Signature

```c
Any _REFILL_AMMO_IN_CURRENT_PED_WEAPON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = RefillAmmoInCurrentPedWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0A2AB7B7ABC055F4, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0A2AB7B7ABC055F4', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0A2AB7B7ABC055F4, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REGISTER_WEAPON_OBJECT_FOR_IGNITION

- **Hash:** `0x74C90AAACC1DD48F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RegisterWeaponObjectForIgnition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REGISTER_WEAPON_OBJECT_FOR_IGNITION

## Signature

```c
void _REGISTER_WEAPON_OBJECT_FOR_IGNITION(Entity weaponObject);
```

## Parameters

- `weaponObject` (`Entity`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).

Parameters:
- weaponObject: Weapon OBJECT entity (e.g., from CREATE_WEAPON_OBJECT).

Notes:
- Does not ignite instantly; it only enables ignition/fuse handling on the object.

*Source: VORPCORE RDR3natives*

Marks a created weapon object (e.g., a dynamite weapon object) as ignitable so it can be lit and detonate.
Use this after CreateWeaponObject for thrown explosives to enable fuse/ignition behavior.
weaponObject: Weapon object entity created via CreateWeaponObject (e.g., WEAPON_THROWN_DYNAMITE)

## Usage

### Lua

```lua
RegisterWeaponObjectForIgnition(weaponObject)

-- always available, by hash
Citizen.InvokeNative(0x74C90AAACC1DD48F, weaponObject)
```

### JavaScript

```js
RegisterWeaponObjectForIgnition(weaponObject);

// by hash
Citizen.invokeNative('0x74C90AAACC1DD48F', weaponObject);
```

### C#

```csharp
Function.Call((Hash)0x74C90AAACC1DD48F, weaponObject);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_REMOVE_ALL_PED_AMMO

- **Hash:** `0x1B83C0DEEBCBB214`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveAllPedAmmo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_ALL_PED_AMMO

## Signature

```c
void _REMOVE_ALL_PED_AMMO(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAllPedAmmo(ped)

-- always available, by hash
Citizen.InvokeNative(0x1B83C0DEEBCBB214, ped)
```

### JavaScript

```js
RemoveAllPedAmmo(ped);

// by hash
Citizen.invokeNative('0x1B83C0DEEBCBB214', ped);
```

### C#

```csharp
Function.Call((Hash)0x1B83C0DEEBCBB214, ped);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::REMOVE_ALL_PED_WEAPONS

- **Hash:** `0xF25DF915FA38C5F3`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveAllPedWeapons`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/REMOVE_ALL_PED_WEAPONS

## Signature

```c
void REMOVE_ALL_PED_WEAPONS(Ped ped, BOOL p1, BOOL p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveAllPedWeapons(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xF25DF915FA38C5F3, ped, p1, p2)
```

### JavaScript

```js
RemoveAllPedWeapons(ped, p1, p2);

// by hash
Citizen.invokeNative('0xF25DF915FA38C5F3', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xF25DF915FA38C5F3, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REMOVE_AMMO_FROM_PED

- **Hash:** `0xF4823C813CB8277D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveAmmoFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_AMMO_FROM_PED

## Signature

```c
void _REMOVE_AMMO_FROM_PED(Ped ped, Hash weaponHash, int amount, Hash removeReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `amount` (`int`)
- `removeReason` (`Hash`)

## Returns

`void`

## Description

removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1

removeReason: see REMOVE_WEAPON_FROM_PED

## Usage

### Lua

```lua
RemoveAmmoFromPed(ped, weaponHash, amount, removeReason)

-- always available, by hash
Citizen.InvokeNative(0xF4823C813CB8277D, ped, weaponHash, amount, removeReason)
```

### JavaScript

```js
RemoveAmmoFromPed(ped, weaponHash, amount, removeReason);

// by hash
Citizen.invokeNative('0xF4823C813CB8277D', ped, weaponHash, amount, removeReason);
```

### C#

```csharp
Function.Call((Hash)0xF4823C813CB8277D, ped, weaponHash, amount, removeReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REMOVE_AMMO_FROM_PED_BY_TYPE

- **Hash:** `0xB6CFEC32E3742779`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveAmmoFromPedByType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_AMMO_FROM_PED_BY_TYPE

## Signature

```c
void _REMOVE_AMMO_FROM_PED_BY_TYPE(Ped ped, Hash ammoHash, int amount, Hash removeReason);
```

## Parameters

- `ped` (`Ped`)
- `ammoHash` (`Hash`)
- `amount` (`int`)
- `removeReason` (`Hash`)

## Returns

`void`

## Description

removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1

removeReason: see REMOVE_WEAPON_FROM_PED

## Usage

### Lua

```lua
RemoveAmmoFromPedByType(ped, ammoHash, amount, removeReason)

-- always available, by hash
Citizen.InvokeNative(0xB6CFEC32E3742779, ped, ammoHash, amount, removeReason)
```

### JavaScript

```js
RemoveAmmoFromPedByType(ped, ammoHash, amount, removeReason);

// by hash
Citizen.invokeNative('0xB6CFEC32E3742779', ped, ammoHash, amount, removeReason);
```

### C#

```csharp
Function.Call((Hash)0xB6CFEC32E3742779, ped, ammoHash, amount, removeReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REMOVE_WEAPON_ASSET

- **Hash:** `0xC3896D03E2852236`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_ASSET

## Signature

```c
void _REMOVE_WEAPON_ASSET(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveWeaponAsset(weaponHash)

-- always available, by hash
Citizen.InvokeNative(0xC3896D03E2852236, weaponHash)
```

### JavaScript

```js
RemoveWeaponAsset(weaponHash);

// by hash
Citizen.invokeNative('0xC3896D03E2852236', weaponHash);
```

### C#

```csharp
Function.Call((Hash)0xC3896D03E2852236, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_REQUEST_WEAPON_ASSET](https://natives.borderlinerp.com/natives/WEAPON/_REQUEST_WEAPON_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REMOVE_WEAPON_COMPONENT_FROM_PED

- **Hash:** `0x19F70C4D80494FF8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponComponentFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_COMPONENT_FROM_PED

## Signature

```c
void _REMOVE_WEAPON_COMPONENT_FROM_PED(Ped ped, Hash componentHash, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveWeaponComponentFromPed(ped, componentHash, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x19F70C4D80494FF8, ped, componentHash, weaponHash)
```

### JavaScript

```js
RemoveWeaponComponentFromPed(ped, componentHash, weaponHash);

// by hash
Citizen.invokeNative('0x19F70C4D80494FF8', ped, componentHash, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x19F70C4D80494FF8, ped, componentHash, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT

- **Hash:** `0xF7D82B0D66777611`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponComponentFromWeaponObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT

## Signature

```c
void REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT(Object weaponObject, Hash component);
```

## Parameters

- `weaponObject` (`Object`)
- `component` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveWeaponComponentFromWeaponObject(weaponObject, component)

-- always available, by hash
Citizen.InvokeNative(0xF7D82B0D66777611, weaponObject, component)
```

### JavaScript

```js
RemoveWeaponComponentFromWeaponObject(weaponObject, component);

// by hash
Citizen.invokeNative('0xF7D82B0D66777611', weaponObject, component);
```

### C#

```csharp
Function.Call((Hash)0xF7D82B0D66777611, weaponObject, component);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::REMOVE_WEAPON_FROM_PED

- **Hash:** `0x4899CB088EDF59B8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponFromPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/REMOVE_WEAPON_FROM_PED

## Signature

```c
void REMOVE_WEAPON_FROM_PED(Ped ped, Hash weaponHash, BOOL p2, Hash removeReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `p2` (`BOOL`)
- `removeReason` (`Hash`)

## Returns

`void`

## Description

removeReason:
enum eRemoveItemReason : Hash
{
	REMOVE_REASON_CLIENT_PURGED = 0x4A4E94DC,
	REMOVE_REASON_COALESCE = 0x2ABE393E,
	REMOVE_REASON_DEBUG = 0xA07362E6,
	REMOVE_REASON_DEFAULT = 0xF77DE93D,
	REMOVE_REASON_DELETE_CHARACTER = 0x20AFBDE9,
	REMOVE_REASON_DROPPED = 0xEC7FB5D5,
	REMOVE_REASON_DUPLICATE = 0x19047132,
	REMOVE_REASON_GIFTED_INCORRECTLY = 0x9C4E3829,
	REMOVE_REASON_GIVEN = 0xAD5377D4,
	REMOVE_REASON_INSUFFICIENT_INVENTORY = 0x518D1AAE,
	REMOVE_REASON_ITEM_DOES_NOT_EXIST = 0xEAD5D889,
	REMOVE_REASON_LOADOUT = 0x1B94E3BA,
	REMOVE_REASON_SET_AMOUNT = 0x19D5CFA5,
	REMOVE_REASON_SOLD = 0x76C4B482,
	REMOVE_REASON_USED = 0x2188E0A3,
	REMOVE_REASON_USE_FAILED = 0x671F9EAD
};

## Usage

### Lua

```lua
RemoveWeaponFromPed(ped, weaponHash, p2, removeReason)

-- always available, by hash
Citizen.InvokeNative(0x4899CB088EDF59B8, ped, weaponHash, p2, removeReason)
```

### JavaScript

```js
RemoveWeaponFromPed(ped, weaponHash, p2, removeReason);

// by hash
Citizen.invokeNative('0x4899CB088EDF59B8', ped, weaponHash, p2, removeReason);
```

### C#

```csharp
Function.Call((Hash)0x4899CB088EDF59B8, ped, weaponHash, p2, removeReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REMOVE_WEAPON_FROM_PED_BY_GUID

- **Hash:** `0x51C3B71591811485`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponFromPedByGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_FROM_PED_BY_GUID

## Signature

```c
void _REMOVE_WEAPON_FROM_PED_BY_GUID(Ped ped, Any* weaponGuid, Hash removeReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponGuid` (`Any*`)
- `removeReason` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
local weaponGuid = RemoveWeaponFromPedByGuid(ped, removeReason)

-- always available, by hash
local weaponGuid = Citizen.InvokeNative(0x51C3B71591811485, ped, Citizen.PointerValueInt(), removeReason)
```

### JavaScript

```js
const weaponGuid = RemoveWeaponFromPedByGuid(ped, removeReason);

// by hash
const weaponGuid = Citizen.invokeNative('0x51C3B71591811485', ped, Citizen.pointerValueInt(), removeReason);
```

### C#

```csharp
var weaponGuid = new OutputArgument();
Function.Call((Hash)0x51C3B71591811485, ped, weaponGuid, removeReason);
// weaponGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_REQUEST_WEAPON_ASSET

- **Hash:** `0x72D4CB5DB927009C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RequestWeaponAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REQUEST_WEAPON_ASSET

## Signature

```c
void _REQUEST_WEAPON_ASSET(Hash weaponHash, int p1, BOOL p2);
```

## Parameters

- `weaponHash` (`Hash`)
- `p1` (`int`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RequestWeaponAsset(weaponHash, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x72D4CB5DB927009C, weaponHash, p1, p2)
```

### JavaScript

```js
RequestWeaponAsset(weaponHash, p1, p2);

// by hash
Citizen.invokeNative('0x72D4CB5DB927009C', weaponHash, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x72D4CB5DB927009C, weaponHash, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_REMOVE_WEAPON_ASSET](https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SEND_WEAPON_TO_INVENTORY

- **Hash:** `0xE9BD19F8121ADE3E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SendWeaponToInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SEND_WEAPON_TO_INVENTORY

## Signature

```c
void _SEND_WEAPON_TO_INVENTORY(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Description

Appears to just send specified weapon to your horse holster without having to be close
However, the weapon is not visible on the horse holster, but you can reach the weapon on the weapon wheel

## Usage

### Lua

```lua
SendWeaponToInventory(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0xE9BD19F8121ADE3E, ped, weaponHash)
```

### JavaScript

```js
SendWeaponToInventory(ped, weaponHash);

// by hash
Citizen.invokeNative('0xE9BD19F8121ADE3E', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0xE9BD19F8121ADE3E, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL

- **Hash:** `0xCBCFFF805F1B4596`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetActiveGunSpinningEquipKitEmoteTwirl`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL

## Signature

```c
void _SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL(Ped ped, Hash emote);
```

## Parameters

- `ped` (`Ped`)
- `emote` (`Hash`)

## Returns

`void`

## Description

emote hashes: KIT_EMOTE_TWIRL_GUN, KIT_EMOTE_TWIRL_GUN_LEFT_HOLSTER, KIT_EMOTE_TWIRL_GUN_DUAL, 0 (to unequip)

## Usage

### Lua

```lua
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote)

-- always available, by hash
Citizen.InvokeNative(0xCBCFFF805F1B4596, ped, emote)
```

### JavaScript

```js
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote);

// by hash
Citizen.invokeNative('0xCBCFFF805F1B4596', ped, emote);
```

### C#

```csharp
Function.Call((Hash)0xCBCFFF805F1B4596, ped, emote);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_ACTIVE_GUN_SPINNING_KIT_EMOTE_TWIRL

- **Hash:** `0x01F661BB9C71B465`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetActiveGunSpinningKitEmoteTwirl`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_ACTIVE_GUN_SPINNING_KIT_EMOTE_TWIRL

## Signature

```c
void _SET_ACTIVE_GUN_SPINNING_KIT_EMOTE_TWIRL(Ped ped, int weaponEmoteTrickType, Hash spin);
```

## Parameters

- `ped` (`Ped`)
- `weaponEmoteTrickType` (`int`)
- `spin` (`Hash`)

## Returns

`void`

## Description

spinHash can be -1, 0 to disable

## Usage

### Lua

```lua
SetActiveGunSpinningKitEmoteTwirl(ped, weaponEmoteTrickType, spin)

-- always available, by hash
Citizen.InvokeNative(0x01F661BB9C71B465, ped, weaponEmoteTrickType, spin)
```

### JavaScript

```js
SetActiveGunSpinningKitEmoteTwirl(ped, weaponEmoteTrickType, spin);

// by hash
Citizen.invokeNative('0x01F661BB9C71B465', ped, weaponEmoteTrickType, spin);
```

### C#

```csharp
Function.Call((Hash)0x01F661BB9C71B465, ped, weaponEmoteTrickType, spin);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_ALLOW_ANY_WEAPON_DROP

- **Hash:** `0x78030C7867D8B9B6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetAllowAnyWeaponDrop`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_ALLOW_ANY_WEAPON_DROP

## Signature

```c
void SET_ALLOW_ANY_WEAPON_DROP(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllowAnyWeaponDrop(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x78030C7867D8B9B6, ped, toggle)
```

### JavaScript

```js
SetAllowAnyWeaponDrop(ped, toggle);

// by hash
Citizen.invokeNative('0x78030C7867D8B9B6', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x78030C7867D8B9B6, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_ALLOW_DUAL_WIELD

- **Hash:** `0x83B8D50EB9446BBA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetAllowDualWield`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_ALLOW_DUAL_WIELD

## Signature

```c
void _SET_ALLOW_DUAL_WIELD(Ped ped, BOOL allow);
```

## Parameters

- `ped` (`Ped`)
- `allow` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetAllowDualWield(ped, allow)

-- always available, by hash
Citizen.InvokeNative(0x83B8D50EB9446BBA, ped, allow)
```

### JavaScript

```js
SetAllowDualWield(ped, allow);

// by hash
Citizen.invokeNative('0x83B8D50EB9446BBA', ped, allow);
```

### C#

```csharp
Function.Call((Hash)0x83B8D50EB9446BBA, ped, allow);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::GET_ALLOW_DUAL_WIELD](https://natives.borderlinerp.com/natives/WEAPON/GET_ALLOW_DUAL_WIELD.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_AMMO_IN_CLIP

- **Hash:** `0xDCD2A934D65CB497`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetAmmoInClip`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_AMMO_IN_CLIP

## Signature

```c
BOOL SET_AMMO_IN_CLIP(Ped ped, Hash weaponHash, int ammo);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammo` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetAmmoInClip(ped, weaponHash, ammo)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCD2A934D65CB497, ped, weaponHash, ammo, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetAmmoInClip(ped, weaponHash, ammo);

// by hash
const retval = Citizen.invokeNative('0xDCD2A934D65CB497', ped, weaponHash, ammo, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCD2A934D65CB497, ped, weaponHash, ammo);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [WEAPON::GET_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/GET_AMMO_IN_CLIP.md)
- [WEAPON::_REFILL_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/_REFILL_AMMO_IN_CLIP.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_AMMO_IN_TURRET

- **Hash:** `0xBDDA0C290C228159`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetAmmoInTurret`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_AMMO_IN_TURRET

## Signature

```c
void _SET_AMMO_IN_TURRET(Vehicle vehicle, Hash turretHash, int ammo);
```

## Parameters

- `vehicle` (`Vehicle`)
- `turretHash` (`Hash`)
- `ammo` (`int`)

## Returns

`void`

## Description

turretHash: WEAPON_TURRET_MAXIUM, WEAPON_TURRET_GATLING, WEAPON_TURRET_CANNON, WEAPON_TURRET_REVOLVING_CANNON

## Usage

### Lua

```lua
SetAmmoInTurret(vehicle, turretHash, ammo)

-- always available, by hash
Citizen.InvokeNative(0xBDDA0C290C228159, vehicle, turretHash, ammo)
```

### JavaScript

```js
SetAmmoInTurret(vehicle, turretHash, ammo);

// by hash
Citizen.invokeNative('0xBDDA0C290C228159', vehicle, turretHash, ammo);
```

### C#

```csharp
Function.Call((Hash)0xBDDA0C290C228159, vehicle, turretHash, ammo);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_AMMO_TYPE_FOR_PED_WEAPON

- **Hash:** `0xCC9C4393523833E2`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetAmmoTypeForPedWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_AMMO_TYPE_FOR_PED_WEAPON

## Signature

```c
void _SET_AMMO_TYPE_FOR_PED_WEAPON(Ped ped, Hash weaponHash, Hash ammoHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetAmmoTypeForPedWeapon(ped, weaponHash, ammoHash)

-- always available, by hash
Citizen.InvokeNative(0xCC9C4393523833E2, ped, weaponHash, ammoHash)
```

### JavaScript

```js
SetAmmoTypeForPedWeapon(ped, weaponHash, ammoHash);

// by hash
Citizen.invokeNative('0xCC9C4393523833E2', ped, weaponHash, ammoHash);
```

### C#

```csharp
Function.Call((Hash)0xCC9C4393523833E2, ped, weaponHash, ammoHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_DISABLE_AMMO_TYPE_FOR_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_AMMO_TYPE_FOR_PED_WEAPON.md)
- [WEAPON::_ENABLE_AMMO_TYPE_FOR_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_AMMO_TYPE_FOR_PED_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_AMMO_TYPE_FOR_PED_WEAPON_INVENTORY

- **Hash:** `0xEBE46B501BC3FBCF`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetAmmoTypeForPedWeaponInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_AMMO_TYPE_FOR_PED_WEAPON_INVENTORY

## Signature

```c
void _SET_AMMO_TYPE_FOR_PED_WEAPON_INVENTORY(Ped ped, Any* weaponInventoryUid, Hash ammoHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponInventoryUid` (`Any*`)
- `ammoHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
local weaponInventoryUid = SetAmmoTypeForPedWeaponInventory(ped, ammoHash)

-- always available, by hash
local weaponInventoryUid = Citizen.InvokeNative(0xEBE46B501BC3FBCF, ped, Citizen.PointerValueInt(), ammoHash)
```

### JavaScript

```js
const weaponInventoryUid = SetAmmoTypeForPedWeaponInventory(ped, ammoHash);

// by hash
const weaponInventoryUid = Citizen.invokeNative('0xEBE46B501BC3FBCF', ped, Citizen.pointerValueInt(), ammoHash);
```

### C#

```csharp
var weaponInventoryUid = new OutputArgument();
Function.Call((Hash)0xEBE46B501BC3FBCF, ped, weaponInventoryUid, ammoHash);
// weaponInventoryUid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_ARROW_TRAIL_FX

- **Hash:** `0x2EBF70E1D8C06683`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetArrowTrailFx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_ARROW_TRAIL_FX

## Signature

```c
void _SET_ARROW_TRAIL_FX(Ped ped, Hash trailHash);
```

## Parameters

- `ped` (`Ped`)
- `trailHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the arrow trail FX preset for arrows fired from a bow by this ped (applies to arrows fired after the call).
trailHash: 658521773 is used by R* to enable a sparkly trail in some MP modes and to restore default via -1199552854.
Visual-only; does not change ammo/damage.

*Source: VORPCORE RDR3natives*

Sets the visual trail FX for arrows fired from a Bow by the given ped

## Usage

### Lua

```lua
SetArrowTrailFx(ped, trailHash)

-- always available, by hash
Citizen.InvokeNative(0x2EBF70E1D8C06683, ped, trailHash)
```

### JavaScript

```js
SetArrowTrailFx(ped, trailHash);

// by hash
Citizen.invokeNative('0x2EBF70E1D8C06683', ped, trailHash);
```

### C#

```csharp
Function.Call((Hash)0x2EBF70E1D8C06683, ped, trailHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::SET_CURRENT_PED_VEHICLE_WEAPON

- **Hash:** `0x75C55983C2C39DAA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetCurrentPedVehicleWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_CURRENT_PED_VEHICLE_WEAPON

## Signature

```c
BOOL SET_CURRENT_PED_VEHICLE_WEAPON(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetCurrentPedVehicleWeapon(ped, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x75C55983C2C39DAA, ped, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetCurrentPedVehicleWeapon(ped, weaponHash);

// by hash
const retval = Citizen.invokeNative('0x75C55983C2C39DAA', ped, weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x75C55983C2C39DAA, ped, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [WEAPON::GET_CURRENT_PED_VEHICLE_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/GET_CURRENT_PED_VEHICLE_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_CURRENT_PED_WEAPON

- **Hash:** `0xADF692B254977C0C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetCurrentPedWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_CURRENT_PED_WEAPON

## Signature

```c
void SET_CURRENT_PED_WEAPON(Ped ped, Hash weaponHash, BOOL equipNow, int attachPoint, BOOL p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `equipNow` (`BOOL`)
- `attachPoint` (`int`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

attachPoint:
enum eWeaponAttachPoint
{
	WEAPON_ATTACH_POINT_INVALID = -1,
	WEAPON_ATTACH_POINT_HAND_PRIMARY = 0,
	WEAPON_ATTACH_POINT_HAND_SECONDARY = 1,
	WEAPON_ATTACH_POINT_PISTOL_R = 2,
	MAX_HAND_WEAPON_ATTACH_POINTS = 2,
	WEAPON_ATTACH_POINT_PISTOL_L = 3,
	WEAPON_ATTACH_POINT_KNIFE = 4,
	WEAPON_ATTACH_POINT_LASSO = 5,
	WEAPON_ATTACH_POINT_THROWER = 6,
	WEAPON_ATTACH_POINT_BOW = 7,
	WEAPON_ATTACH_POINT_BOW_ALTERNATE = 8,
	WEAPON_ATTACH_POINT_RIFLE = 9,
	WEAPON_ATTACH_POINT_RIFLE_ALTERNATE = 10,
	WEAPON_ATTACH_POINT_LANTERN = 11,
	WEAPON_ATTACH_POINT_TEMP_LANTERN = 12,
	WEAPON_ATTACH_POINT_MELEE = 13,
	MAX_SYNCED_WEAPON_ATTACH_POINTS = 13,
	WEAPON_ATTACH_POINT_HIP = 14,
	WEAPON_ATTACH_POINT_BOOT = 15,
	WEAPON_ATTACH_POINT_BACK = 16,
	WEAPON_ATTACH_POINT_FRONT = 17,
	WEAPON_ATTACH_POINT_SHOULDERSLING = 18,
	WEAPON_ATTACH_POINT_LEFTBREAST = 19,
	WEAPON_ATTACH_POINT_RIGHTBREAST = 20,
	WEAPON_ATTACH_POINT_LEFTARMPIT = 21,
	WEAPON_ATTACH_POINT_RIGHTARMPIT = 22,
	WEAPON_ATTACH_POINT_LEFTARMPIT_RIFLE = 23,
	WEAPON_ATTACH_POINT_SATCHEL = 24,
	WEAPON_ATTACH_POINT_LEFTARMPIT_BOW = 25,
	WEAPON_ATTACH_POINT_RIGHT_HAND_EXTRA = 26,
	WEAPON_ATTACH_POINT_LEFT_HAND_EXTRA = 27,
	WEAPON_ATTACH_POINT_RIGHT_HAND_AUX = 28,
	MAX_WEAPON_ATTACH_POINTS = 29
};

## Usage

### Lua

```lua
SetCurrentPedWeapon(ped, weaponHash, equipNow, attachPoint, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xADF692B254977C0C, ped, weaponHash, equipNow, attachPoint, p4, p5)
```

### JavaScript

```js
SetCurrentPedWeapon(ped, weaponHash, equipNow, attachPoint, p4, p5);

// by hash
Citizen.invokeNative('0xADF692B254977C0C', ped, weaponHash, equipNow, attachPoint, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0xADF692B254977C0C, ped, weaponHash, equipNow, attachPoint, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

## See also

- [WEAPON::GET_CURRENT_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/GET_CURRENT_PED_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_CURRENT_PED_WEAPON_BY_GUID

- **Hash:** `0x12FB95FE3D579238`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetCurrentPedWeaponByGuid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_CURRENT_PED_WEAPON_BY_GUID

## Signature

```c
void SET_CURRENT_PED_WEAPON_BY_GUID(Ped ped, Any* weaponUid, BOOL p2, BOOL p3, BOOL p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `weaponUid` (`Any*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

Equips a weapon from a weaponItem, similar to GIVE_WEAPON_TO_PED

## Usage

### Lua

```lua
local weaponUid = SetCurrentPedWeaponByGuid(ped, p2, p3, p4, p5)

-- always available, by hash
local weaponUid = Citizen.InvokeNative(0x12FB95FE3D579238, ped, Citizen.PointerValueInt(), p2, p3, p4, p5)
```

### JavaScript

```js
const weaponUid = SetCurrentPedWeaponByGuid(ped, p2, p3, p4, p5);

// by hash
const weaponUid = Citizen.invokeNative('0x12FB95FE3D579238', ped, Citizen.pointerValueInt(), p2, p3, p4, p5);
```

### C#

```csharp
var weaponUid = new OutputArgument();
Function.Call((Hash)0x12FB95FE3D579238, ped, weaponUid, p2, p3, p4, p5);
// weaponUid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_FORCE_AUTO_EQUIP

- **Hash:** `0xBE711B14A159E84F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetForceAutoEquip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_FORCE_AUTO_EQUIP

## Signature

```c
void _SET_FORCE_AUTO_EQUIP(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceAutoEquip(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xBE711B14A159E84F, ped, toggle)
```

### JavaScript

```js
SetForceAutoEquip(ped, toggle);

// by hash
Citizen.invokeNative('0xBE711B14A159E84F', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xBE711B14A159E84F, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE

- **Hash:** `0x5230D3F6EE56CFE6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetForceCurrentWeaponIntoCockedState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE

## Signature

```c
void _SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceCurrentWeaponIntoCockedState(ped, attachPoint)

-- always available, by hash
Citizen.InvokeNative(0x5230D3F6EE56CFE6, ped, attachPoint)
```

### JavaScript

```js
SetForceCurrentWeaponIntoCockedState(ped, attachPoint);

// by hash
Citizen.invokeNative('0x5230D3F6EE56CFE6', ped, attachPoint);
```

### C#

```csharp
Function.Call((Hash)0x5230D3F6EE56CFE6, ped, attachPoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_GUN_SPINNING_INVENTORY_SLOT_ID_ACTIVATE

- **Hash:** `0x408CF580C5E96D49`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetGunSpinningInventorySlotIdActivate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_GUN_SPINNING_INVENTORY_SLOT_ID_ACTIVATE

## Signature

```c
void _SET_GUN_SPINNING_INVENTORY_SLOT_ID_ACTIVATE(Ped ped, int emoteType);
```

## Parameters

- `ped` (`Ped`)
- `emoteType` (`int`)

## Returns

`void`

## Description

_STOP_* - _TEST_*

## Usage

### Lua

```lua
SetGunSpinningInventorySlotIdActivate(ped, emoteType)

-- always available, by hash
Citizen.InvokeNative(0x408CF580C5E96D49, ped, emoteType)
```

### JavaScript

```js
SetGunSpinningInventorySlotIdActivate(ped, emoteType);

// by hash
Citizen.invokeNative('0x408CF580C5E96D49', ped, emoteType);
```

### C#

```csharp
Function.Call((Hash)0x408CF580C5E96D49, ped, emoteType);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_INSTANTLY_EQUIP_WEAPON_PICKUPS

- **Hash:** `0x739B9C6D0E7F7F93`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetInstantlyEquipWeaponPickups`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_INSTANTLY_EQUIP_WEAPON_PICKUPS

## Signature

```c
void SET_INSTANTLY_EQUIP_WEAPON_PICKUPS(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetInstantlyEquipWeaponPickups(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x739B9C6D0E7F7F93, ped, toggle)
```

### JavaScript

```js
SetInstantlyEquipWeaponPickups(ped, toggle);

// by hash
Citizen.invokeNative('0x739B9C6D0E7F7F93', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x739B9C6D0E7F7F93, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_INSTANTLY_STORE_LONGARMS_ON_DISMOUNT

- **Hash:** `0xB832F1A686B9B810`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetInstantlyStoreLongarmsOnDismount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_INSTANTLY_STORE_LONGARMS_ON_DISMOUNT

## Signature

```c
void _SET_INSTANTLY_STORE_LONGARMS_ON_DISMOUNT(Ped ped, BOOL storeLongarms, int p2);
```

## Parameters

- `ped` (`Ped`)
- `storeLongarms` (`BOOL`)
- `p2` (`int`)

## Returns

`void`

## Description

Stores longarms to your horse on dismount
Params: p2 = 0
SET_[I - M]*

## Usage

### Lua

```lua
SetInstantlyStoreLongarmsOnDismount(ped, storeLongarms, p2)

-- always available, by hash
Citizen.InvokeNative(0xB832F1A686B9B810, ped, storeLongarms, p2)
```

### JavaScript

```js
SetInstantlyStoreLongarmsOnDismount(ped, storeLongarms, p2);

// by hash
Citizen.invokeNative('0xB832F1A686B9B810', ped, storeLongarms, p2);
```

### C#

```csharp
Function.Call((Hash)0xB832F1A686B9B810, ped, storeLongarms, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_PED_ALL_WEAPONS_VISIBILITY

- **Hash:** `0x4F806A6CFED89468`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedAllWeaponsVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PED_ALL_WEAPONS_VISIBILITY

## Signature

```c
void _SET_PED_ALL_WEAPONS_VISIBILITY(Ped ped, BOOL visible);
```

## Parameters

- `ped` (`Ped`)
- `visible` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAllWeaponsVisibility(ped, visible)

-- always available, by hash
Citizen.InvokeNative(0x4F806A6CFED89468, ped, visible)
```

### JavaScript

```js
SetPedAllWeaponsVisibility(ped, visible);

// by hash
Citizen.invokeNative('0x4F806A6CFED89468', ped, visible);
```

### C#

```csharp
Function.Call((Hash)0x4F806A6CFED89468, ped, visible);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_AMMO

- **Hash:** `0x14E56BC5B5DB6A19`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedAmmo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_AMMO

## Signature

```c
void SET_PED_AMMO(Ped ped, Hash weaponHash, int ammo);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammo` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAmmo(ped, weaponHash, ammo)

-- always available, by hash
Citizen.InvokeNative(0x14E56BC5B5DB6A19, ped, weaponHash, ammo)
```

### JavaScript

```js
SetPedAmmo(ped, weaponHash, ammo);

// by hash
Citizen.invokeNative('0x14E56BC5B5DB6A19', ped, weaponHash, ammo);
```

### C#

```csharp
Function.Call((Hash)0x14E56BC5B5DB6A19, ped, weaponHash, ammo);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_AMMO_BY_TYPE

- **Hash:** `0x5FD1E1F011E76D7E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedAmmoByType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_AMMO_BY_TYPE

## Signature

```c
void SET_PED_AMMO_BY_TYPE(Ped ped, Hash ammoType, int ammo);
```

## Parameters

- `ped` (`Ped`)
- `ammoType` (`Hash`)
- `ammo` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAmmoByType(ped, ammoType, ammo)

-- always available, by hash
Citizen.InvokeNative(0x5FD1E1F011E76D7E, ped, ammoType, ammo)
```

### JavaScript

```js
SetPedAmmoByType(ped, ammoType, ammo);

// by hash
Citizen.invokeNative('0x5FD1E1F011E76D7E', ped, ammoType, ammo);
```

### C#

```csharp
Function.Call((Hash)0x5FD1E1F011E76D7E, ped, ammoType, ammo);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [WEAPON::GET_PED_AMMO_BY_TYPE](https://natives.borderlinerp.com/natives/WEAPON/GET_PED_AMMO_BY_TYPE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_AMMO_TO_DROP

- **Hash:** `0xA4EFEF9440A5B0EF`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedAmmoToDrop`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_AMMO_TO_DROP

## Signature

```c
void SET_PED_AMMO_TO_DROP(Ped ped, int p1, int p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAmmoToDrop(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xA4EFEF9440A5B0EF, ped, p1, p2)
```

### JavaScript

```js
SetPedAmmoToDrop(ped, p1, p2);

// by hash
Citizen.invokeNative('0xA4EFEF9440A5B0EF', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xA4EFEF9440A5B0EF, ped, p1, p2);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_CURRENT_WEAPON_VISIBLE

- **Hash:** `0x0725A4CCFDED9A70`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedCurrentWeaponVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_CURRENT_WEAPON_VISIBLE

## Signature

```c
void SET_PED_CURRENT_WEAPON_VISIBLE(Ped ped, BOOL visible, BOOL deselectWeapon, BOOL p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `visible` (`BOOL`)
- `deselectWeapon` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedCurrentWeaponVisible(ped, visible, deselectWeapon, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x0725A4CCFDED9A70, ped, visible, deselectWeapon, p3, p4)
```

### JavaScript

```js
SetPedCurrentWeaponVisible(ped, visible, deselectWeapon, p3, p4);

// by hash
Citizen.invokeNative('0x0725A4CCFDED9A70', ped, visible, deselectWeapon, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x0725A4CCFDED9A70, ped, visible, deselectWeapon, p3, p4);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_DROPS_INVENTORY_WEAPON

- **Hash:** `0x208A1888007FC0E6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedDropsInventoryWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_DROPS_INVENTORY_WEAPON

## Signature

```c
void SET_PED_DROPS_INVENTORY_WEAPON(Ped ped, Hash weaponHash, float xOffset, float yOffset, float zOffset, int ammoCount);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `ammoCount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDropsInventoryWeapon(ped, weaponHash, xOffset, yOffset, zOffset, ammoCount)

-- always available, by hash
Citizen.InvokeNative(0x208A1888007FC0E6, ped, weaponHash, xOffset, yOffset, zOffset, ammoCount)
```

### JavaScript

```js
SetPedDropsInventoryWeapon(ped, weaponHash, xOffset, yOffset, zOffset, ammoCount);

// by hash
Citizen.invokeNative('0x208A1888007FC0E6', ped, weaponHash, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, ammoCount);
```

### C#

```csharp
Function.Call((Hash)0x208A1888007FC0E6, ped, weaponHash, xOffset, yOffset, zOffset, ammoCount);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_DROPS_WEAPONS_WHEN_DEAD

- **Hash:** `0x476AE72C1D19D1A8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedDropsWeaponsWhenDead`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_DROPS_WEAPONS_WHEN_DEAD

## Signature

```c
void SET_PED_DROPS_WEAPONS_WHEN_DEAD(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDropsWeaponsWhenDead(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0x476AE72C1D19D1A8, ped, toggle)
```

### JavaScript

```js
SetPedDropsWeaponsWhenDead(ped, toggle);

// by hash
Citizen.invokeNative('0x476AE72C1D19D1A8', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0x476AE72C1D19D1A8, ped, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PED_INFINITE_AMMO

- **Hash:** `0x3EDCB0505123623B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedInfiniteAmmo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_INFINITE_AMMO

## Signature

```c
void SET_PED_INFINITE_AMMO(Ped ped, BOOL toggle, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInfiniteAmmo(ped, toggle, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x3EDCB0505123623B, ped, toggle, weaponHash)
```

### JavaScript

```js
SetPedInfiniteAmmo(ped, toggle, weaponHash);

// by hash
Citizen.invokeNative('0x3EDCB0505123623B', ped, toggle, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x3EDCB0505123623B, ped, toggle, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_PED_INFINITE_AMMO_CLIP

- **Hash:** `0xFBAA1E06B6BCA741`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedInfiniteAmmoClip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PED_INFINITE_AMMO_CLIP

## Signature

```c
void _SET_PED_INFINITE_AMMO_CLIP(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInfiniteAmmoClip(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xFBAA1E06B6BCA741, ped, toggle)
```

### JavaScript

```js
SetPedInfiniteAmmoClip(ped, toggle);

// by hash
Citizen.invokeNative('0xFBAA1E06B6BCA741', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xFBAA1E06B6BCA741, ped, toggle);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_PED_WEAPON_ATTACH_POINT_VISIBILITY

- **Hash:** `0x67E21ACC5C0C970C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedWeaponAttachPointVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PED_WEAPON_ATTACH_POINT_VISIBILITY

## Signature

```c
void _SET_PED_WEAPON_ATTACH_POINT_VISIBILITY(Ped ped, int attachPoint, BOOL visible);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)
- `visible` (`BOOL`)

## Returns

`void`

## Description

attachPoint: see SET_CURRENT_PED_WEAPON

## Usage

### Lua

```lua
SetPedWeaponAttachPointVisibility(ped, attachPoint, visible)

-- always available, by hash
Citizen.InvokeNative(0x67E21ACC5C0C970C, ped, attachPoint, visible)
```

### JavaScript

```js
SetPedWeaponAttachPointVisibility(ped, attachPoint, visible);

// by hash
Citizen.invokeNative('0x67E21ACC5C0C970C', ped, attachPoint, visible);
```

### C#

```csharp
Function.Call((Hash)0x67E21ACC5C0C970C, ped, attachPoint, visible);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

- **Hash:** `0xEC1F85DA51D3D6C4`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPlayerPedQuickSwapWeaponByGuid`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

## Signature

```c
void SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID(Ped ped, Any* guidPrimary, Any* guidSecondary);
```

## Parameters

- `ped` (`Ped`)
- `guidPrimary` (`Any*`)
- `guidSecondary` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local guidPrimary, guidSecondary = SetPlayerPedQuickSwapWeaponByGuid(ped)

-- always available, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xEC1F85DA51D3D6C4, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [guidPrimary, guidSecondary] = SetPlayerPedQuickSwapWeaponByGuid(ped);

// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xEC1F85DA51D3D6C4', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var guidPrimary = new OutputArgument();
var guidSecondary = new OutputArgument();
Function.Call((Hash)0xEC1F85DA51D3D6C4, ped, guidPrimary, guidSecondary);
// guidPrimary.GetResult<int>()
// guidSecondary.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [WEAPON::_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID](https://natives.borderlinerp.com/natives/WEAPON/_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID.md) — Outputs cached guids

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_PROJECTILE_EFFECT_RADIUS

- **Hash:** `0x74C9080FDD1BB48F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetProjectileEffectRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_EFFECT_RADIUS

## Signature

```c
void _SET_PROJECTILE_EFFECT_RADIUS(Entity projectile, float radius);
```

## Parameters

- `projectile` (`Entity`)
- `radius` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the explosion/impact effect radius for an existing projectile entity (e.g., thrown dynamite).

Notes:
- Set before detonation/impact; no effect after.
- Does not ignite/detonate; it only changes the projectile's later effect.
- Typical R* flow: find projectile handle (e.g. GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE or _GET_PROJECTILE_IGNITED_IN_VOLUME) then apply a radius (e.g. 2.0f).
- R* also sets very small values (e.g. 0.01f) when an ignited projectile is detected in a volume, likely to minimize the resulting blast/effect while keeping the same projectile.

*Source: VORPCORE RDR3natives*

Sets the explosion or impact effect radius of a projectile entity (e.g., thrown dynamite or similar explosives).
Notes:
- Must be called before the projectile explodes; changing the radius afterward has no effect.
- Commonly used after retrieving the projectile entity with MISC::GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE.
- This does not trigger an explosion; it only defines how large the explosion’s area of effect will be.
- Compared to MISC::ADD_EXPLOSION, which spawns a new explosion at a location, this modifies an existing projectile’s explosion properties.

## Usage

### Lua

```lua
SetProjectileEffectRadius(projectile, radius)

-- always available, by hash
Citizen.InvokeNative(0x74C9080FDD1BB48F, projectile, radius)
```

### JavaScript

```js
SetProjectileEffectRadius(projectile, radius);

// by hash
Citizen.invokeNative('0x74C9080FDD1BB48F', projectile, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x74C9080FDD1BB48F, projectile, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_SET_PROJECTILE_FUSE_TIME

- **Hash:** `0x74C9080FDD1BB48E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetProjectileFuseTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_FUSE_TIME

## Signature

```c
void _SET_PROJECTILE_FUSE_TIME(Entity projectile, float time);
```

## Parameters

- `projectile` (`Entity`)
- `time` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the remaining fuse time (seconds) for an ignited explosive projectile.

Parameters:
- projectile: Projectile entity (e.g., lit dynamite).
- time: Remaining fuse time in seconds (0.0 = immediate detonation).

Notes:
- Typically only applies after the projectile has been ignited.

*Source: VORPCORE RDR3natives*

Sets the remaining fuse time (in seconds) for an ignited explosive projectile entity, such as a thrown dynamite.
 Must be called on an already ignited projectile; calling before ignition has no effect.

## Usage

### Lua

```lua
SetProjectileFuseTime(projectile, time)

-- always available, by hash
Citizen.InvokeNative(0x74C9080FDD1BB48E, projectile, time)
```

### JavaScript

```js
SetProjectileFuseTime(projectile, time);

// by hash
Citizen.invokeNative('0x74C9080FDD1BB48E', projectile, time + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x74C9080FDD1BB48E, projectile, time);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::SET_VEHICLE_WEAPON_HEADING

- **Hash:** `0x194D877FC5597B7D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetVehicleWeaponHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_VEHICLE_WEAPON_HEADING

## Signature

```c
void SET_VEHICLE_WEAPON_HEADING(Vehicle vehicle, int seatIndex, float heading, BOOL p3);
```

## Parameters

- `vehicle` (`Vehicle`)
- `seatIndex` (`int`)
- `heading` (`float`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleWeaponHeading(vehicle, seatIndex, heading, p3)

-- always available, by hash
Citizen.InvokeNative(0x194D877FC5597B7D, vehicle, seatIndex, heading, p3)
```

### JavaScript

```js
SetVehicleWeaponHeading(vehicle, seatIndex, heading, p3);

// by hash
Citizen.invokeNative('0x194D877FC5597B7D', vehicle, seatIndex, heading + 0.0000001, p3);
```

### C#

```csharp
Function.Call((Hash)0x194D877FC5597B7D, vehicle, seatIndex, heading, p3);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_VEHICLE_WEAPON_HEADING_LIMITS

- **Hash:** `0x56CB3B4305A4F7CE`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetVehicleWeaponHeadingLimits`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_VEHICLE_WEAPON_HEADING_LIMITS

## Signature

```c
void _SET_VEHICLE_WEAPON_HEADING_LIMITS(Vehicle vehicle, int p1, float minHeading, float maxHeading);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`int`)
- `minHeading` (`float`)
- `maxHeading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetVehicleWeaponHeadingLimits(vehicle, p1, minHeading, maxHeading)

-- always available, by hash
Citizen.InvokeNative(0x56CB3B4305A4F7CE, vehicle, p1, minHeading, maxHeading)
```

### JavaScript

```js
SetVehicleWeaponHeadingLimits(vehicle, p1, minHeading, maxHeading);

// by hash
Citizen.invokeNative('0x56CB3B4305A4F7CE', vehicle, p1, minHeading + 0.0000001, maxHeading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x56CB3B4305A4F7CE, vehicle, p1, minHeading, maxHeading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_VEHICLE_WEAPON_HEADING_LIMITS_2

- **Hash:** `0xBF5987E1CDE63501`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetVehicleWeaponHeadingLimits_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_VEHICLE_WEAPON_HEADING_LIMITS_2

## Signature

```c
Any _SET_VEHICLE_WEAPON_HEADING_LIMITS_2(Vehicle vehicle, int p1, float minHeading, float maxHeading);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`int`)
- `minHeading` (`float`)
- `maxHeading` (`float`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SetVehicleWeaponHeadingLimits_2(vehicle, p1, minHeading, maxHeading)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF5987E1CDE63501, vehicle, p1, minHeading, maxHeading, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetVehicleWeaponHeadingLimits_2(vehicle, p1, minHeading, maxHeading);

// by hash
const retval = Citizen.invokeNative('0xBF5987E1CDE63501', vehicle, p1, minHeading + 0.0000001, maxHeading + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBF5987E1CDE63501, vehicle, p1, minHeading, maxHeading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_VEHICLE_WEAPON_RELOAD_MODE

- **Hash:** `0x8A779706DA5CA3DD`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetVehicleWeaponReloadMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_VEHICLE_WEAPON_RELOAD_MODE

## Signature

```c
void _SET_VEHICLE_WEAPON_RELOAD_MODE(Vehicle vehicle, BOOL noReload, int p2);
```

## Parameters

- `vehicle` (`Vehicle`)
- `noReload` (`BOOL`)
- `p2` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Toggles reload behavior for certain vehicle-mounted cannons.

Params:
- vehicle: Vehicle with the mounted cannon.
- noReload: true = disable reload (continuous fire), false = normal reload.
- p2: unk, always -1 in R* scripts.

Notes:
- Observed only in SP scripts (native_son2, native_son3, smuggler2).
- Observed to apply to cannon vehicles (e.g., breach_cannon, hotchkiss_cannon), not general vehicle weapons/turrets.

*Source: VORPCORE RDR3natives*

Enables/disables reload behavior for vehicle-mounted **cannons**.
When noReload is true, the cannon fires without requiring a reload; when false, it must reload after shots.
Supported vehicles only:**breach_cannon** and **hotchkiss_cannon**

## Usage

### Lua

```lua
SetVehicleWeaponReloadMode(vehicle, noReload, p2)

-- always available, by hash
Citizen.InvokeNative(0x8A779706DA5CA3DD, vehicle, noReload, p2)
```

### JavaScript

```js
SetVehicleWeaponReloadMode(vehicle, noReload, p2);

// by hash
Citizen.invokeNative('0x8A779706DA5CA3DD', vehicle, noReload, p2);
```

### C#

```csharp
Function.Call((Hash)0x8A779706DA5CA3DD, vehicle, noReload, p2);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_SET_WEAPON_DAMAGE

- **Hash:** `0xE22060121602493B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DAMAGE

## Signature

```c
void _SET_WEAPON_DAMAGE(Object weaponObject, float level, BOOL p2);
```

## Parameters

- `weaponObject` (`Object`)
- `level` (`float`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Related to weapon visual damage, not actual damage.

## Usage

### Lua

```lua
SetWeaponDamage(weaponObject, level, p2)

-- always available, by hash
Citizen.InvokeNative(0xE22060121602493B, weaponObject, level, p2)
```

### JavaScript

```js
SetWeaponDamage(weaponObject, level, p2);

// by hash
Citizen.invokeNative('0xE22060121602493B', weaponObject, level + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xE22060121602493B, weaponObject, level, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_GET_WEAPON_DAMAGE](https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_DAMAGE.md) — Related to weapon visual damage, not actual damage.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_WEAPON_DEGRADATION

- **Hash:** `0xA7A57E89E965D839`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponDegradation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DEGRADATION

## Signature

```c
void _SET_WEAPON_DEGRADATION(Object weaponObject, float level);
```

## Parameters

- `weaponObject` (`Object`)
- `level` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponDegradation(weaponObject, level)

-- always available, by hash
Citizen.InvokeNative(0xA7A57E89E965D839, weaponObject, level)
```

### JavaScript

```js
SetWeaponDegradation(weaponObject, level);

// by hash
Citizen.invokeNative('0xA7A57E89E965D839', weaponObject, level + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xA7A57E89E965D839, weaponObject, level);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::GET_WEAPON_DEGRADATION](https://natives.borderlinerp.com/natives/WEAPON/GET_WEAPON_DEGRADATION.md) — 0.0: good condition, 1.0: poor condition

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_WEAPON_DIRT

- **Hash:** `0x812CE61DEBCAB948`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponDirt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DIRT

## Signature

```c
void _SET_WEAPON_DIRT(Object weaponObject, float level, BOOL p2);
```

## Parameters

- `weaponObject` (`Object`)
- `level` (`float`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponDirt(weaponObject, level, p2)

-- always available, by hash
Citizen.InvokeNative(0x812CE61DEBCAB948, weaponObject, level, p2)
```

### JavaScript

```js
SetWeaponDirt(weaponObject, level, p2);

// by hash
Citizen.invokeNative('0x812CE61DEBCAB948', weaponObject, level + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0x812CE61DEBCAB948, weaponObject, level, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_GET_WEAPON_DIRT](https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_DIRT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_WEAPON_HOLSTERED

- **Hash:** `0x4820A6939D7CEF28`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponHolstered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PED_WEAPON_ON_BACK`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_HOLSTERED

## Signature

```c
void _SET_WEAPON_HOLSTERED(Ped ped, BOOL disableAnim);
```

## Parameters

- `ped` (`Ped`)
- `disableAnim` (`BOOL`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Holster the holded shoulder weapon. Precisions: 0 means with anim while 1 means direct holster

## Usage

### Lua

```lua
SetWeaponHolstered(ped, disableAnim)

-- always available, by hash
Citizen.InvokeNative(0x4820A6939D7CEF28, ped, disableAnim)
```

### JavaScript

```js
SetWeaponHolstered(ped, disableAnim);

// by hash
Citizen.invokeNative('0x4820A6939D7CEF28', ped, disableAnim);
```

### C#

```csharp
Function.Call((Hash)0x4820A6939D7CEF28, ped, disableAnim);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*

---

# WEAPON::_SET_WEAPON_LEVEL_THRESHOLD

- **Hash:** `0xD4071EFC83794B2F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponLevelThreshold`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_LEVEL_THRESHOLD

## Signature

```c
void _SET_WEAPON_LEVEL_THRESHOLD(Object weaponObject, float threshold);
```

## Parameters

- `weaponObject` (`Object`)
- `threshold` (`float`)

## Returns

`void`

## Description

every other level will have the max value of (brokeLevel - threshold)

## Usage

### Lua

```lua
SetWeaponLevelThreshold(weaponObject, threshold)

-- always available, by hash
Citizen.InvokeNative(0xD4071EFC83794B2F, weaponObject, threshold)
```

### JavaScript

```js
SetWeaponLevelThreshold(weaponObject, threshold);

// by hash
Citizen.invokeNative('0xD4071EFC83794B2F', weaponObject, threshold + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD4071EFC83794B2F, weaponObject, threshold);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_WEAPON_SCALE

- **Hash:** `0xC3544AD0522E69B4`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponScale`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_SCALE

## Signature

```c
void _SET_WEAPON_SCALE(Object weaponObject, float scale);
```

## Parameters

- `weaponObject` (`Object`)
- `scale` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponScale(weaponObject, scale)

-- always available, by hash
Citizen.InvokeNative(0xC3544AD0522E69B4, weaponObject, scale)
```

### JavaScript

```js
SetWeaponScale(weaponObject, scale);

// by hash
Citizen.invokeNative('0xC3544AD0522E69B4', weaponObject, scale + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC3544AD0522E69B4, weaponObject, scale);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_GET_WEAPON_SCALE](https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_SCALE.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::_SET_WEAPON_SOOT

- **Hash:** `0xA9EF4AD10BDDDB57`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponSoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_SOOT

## Signature

```c
void _SET_WEAPON_SOOT(Object weaponObject, float level, BOOL p2);
```

## Parameters

- `weaponObject` (`Object`)
- `level` (`float`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponSoot(weaponObject, level, p2)

-- always available, by hash
Citizen.InvokeNative(0xA9EF4AD10BDDDB57, weaponObject, level, p2)
```

### JavaScript

```js
SetWeaponSoot(weaponObject, level, p2);

// by hash
Citizen.invokeNative('0xA9EF4AD10BDDDB57', weaponObject, level + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xA9EF4AD10BDDDB57, weaponObject, level, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_GET_WEAPON_SOOT](https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_SOOT.md)

*Sources: alloc8or RDR3 NativeDB.*

---

# WEAPON::SHOULD_WEAPON_BE_DISCARDED_WHEN_SWAPPED

- **Hash:** `0x2C83212A7AA51D3D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `ShouldWeaponBeDiscardedWhenSwapped`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SHOULD_WEAPON_BE_DISCARDED_WHEN_SWAPPED

## Signature

```c
BOOL SHOULD_WEAPON_BE_DISCARDED_WHEN_SWAPPED(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ShouldWeaponBeDiscardedWhenSwapped(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2C83212A7AA51D3D, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ShouldWeaponBeDiscardedWhenSwapped(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x2C83212A7AA51D3D', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2C83212A7AA51D3D, weaponHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*

---

# ZONE::_GET_MAP_ZONE_AT_COORDS

- **Hash:** `0x43AD8FC02B429D33`
- **Namespace:** ZONE
- **Runtime name (Lua/JS):** `GetMapZoneAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ZONE/_GET_MAP_ZONE_AT_COORDS

## Signature

```c
Hash _GET_MAP_ZONE_AT_COORDS(float x, float y, float z, int type);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `type` (`int`)

## Returns

`Hash`

## Description

Returns name hash, see common:/data/levels/rdr3/mapzones.meta

type (-1 matches any type):
class CMapZone
{
public:
	enum class Type
	{
		STATE,
		TOWN,
		LAKE,
		RIVER,
		OIL_SPILL,
		SWAMP,
		OCEAN,
		CREEK,
		POND,
		GLACIER,
		DISTRICT,
		TEXT_PRINTED,
		TEXT_WRITTEN
	};
};

https://github.com/femga/rdr3_discoveries/tree/master/zones & https://alloc8or.re/rdr3/doc/enums/CMapZone__Type.txt

## Usage

### Lua

```lua
local retval = GetMapZoneAtCoords(x, y, z, type)

-- always available, by hash
local retval = Citizen.InvokeNative(0x43AD8FC02B429D33, x, y, z, type, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetMapZoneAtCoords(x, y, z, type);

// by hash
const retval = Citizen.invokeNative('0x43AD8FC02B429D33', x + 0.0000001, y + 0.0000001, z + 0.0000001, type, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x43AD8FC02B429D33, x, y, z, type);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*

---

# ZONE::_GET_WATER_MAP_ZONE_AT_COORDS

- **Hash:** `0x5BA7A68A346A5A91`
- **Namespace:** ZONE
- **Runtime name (Lua/JS):** `GetWaterMapZoneAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ZONE/_GET_WATER_MAP_ZONE_AT_COORDS

## Signature

```c
Hash _GET_WATER_MAP_ZONE_AT_COORDS(float x, float y, float z);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Hash`

## Description

Returns the zone's name hash if its type matches one of the following:
- LAKE
- RIVER
- OIL_SPILL
- SWAMP
- OCEAN
- CREEK
- POND
- GLACIER

## Usage

### Lua

```lua
local retval = GetWaterMapZoneAtCoords(x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5BA7A68A346A5A91, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWaterMapZoneAtCoords(x, y, z);

// by hash
const retval = Citizen.invokeNative('0x5BA7A68A346A5A91', x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5BA7A68A346A5A91, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
